Metro Atlanta Airsoft

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A network of airsofters in the Metro Atlanta area.


+43
#CW!!ZERO
sgtgray
LORD TYRANT
Crazy Twitch
xyzpdq0121
theangryschnoodle
Thrush
G force
dustinlanham
bbuba68
Blaze
zachbarren
sniper2525
BIochemist
wolf six
Rhino
HavenUnitOctopus
Rambo
Esteban
capt_camo
savoy6
flipa
NJSC
Badfish
Blackhawk 5
Andy
fallout11
n2daizo123
Takfire
AlphaRomeo
Retherford
Twitch
ownage1
ILovePie:)
gapairsoft
-a|ex
Ghost
poopdaddy
just some kid
Bulldog94
superchrisguy
Gunny1.5
Garrett
47 posters

    The Delimitation Conflict - SC v/s GA

    xyzpdq0121
    xyzpdq0121


    Posts : 177
    Join date : 2011-03-08
    Age : 46
    Location : Loganville

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  xyzpdq0121 07.04.11 13:58

    LORD TYRANT wrote:
    flipa wrote:
    AlphaRomeo wrote:Does anyone have a count of how many Airdog Coalition players will be attending? I'm planning on keeping the Coalition together but I'm not sure if it needs to be in one or two groups. I have some fun stuff in store for you guys.

    We'll have a meeting this coming saturday, then probably we can let you know by then. We are still not entirely sure.

    I'm hoping there is a good turn our for the forces

    Looks like, based on the planning forum (which does not have all the people here that said they were coming or the airdog teams), people are starting to commit in high numbers. I am not going to post my rough counts here because: A) It is not my job or really my business and B) I do not want to give any intel up. But it looks like it will be a very good turn out. Hell, If I can get 2-3 from my newly formed team, some other teams should be ashamed if they can not pull down some numbers! Smile

    sgtgray
    sgtgray


    Posts : 38
    Join date : 2011-03-28
    Location : Savannah GA

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  sgtgray 07.04.11 17:01

    well i am def bringing 2 others. only thing is we have not found anything about the training forum or anything for a heads up on what to do. i copied some of their pics and the map they put on here. but if someone can tell me exactly where to look on how to keep up on the missions let me know.we are great recon and woodlands tactical ops. I can also give a email to someone if it will help. thanks
    xyzpdq0121
    xyzpdq0121


    Posts : 177
    Join date : 2011-03-08
    Age : 46
    Location : Loganville

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  xyzpdq0121 07.04.11 20:42

    sgtgray wrote:well i am def bringing 2 others. only thing is we have not found anything about the training forum or anything for a heads up on what to do. i copied some of their pics and the map they put on here. but if someone can tell me exactly where to look on how to keep up on the missions let me know.we are great recon and woodlands tactical ops. I can also give a email to someone if it will help. thanks

    The planning forum is at www.teamairsoft.com. You will need to message "speedwick" once you have an account over there for the password.
    AlphaRomeo
    AlphaRomeo


    Posts : 126
    Join date : 2009-12-23
    Age : 37
    Location : Acworth, Ga.

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  AlphaRomeo 07.04.11 22:22

    All of the information about the planning forum has been posted on here, as well as an announcement about the training this saturday at Georgetown. In the next few days I will post the complete rules on here as well as the finished map of the field.
    avatar
    Crazy Twitch


    Posts : 1072
    Join date : 2009-01-03

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  Crazy Twitch 08.04.11 8:30

    I know this sounds a little stupid but I just want to double check. Bc Georgia is the "tan" camo, are we allowed to just wear tan CB uniform? I just want to double check. It says tan but then has teh actual colors.

