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 OPN 3 NIGHT BIRDS 29AUG09

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Zmonster

Zmonster


Posts : 51
Join date : 2009-04-27

OPN 3 NIGHT BIRDS 29AUG09 Empty
PostSubject: OPN 3 NIGHT BIRDS 29AUG09   OPN 3 NIGHT BIRDS 29AUG09 EmptyThu Jul 30, 2009 10:25 am

WARNING ORDER for OPERATION 3 NIGHT BIRDS, A Large Scale MILSIM event!

Event Hosted by ODA 204/GFT 08, DEFCONAIRSOFT.COM, and South Texas Airsoft
When: 29 AUG 2009
Location: AO ISLANDER (location of OPN DINGO), Private Field
Cost: As per 1st SFOAC rules, free to play, concessions will be available and door prizes will be raffled with all proceeds going to TAMUCC AROTC Cadet Club

Will be played in accordance with 1st Special Forces Airsoft Operations Command and American Airsoft Assocation (A3) ROE

Time:
1500 Field Access and setup
1630 Safety Briefs, Team Briefs, Weapons Chrono
1730 Scenario Kick off, 45 minute Game
1815 AAR, reset
1900 Scenario 2, 45 minute game
1945 AAR, reset
2030 Scenario 3, 45 minute game
2100 AAR, Warstory Mode

Situation: (Full CAIA brief to be posted)

Enemy: In the country of La Vollo, a narco-political front known as the FARV has been attemptting to finance its bid to retake the country away from the democratically elected government. They are using kidnapping, narco crop sales, and extortion to support their operations

Friendly: Combined Coalition Forces (CCF) have been supporting the Vollo Government with limited operations, that has changed since the kidnapping of foreign workers and a terrorist attack on the Foreign Diplomatic Embassy Zone, causing several hundred casualities.

The campaign focus or Lines of Effort/Operations for the CCF,

1)Elimination of FARV supporting plantations through direct action (raids, seizure of vital farm to market roads, ie HWY 1 thru Tu Pam Junction) (destroy cocoa plantations)
2)Limited Offensive Operations (in the form of Air Assault, and Combat Patrols) to pacify Vollo areas that harbor FARV elements, and to deny FARV a support zone (destroy caches/dumps)
3)Defensive operations focused at retaining freedom of maneuver in areas liberated of FARV domination
4)Rescue of kidnapped persons as opportunity presents themselves (not the priority of the CCF HQ) considered target of opportunity (recovery)




FARV 5th BN (uniform can be anything)(additional players can be added)
1st PLT (1 Leader)
1st SQD (3-4 players)
2d SQD (3-4 players)
2d PLT (1 Leader)
1st SQD (3-4 players)
2d SQD (3-4 players)
Recce PLT (1 Leader)
3-4 Players

CCF
Ideally we will sign whole teams, or round out teams as individuals show,
Looking for Squads of 3-4, with a PLT Ldr being assigned controlling 6-8 players.
Uniforms should attempt to be the same for entire team signing up. (No contractor uniforms, keep it military)

Sign up and confirm uniform loadout at ODA204@GMAIL.COM


Brought to you by the people who hosted:

OPN TRENCHKNIFE (SKIRMISH JUL 09)
OPN DINGO (LARGE OPN MAY 09)
OPN STARBURST (LARGE OPN APRIL 09)

Directions to the field that didn't attend DINGO, (posted on Lonestar Airsoft, SA Airsoft, TASO)

Someone dared to call STARBURST and DINGO mini ops. Ha!

E2, we intentionally had this one later in the evening, played a game this past Saturday after 1730, way cooler.


http://maps.google.com/maps?f=d&source= ... 17509&z=15

If you read up on OPN STARBURST in http://www.tacticalairsoftreview.com magazine, ODA hosts large MILSIM games that have no "pay to play" fees.

ROE

1. It is always to be understood the 1stSFAOC is a national organization with its own standards and governs its own event safety rules regardless of other Airsoft organizations in the area. Detachment’s hosting events on behalf the 1stSFAOC should follow the list bellow and be used as a guide for 1stSFAOC Standard Event Safety & Medic Rules briefings;

Event Safety Rules;

ASNI approved eye pro must worn on the field at all times.

