Post by gryphon on Aug 28, 2007 9:47:13 GMT -5
Patton Unleashed!
It's late 1945 and the Russians have refused a US ultimatum to vacate Eastern Europe. Allied high command has enlisted the aid of surviving SS units and has unleashed Gen. George Patton in an eastward drive towards the Russian border. Opposing them are entrenched elements of the Red Army and drafted civilian irregulars.
Yes, you got it, U.S. & German vs. Russia at ISG’s Neillsville airsoft field, and that's just one of three battle scenarios planned for the day! The Germans will also get their chance to defend the suburbs of Berlin from the Allies, and prevent a Russo-American link-up.
The campsite will be open for setup on Friday 12 October, with game on at 9am Saturday 13 October. This will be a Level Green skirmish event - at least 75% correct uniform or WWII-era civilian garb for Resistance requested, with some flexibility regarding weaponry (within reason.) This will be a free event, with a donation box at the Registration Area.
Field Location: N2955 Sidney Ave., Neillsville, WI 54456
Our October 12-13 Skirmish schedule will be as follows:
The field is open for camp set-up and recon after 10am Friday morning. Please, NO FIRING anywhere on the field on Friday without the knowledge and express permission of Troy the field operator - we do NOT want any "stray BB" incidents.
The registration and chronograph area will be open at 8am Saturday morning.
Safety Briefing begins at 8:30am.
We will be running three two-hour-long scenarios, "Patton Unleashed," "Suburbs of Berlin," and "Link-Up," with a rest break at 11:00am, and a lunchbreak at 1:30pm.
First Skirmish 9:00am - “Patton Unleashed.” This scenario will pit all available Russian and their drafted civilian irregular members against the German and U.S. contingents. The start point for the U.S. and German attack force will be the stand in the southwest portion of the playing field by the creek. Russian defenders may start anywhere in the northwest quadrant on the map north of the center fenceline and west of the village. The goal of Patton’s troops is to secure the village and sweep all Russian defenders into the northeast quadrant of the field. Each side will be allowed to regenerate troops at a set rate. The US and German regeneration rate is set at two per soldier. In other words, a US player can regenerate twice, but the third time he is eliminated, he is out of the battle. The Russian and irregular regeneration rate is set at three. That gives each Russian four lives. Each side will have designated regeneration points. For the U.S./German side, the regen point will be the stand in the southwest corner. The Russian regen point will be the machinegun nest in the northeastern corner. Once at your regen point, you can regenerate with other casualties. U.S. and German regens may reinsert into battle once there are four or more eliminated players who can reinsert as a reinforcement squad. Russian regens reenter the battle when there are two or more eliminated players who can reinsert as a combat pair. The battle will last for two hours, or until Patton’s troops capture the town AND eliminate all Russian or guerrilla elements to the west of the village. The battle will begin with two medium whistle blasts and end with two longer whistle blasts. The Russian forces begin the scenario with an armored car. Patton’s forces will have a Jeep, and at least one bazooka or Panzerfaust that can disable the armored car.
11:00am-11:30am – Rest and Reload.
Second Skirmish 11:30am – “Suburbs of Berlin.” In the second engagement, the Germans will defend a small farming village on the outskirts of Berlin. German regulars and Volkssturmen start in the village area. Each German player will have one regen for this battle. Germans regen by removing themselves to any building, steel drum, emplacement, or delelict prop vehicle on the field that is a safe distance from the action (say 50 yards or so) and then reentering the action once they have respawned. They can do this individually - a German reinforcement does not have to wait to form a squad before reinserting. An eliminated German must stay out of the battle for a period of five minutes. Players without watches should count to 300 before reinserting. U.S. and Russian troops will be attacking. US troops start at downed aircraft and that is their regen point. Each US troop will have one regen (two lives) and will be allowed to reenter from the regen point in squads of four. The Russians will begin and respawn at the machinegun nest, each will have two regens (three lives) for this battle, and will be allowed to reinsert from the regen point in combat teams of two or more. The Russians will once again start with the armored car, the US will have the Jeep, and the Germans will have one or two Panzerfausts. The scenario ends after two hours, or when all Germans are out of the battle. This means that, even if the town falls, the battle does not end until every single German has lost both of their two lives. For example, the Germans could counterattack the town as long as they still have forces, or perhaps go into hiding and need to be mopped up. Once again, the battle will start with two medium whistle blasts and end with two longer whistle blasts.
