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TN Airsoft Forums • View topic - Kentucky Airsoft World In conflict Game 7/26/08-7/27/08 Discuss AEGs Sniper Rifles Tactical Gear

Kentucky Airsoft World In conflict Game 7/26/08-7/27/08

Organized events outside TN, but in the immediate surrounding areas

Moderators: dogsoldier, Skidude, maddcatt

Kentucky Airsoft World In conflict Game 7/26/08-7/27/08

Postby Comrade Ben » Tue Jun 17, 2008 10:54 pm

Image

LOCATION: GC Field Wells rd Greenville ky

DIRECTIONS:


TIME FRAME:
7/25/08
8:30 Pm CT Camp grounds open for those wishing to camp Friday night

7/26/08
9:00 am registration and chronoing begins
9:30 am Mission briefing begins and team move out to there bases
10:00 combat operations begin and will last all day non stop be prepared to do everything in feild including eating during game play we don't break for lunch
6:00 pm Major combat operations cease and teams stand down for the night

7/27/08

10:00 game play resumes

End time TBA

COST: $5 for both days

REQUIRED ITEMS
Full seal goggles
Wavier
(can be found here )
Death rag
Gun
Ammo
Water
Something to eat or snack on
A designated container for your squads ammo such as a metal ammo box (see the ammo dump section for more info)


FPS LIMITS: All guns chroned with .25 bbs with a leeway
400 fps with .25 for all main guns
420 fps with .25s for all support guns
500fps with .25s for all DM and sniper rifles

MEDS: NONE Use common sense( by common since dont shoot some point blank to the head on full auto)

BACK STORY


DAY ONE OF COMBAT OPERATIONS
The first day will be an 8hr non stop Warsaw vs NATO milsim Game so expcet to be doing vering thing in game play including eating. It will be an endurance test of players physical prowess and rational thinking skills. Commanders will be tasked with making there own choices and employ there own strategies. This is not a strait forward attack this then take a break then do this jump through the hoop then do a barrel roll. This is a more or less an open ended airsoft game. What route you take will be up to your side. Also expect to have in game consequences to our actions and strategies whether positive or negative

MAIN OBJECTIVES
The objective will the capture an seizure of Enemy FOB's a CP's for points youy will aslo be tasked with defending your own FOBs and CP's from enemy control In each FOB there will be a clock timer
Image
All you have to do is activate the clock in the enemy Bunker to start counting up points
EACH MINUTE = 10 points
SIDE OBJECTES
In addition to the main objectives there will be numerous side objectives worth additional points

AMMO LIMIT & AMMO DUMP
There will be an ammo limit in place for this vent for approx. 600rnds
Or 6 mid caps or one 600rnd hi cap
All support guns will be limited to one full box magazine.
Each squad will leave there ammo container at there side disengaged ammo dump
Other Players may not Mess around with Any one else’s ammo cans
Each time a player reloads they will go to the ammo dump and remove the amount they are allowed to carry
from there ammo container


MEDIC & RESPAWN RULE
Each layer will be given a section 550 cord to tie onto there gear
Once hit a player must yell hit an pull out their death rag
The player must stay where they are until someone can get to them
In order to be mediced back in a team mate must tie a knot in there piece of rope
A player get total of 3 knots
A player will revive + 1 knot for wearing body armor
A player will also receive + 1 knot for a Kevlar or Steelpot helmet
Once player has tied all knots they must Respawn by walking 200 feet in any direction away from combat
After they have walked 200 feet they must take of there death rag unite all there knots and come back in.
If a player cannot be reached they will bleed out and die after ten minutes. Once they have bleed out the player must get up walk 200 feet in any direction and take off there death rag and come back in

GRENADES
Tennis ball grenades can be used but are only effective against Bunkers with three or more sides.
Once the tennis ball inside the actual bunker all combatants are considered hit and must wait to be
Mediced back in or bleed out.


ANTI PERSONNEL MINES.
Each Side will be given 30 clay pigeon land mines They will be located with in the AMMO DUMP in a wood crate each side may place there mine where ever they please. But 30 is all they will receive.
Players will be able to bring there own AP Mine such as claymores.
AP Mine Hit Rule
Once you step on, trip, or get hit by an AP mine you are hit.
Player must put on there death rag
The player is automatically dead and cannot be mediced back in
The player must wait ten minutes to respawn


PLAYER CAP: There is a 25 person player cap on the Nato side until The Warsaw roster is up to 25 players

COMMAND STRUCTURE
each side will be split up into 3 platoons according to patterns and will also have a commanding general.

Nato will be split up into a US army, Us Marine Corp and a joint NATO SF task force
Warsaw will be split up into a Russian, Commie German, and a Rebel & Partisan force

CAMO RESTRICTIONS
this is a Milsim event an Camo patterns will be dived up realistically with designated Nato patterns on one side and Warsaw and non Nato patterns on the other


NATO
The US ARMY
Tri color , woodland, and ACU

US MARINE Corps
Marpat, Darpat, and 6 color

Joint SF Task force
DPM, Desert DPM, CADPAT,Multicam.


[size=10pt]WARSAW
RUSSIAN FORCES
ANY & ALL RUSSIAN CAMO


UNTIED SOCIALIST GERMAN FORCE
ANY GERMAN CAMMO

REBEL & PARTISAN FORCES
Any non nato patterns, like tiger stripe safariflage.
The rebel and partisan force can also wear Misc civilian and any camo pattern such as camo jackets with od pants
or civilian top with cammo pants.




Comrade Ben
 
Posts: 5
Joined: Sun Feb 03, 2008 9:28 pm

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