The Standard “Bang,” “Surrender” and Restricted Engagement Rules will be in effect.

50 ft. engagement- All Airsoft weapons that shoot 411+ fps.

20 ft. engagement- All Airsoft weapons that shoot 410 fps. or less.

Pistol engagement – No restrictions.

No rubber or plastic knife engagements allowed.

No intentional headshots allowed.

No blind firing allowed.

NOTE: Airsoft weapons that register over 411+ fps. should be labeled somewhere on the stock with “Red Tape” in a fashion for field recognition as a “Hot Weapon.” This should also serve as a reminder of their engagement restriction.

“Bang,” “Surrender” Rule: When players operating Airsoft weapons that shoot 410 fps. or less are under their engagement restrictions and choose not to pistol engage, have the option for safety purposes to call out “Bang, Bang” on their opponent to render a “Hit.” If players choose to call out ‘Surrender” on their opponent. The challenged opponent has the option engage with a Pistol Challenge or retreat beyond the 20 ft. restriction to reengage the fight.

“Blind Man” Should called out to cease the event play in case of an emergency, serious problem, situation or injuries can be tended to by the Event Staff.

“Cease Fire” Should used only used on the team or unit level for Command & Control means.

Pyrotechnics The use of all or any pyrotechnics during one of our hosted events are to be restricted to the local laws governing this matter. No illegal devices or products even homemade are allowed. All products of this matter is subject to approval of the host and should be approved by our Engineering Advisor as “Airsoft Safe.” Respawn Areas For safety purposes, Respawn areas should be a “No Shoot Safety Zone.” With a 50 ft. Safety Perimeter.

Medic and Deadrag rules;

Each player is to be issued 1 ea. 3 ft. length of white rope with 5 ea. Knots tied on the rope to start as a “Life line” or “Medic Kit, ” 1 ea. Red colored Deadrag.

Valid Hits and Eliminations;
A hit from a BB anywhere on your body or personal gear (helmet, vest, etc.) is a valid hit.

Gun hits do not count.

Ricochets do not count. If in doubt as to whether or not a hit was a ricochet or direct hit, take the most honorable route and assume the hit.

Friendly fire (hits from teammates) DOES count. There is no such thing as "friendly" fire!

When a player receives a “Hit” the player is to call out “HIT” and visibly produce his/her Red colored Deadrag to show they are out of play. The “Hit Player” is to remain in place either sitting or laying down until he/she can be rendered “Field First Aid” by a fellow teammate or receives a “Full Heal” from designated team Medic.

“Field First Aid” Any fellow teammate can render Field First Aid to a fellow downed teammate by obtaining the downed teammates “Life line” or “Medic Kit,” untie all 5 knots and tie the rope around the players arm in a visible fashion. The healed player can then conceal their Deadrag to show he/she is back in play. If a player is hit again a second time after receiving “Field First Aid,” The player is “Dead.” the player is to call out “HIT” and visibly produce his/her Red colored Deadrag to show they are out of play and must report to the Respawn area as a “Dead Player” for the event required time limit, unless the event dictates a ‘Last Man Standing” scenario which means the “Hit Player” dies in place until the end of the scenario.

“Full Heal” Any player can be ‘Fully Healed” and placed back in play only by a designated Team Medic. To render a “Full Heal,” the Medic must untie all 5 knots and retie the 5 knots or untie the rope from the players arm, retie all 5 knots on the rope, unless they are a ‘Dead Player.” If the player gets ‘Hit” again after a “Full Heal,” he/she must receive “Field First Aid” or ‘Full Heal to get back in play.

“Bleed out” Any player that is ‘Hit” and does not receive “Field First Aid,” or “Full Heal” with in 5 minutes of getting “Hit” is then considered a “Dead Player” and must visibly produce his/her Red colored Deadrag to show they are out of play and must report to the Respawn area as a “Dead Player”

“Dead Man Walking” When a player is considered ‘Dead” and is walking to the designated Respawn area, this player is out of play. The player should be visibly displaying his/her Red Deadrag while in route the Respawn area.

Respawn After the player has spent the required Respawn time. The player must conceal their Red Deadrag and retie all 5 knots on their rope before reentering the event as a player ‘In Play.”
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OPN 3 NIGHT BIRDS 29AUG09
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