Operation: Blackwater
The security situation in Carriska has remained relatively stable over the past month since the vicious struggle between the Army and warring drug cartels. With the Army and government back in control, and the country reasonably secure, a small U.S. peacekeeping force has just begun initial deployments to the country after the brief violence over the past year, but thus far, only a handful of Marines and a Special Forces ODA are on site. The U.S. State Department has contracted a number of Blackwater Security Consultants to provide security for U.S. Diplomats and officials throughout the country, due to the firms success in Iraq and Afghanistan. However, intelligence reports on growing insurgent activity in and around the capital, Kascavich. This isn’t apparent until 12 May 2007:
SITREP: On 0845 12 May 2007, a Convoy of two vehicles from Task Force Bear Claw, a Blackwater Security Consultant team, was escorting a U.S. State Department Official from the Kascavich Airport to the U.S. Embassy.
At 0855 the lead vehicle in the convoy was hit by an IED, just one hundred meters short of the U.S. Embassy. An estimated ten to twenty insurgents then attacked the column with small arms fire and RPGs. The Blackwater Operatives fought off the first wave of assaults, and secured two of the enemy arms caches, but Satellite intelligence indicate that more insurgents are on the way to join the fighting.
Blackwater Security Contactors
14 – 20 Personal
Tan T-shirt or Polo, Jeans,
Tac Vest/Body Armor
Radio + headset
VIP
Tan T-shirt or Polo, Jeans
Body Armor Vest
Armed only with a GBB Pistol
Insurgents
Militia
30-40 personal
Any darker/woodland Camo
Registration
There will be a $5 registration fee for this event that must be payed by 4-30-2007 in order to secure a spot at this event. We will limit this event to 75 players.
PAY PAL:
mattreinsmoen@insightbb.com
put your call sign in the subject line
Registration fee gets you 1 raffle ticket for door prizes.
All proceeds are going to the children of fallen soldiers fund
There is also a $10 feild fee.
Age limit is
18 and up
Rules:
Medic- Medics must touch the wounded player for one minute, and respawn at a respawn point. Medics cannot move wounded players.
For teams with not medics: All players can move a wounded person to a respawn point by touching the dead/wounded person, but neither are allowed to fight until person is healed. One player must move the wounded person to the respawn. After a 10 minute bleed out time the player will return to the respawn on his own.
FPS Limit- 400 fps for all AEGs, 500 fps for sniper rifles.
Semi-Auto only in close combat situations (<20 feet)
Time Limit- Each team will have one hour for each scenario to complete.
Time Frame –
0800-0930 – Arrival, gear up. COs arrive early for CO briefings
0930-1000 – General briefing, event picture
1000-1100 – CO team briefings, finalizing squad assignments, team leaders, radio frequencies, finish gearing up.
1100 – Game Start, Scenario 1
1200 – Scenario 2
1300 – Scenario 3
1400 – Scenario 4
1500 – Scenario 5
1600 – Scenario 6+7
1700 – AAR, onto the buffet
Operations
1. Ambush Alley: The Blackwater Security Consultants will start at the destroyed vehicle at the village. The Blackwater Operators must escort the VIP to the US Embassy without him being captured or killed, the VIP can only be revived by a medic three times.
The Insurgents will start at locations on the other side of the junkyard and in between the Embassy and the Ambush site. They must kill or capture the VIP and prevent him from getting to the Embassy.
Both Teams will have infinite lives, except for the VIP, who only has 3. The Insurgents and Blackwater security teams will have one medic.
2. Combat Rescue: One of the Blackwater Operators who was wounded in the initial ambush was taken prisoner by the insurgent forces. Satellite intelligence suggest that he was in one of the immediate buildings surrounding the ambush site.
The Blackwater Operatives must search building to building in search of their fallen comrades, and extract them to the Embassy. The Insurgent team will start in the junkyard, the Blackwater Team will start at the Embassy.
Each team will have unlimited respawns and must respawn at their respective points.
3. Improvised Explosive Device: The insurgents are planning to plant three IEDs made out of plastic explosives along three main routes to the embassy in an attempt to stop any re-supply and reinforcements. During the rescue attempt, the Blackwater Operatives found maps and intelligence on one of the dead insurgent leaders with the plans and routes of these IEDs. Satellite intelligence has confirmed that several insurgent teams are attempting to plant these IEDs.
The Blackwater Operatives must stop the Insurgents from planting the Improvised Explosive Devices before their re-supply arrives in one hour. If the insurgents plant the IEDs, the Blackwater Operatives can still defuse them. The Insurgents must successfully have 2 out of 3 IEDs planted by then end of the hour. The Blackwater Team will start at the Embassy, the Insurgent team will start at the barrel fort.
4. Media Propaganda: Insurgents are planning to storm and take control of a local government controlled radio station. The Blackwater Force has been tasked with getting there first and holding the position until Government forces can arrive. If the Insurgents are there, they must drive them back. Whoever has control of the radio station at the end of the hour wins control.
The Blackwater Operatives will start at the U.S. Embassy, the insurgents will start at their respawn.
The Insurgents must respawn at a spawn point and receive one respawn.
5. Arms Caches: Intel reports that the Insurgents are keeping several large arms caches spread throughout the town in attempt to gain a strong foothold and increase their presents among the population. The Blackwater team is tasked with eliminating at least 2 out of the 3 Arms Caches. The Insurgents must stop them.
The Blackwater team will start at the Embassy, and the Insurgent team will start at the town.
6. Under Siege: The insurgents turn the tide on the U.S. Embassy with an all out assault in the largest insurgent offensive since February. This has caught the U.S. off guard, and are slow to react. The militia must capture the U.S. Embassy within an hour before a large U.S. Quick Reaction Force arrives.
There will be no medics or respawns for this game.
7. Extraction: Due to the overwhelming insurgency and unstable security situation in the Capitol, the United States has decided to temporarily evacuate the Embassy and relocate the State Department Officials and Diplomats to the U.S. Controlled International Airport in the Safe Zone. However, one of the corrupt local police officers tipped off the Insurgency, who plan to ambush the extraction team.
The Blackwater Operatives will start at the embassy and move through the city. There will be no respawns, except for the VIP, who only has 3 lives.