LAST GAME AT GSF AIRSOFT FIELD IS 9/24/11

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LAST GAME AT GSF AIRSOFT FIELD IS 9/24/11

Postby grabsomefun » Thu Sep 08, 2011 3:49 pm

LZ X-Ray OP Jungle Fury Sept 24 2011. Will be the last game of the Year at GSF Airsoft Field. We have some construction planned for the off season. Our goal is to have a challenging course prepared by spring of 2012. We will have a 2012 Calendar schedule posted by Jan 2012. Also want to thank everyone that have been supporting GSF. :mrgreen:

For those who are attending the OP Jungle Fury on Sept 24. ALL NEED TO READ the post below on game briefings. Also, understand that we are looking for sportsmanship, and you will be expected to comply with ALL that has been posted. In game REFS and field REFS will be on location to make sure that these rules are enforced. There will be a ZERO tolerance for noncompliance, or for ANY Arguing or Fighting of any kind!!! You will be asked to leave (WITHOUT A REFUND!) If you do not comply with the rules that have been organized and posted for this event, and or Field Rules. The reason for this is to ensure other players of their safety, and the quality of play we are trying to create in a MilSim game! So get out and get some. BE SAFE, and HAVE FUN! Also, I HIGHLY recommend watching the movie… WE WERE SOLDIERS. This is to get a good understanding of what to expect of the day. Excellent Movie by the way!!

If you are ready for an Airsoft Game that is more than a giant death match, and looking for a Military Simulation where you won’t have to guard a boring un-assailed post then this is the event for you!

SITUATION:
(1) Field: Grab Some Fun Airsoft Store is located at 5608 Hwy 11E, Piney Flats, TN 37686. Everyone will sign-in here and then be directed to the field which is a few miles from the store at 184 S Summer Sound Road, Piney Flats, TN 37686. Store opens at 6:00a.m. registration begins 6:10a.m. You can pay at the Field but prefer you to go to the store and pay. You will be asked to show your wristband at the field upon entry.

(2) T&D: Players need to arrive at the field NLT (No Later Than) 0730 on 24 September 2011. The Simulation and all events will be complete by 1830.
MISSION: The Echo Company (The official Military Simulation Organization of East Tennessee State University) and the Tri-Cities Airsoft Alliance will be conducting a Military Simulation of the Battle of Ia Drang Valley at Grab Some Fun Airsoft Field on 24 September 2011 in order to bring a fresh type of Airsoft to the area.

EXECUTION:
(1) Concept of Operations:

THIS EVENT IS NOT MEANT TO BE AN EXACT REENACTMENT OF HISTORICAL EVENTS. However both sides (The U.S. Army and the NVA [North Vietnamese Army]) will begin with historical starting missions and orders. From there all events are subject to the actions of the COC (Chain of Command) and the players. Each side will be organized into a company of soldiers present during the battle and will have a similar COC to that of their historical counterparts. Though this is a Military Simulation, taking objectives WILL REQUIRE FRQUENT CONTACT resulting in a busy day of Airsoft. Further, “points” gained from completing those objectives will not bring victory. Each objective provides units with furthered ability to complete their primary mission; only through strategic victory on the battlefield can a winner be declared. See Coordinating Instructions for Primary Objectives for both sides.

(2) Coordinating Instructions:

B/1-7 CAV: (Bravo Company, First Battalion of the Seventh Cavalry) will be the U.S. Forces represented by players on the Battlefield. These players will be shuttled into “LZ X-Ray” and simulate helicopter insertion and reinforcement (re-spawn). Their overall objective is to search and destroy NVA forces; the actual Battalion OPORD (Operation Order) presented by LTC Hal Moore is located on this link: http://www.wearesoldiers.org/vietnam/Ia ... Valley.htm. Additional lower level OPORDs with more detail and specific objections will be passed down through the COC once teams are establishes and again on game day.

Play Style: U.S. forces are intended for those who want to rely heavily on military tactics and coordinated movement and fires. They will have the more strict Mil-Sim missions and are best suited for players with at least a decent grasp of infantry small unit tactics.