    Thanks
    Thrush
    Thrush


    Posts : 84
    Join date : 2011-03-12
    Age : 95
    Location : Athens GA

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  Thrush 08.04.11 10:15

    crazy twitch: I don't understand your question
    fallout11
    fallout11


    Posts : 84
    Join date : 2009-08-22
    Age : 54
    Location : Warner Robins, GA

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  fallout11 08.04.11 11:13

    Anything brown-dominant is just fine, including plain solid color tan/coyote/khaki. Other brown-dominant camo patterns have been listed and discussed in detail previously, including but not limited to: ACU, ABU, Multicam, Marpat Desert, DCU 3 color, 6 color "chocolate chip" desert, Troppentarn, Strichtarn, etc.
    sgtgray
    sgtgray


    Posts : 38
    Join date : 2011-03-28
    Location : Savannah GA

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  sgtgray 08.04.11 12:09

    thanks..
    LORD TYRANT
    LORD TYRANT


    Posts : 401
    Join date : 2010-04-29
    Age : 41
    Location : Douglasville ga

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  LORD TYRANT 08.04.11 12:18

    Jack Man i hope your at the ACZ game tomorrow i miss ur random outbursts of thought u queer
    AlphaRomeo
    AlphaRomeo


    Posts : 126
    Join date : 2009-12-23
    Age : 37
    Location : Acworth, Ga.

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  AlphaRomeo 08.04.11 21:38

    Most of the rules can be found at southcarolinaairsoft.com, but they are posted below. I will post extra rules as I get them. The main one is uniforms. Georgia will be tan uniforms, such as:
    Multicam, tan solid, ACU, DCU, Desert MARPAT, etc. You will NEED to wear tan pants and shirt down to your elbows. The colors of your guns and gear do not matter. I can not stress enough how important this is. If you do not wear an acceptable uniform, you will NOT be allowed to play on the Georgia side.

    If anyone has questions about the rules, you may PM me or post them here.

    LOCATION : The Airfarm - 470 Halfacre Rd Newberry SC - Details and map will come soon. We would like to make this an annual event with next years event taking in GA.

    DATE : April 16th - 17th 2011

    FIELD FEE: $20.00

    TIME:
    0700: registration and chrono open
    0930: safety briefing
    1000: game begins
    1700: break, dinner, meet and greet
    2000: game back on
    1000: game over

    Medic info

    Cannot medic in bunkers, buildings, etc.

    Designated Medics - one per five players

    White cloth armbands.

    May switch at HQ only.

    Medics don't shoot when healing, and heal one at a time by touching any part of the person with one hand for 30 seconds.

    Each player gets two field heals. After your third shot there is a three minute mandatory bleed out, at which point you must return to a respawn to get back in (if you have met your quota for heals, you still have to
    wait three minutes to go back to respawn)

    If a wounded player is hit again while being healed, the 30 seconds starts over. But does not count as another death.

    Any player can medic drag a wounded player. One person dragging, and the wounded walks. Two people dragging, and the wounded can run.

    Players who are medic dragging another player may still fire.

    Hostage Capture

    Only a state CO may be captured

    To capture a player you must shoot them, and then medic them with a standard 30 second heal

    When that player is medic'd back into the game, he is your hostage.

    You can not take the captured players weapon, maps, bb's, etc.

    Hostages have to stay with the team or person that captured them. However the captured player will only do what he is told. If you walk off and leave your hostage by more than 20 ft, he can run off

    Hostages may be held for a maximum time of 30 min . This time starts as soon as they are captured/healed.

    To make the game remain fun for the guys who stepped up as CO’s, they may only be captured once every six hours.
    10am - 4pm …. 4pm - 10pm …. 10pm – 4am …. 4am – 10am

    Lasers
    Only lasers under 5MW will be allowed. Anything over 5MW is considered by the FDA to be a serious eye and skin hazard and there are even FDA guidelines saying lasers over 5MW are not to be used where they can potentially hit a person.
    Ammunitions

    1) support gunners(m249,m240bravos,M60) will be allowed to carry 5000 rds in mags. That would give them 2 box mags. When they are out, they will follow reloading rules. An M-4 with a box mag is NOT a support weapon

    2) snipers (bolt action only) May carry 2000 rounds, can reload on field.

    3) All other weapons will be allowed 2000 rounds loaded mags.

    4) All reloads must take place at HQ or a forward CAPTURED spawn point or base

    Night Games

    All players must remain on semi only .

    Glow sticks – everyone must have one to be used as there kill rag.


    Capturable Spawns

    There will be several bases on the field of play with flags. If your team has possession of that base, it can be used as a forward respawn point. To capture the base you have to raise your flag on the flag pole at location.

