Post by Rekkon on Dec 26, 2014 21:20:02 GMT -5
Midwest Ostfront Airsoft Presents
Stalingrad IV: The Beginning of the End
Saturday, January 3, 2015
Apocalypse Paintball, Poynette, WI
Stalingrad IV: The Beginning of the End
Saturday, January 3, 2015
Apocalypse Paintball, Poynette, WI
On November 19, 1942, the Soviet Union began an offensive that would culmination in the encirclement and destruction of the German Sixth Army in and around Stalingrad. Almost 300,000 Axis troops were trapped within the city where brutal fighting had raged since September. Attempts were made to relieve the surrounded forces and to supply them by air. Both failed, and the Sixth Army slowly froze and starved to death. German forces surrendered on February 2, 1943, though isolated pockets of resistance persisted until early March. Upper estimates of casualties in the Battle of Stalingrad reach almost two million, making it one of the bloodiest in the history of warfare.
Basics
When: Saturday, January 3, 2015
Where: Apocalypse Paintball
W9496 City Hwy CS, Poynette, WI 53955
Cost: $15 Pre-registered, $20 Walk-on
All players must sign an Apoc waiver.
Schedule
0800-0930 Registration and Chrono
0930-1000 Safety Briefing
1000-1200 1st Scenario
1200-1300 Lunch Break
1300-1530 2nd Scenario
Please be on time for registration and chrono. Event organizers will be playing and are needed on field to coordinate the game. If you arrive late, you will miss the first scenario.
Pre-Registration
To pre-register for this event, send the entry fee via Paypal to DutchVander@hotmail.com. Include your name, age, impression (axis, allied, partisan or modern) and if you would like to rent a weapon. Pre-registration closes December 30th.
Pre-registration is not required to play in the event. Walk-on players are also welcome.
General Rules
In an effort to make trying a WWII event more accessible, the MOA will be relaxing its authenticity restrictions for this event only. The MOA general rules can be found here:
www.ostfrontairsoft.com/rules.shtml
The following changes from the MOA general rules will be in effect:
Apocalypse Paintball Restrictions
-All players are required to wear full seal eye protection.
-All players under 18 years old are required to wear a full, unmodified paintball mask.
-No players under 18 years old are allowed to play unless they have taken the AEC.
-All weapons are required to have a barrel blocking device in the safe zone. Homemade barrel blockers are not allowed. Pistols are not required to have a barrel blocker as long as they are holstered.
Weapon Restrictions
-Any WWII weapon is allowed (best option).
-Loaner/rental weapons are available and are the preferred option for those that do not have a period weapon.
-Any model of bolt-action rifle is preferred over a non-period AEG. A rail may be retained only if used to support a scope.
-As a last resort, M14s, AKs, M4s, G3s, MP5s, RPKs or SAWs as substitute squad MGs, pump shotguns and any revolvers or pistols may be used under the following conditions.
-Bullpups, mag-in-grip SMGs and the G36 family of weapons are not allowed.
The provided snow camo and burlap covers are DIY. Please show up with enough time to cut and affix them to yourself and your weapon. Twine and scissors will be provided.
Uniform and Gear Restrictions
-Any WWII period impression is allowed (best option).
-The preferred option for those lacking a period impression is to wear 1940’s looking civilian clothing (hit up your local thrift store) and play as a partisan. Partisans may play for either sides and will be used to balance the teams. Armbands will be provided for identification. The MOA’s partisan guide can be found here:
www.ostfrontairsoft.com/irregequipment.shtml
-As a last resort, players may attend wearing modern clothing covered with white cloth (snow camo). This will be provided.
-Modern tactical gear like vests and plate carriers are not allowed. Belts and belt based systems like LBE are fine. The less modern looking, the better.
The provided snow camo and burlap covers are DIY. Please show up with enough time to cut and affix them to yourself and your weapon. Twine and scissors will be provided.
Rifleman Perks
The event organizers wish to encourage the use of non-AEGs at this event to better simulate WWII combat. To that end, players classified as Riflemen receive a number of perks. Players are classified as Riflemen if they are not carrying an AEG. The only exceptions to this rule are electric rifles incapable of fully automatic fire (e.g. an electric SVD that can only fire in semi). Using only a bolt action rifle, pump shotgun, pistol, etc. will classify you as a rifleman. Players may transition from Rifleman to non-Rifleman or vice versa during play.
Perk 1: Each team will have two spawn points at all times. Riflemen will be the only ones allowed to use the closer spawn. All other players must walk to the more distant point.
Perk 2: Riflemen are allowed to be mediced once per life. When hit for the first time, a Rifleman shall yell “Hit!” and don a kill rag as normal. He may then choose to sit in place for as long as he likes waiting for any teammate to heal him. To heal a Rifleman, place both hands on him for a full minute (use a watch). Wounded Riflemen may not communicate except to call for a medic. Teammates may “buddy carry” wounded Riflemen at a walking pace.
Please note that per the MOA rules, weapons firing over 400 FPS have a 50 foot minimum engagement distance. If you wish to use such a weapon, it is advisable to bring a backup, sidearm, grenades, etc. for close combat inside tin city.
TLSFx Grenades
Apoc has approved the use of TLSFx “exploding pea” grenades, so feel free to use them if you have them. Any other pyrotechnic devices must be approved by Apocalypse and the event organizers before use.
Additional Notes
This will be a cold weather event, so please plan accordingly. Proper clothing is a must. Backup batteries and weapons are advisable. Do not neglect hydration. Dave will graciously be letting us use the main office as a staging area, and there will be a bonfire going.
Scenario 1: Tightening the Noose
Encircled in Stalingrad, the remains of the 3rd Panzergrenadier Division grow weaker by the day, but Soviet high command is unwilling to wait for them to wither on the vine. They want their city back now, and the 198th Rifle Division will see to it.
Starting Situation
The Russian team begins at their primary respawn point east of the caste. The German team begins inside the castle. The Russians will get all available vehicles and heavy weapons. Remain flexible and be prepared for side missions.
Objectives
Russian: Capture each German position in order as directed by your commander.
German: Defend your sector of Stalingrad. Fall back in stages, holding off the Russian attack as long as possible.
Respawns
Russian: The Russians have unlimited instant respawns at captured flags. Non-Riflemen players must bypass the closest flag and respawn at the next flag back.
German: German players have no respawns at the first two positions. When eliminated they will gather at a collection site and await instructions from their commander. Germans have token respawns at subsequent positions. To respawn, take a token from the bucket and insert it into the container. Token respawns are instant. If there are no tokens at a flag, you cannot respawn there. Non-Riflemen players must bypass the closest flag and respawn at the next flag back.
Scenario 2: The Time Between
Not every day sees a major assault for control of some crucial position. In the ruins of Stalingrad, it is a daily struggle to stay warm, deliver supplies and navigate the rubble.
Starting Situation
Both teams begin at their primary respawns.
Objectives
Before game-on, each player will randomly draw a colored token from a bucket. Their objective is to find the corresponding flag and deposit the token in their side’s container. Once this is done players are free to either defend their flag or return to respawn to draw another token. Victory will be determined by a combination of tokens delivered and casualty counts.
Respawns
Both teams have unlimited instant respawns at their primary respawn. Casualties will be tracked by clickers. Click once to respawn (do not spin the dial). If you died with your token, continue trying to deliver it. If you died after delivering your token, draw a new one from the bucket.