Operation Riptide
We are going to use our standard MWR field for this, and the game will be free and open to the public.
21 APRIL,
For those on post that supported the planners and intent, thanks, I know I will have more luck at my next assignment at Stewart. The guys at Range Control were top notch, but I cannot in good conscience limit this to a unit personnel event, leaving many in the cold to include my own team,
So the decision is to host it on the MWR Field for free to demostrate how big of a following this sport has to influence those that need to know,
Registration is open at http://opnriptide.eventbrite.com/
This will be a two sided game
Red Dead Rags
Coalition Forces
(Army) ACU/MULTICAM
(Army) DCU, Desert DPM, Chocolate Chip desert
(Marines) MARPAT (either desert or green)
(International Forces) OD Green
(International Forces) Woodland, Woodland DPM
Insurgent Forces
Civilian attire (reference Middle Eastern/Afghan Attire)
Minimum Kit, chest rigs and web gear are good, (No helmets)
Black, Special Militia Forces
Observer/Controllers and Refs will be provided by local units.
If anyone has a question regarding uniform colors and sides, please ask ODA204@gmail.com
Link to waiver and registration site to follow after Winter Break and final coordination with Fort Benning.
Concept of the Operation
Coalition Forces (CF) have recently turned over the Malone Valley as part of a de escalation of the current operations, Insurgent Forces capitalized on this draw down and overrun the district capital of Malone. Zawar Rasul, the Head Insurgent Leader has pronounced victory and intends to defeat any CF counterattack.
Each side will be given a tactical perk to be used prior to the start of the scenario round (mine field, rocket/artllery strike, destruction of a building)
Think battlefield domination, with sides having to seize and defend points on the field.
The event will be split into 2x3 hour rounds with a 1 hour tactical pause in between to allow sides to adjust strategies/tactics and reload/eat, then get into the action.
A total of 2x3 hour rounds will be played, with a 2xhour evening round.
Third Coast Airsoft Rules (see below)
TCA RULES & REGULATIONS QUICK REFERENCE CHART
1. All operators are expected to follow the "Code of Conduct"
2. CHEATING WILL NOT BE TOLERATED
3. All Airsoft Electric Rifles, must chrono at 400 fps or less using a 0.20g BB .
All Squad Assault Weapons must chrono at at 450 fps or less using a 0.20g BB.
All Sniper Rifles must chrono at 500 fps or less using a .20g BB. ANY READINGS HIGHER THAN THESE WILL IMMEDIATELY DISQUALIFY THE GUN.
4. All operators must use approved BBs for that field.
5. All operators must use hard lens type goggle or glasses that have a tight seal around the face and retention strap (must be ANSI Z rated) with no gaps bigger than a pencil eraser. Players younger than 16 (15 and younger) must wear full face protection (iron mask, mesh half mask and eye pro, full mask).
6. FPS limits for this event are hard and non negotiable.
Full face protection is REQUIRED for players 15 and under! This is a 14 and up event (Parents must play with 12-13 years old)
Examples of acceptable full face protection includes: paintball type masks, full face mesh masks, Iron Face + FlakJak combinations.
6. All hits to the operator's body count as a kill, including web gear
7. Gun hits do not count
8. When you are hit you will die in-place, call out loud “HIT”, display DEAD RAG (either BRIGHT SAFETY ORANGE, YELLOW, or RED) and act as if you have been fatally shot and remain motionless for whatever time period has been established for the game.
9. After the determined scenario briefed bleed out, you will place a red rag on your head, put your gun over your head or on your shoulder with one hand in the air and them move away from the combat area to the respawn area or admin area depending on the scenario design and brief.
10. Dead men do not talk to live operators
11. Dead men do not talk on the radio, not even to say "I'm dead"
12. Dead men do not spectate. They hunker down away from the field of action and contemplate their state.
13. If a dead man suddenly finds himself in a combat zone, he will immediately move to a new secluded area.
14. There is absolutely no shooting at anyone within the minimum safe engagement distance MSD established for your weapon.