    Anti Tank

    Each state will be allowed 6 AT weapons on the field at a time. So choose your guys wisely.

    AT weapons must fire a semi soft projectile such as a nerf rocket, or tennis ball.

    AT weapons may only be used to shoot on field vehicles, please do not shoot them at another airsofter.

    One hit from a AT weapon will take out a tank, and crew.
    Vehicles
    -NO VEHICLES AFTER DARK
    -5mph max speed.
    -Unprotected occupants in unarmored vehicles hit by BBs are dead, just like normal players.
    -DON'T SHOOT AT OR AROUND THE HUMVEE! (Humvee might not be in play a tall)
    -Opening doors, windows, or lifing something up from the outside to shoot the inhabitans is forbidden in any form.
    -Pyro in, on or near is forbidden.
    -Occupants inside/on are hit when the vehicle is hit, and the driver/operator(s) death status is directly subject to that of the vehicle's.
    -Firing from inside the vehicle must still be done with the appropriate MEDs for the FPS of the guns, et al, and must be fired in a manner allowing the occupants to see their targets (no blind firing), but they may be fired in a manner that does NOT present the firer as a viable target for BBs.
    -One shot from a Nerf, or other soft "rocket" will disable the vehicle for 15 minutes, during which time it cannot move, and it's occupants are considered out of action, and cannot fire. Those passengers that wish to exit and return to respawn as a dead and "blead out" player may do so. They may not be mediced. After 15 minutes the vehicle and remaing occupants may respawn at there HQ.
    -Metal pie pans can be placed and/or removed by any live player, and if a vehicle drives within 10 ft of it, it counts as a disabling hit, as if by a rocket.
    -No players may obstruct the vehicle in any way, be in front of one approaching, or come within 10 feet of one, except in the case of friendlies embarking/disembarking.
    -All vehicles in play are required to have one out of play attendant who's purpose is to walk beside it and do the following: Notify the crew of any rocket or mine hits, notify the crew of any tagging, make sure the occupants all follow the rules and maintain their speed, et al, and make sure any other players nearby, friendly or hostile, act in a manner avoiding injury from the vehicle. The attendant will be a volunteer chosen by the host. If no one volunteers, the host should then notify the owner(s)/crew that one of them will have to be the attendant and they can take turns doing so, in order to allow the vehicle to be fielded. Obviously, if they supply their own attendant and he/she is dishonest in their calling of mine or rocket hits etc., it will disqualify the use of the vehicle for the rest of the day and may warrant disciplinary action.

    Now with a vehicle such as a truck, it will be different. All players who are in the bed of the truck are open game. Fire may be exchanged to and from all live players in the vehicle. Rockets and IED's will be able to take the vehicle out the same as a tank, UNLESS the vehicle is being used for some type of in game admin tool.

    General Rules
    The following game rules apply to all AOSC games unless otherwise noted.



    Rule #1: A "hit" or "kill" occurs when a BB makes contact with any part of your person excluding your weapon. This includes backpacks, pouches, camel backs, headgear, etc. Upon being hit you MUST loudly announce you are hit, and IMMEDIATLEY don a "dead rag" on top of your head. A dead rag must have a minimum perimeter of 32 inches, and a bright, neon color that does not match any part of your gear. You cannot talk or communicate in any way when you have been hit. The only exception to this is to call for a medic. Giving information concerning game play or talking on radios while hit is strictly prohibited. BBs known to be "ricochets" do not count as a hit. This is any time that you are certain that a BB has hit an inanimate surface or another player prior to bouncing off of them/it and then hitting you. This being said, always remember: "When in doubt, call yourself out!".

    Rule #2: Blind firing is not allowed. Blind firing is any time you are discharging your weapon without looking down the barrel or sights of your weapon, or are not presenting some form of viable target to your enemy. Examples would be shooting over or around a wall, shooting behind you, shooting through a tiny crack, etc.