1:30pm-2:30pm - Lunchbreak
Third Skirmish 2:30pm - “Link-Up.” US forces start and regen at the stand in the southwest corner, while the Russians start and regen at their trusty machinegun nest on the far east side of the field. Once all Allied troops are in place, the Germans and Volkssturmen can secretly start wherever they want to on the field. For this scenario, the armored car starts as a German capture, while the Russians have a Lend-Lease Jeep and the US has at least one bazooka. The US and Russian forces in this sector are tasked with linking up before they can advance on Berlin. The Germans and local Volkssturmen have orders to harrass them and stall the link-up for as long as possible. To link up, all surviving Russians must make it alive to the US-held firebase at the southwest stand. US troops have 2 regens each and must reinsert in squads of four or more; Russians each have 3 reinserts and must reinsert in combat teams of two or more; Germans and Volkssturmen can respawn individually in the armored car or inside any building on the field after five minutes, and each has 2 regens. The scenario ends at 4:30pm, or when all the Germans are out of the battle, OR when all of the Russians are out of the battle, OR when all surviving Russians reach the US firebase to complete the link-up. Once again, the battle will start with two medium whistle blasts and end with two longer whistle blasts.
4:30pm – Skirmish over. Any remaining personal gear and camping equipment must be removed from the field at this time. Weather and daylight permitting, informal skirmishing will be allowed after all players have cleared their gear from the field.
Elements of the 2nd Rangers and the 9th SS have confirmed already, and the 198th will field as many as we can muster. If you can make it, PM me so I can add you to the roster. If you can't make it, no need to complain, we plan to host more events.
The Rules:
WWII AIRSOFT SKIRMISH SAFETY & CONDUCT RULES
1. GOGGLES AND HEADGEAR MUST BE WORN AT ALL TIMES ON THE FIELD AND TARGET RANGE. At no time during the game will players be allowed to lift or remove their goggles from around their eyes. Only goggles / eyewear that meet the following requirements will be allowed:
• The impact standard for goggles is ANSI z.87.1.
• They must fully encompass the eyes, with no gaps.
• They must be fitted with a head strap to keep them from falling off during a game.
• The lens or mesh frame must be sturdy enough to keep the lens in place during play.
In addition, all players are required to wear some form of period hat, cap, helmet, or other heargear while actively in play. Headgear is only to be removed during gameplay to indicate elimination. It is also highly recommended (but not required) that a player’s ears, nose and mouth must be covered / blocked with something preventing penetration of BBs, such as a paintball mask, balaclava, bandana, shemagh etc.
2. BARREL BLOCKING DEVICES ARE REQUIRED OFF-FIELD. Barrel blocking devices such as the red barrel caps that come with most AEGs, paintball approved barrel socks/condoms, or holsters for sidearms are required to be secured over player’s gun barrels at all times. The only exception is at the target range or on a playing field after the game starts.
3. ALL GUNS MUST BE MAGAZINE FREE OFF-FIELD. All handheld or slung guns must be loading magazine free (“Mag Free”) in the staging and parking lot areas. Sidearms are not required to be mag free as long as they are holstered. Once eliminated from play, a player must remove the magazine from his gun, fire 2-3 clearing shots in a safe direction, and cap his gun barrel with his barrel blocking device before proceeding to his team’s reinsertion area.
4. ALL GUNS MUST BE SAFELY TRANSPORTED. All guests must transport their guns in a safe manner. Specifically, all guns must be carried in a soft or hard shell case suitable for real firearms until you are in the staging area. All guns must have a factory-installed trigger guard.
5. FPS LIMITS WILL BE STRICTLY ENFORCED. All guns must be chronographed prior to game time. Players may also be chosen at random for handheld chronograph spot-checks.
FPS Limits are:
AEGs & GBBs: 400 FPS w/ .20 gram BBs.
Single-Shot or Bolt-Action Rifles: 500 FPS with .20 gram BBs.
All guns will be chronographed prior to the beginning of the game using .20 gram BBs. You will be given 2 attempts, consisting of no more than 3 shots each, in which to chronograph at the appropriate FPS. If your gun is unable to chronograph legal after 2 attempts, you will not be able to use that weapon in the game. Once your gun passes the chronograph test, it will have a colored piece of yarn attached to it classifying it as either a Standard or a Rifle class weapon. No weapons without yarn tie will be allowed on the field of play. All guns are subject to a chronograph test at any time deemed necessary by the event organizer. Any modifications made to your gun after being chronographed found to increase your FPS will result in your immediate and permanent removal from the game.