Uniform: U.S. Army equipment from Vietnam is pretty easy to come by, usually consisting of one of three uniform patterns and LBE (Load Bearing Equipment) or LBV (Load Bearing Vest). Because these items are readily available the U.S. team will have a stricter uniform requirement than the NVA side. Priority for U.S. team slot will go first to those with OD Green (Olive Drab) uniforms, second to Vietnam Tiger Stripe, and third only if slots are not filled to BDU (Battle Dress Uniform). Woodland BDU will be the balance pattern and if even teams cannot be established in preregistration, will request for BDU players to transfer to the appropriate side. Only these three uniforms will be authorized for the U.S. and an M16 variant weapon is suggested but not required.

A/9-66 PAVN: (Alpha Company, Ninth Battalion of the Sixty Sixth Regiment of the People’s Army of Vietnam) will be the NVA forces represented by players on the Battlefield. These players will be sent to the top of “Chu Pong Mountain” where their HQ (headquarters) and re-spawn will be located or stationed in lower fighting positions around the area. They will then conduct defensive operations and patrols until contact is made by U.S. forces. From this point all orders and missions will be passed down through the COC.

Play Style: Vietnamese forces are intended for those who want to enjoy a theme based game while still getting heavy contact. A portion of the players in the PAVN Company will be conducted raids on U.S. battle lines to keep them engaged and spread thin. But there will be a need for special missions to be run to accomplish specific objectives. So whether you’re looking for a heavy firefight or objective based gameplay; the Vietnamese side will be great for you, plus you will get to defend and attack down from a fortified mountain position.
Uniform: Vietnamese uniforms in this operation can consist of everything but OD Green, VN Tiger Stripe, and BDU Woodland (the uniforms for the U.S. side). The only exception to this rule is if players have authentic green NVA uniforms, those players can wear those uniforms so long as their equipment is appropriate to a Vietnamese soldier, so as to reduce confusion. Woodland BDU will be the balance pattern and if even teams cannot be established in preregistration, will request for BDU players to transfer to the appropriate side. All other forms of camouflage, solid (non-OD green) fatigues, or civilian uniforms will be placed in the Vietnamese forces. AK-47 variant weapons are suggested for this side, but not required.

(3) Initial Timeline: (This is highly subject to change though the start and end times are concrete)
0800: Opening Remarks
0810: Rules/Safety Briefing (Absolutely Mandatory)
0830: Solidify Organization of Teams and Move to Starting Areas
0930: Game Start (Combat Authorized)
1730: ENDEX (Game Finish) all players return to Operation AA
1800: Closing Remarks/Raffle
1830 Approx: Players Dismissed
Note: 8 solid hours of gameplay will occur, if some absolutely unpreventable event disables us from beginning the game on time, the timeline will be pushed back accordingly.

ADMINISTRATION AND LOGISTICS:
(1) Sustenance: There will be a vendor throughout the day selling pack-lunch items that can be carried during gameplay. Players are authorized to bring food to the event, but keep in mind that no official break will be given for meals; players are expected to eat during gameplay while not in contact with the enemy. Please note that cooking or grilling (excluding MREs) is not authorized due to the event site so any food carried to the field must already be cooked or not need such preparation.

(2) Resupply: There will be at least one vendor on site to sell bb’s, gas, magazines, accessories, bag lunches, and weapons for players at the event. In addition all players will register at the Grab Some Fun Airsoft store which is well-equipped to provide for all your Airsoft needs.

(3) Facilities: Porta-johns are available to players out of the bounds of the playing field. There will be sufficient parking for all players.

(4) Transportation: NVA soldiers will be shuttled to their initial start points in the field before game start. Vehicles used to represent Huey Helicopters will insert American players and their position.

(5) Bivouac (Camping): Camping and will be available on site. The game organizers and key leadership will be staying here, so it is encouraged that those who plan to camp come here, as far as I can tell it is the closest campground, though there are other nearby.