    Rule #3: A "safety kill" MUST BE CALLED when players engage each other under their minimum engagement distances. A safety kill is when you point your weapon at another player and announce "safety kill" or "surrender". Safety kills must be accepted at or under ten feet. A safety kill may only be called if you have "the drop" on someone, meaning you have them in your sights and they do not have you in theirs. You may never fire under your MED even if you call a safety kill that is not accepted. You may not call a safety kill at more than thirty feet, and you may not call one without an airsoft gun aimed at the target. Use common sense concerning this rule, if you happen upon another player at close range and you both have your weapons up, call "parley" and consider both of yourselves hit.

    Rule #4: A "stealth kill" occurs when another player kills you by making some form of physical contact, either with a rubber knife, muzzle, or anything else in their possession, even their bare hands. This is intended to replicate knife or bayonet kills, and thus is the same as being hit with a BB, with the exception that, though you must immediately acknowledge it and dawn your deadrag, you may NOT make any sound until they are a minimum of fifty feet away. Stealth kills are nonnegotiable.

    Rule #5: Any person leaving bounds, wearing a dead rag, or otherwise indicating they are no longer in play, are no longer in play, and in order to reenter game play must return to their respective respawn point pursuant to the respawn rules in effect at said game.

    Rule #6: Pyrotechnics, pneumatics, or devices of any kind (whether homemade or store bought) that are not considered a normal airsoft gun will only be permitted at the field owners discretion. If allowed, you must have it approved by an AOSC Representative before the start of the game.

    Rule #7: The following is a list of minimum engagement rules. A minimum engagement distance is the closest you can get to another player and fire upon them.

    FPS Minimum Engagement Fire Selection

    401-600 FPS w/.25g 100 feet Semi or bolt action only

    361-400 FPS w/.25g 50 feet Full Auto

    301-360 FPS w/.25g 20 feet Full auto

    0-300 FPS w/.25g None Full auto

    The exception to the FPS limits and MEDs above occurs on any field deemed by the Game Directors to be a CQB field. On all CQB fields there is an absolute limit of 300 FPS with a .25 gram BB. Full auto is allowed and there is no MED. With direct approval from the AOSC Game Director Representative hosting a particular CQB game, a player may use an airsoft gun on semi auto only that is higher than 400FPS with a .25g BB, but not more than 600 FPS with a .25. They will have a 100ft MED. Also, with said direct approval a player may use a bolt action airsoft gun from 301FPS-600 FPS with a .25, they will have a 100ft MED. Only players who have proven themselves responsible and rule abiding will be given this permission, and players under the age of 18 may not obtain it. This permission is on a case by case basis per game.

    Rule #8: Games have two teams: Alpha and Bravo, the teams are divided by the dominant color of their outfit:

    Alpha is predominantly green uniforms such as: M81 BDU's, Woodland MarPat, Flecktarn.

    Bravo is predominantly tan uniforms such as: Desert MarPat, MultiCam, Desert BDU's.

    Balance colors will go to whichever side needs numbers: Black BDU's, Private Military Contractor, ACU, Urban Digi, civilian, etc.

    A Game Director will balance factions depending on circumstances prior to game start.

    Rule #9: Your gear's predominant color must match your outfit's predominant color UNLESS you have headgear of some form and sleeves that go at least to your elbows that are the same as your outfits predominant color . If you do not meet these requirements and your gear has a different predominant color than your outfit, you will be asked to strip your gear. Weapon colors and paintjobs have no bearing on faction affiliation.

    Rule #10: Age Requirements:

    0-14yrs Parent or Guardian must be within sight at all times, either playing, or in the field as a noncombatant with a deadrag and eyepro.

    15-17yrs An adult (age 18+) must be present to claim responsibility for them.

    18+yrs None.

    Eye protection requirements:

    0-14yrs Must have a full facemask.

    15-17yrs Must have a facemask or full seal eye protection with a mouthguard or shemagh.

    18+yrs Must have ANSI rated eye protection.

    Mesh goggles, masks, and glasses are allowed.

    All players under the age of 18 shall, when playing in a CQB game, wear a hard face mask with full seal eye protection. All players at or over the age of 18 shall be required to wear full seal eye protection. Additional face and mouth protection for players over 18 will be at their own discretion.