6. PLASTIC BBs ONLY. Biodegradable or metal BBs are not allowed. Plastic BBs will be available for purchase in the staging area before and during the game. Once your gun has been chronographed, you may choose to fire a heavier BB during the game; however, 6mm or 8mm BBs heavier than .35 grams are not allowed.
7. SHOOTING SAFETY. Players may only discharge their weapons at the target range or on the playing field. No shooting into or out of the staging area, parking lot, or reinsertion waiting areas. NO BLIND SHOOTING - players must be able to see their target. Weapons firing at 400 fps or less have a minimum engagement distance of 15 feet. Rifles shooting over 400 fps have a minimum engagement distance of 30 feet. If an opponent is closer than a weapon’s minimum engagement distance, a player should shout "BANG" in order to notify the opponent he/she has been eliminated at extreme close range. You must have an open line of sight to perform a “bang” kill - a "bang" kill may not be performed through a barrier or through netting. While head shots count, players are asked not to intentionally target another player’s head, especially if their face is unprotected.
8. TRENCHES, MINEFIELDS & FOXHOLES. Players should avoid all field hazards such as fences, ruts, and vines. Guests should report any hazard to the field operator. Players may construct foxholes, minefields, and/or defensive sandbag works IN DESIGNATED AREAS ONLY. Players are not allowed to construct any sort of booby traps, roadblocks, barricades or bunkers in any roadway or outside of the designated areas. Players may not alter man-made features in the playing area without the field operator’s permission. Players may never climb trees or tree stands, enter or exit a structure through a window, or climb onto or under any prop vehicles.
9. NO UNAUTHORIZED EQUIPMENT. Players are not allowed to bring onto the playing field any equipment deemed unsafe or non-period by the Event Organizer. If you are uncertain regarding a particular item, show it to the Event Organizer BEFORE bringing it onto the field. Players on the field are allowed to carry bayonets as part of their impression, provided that each bayonet is “peace-bound” (i.e., securely tied down) in its scabbard such that it cannot be withdrawn. Other knives of any kind are allowed within the on-field period-only campsites, but these must be stowed with other camping gear during gameplay. Players are not allowed to bring onto the field any explosive or other pyrotechnic devices, real firearms, or other non-Airsoft related items. Grenades and/or smoke bombs must be individually approved by the Event Organizer before use in the game.
10. NO ALCOHOL OR ILLEGAL DRUGS ARE ALLOWED ANYWHERE ON SITE. No smoking on the playing field or target range. Smoking is allowed in the staging and parking areas.
11. NO VERBAL ABUSE OR PHYSICAL CONTACT. While players are allowed to speak in character as part of their impression; heated sincere profanity directed at another player, or any other slurs against anyone’s character, race, color, national origin, family members, teams or equipment will not be tolerated. A player may not touch another player or their equipment at any time without their express permission.
12. REFEREES’ DECISIONS ARE FINAL. If referees are used, any decision a referee makes is final and will not be discussed on the playing field. The referee will discuss any calls in a calm manner off-field after the game or scenario is over. Players who are found by a referee to have violated any of the rules listed here will be asked by the Event Organizer to leave the game.
13. AGE REQUIREMENT. All players must be thirteen years old or older to participate. Players under eighteen years old are required to have a Parental Waiver signed and dated by their parent or legal guardian. NO EXCEPTIONS.
14. ELIMINATION. A player is eliminated from play if a BB strikes any part of his/her body, from the top of the head to the tips of the fingers to the bottoms of the feet, including any of equipment or gear worn. When a player is eliminated he will call out loudly “I’M OUT” or “I’M HIT”. He will immediately remove his hat or helmet, remove his gun’s magazine, place the barrel blocking device on the gun and proceed to his or her reinsertion point as quickly as possible. Eliminated players must exit to their team’s reinsertion area or the staging area. No players are allowed to shoot at eliminated players.
Eliminated players are considered dead and MUST NOT talk or communicate in any way with their teammates until they have returned to the reinsertion area. Any player with hat off or a barrel blocking device on their gun is considered to be eliminated. Eliminated players are not allowed to give any equipment or supplies to any other player, but may quietly leave equipment lying where they were eliminated. Hits to a player’s gun do not eliminate a player; However, they do eliminate that weapon. The gun is unusable until it has been returned to a reinsertion area. An eliminated player must immediately drop any game props he or she is carrying.
