|
Post by gearkrieg on Jul 22, 2014 17:12:57 GMT -5
OK guys, here´s the thing: We´re doing some reenacting down here in Chile, but most of the reenactors shun upon the use of Airsoft guns down here, on account of several incidents with "not too bright" people. But there is some of us who want to give WW2 themed airsoft skirmishes a new chance. In order to do that, we intend to establish a set of rules governing the "fight", and I recall last week reading a really good posting by 2nd Bat about roles in a skirmish (like French Resistance can´t be shot unless clearly being armed, or their role as scouts, liaison or even logistics!). What I´m asking is: is anywhere here a set of rules written somewhere that I can translate or base upon? if not, can you help me with suggestions? I was planning to start from "regular" airsoft skirmishes rules already enforced down here (for instance: Assault role FPS limit us 350fps, Sniper FPS 400fps max, and so on…) Halp plox!
|
|
|
Post by aj czarkowski on Jul 22, 2014 20:06:48 GMT -5
Make a minimum engagement distance, of say seven or eight meters. This way you can make sure no one gets shot too close up. I think that might need to be adjusted though depending on the fps of the airsoft guns. I've been to events with anything between five and ten meters (of course it was in feet though), 20 to 30 feet.
|
|
2nd Bat
Master sergeant
Posts: 11,813
|
Post by 2nd Bat on Jul 22, 2014 23:53:47 GMT -5
Go with whatever folks are used to with your regular airsoft skirmishes with regard to fps restrictions, minimum engagements rules which while this sounds too dangerous for many I like to keep at no GREATER than 10 feet except the high power snipers where it is extended to 30 feet. Anything beyond that and the average person (especially in the excitement of a skirmish ) has trouble guaging the distance and then arguments and tempers flair. encourage courtesy kills!
As for making it WW2 restrict most guns to semi automatic (even if the players mostly have full auto guns). Restrict ammo and encourage low cap magazines and have a few bipod or tripod machine guns with large ammo capacity. Have grenade rules and if you have them mortars. Have scenarios make sense for WW2 type operations, give briefings in character, provide time for both offense and defense to prepare and set up your scenarios so offense dramatically out numbers the defense either with actual numbers, firepower or much higher regen capability.
The hardest part for WW2 events is coming up with impression standards that enough players can honor and your group will all agree upon. Too stringent and your turnout suffers. Too lax and it is too sophomoric for serious suspension of belief and emmersion. Good luck with it and let us know how it goes.
|
|
|
Post by gearkrieg on Jul 23, 2014 8:15:27 GMT -5
thanks guys… 2nd Bat: do you have any ideas regarding "Grenade Rules" or "Mortar Rules"… I don´t have the foggiest idea on how those would operate… and regarding casualties: any ideas? I was thinking on adapting the rule that the "dead" should remain where they dropped for at least 20 minutes. Afterwards, if the winning team doesn´t consolidate their terrain (by escorting the enemy "dead" to their own Command Post), the "dead" can spring back to life as an enemy reinforcement unit harassing the rear!
|
|
2nd Bat
Master sergeant
Posts: 11,813
|
Post by 2nd Bat on Jul 25, 2014 18:25:20 GMT -5
There are lots of approaches to take regarding grenades and mortars but we generally go with a 10 foot rule. If the mortar lands within 10 feet of you with no blocking cover (a log you are lying behind, a wall etc) then you are a casualty. For grenades a valiation is if you are 10 feet from where it stops rolling. In some cases the exploding pea grenades are used or in our case we use the cheap toy grenades that emit a boom three seconds after their pin is pulled.
We use casualty cards (each player has "wound cards" in their first aid pouch and when hit anywhere (including equipment) they fall (theatrically one would hope) nd pull out their card to see what the effect is. Most of the time they are (just grazed, or stunned) and may enter play upon reading the card. Some times its a minor wound requiring a fellow player to respond and tie on a bandage before reentering, sometimes its a major wound requiring them to be treated by a medic (instructions included on the card) or if a medic isn't present another player must take them under their arm and be walked back to an aid station. If no one can get to them within five minutes they are considered to have bled out and must react as though "dead". Dead men must reman stationary and silent for a set time frame or until the immediate action passes them (whichever is longer) and then move to the nearest aid station where they become a replacement. 20 minutes truthfully seems a bit harsh to me.
The cards are random and the player doesn't know what the effects will be until they pull them out. Most are minor injuries with only about 20% being KIA. Having medics, aid stations and wound cards and bandages adds a lot. We even have a few random "go berserk" cards where the person must get up screaming and rush boldly toward the nearest enemy.
|
|