    Eye pro requirements are subject to field owners' discretion. Most fields will require a signed waiver, if you are a minor it must be signed by a parent or legal guardian. If at any time a player removes his or her eye protection in the field of play while a game is in progress, they will be immediately ejected without a refund. There is no exception no matter how far away you think you are from the action, even if you are at your respawn.

    No shooting into or out of tents. If you are in a zipped tent, you may take off your eye-pro. However, I recommend you at least wear shooting glasses, just in case.

    Bring a dead rag. No excuse not to have one.

    Click the link below for the release
    http://www.keepandshare.com/doc/2384789/airsoft-organization-of-south-carolina-event-waiver-pdf-november-18-2010-8-46-pm-47k?da=y
    just some kid
    just some kid


    Posts : 1231
    Join date : 2010-01-02
    Age : 30
    Location : Sharpsburg

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  just some kid 08.04.11 21:47

    just to get this straight we can reload at our captured bases right?
    AlphaRomeo
    AlphaRomeo


    Posts : 126
    Join date : 2009-12-23
    Age : 37
    Location : Acworth, Ga.

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  AlphaRomeo 08.04.11 22:06

    just some kid wrote:just to get this straight we can reload at our captured bases right?
    Yes. And at our own base, which cannot be taken from us. Only two forward bases are spawn points, but you can reload at any CAPTURED bunker. This does exclude the SC base, as state bases may not be captured.
    just some kid
    just some kid


    Posts : 1231
    Join date : 2010-01-02
    Age : 30
    Location : Sharpsburg

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  just some kid 08.04.11 22:08

    alright that's pretty sweet
    sgtgray
    sgtgray


    Posts : 38
    Join date : 2011-03-28
    Location : Savannah GA

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  sgtgray 09.04.11 19:50

    Thanks for the rules. One other question I saw is our dead rags and chem lights red in this op? thanks
    AlphaRomeo
    AlphaRomeo


    Posts : 126
    Join date : 2009-12-23
    Age : 37
    Location : Acworth, Ga.

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  AlphaRomeo 10.04.11 1:04

    Red is a safe choice. I believe you can use any color though. When they do colored chemlights based on uniform color, red goes to tan.
    poopdaddy
    poopdaddy


    Posts : 943
    Join date : 2010-06-22
    Location : griffin

    The Delimitation Conflict - SC v/s GA - Page 12 Empty Re: The Delimitation Conflict - SC v/s GA

    Post  poopdaddy 10.04.11 11:36

    AlphaRomeo wrote:Most of the rules can be found at southcarolinaairsoft.com, but they are posted below. I will post extra rules as I get them. The main one is uniforms. Georgia will be tan uniforms, such as:
    Multicam, tan solid, ACU, DCU, Desert MARPAT, etc. You will NEED to wear tan pants and shirt down to your elbows. The colors of your guns and gear do not matter. I can not stress enough how important this is. If you do not wear an acceptable uniform, you will NOT be allowed to play on the Georgia side.

    If anyone has questions about the rules, you may PM me or post them here.

    LOCATION : The Airfarm - 470 Halfacre Rd Newberry SC - Details and map will come soon. We would like to make this an annual event with next years event taking in GA.

    DATE : April 16th - 17th 2011

    FIELD FEE: $20.00

    TIME:
    0700: registration and chrono open
    0930: safety briefing
    1000: game begins
    1700: break, dinner, meet and greet
    2000: game back on
    1000: game over

    Medic info

    Cannot medic in bunkers, buildings, etc.

    Designated Medics - one per five players

    White cloth armbands.

    May switch at HQ only.

    Medics don't shoot when healing, and heal one at a time by touching any part of the person with one hand for 30 seconds.

    Each player gets two field heals. After your third shot there is a three minute mandatory bleed out, at which point you must return to a respawn to get back in (if you have met your quota for heals, you still have to
    wait three minutes to go back to respawn)

    If a wounded player is hit again while being healed, the 30 seconds starts over. But does not count as another death.

    Any player can medic drag a wounded player. One person dragging, and the wounded walks. Two people dragging, and the wounded can run.

    Players who are medic dragging another player may still fire.

