Post by askhati on Dec 9, 2012 5:49:42 GMT -5
Title: Invasion of Crete: Part I
Theme: WW2
Venue: Black Ops, Pretoria
Date: February 2013, 3rd - 4th
Gates open: 08:00
Registration starts: 08:30
Safety/Game Briefing Time: 09:30
Game Start Time: 10:00
Estimated Game End Time: 12:15, Sunday
Cost:
Standard = R200, 2-day game; ribbon bar + medals + food + 24h game pass
Limited = R120, 1-day game; ribbon bar + food + 12h game pass
MCRS observer = R40, 2-day pass; must provide own food
Awards available: (click here for detail)
- 1x Bravery Award per side (Military Medal; Iron Cross, 2nd class)
- 1x Assault Award per side (Mentioned in Despatch; Infantry Assault Badge)
- 1x Crete campaign ribbon per attending player (Cretan Assault I)
Organiser Name: John OPFOR, a.k.a. askhati
Rules:
- WW2 milsim reenactment rules; see below
Team split:
Allied (2)
- Special Unit - British Commandos:
Allowed roles: 3x Assault (400rds for SMG), 1x Support (600rds for SMG, 1,000rds for LMG)
- Regular Unit - Infantry Unit 7:
Allowed roles: 3x Rifleman (200rds for SMG, Rifle), 1x Support (1,000rds for LMG, 200rds for Sniper)
- Regular Unit - Infantry Unit 12:
Allowed roles: 3x Rifleman (200rds for SMG, Rifle), 1x Support (1,000rds for LMG, 200rds for Sniper)
German (7)
- Special Unit - Fallschirmjäger 'Eagle' Squad
Allowed roles: 3x Assault (400rds for SMG), 1x Support (600rds for SMG, 1,000rds for LMG)
- Regular Unit - Glider Unit 'Iron'
Allowed roles: 3x Rifleman (200rds for SMG, Rifle), 1x Support (1,000rds for LMG, 200rds for Sniper)
- Regular Unit - Glider Unit 'Concrete'
Allowed roles: 3x Rifleman (200rds for SMG, Rifle), 1x Support (1,000rds for LMG, 200rds for Sniper)
Civilian (0)
General:
Application forms: click here
Game rules: click here - demo only, correct form TBA later
This is the main thread for the upcoming February game. Questions and queries are welcome, along with suggestions on things you would like to see added to the campaign. Details will follow over the next couple of months. Thought I'd drop this here on the 'bigger' forums as well to see if we can unearth any more WW2 airsofters in our area.
Squad requirements:
- TBA
Scenario Components:
Control Points
Control Points are areas of tactical importance in the operating area - a key building, an intersection of two important routes, a hilltop with a good view of the area, and so forth - and will be marked by a flag pole. Initially, all Control Points will be neutral, with no flag hoisted. However, once players move into the area and manage to take control of the Control Point (this is done by hoisting a faction-specific flag on the flag pole), they will start to earn certain benefits. These benefits will include, amongst other things, the following:
- The ability for friendly KIA players to respawn at that Control Point, instead of having to walk all the way back to HQ
- Any Resistance players that are linked to that Control Point will switch allegiance to be under the control of whoever controls the Control Point at the time that the Resistance player is respawning (so capturing the point results increases the number of players on your team).
Player/soldier classifications
At game start, players will be given one of the following classifications to determine their respawn types:
- Infantry: this is the regular foot-slogging soldier from the Army/Heer - respawns at HQ, or captured Control Points
- Paratrooper: elite infantry deployed via airdrop - respawns at random at one of several pre-defined drop zones (for this scenario, only the Axis will have Paratroopers); can alternatively respawn at any captured Airfield area
- Commandos: elite infantry deployed via naval landings - respawns by choice at one of pre-defined beach landing zones (for this scenario, only the Allies will have Commandos); can alternatively respawn at any captured Dock/Harbour area
The idea behind this classification is to add another dimension to the respawning process - killing an enemy soldier is no longer just a simple matter of sending him back to his HQ, he could now re-insert at an area that you do not actually control. It will also facilitate the creation of small 'elite' squads that have slightly different operational deployment attributes than the regular infantry, and who can then operate along less conventional lines.
Resistance Fighters - Fickle or Foe?
Instead of being deployed to a central 'village' area, each Resistance fighter will be tied to a certain Control Point. The Resistance fighter will start the game in the vicinity of that point, and will initially behave in a (generally) neutral manner towards all Axis and Allied forces. However, once the Control Point to which the Resistance fighter is tied has been captured, the fighter's allegiance will switch to that of the capturing team. If the Resistance fighter is KIA, s/he will move back to their designated Control Point to respawn - and to join whichever team controls the Control Point at the time of respawn.
However. If the Control Point changes hands while the Resistance fighter is still in the field - e.g. changes from Axis to Allied, but the Resistance fighter was spawned as Axis - then the fighter's allegiance will NOT change until they are KIA and have to respawn. This will add another dimension to the use of Resistance forces, as you will have to both a) know where they respawn from, and b) make sure they respawned from that point while it was under your control.
Paradrop Insertion
For players classed as Paratroopers in this scenario, the starting spawns will work as follows:
- Paratroopers are grouped into pairs, and each pair sent to a randomly chosen drop zone (this is the 'Insertion Pair').
- Since the German Paratroopers did not jump with their weapons, but instead used separate containers to drop their weaponry, one player in each Insertion Pair will have to cache their main weapon pre-spawn. This player may retain their pistol and grenade(s), but may not use anything larger.
- The cached paratrooper weapons are bundled together in pairs in crates (so one crate holds two rifles), and also deployed to a randomly chosen drop zone. Each cached weapon will be clearly marked by its owner, and only the owner may use the weapon once he has recovered it - you are NOT allowed to use another player's weapon from the cache, unless he has given you explicit permission to do so.
- Once the game starts, the 'unarmed' paratroopers must scour the drop zones for their weapons and recover them, before taking the fight to the enemy. This will be the most vulnerable phase for the Paratroopers, so speed will be essential.
- Once a paratrooper has recovered his weapon, he may retain it for the rest of the scenario - there is no need to re-cache it after he is shot and KIA at a later point. The caching of weapons will thus only affect the first deployment wave. However, if the paratrooper is shot and KIA before recovering his weapon, he will have to spawn unarmed again - the cached weapons may only be recovered by live players.
(big map, right-click and 'Open in new window/tab' to get full image)