COMMAND AND SIGNAL:
(1) Unit Organization:

U.S. Army: The smallest unit is a fire team of 4-5 men, followed by a SQD (squad) of two fire teams and a SL (squad leader). 2-4 squads form a PLT (platoon) along with a PL (Platoon Leader), PSG (Platoon Sergeant), and RTO (Radio Telephone Operator). In this operation there will be 3 PLTs, a CO (Company Commander), and his staff which form B Co (Bravo Company). These will be the player populated American units during the operation.

PAVN: The Vietnamese operate in a principle of 3. Their smallest unit is a 3-man cell, followed by a SQD consisting of 3 cells and SL. 3 SQDs, a PL, and an RTO make a PLT. 3 PLTs, a CO, and his staff form A Co. These will be the player populated Vietnamese units during the operation.

(2) Chain of Command: Both teams will follow a similar COC going roughly from TL, SL, PSG, PL, 1SG, XO, to CO. All slots but the Team Leader will be filled before the game. Team Leaders, along with medics, and other assistants to commanders will be decided on game day. The Captain in command of Alpha Company on the U.S. side and the commander of Bravo Company of the Vietnamese forces will be staff- players who organize and assist in controlling and refereeing, but are still in play. If you are interested in a leadership position, please see the instructions under registration.

(3) Signal: An RTO will be attached to each PLT and will serve to call in fires, communicate with other units within the company, and maintain order as a referee. Any issues with safety, personnel, or otherwise can be passed up the chain through these referees.

(4) Rules: All rules will be briefed before gameplay, if you are not briefed, you will not play. In addition all leadership positions will receive Standard Operating Procedures containing all rules and instructions on how to fulfill missions.

a. Pyro/Demo Rules
(1) Items such as Smoke, Mortars, and Artillery Simulators will be used by referees; do not attempt to use any of these items.
(2) Personal Smoke and/or Airsoft Grenades are authorized for use so long as they are flameless and approved by each player’s PL or game organizers. When a grenade explodes inside a bunker or piece of cover, all those inside the bunker or hiding directly behind the cover out immediately out
(3) All Anti-Bunker weapons must be approved before the event by the player’s Company Leadership or Game organizers. An approved Anti-Bunker Gun which is shot at a bunkers immediately kills everyone inside, but does not have an area kill radius in any other situation
(4) When Mortars Strike a position everyone within a 25 foot radius of the simulator is immediately dead (this distance is determined by the RTO referee; do not argue with him)
(5) In some missions, players will be given smoke or some sorts of pyro with specific instructions on use, when this happens follow the instructions precisely and do not use the pyro in any other manner
(6) There will be NVA Booby Traps in the AO, when tripped everyone within a 5 foot radius is immediately dead
(7) When a player is hit by any sort of pyrotechnical weapon whether it be a grenade, a booby-trap, or a mortar strike, there is no bleed-out period, they automatically return to re-spawn

b. Calling for Fire
(1) Each PLT is authorized a set number of Mortar strikes and Mortar-fired Concealment Smoke, the PL should inform a SL how many fires they are authorized when they leave the line on a mission
(2) To call for fire, a player in a leadership position must approach their RTO and request either a Fire Mission or Smoke Concealment
(3) Then the player must indicate a position in sight, whether on the map or in real-time, where he wants the Mortars to send rounds
(4) The referee will then move within throwing range of the position, use his radio to call the mortar men at the LZ and request fires
(5) Once the mortars sound he will either throw his artillery simulator and once it explodes everyone within range will return to re-spawn automatically without a bleed-out period, or throw smoke for its concealment effect


c. Kill Cards and Intel
(1) Each player will be issued a “kill-card” before game start with their leadership position on it
(2) In addition some players will be issued “Intelligence” which will contain actual information pertinent to each team’s strategy
(3) When a player comes upon an enemy who is in his “bleed-out” period, he must ask the downed player if he still has a kill-card or any Intel; a question to which everyone must answer honestly
(4) Players must then surrender whatever items they are asked for (if they still have any); so if a player is only asked for his kill-card but also has Intel all he must give is his kill-card and vice versa
(5) Once a downed player has been asked to relinquish his kill-card (whether he has one in his possession or not), he cannot be healed by a Medic but instead gets up and goes to re-spawn
(6) Once a player is within arm’s reach of a downed player and requests his kill-card and/or Intel, he must be given those items even if shot immediately after asking (This is to prevent downed players from stalling)
(7) Once a kill-card is taken, it cannot be retaken or taken back; it is out of play once changing hands once. Alternately Intel can be captured an infinite amount of times (Though this would be futile considering it offers only information and not points
(8) Players keep kill-cards collected simply for bragging rights and send any captured Intel up the chain of command so the leadership can counter the enemy’s strategy