    Hostage Capture

    Only a state CO may be captured

    To capture a player you must shoot them, and then medic them with a standard 30 second heal

    When that player is medic'd back into the game, he is your hostage.

    You can not take the captured players weapon, maps, bb's, etc.

    Hostages have to stay with the team or person that captured them. However the captured player will only do what he is told. If you walk off and leave your hostage by more than 20 ft, he can run off

    Hostages may be held for a maximum time of 30 min . This time starts as soon as they are captured/healed.

    To make the game remain fun for the guys who stepped up as CO’s, they may only be captured once every six hours.
    10am - 4pm …. 4pm - 10pm …. 10pm – 4am …. 4am – 10am

    Lasers
    Only lasers under 5MW will be allowed. Anything over 5MW is considered by the FDA to be a serious eye and skin hazard and there are even FDA guidelines saying lasers over 5MW are not to be used where they can potentially hit a person.
    Ammunitions

    1) support gunners(m249,m240bravos,M60) will be allowed to carry 5000 rds in mags. That would give them 2 box mags. When they are out, they will follow reloading rules. An M-4 with a box mag is NOT a support weapon

    2) snipers (bolt action only) May carry 2000 rounds, can reload on field.

    3) All other weapons will be allowed 2000 rounds loaded mags.

    4) All reloads must take place at HQ or a forward CAPTURED spawn point or base

    Night Games

    All players must remain on semi only .

    Glow sticks – everyone must have one to be used as there kill rag.


    Capturable Spawns

    There will be several bases on the field of play with flags. If your team has possession of that base, it can be used as a forward respawn point. To capture the base you have to raise your flag on the flag pole at location.

    Anti Tank

    Each state will be allowed 6 AT weapons on the field at a time. So choose your guys wisely.

    AT weapons must fire a semi soft projectile such as a nerf rocket, or tennis ball.

    AT weapons may only be used to shoot on field vehicles, please do not shoot them at another airsofter.

    One hit from a AT weapon will take out a tank, and crew.
    Vehicles
    -NO VEHICLES AFTER DARK
    -5mph max speed.
    -Unprotected occupants in unarmored vehicles hit by BBs are dead, just like normal players.
    -DON'T SHOOT AT OR AROUND THE HUMVEE! (Humvee might not be in play a tall)
    -Opening doors, windows, or lifing something up from the outside to shoot the inhabitans is forbidden in any form.
    -Pyro in, on or near is forbidden.
    -Occupants inside/on are hit when the vehicle is hit, and the driver/operator(s) death status is directly subject to that of the vehicle's.
    -Firing from inside the vehicle must still be done with the appropriate MEDs for the FPS of the guns, et al, and must be fired in a manner allowing the occupants to see their targets (no blind firing), but they may be fired in a manner that does NOT present the firer as a viable target for BBs.
    -One shot from a Nerf, or other soft "rocket" will disable the vehicle for 15 minutes, during which time it cannot move, and it's occupants are considered out of action, and cannot fire. Those passengers that wish to exit and return to respawn as a dead and "blead out" player may do so. They may not be mediced. After 15 minutes the vehicle and remaing occupants may respawn at there HQ.
    -Metal pie pans can be placed and/or removed by any live player, and if a vehicle drives within 10 ft of it, it counts as a disabling hit, as if by a rocket.
    -No players may obstruct the vehicle in any way, be in front of one approaching, or come within 10 feet of one, except in the case of friendlies embarking/disembarking.
    -All vehicles in play are required to have one out of play attendant who's purpose is to walk beside it and do the following: Notify the crew of any rocket or mine hits, notify the crew of any tagging, make sure the occupants all follow the rules and maintain their speed, et al, and make sure any other players nearby, friendly or hostile, act in a manner avoiding injury from the vehicle. The attendant will be a volunteer chosen by the host. If no one volunteers, the host should then notify the owner(s)/crew that one of them will have to be the attendant and they can take turns doing so, in order to allow the vehicle to be fielded. Obviously, if they supply their own attendant and he/she is dishonest in their calling of mine or rocket hits etc., it will disqualify the use of the vehicle for the rest of the day and may warrant disciplinary action.