Airsoft is a game of HONOR and Sportsmanship. ALL players strive to exemplify fair play and call their hits, regardless of circumstance. In situations where a player isn’t sure, they should give their opponent the benefit of the doubt and simply call themselves out. You will not have to wait long to get back into the game if you are eliminated, so please call your hits! Cheating will not be tolerated in any form by any player.
15. REINSERTION & MEDICS. Rules for reinsertion and healing are scenario-specific, and will be explained by the Event Organizer prior to the start of the game.
16. HEAVY WEAPONS. Antitank weapons or mortars must be personally approved by the Event Organizer before they can be used on the field. Only players authorized by the Event Organizer may fire heavy weapons. The Event Organizer may ban the use of heavy weapons for specific scenarios at his discretion.
17. VEHICLES & ARMOR. Only preapproved period motorized vehicles are allowed on the field during gameplay. Each vehicle must be equipped with a removable white flag. Only designated drivers authorized by the Event Organizer will be allowed to operate motorized vehicles in play. Vehicles are confined to roadways. A vehicle may be approached when parked, but when it is moving all players must stay at least 10 feet away from it. A vehicle’s designated driver may eliminate any player that comes within 10 feet of his or her moving vehicle. Drivers and other occupants of soft-skinned motor vehicles may be eliminated with small arms fire in the ordinary manner. If the designated driver of a vehicle is eliminated, that vehicle must cease movement where it is and display a WHITE FLAG to indicate that it is disabled. A disabled vehicle remains inoperative for a 15-minute elimination period. Parked and/or disabled vehicles may be captured. A vehicle is considered under the control of whichever team’s active player sits in the front passenger seat. The designated driver of an armored vehicle is considered to be invulnerable to small arms fire while the driver’s hatch is closed. An armored vehicle requires a hit from a heavy weapon round in order to be disabled. IT IS EXPRESSLY FORBIDDEN to climb onto or jump off of a moving armored vehicle, to charge an armored vehicle and thrust a weapon into an eye slit or gun port, or to hurl a grenade or any other piece of equipment into an armored vehicle - while period, all of these activities are dangerous for both vehicle driver and player, and will not be tolerated. Always remember that armored vehicles have severely limited visibility, are difficult to maneuver, and are much Much MUCH heavier than the average player. Occupants and/or crew of an armored vehicle may be eliminated by small arms fire IF the occupant is exposed on the outside of the vehicle, sticking up out of the turret, or can be targeted through an OPEN hatch. DO NOT FIRE INTO THE VISION SLITS OR GUN PORTS OF A MOVING ARMORED VEHICLE!
Pencil it in for the second weekend in October. In the meantime, here's a field map and some pics to whet your appetites:
Field Map:
Your gracious hosts, the 198th Rifle Division of the Red Army:
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Field features:
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And a few pics of ISG members on the field during past events:
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It's late 1945 and the Russians have refused a US ultimatum to vacate Eastern Europe. Allied high command has enlisted the aid of surviving SS units and has unleashed Gen. George Patton in an eastward drive towards the Russian border. Opposing them are entrenched elements of the Red Army and drafted civilian irregulars.
Yes, you got it, U.S. & German vs. Russia at ISG’s Neillsville airsoft field, and that's just one of three battle scenarios planned for the day! The Germans will also get their chance to defend the suburbs of Berlin from the Allies, and prevent a Russo-American link-up.
The campsite will be open for setup on Friday 12 October, with game on at 9am Saturday 13 October. This will be a Level Green skirmish event - at least 75% correct uniform or WWII-era civilian garb for Resistance requested, with some flexibility regarding weaponry (within reason.) This will be a free event, with a donation box at the Registration Area.
Field Location: N2955 Sidney Ave., Neillsville, WI 54456
Our October 12-13 Skirmish schedule will be as follows:
The field is open for camp set-up and recon after 10am Friday morning. Please, NO FIRING anywhere on the field on Friday without the knowledge and express permission of Troy the field operator - we do NOT want any "stray BB" incidents.
The registration and chronograph area will be open at 8am Saturday morning.
Safety Briefing begins at 8:30am.
We will be running three two-hour-long scenarios, "Patton Unleashed," "Suburbs of Berlin," and "Link-Up," with a rest break at 11:00am, and a lunchbreak at 1:30pm.