d. Re-spawn/Medic Rules
(1) When a player is first shot he must immediately fall or sit and begin his 5 minute bleed-out period (during which he is susceptible to both healing by a friendly medic and/or search by an enemy combatant)
(2) A Medic heals a player by wrapping one layer of tape around a player’s arm
(3) If healed by a medic the player is immediately back in play and if shot after already being healed once, the player must return to his designated spawn point without a bleed-out period
(4) If “searched” by and enemy combatant the player hands over what he has been searched for and then automatically returns to his designated spawn point without the opportunity for being healed by a medic
(5) Depending upon where a player is (such as patrolling or defending the perimeter) he will be designated a specific spawn point by his COC

e. General Rules
(1) Organization in this event is of key importance so follow your leadership and complete the objectives; all leadership has been briefed for their position
(2) One Hit anywhere on the body or gear counts as a kill, though Gun hits and ricochets DO NOT count and when hit, a player must sound off with “hit”, display his dead-rag, and sit down to start his bleed-out period while waiting for a medic
(3) No Blind Firing is authorized
(4) FPS and MED’s
-Side Arms are not Chronograph-ed and have a 5 foot MED
-AEG’s 400 fps and under with .25 gram BB’s have a 15 foot MED
-AEG’s over 400 fps and up to 450 fps with .25 gram BB’s have a 25 foot MED
-Any Weapon shooting above 450 fps with .25 gram BB’s must either be a fixed semi-auto DMR or Sniper Rifle and will have a 50 foot MED
-Support Machine Guns under 400 fps with .25 gram BB’s have a 25 foot MED
-Support Machine Guns over 400 (All must be under 450 fps) with .25 gram BB’s have a 50 foot MED
-Sniper Rifles which are single-shot (not Semi-Auto) at 460 fps with .34 gram BB’s have a 100 foot MED
(5) Safety Kills are ONLY USED when one player gets within an MED on another player UNDETECTED (as in from the flank or rear), upon being safety killed, a player does not sound off loudly with “hit”, and does not start his bleed-out period, but rather pulls out his dead rag and automatically goes back to re-spawn.
(6) Parlay is used when two players find themselves within MED’s and facing each other, they should both back up out of sight of one another then resume the fight; if two players face each other THE 1ST ONE TO CALL SAFETY CALL DOES NOT GET THE KILL because safety kill is only used for when approaching an enemy undetected within MED’s
(7) Full Seal Goggles are required and MUST be worn at all times unless in a safety area
(8) Magazines Out in Assembly Area and off field limits, in addition exercise muzzle control in light of the other event happening on the property
(9) Pack out any Trash you bring in, because volunteer staff will have to clean the field after the completion of the game
(10) Hand-to-Hand Combat is NOT AUTHORIZED; never lay your hands on a player in a forceful manner
(11) Referee’s (including embedded RTO referees) have the authority to issue warnings to any player or refer them to event organizers for recommendation of dismissal. If a game organizer dismisses you from the event, you will have 30 minutes to exit the property without refund. In order to prevent this from happening at all, please abide by the field and event rules; as well behave in a proper and sportsmanlike manner

So I am certain that everyone is as excited as I am to reenact one of the most impressive battles in U.S. history.
The Only Question now is: On what side will you fight? Shall you perform as a United States soldier desperately trying to hold onto an LZ (Landing Zone) surrounded by a swarming enemy, or will you take up arms with the People’s Army of Vietnam to defend your Mountain HQ from raiding invaders?




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grabsomefun
 
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