    Now with a vehicle such as a truck, it will be different. All players who are in the bed of the truck are open game. Fire may be exchanged to and from all live players in the vehicle. Rockets and IED's will be able to take the vehicle out the same as a tank, UNLESS the vehicle is being used for some type of in game admin tool.

    General Rules
    The following game rules apply to all AOSC games unless otherwise noted.



    Rule #1: A "hit" or "kill" occurs when a BB makes contact with any part of your person excluding your weapon. This includes backpacks, pouches, camel backs, headgear, etc. Upon being hit you MUST loudly announce you are hit, and IMMEDIATLEY don a "dead rag" on top of your head. A dead rag must have a minimum perimeter of 32 inches, and a bright, neon color that does not match any part of your gear. You cannot talk or communicate in any way when you have been hit. The only exception to this is to call for a medic. Giving information concerning game play or talking on radios while hit is strictly prohibited. BBs known to be "ricochets" do not count as a hit. This is any time that you are certain that a BB has hit an inanimate surface or another player prior to bouncing off of them/it and then hitting you. This being said, always remember: "When in doubt, call yourself out!".

    Rule #2: Blind firing is not allowed. Blind firing is any time you are discharging your weapon without looking down the barrel or sights of your weapon, or are not presenting some form of viable target to your enemy. Examples would be shooting over or around a wall, shooting behind you, shooting through a tiny crack, etc.

    Rule #3: A "safety kill" MUST BE CALLED when players engage each other under their minimum engagement distances. A safety kill is when you point your weapon at another player and announce "safety kill" or "surrender". Safety kills must be accepted at or under ten feet. A safety kill may only be called if you have "the drop" on someone, meaning you have them in your sights and they do not have you in theirs. You may never fire under your MED even if you call a safety kill that is not accepted. You may not call a safety kill at more than thirty feet, and you may not call one without an airsoft gun aimed at the target. Use common sense concerning this rule, if you happen upon another player at close range and you both have your weapons up, call "parley" and consider both of yourselves hit.

    Rule #4: A "stealth kill" occurs when another player kills you by making some form of physical contact, either with a rubber knife, muzzle, or anything else in their possession, even their bare hands. This is intended to replicate knife or bayonet kills, and thus is the same as being hit with a BB, with the exception that, though you must immediately acknowledge it and dawn your deadrag, you may NOT make any sound until they are a minimum of fifty feet away. Stealth kills are nonnegotiable.

    Rule #5: Any person leaving bounds, wearing a dead rag, or otherwise indicating they are no longer in play, are no longer in play, and in order to reenter game play must return to their respective respawn point pursuant to the respawn rules in effect at said game.

    Rule #6: Pyrotechnics, pneumatics, or devices of any kind (whether homemade or store bought) that are not considered a normal airsoft gun will only be permitted at the field owners discretion. If allowed, you must have it approved by an AOSC Representative before the start of the game.

    Rule #7: The following is a list of minimum engagement rules. A minimum engagement distance is the closest you can get to another player and fire upon them.

    FPS Minimum Engagement Fire Selection

    401-600 FPS w/.25g 100 feet Semi or bolt action only

    361-400 FPS w/.25g 50 feet Full Auto

    301-360 FPS w/.25g 20 feet Full auto

    0-300 FPS w/.25g None Full auto

    The exception to the FPS limits and MEDs above occurs on any field deemed by the Game Directors to be a CQB field. On all CQB fields there is an absolute limit of 300 FPS with a .25 gram BB. Full auto is allowed and there is no MED. With direct approval from the AOSC Game Director Representative hosting a particular CQB game, a player may use an airsoft gun on semi auto only that is higher than 400FPS with a .25g BB, but not more than 600 FPS with a .25. They will have a 100ft MED. Also, with said direct approval a player may use a bolt action airsoft gun from 301FPS-600 FPS with a .25, they will have a 100ft MED. Only players who have proven themselves responsible and rule abiding will be given this permission, and players under the age of 18 may not obtain it. This permission is on a case by case basis per game.

    Rule #8: Games have two teams: Alpha and Bravo, the teams are divided by the dominant color of their outfit:

    Alpha is predominantly green uniforms such as: M81 BDU's, Woodland MarPat, Flecktarn.