15. If you encounter an enemy head-on and you are less than the MSD, you must call either “safety kill” “bang” “surrender”
16. You may “safety kill” an enemy if he is under 20 ft away, and you are behind him with a clear shot and he is unaware of your presence. (1 for 1) If safety killing a group all within 20ft, you are also hit as well (one of them would have shot you in real life).
17. If someone “safety kill” s you, you must comply without question if the attacker is within your 20-foot safety zone.
18. If any operators have any disputes, they are expected to resolve them in a gentleman-like manner. We do not yell out for others to call their hits, the correct response is “check” or “ref check”
19. Indoors AEGs must be on semi (indoor to indoor shots in the same building), shotguns (non gas) and pistols (GBB) are preferred.
Hit Detailed Rules:
Hits
1. Hits to any part of your body count as a kill.
2. Hits to any part of your tactical gear or equipment, such as ammo bags, canteen, and pouches, etc. also count as a kill.
3. Rounds that snap vegetation and continue on to hit you count as a kill. (ricochets do not apply)
4. Hits to the gun do not count as a kill.
http://opnriptide.eventbrite.com/ is the site for registration
Map of field, https://docs.google.com/file/d/0B_FT4g8LyuUBSDZwWW9FWE9SUUtKWThLRTl5OW1YUQ/edit
We are using volunteer Soldiers and Officer to Ref/OC this, so consider a great many issues/drama kept to a minimum. Plus an experience that will blow you away.
Insurgents are going to do everything they can to retain control of the valley and villages, to include blending in with the peaceful civilians of the valley (friend or foe? treat them rough, and they could support the other side, treat them right, and there is a Insurgent VIP or camp nearby)
Battlefield perks (call in a FASCAM minefield prior to the start of the round, shape the battlefield in your favor, run into a tight spot, use a AC 130 Strike to destroy a strongpoint, the insurgent side has perks but all are limited.)
Seize and control vital objectives on the battlefield, lose them and adjust strategy between rounds.
Field has varying terrain do not let the map fool you. The Afghan Bowl area in the East will give those that have served in the real place the creeps. The West end has a village that is under the canopy.
We are going to use our standard MWR field for this, and the game will be free and open to the public.
21 APRIL,
For those on post that supported the planners and intent, thanks, I know I will have more luck at my next assignment at Stewart. The guys at Range Control were top notch, but I cannot in good conscience limit this to a unit personnel event, leaving many in the cold to include my own team,
So the decision is to host it on the MWR Field for free to demostrate how big of a following this sport has to influence those that need to know,
Registration is open at http://opnriptide.eventbrite.com/
This will be a two sided game
Red Dead Rags
Coalition Forces
(Army) ACU/MULTICAM
(Army) DCU, Desert DPM, Chocolate Chip desert
(Marines) MARPAT (either desert or green)
(International Forces) OD Green
(International Forces) Woodland, Woodland DPM
Insurgent Forces
Civilian attire (reference Middle Eastern/Afghan Attire)
Minimum Kit, chest rigs and web gear are good, (No helmets)
Black, Special Militia Forces
Observer/Controllers and Refs will be provided by local units.
If anyone has a question regarding uniform colors and sides, please ask ODA204@gmail.com
Link to waiver and registration site to follow after Winter Break and final coordination with Fort Benning.
Concept of the Operation
Coalition Forces (CF) have recently turned over the Malone Valley as part of a de escalation of the current operations, Insurgent Forces capitalized on this draw down and overrun the district capital of Malone. Zawar Rasul, the Head Insurgent Leader has pronounced victory and intends to defeat any CF counterattack.
Each side will be given a tactical perk to be used prior to the start of the scenario round (mine field, rocket/artllery strike, destruction of a building)
Think battlefield domination, with sides having to seize and defend points on the field.
The event will be split into 2x3 hour rounds with a 1 hour tactical pause in between to allow sides to adjust strategies/tactics and reload/eat, then get into the action.
A total of 2x3 hour rounds will be played, with a 2xhour evening round.