First Skirmish 9:00am - “Patton Unleashed.” This scenario will pit all available Russian and their drafted civilian irregular members against the German and U.S. contingents. The start point for the U.S. and German attack force will be the stand in the southwest portion of the playing field by the creek. Russian defenders may start anywhere in the northwest quadrant on the map north of the center fenceline and west of the village. The goal of Patton’s troops is to secure the village and sweep all Russian defenders into the northeast quadrant of the field. Each side will be allowed to regenerate troops at a set rate. The US and German regeneration rate is set at two per soldier. In other words, a US player can regenerate twice, but the third time he is eliminated, he is out of the battle. The Russian and irregular regeneration rate is set at three. That gives each Russian four lives. Each side will have designated regeneration points. For the U.S./German side, the regen point will be the stand in the southwest corner. The Russian regen point will be the machinegun nest in the northeastern corner. Once at your regen point, you can regenerate with other casualties. U.S. and German regens may reinsert into battle once there are four or more eliminated players who can reinsert as a reinforcement squad. Russian regens reenter the battle when there are two or more eliminated players who can reinsert as a combat pair. The battle will last for two hours, or until Patton’s troops capture the town AND eliminate all Russian or guerrilla elements to the west of the village. The battle will begin with two medium whistle blasts and end with two longer whistle blasts. The Russian forces begin the scenario with an armored car. Patton’s forces will have a Jeep, and at least one bazooka or Panzerfaust that can disable the armored car.
11:00am-11:30am – Rest and Reload.
Second Skirmish 11:30am – “Suburbs of Berlin.” In the second engagement, the Germans will defend a small farming village on the outskirts of Berlin. German regulars and Volkssturmen start in the village area. Each German player will have one regen for this battle. Germans regen by removing themselves to any building, steel drum, emplacement, or delelict prop vehicle on the field that is a safe distance from the action (say 50 yards or so) and then reentering the action once they have respawned. They can do this individually - a German reinforcement does not have to wait to form a squad before reinserting. An eliminated German must stay out of the battle for a period of five minutes. Players without watches should count to 300 before reinserting. U.S. and Russian troops will be attacking. US troops start at downed aircraft and that is their regen point. Each US troop will have one regen (two lives) and will be allowed to reenter from the regen point in squads of four. The Russians will begin and respawn at the machinegun nest, each will have two regens (three lives) for this battle, and will be allowed to reinsert from the regen point in combat teams of two or more. The Russians will once again start with the armored car, the US will have the Jeep, and the Germans will have one or two Panzerfausts. The scenario ends after two hours, or when all Germans are out of the battle. This means that, even if the town falls, the battle does not end until every single German has lost both of their two lives. For example, the Germans could counterattack the town as long as they still have forces, or perhaps go into hiding and need to be mopped up. Once again, the battle will start with two medium whistle blasts and end with two longer whistle blasts.
1:30pm-2:30pm - Lunchbreak
Third Skirmish 2:30pm - “Link-Up.” US forces start and regen at the stand in the southwest corner, while the Russians start and regen at their trusty machinegun nest on the far east side of the field. Once all Allied troops are in place, the Germans and Volkssturmen can secretly start wherever they want to on the field. For this scenario, the armored car starts as a German capture, while the Russians have a Lend-Lease Jeep and the US has at least one bazooka. The US and Russian forces in this sector are tasked with linking up before they can advance on Berlin. The Germans and local Volkssturmen have orders to harrass them and stall the link-up for as long as possible. To link up, all surviving Russians must make it alive to the US-held firebase at the southwest stand. US troops have 2 regens each and must reinsert in squads of four or more; Russians each have 3 reinserts and must reinsert in combat teams of two or more; Germans and Volkssturmen can respawn individually in the armored car or inside any building on the field after five minutes, and each has 2 regens. The scenario ends at 4:30pm, or when all the Germans are out of the battle, OR when all of the Russians are out of the battle, OR when all surviving Russians reach the US firebase to complete the link-up. Once again, the battle will start with two medium whistle blasts and end with two longer whistle blasts.
4:30pm – Skirmish over. Any remaining personal gear and camping equipment must be removed from the field at this time. Weather and daylight permitting, informal skirmishing will be allowed after all players have cleared their gear from the field.
Elements of the 2nd Rangers and the 9th SS have confirmed already, and the 198th will field as many as we can muster. If you can make it, PM me so I can add you to the roster. If you can't make it, no need to complain, we plan to host more events.