    Bravo is predominantly tan uniforms such as: Desert MarPat, MultiCam, Desert BDU's.

    Balance colors will go to whichever side needs numbers: Black BDU's, Private Military Contractor, ACU, Urban Digi, civilian, etc.

    A Game Director will balance factions depending on circumstances prior to game start.

    Rule #9: Your gear's predominant color must match your outfit's predominant color UNLESS you have headgear of some form and sleeves that go at least to your elbows that are the same as your outfits predominant color . If you do not meet these requirements and your gear has a different predominant color than your outfit, you will be asked to strip your gear. Weapon colors and paintjobs have no bearing on faction affiliation.

    Rule #10: Age Requirements:

    0-14yrs Parent or Guardian must be within sight at all times, either playing, or in the field as a noncombatant with a deadrag and eyepro.

    15-17yrs An adult (age 18+) must be present to claim responsibility for them.

    18+yrs None.

    Eye protection requirements:

    0-14yrs Must have a full facemask.

    15-17yrs Must have a facemask or full seal eye protection with a mouthguard or shemagh.

    18+yrs Must have ANSI rated eye protection.

    Mesh goggles, masks, and glasses are allowed.

    All players under the age of 18 shall, when playing in a CQB game, wear a hard face mask with full seal eye protection. All players at or over the age of 18 shall be required to wear full seal eye protection. Additional face and mouth protection for players over 18 will be at their own discretion.

    Eye pro requirements are subject to field owners' discretion. Most fields will require a signed waiver, if you are a minor it must be signed by a parent or legal guardian. If at any time a player removes his or her eye protection in the field of play while a game is in progress, they will be immediately ejected without a refund. There is no exception no matter how far away you think you are from the action, even if you are at your respawn.

    No shooting into or out of tents. If you are in a zipped tent, you may take off your eye-pro. However, I recommend you at least wear shooting glasses, just in case.

    Bring a dead rag. No excuse not to have one.

    Click the link below for the release
    http://www.keepandshare.com/doc/2384789/airsoft-organization-of-south-carolina-event-waiver-pdf-november-18-2010-8-46-pm-47k?da=y



    balance colors in this game go to bravo
    so GA players if its not green its good

    check post # 32,77&78 in this thread
    AlphaRomeo
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    Post  AlphaRomeo 10.04.11 12:52

    Correct. Actually balance colors usually go to Bravo up there anyway, but Garrett said they are ours for this game.
    Garrett
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    Post  Garrett 10.04.11 15:21

    Well alrighty then.......... I have been made to change the location of SC HQ. Yes yes I know this is gonna change everyone's planning, but I had no option. The original HQ area for SC has been removed from play, and is now blacked out on the map. Also note the addition of K9 on the map. I had mentioned this to both faction leaders a while back, but waited till it was built to add it to the map.


    The Delimitation Conflict - SC v/s GA - Page 12 81501078
    just some kid
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    Post  just some kid 10.04.11 15:25

    what are the bases marked with R's?
    poopdaddy
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    Post  poopdaddy 10.04.11 15:27

    just some kid wrote:what are the bases marked with R's?
    reverse
    if ga takes them then sc gets them lol! lol!

    no they are re-spawn points
    just some kid
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    Post  just some kid 10.04.11 15:34

    haha alright that's good with me. can you still reload at the other ones if you capture them?
    AlphaRomeo
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    Post  AlphaRomeo 10.04.11 15:57

    Yes you can still reload at any captured base. I believe the R bases are respawns which would put four of them instead of the original two.
    just some kid
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    Post  just some kid 10.04.11 15:58

    are the boundaries going to be marked with tape or a fence or something for the game?
    AlphaRomeo
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    Post  AlphaRomeo 10.04.11 16:05

    Probably not but they're simple. You can't cross the river on the East side, you can't come out of the river trench on the West side (you can cross the river, but you can't climb out of the trench it's in), can't cross the power line road on the South side, and if you end up in a field on the North, that's the part they blacked out.
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    Post  Crazy Twitch 10.04.11 16:09

    Will ammo be sold there? I just want to prepare just it case.

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