Third Coast Airsoft Rules (see below)
TCA RULES & REGULATIONS QUICK REFERENCE CHART
1. All operators are expected to follow the "Code of Conduct"
2. CHEATING WILL NOT BE TOLERATED
3. All Airsoft Electric Rifles, must chrono at 400 fps or less using a 0.20g BB .
All Squad Assault Weapons must chrono at at 450 fps or less using a 0.20g BB.
All Sniper Rifles must chrono at 500 fps or less using a .20g BB. ANY READINGS HIGHER THAN THESE WILL IMMEDIATELY DISQUALIFY THE GUN.
4. All operators must use approved BBs for that field.
5. All operators must use hard lens type goggle or glasses that have a tight seal around the face and retention strap (must be ANSI Z rated) with no gaps bigger than a pencil eraser. Players younger than 16 (15 and younger) must wear full face protection (iron mask, mesh half mask and eye pro, full mask).
6. FPS limits for this event are hard and non negotiable.
Full face protection is REQUIRED for players 15 and under! This is a 14 and up event (Parents must play with 12-13 years old)
Examples of acceptable full face protection includes: paintball type masks, full face mesh masks, Iron Face + FlakJak combinations.
6. All hits to the operator's body count as a kill, including web gear
7. Gun hits do not count
8. When you are hit you will die in-place, call out loud “HIT”, display DEAD RAG (either BRIGHT SAFETY ORANGE, YELLOW, or RED) and act as if you have been fatally shot and remain motionless for whatever time period has been established for the game.
9. After the determined scenario briefed bleed out, you will place a red rag on your head, put your gun over your head or on your shoulder with one hand in the air and them move away from the combat area to the respawn area or admin area depending on the scenario design and brief.
10. Dead men do not talk to live operators
11. Dead men do not talk on the radio, not even to say "I'm dead"
12. Dead men do not spectate. They hunker down away from the field of action and contemplate their state.
13. If a dead man suddenly finds himself in a combat zone, he will immediately move to a new secluded area.
14. There is absolutely no shooting at anyone within the minimum safe engagement distance MSD established for your weapon.
15. If you encounter an enemy head-on and you are less than the MSD, you must call either “safety kill” “bang” “surrender”
16. You may “safety kill” an enemy if he is under 20 ft away, and you are behind him with a clear shot and he is unaware of your presence. (1 for 1) If safety killing a group all within 20ft, you are also hit as well (one of them would have shot you in real life).
17. If someone “safety kill” s you, you must comply without question if the attacker is within your 20-foot safety zone.
18. If any operators have any disputes, they are expected to resolve them in a gentleman-like manner. We do not yell out for others to call their hits, the correct response is “check” or “ref check”
19. Indoors AEGs must be on semi (indoor to indoor shots in the same building), shotguns (non gas) and pistols (GBB) are preferred.
Hit Detailed Rules:
Hits
1. Hits to any part of your body count as a kill.
2. Hits to any part of your tactical gear or equipment, such as ammo bags, canteen, and pouches, etc. also count as a kill.
3. Rounds that snap vegetation and continue on to hit you count as a kill. (ricochets do not apply)
4. Hits to the gun do not count as a kill.
http://opnriptide.eventbrite.com/ is the site for registration
Map of field, https://docs.google.com/file/d/0B_FT4g8LyuUBSDZwWW9FWE9SUUtKWThLRTl5OW1YUQ/edit
We are using volunteer Soldiers and Officer to Ref/OC this, so consider a great many issues/drama kept to a minimum. Plus an experience that will blow you away.
Insurgents are going to do everything they can to retain control of the valley and villages, to include blending in with the peaceful civilians of the valley (friend or foe? treat them rough, and they could support the other side, treat them right, and there is a Insurgent VIP or camp nearby)
Battlefield perks (call in a FASCAM minefield prior to the start of the round, shape the battlefield in your favor, run into a tight spot, use a AC 130 Strike to destroy a strongpoint, the insurgent side has perks but all are limited.)
Seize and control vital objectives on the battlefield, lose them and adjust strategy between rounds.
Field has varying terrain do not let the map fool you. The Afghan Bowl area in the East will give those that have served in the real place the creeps. The West end has a village that is under the canopy.
Last edited by zmonster on 23.03.12 0:01; edited 10 times in total