The Rules:
WWII AIRSOFT SKIRMISH SAFETY & CONDUCT RULES
1. GOGGLES AND HEADGEAR MUST BE WORN AT ALL TIMES ON THE FIELD AND TARGET RANGE. At no time during the game will players be allowed to lift or remove their goggles from around their eyes. Only goggles / eyewear that meet the following requirements will be allowed:
• The impact standard for goggles is ANSI z.87.1.
• They must fully encompass the eyes, with no gaps.
• They must be fitted with a head strap to keep them from falling off during a game.
• The lens or mesh frame must be sturdy enough to keep the lens in place during play.
In addition, all players are required to wear some form of period hat, cap, helmet, or other heargear while actively in play. Headgear is only to be removed during gameplay to indicate elimination. It is also highly recommended (but not required) that a player’s ears, nose and mouth must be covered / blocked with something preventing penetration of BBs, such as a paintball mask, balaclava, bandana, shemagh etc.
2. BARREL BLOCKING DEVICES ARE REQUIRED OFF-FIELD. Barrel blocking devices such as the red barrel caps that come with most AEGs, paintball approved barrel socks/condoms, or holsters for sidearms are required to be secured over player’s gun barrels at all times. The only exception is at the target range or on a playing field after the game starts.
3. ALL GUNS MUST BE MAGAZINE FREE OFF-FIELD. All handheld or slung guns must be loading magazine free (“Mag Free”) in the staging and parking lot areas. Sidearms are not required to be mag free as long as they are holstered. Once eliminated from play, a player must remove the magazine from his gun, fire 2-3 clearing shots in a safe direction, and cap his gun barrel with his barrel blocking device before proceeding to his team’s reinsertion area.
4. ALL GUNS MUST BE SAFELY TRANSPORTED. All guests must transport their guns in a safe manner. Specifically, all guns must be carried in a soft or hard shell case suitable for real firearms until you are in the staging area. All guns must have a factory-installed trigger guard.
5. FPS LIMITS WILL BE STRICTLY ENFORCED. All guns must be chronographed prior to game time. Players may also be chosen at random for handheld chronograph spot-checks.
FPS Limits are:
AEGs & GBBs: 400 FPS w/ .20 gram BBs.
Single-Shot or Bolt-Action Rifles: 500 FPS with .20 gram BBs.
All guns will be chronographed prior to the beginning of the game using .20 gram BBs. You will be given 2 attempts, consisting of no more than 3 shots each, in which to chronograph at the appropriate FPS. If your gun is unable to chronograph legal after 2 attempts, you will not be able to use that weapon in the game. Once your gun passes the chronograph test, it will have a colored piece of yarn attached to it classifying it as either a Standard or a Rifle class weapon. No weapons without yarn tie will be allowed on the field of play. All guns are subject to a chronograph test at any time deemed necessary by the event organizer. Any modifications made to your gun after being chronographed found to increase your FPS will result in your immediate and permanent removal from the game.
6. PLASTIC BBs ONLY. Biodegradable or metal BBs are not allowed. Plastic BBs will be available for purchase in the staging area before and during the game. Once your gun has been chronographed, you may choose to fire a heavier BB during the game; however, 6mm or 8mm BBs heavier than .35 grams are not allowed.
7. SHOOTING SAFETY. Players may only discharge their weapons at the target range or on the playing field. No shooting into or out of the staging area, parking lot, or reinsertion waiting areas. NO BLIND SHOOTING - players must be able to see their target. Weapons firing at 400 fps or less have a minimum engagement distance of 15 feet. Rifles shooting over 400 fps have a minimum engagement distance of 30 feet. If an opponent is closer than a weapon’s minimum engagement distance, a player should shout "BANG" in order to notify the opponent he/she has been eliminated at extreme close range. You must have an open line of sight to perform a “bang” kill - a "bang" kill may not be performed through a barrier or through netting. While head shots count, players are asked not to intentionally target another player’s head, especially if their face is unprotected.
8. TRENCHES, MINEFIELDS & FOXHOLES. Players should avoid all field hazards such as fences, ruts, and vines. Guests should report any hazard to the field operator. Players may construct foxholes, minefields, and/or defensive sandbag works IN DESIGNATED AREAS ONLY. Players are not allowed to construct any sort of booby traps, roadblocks, barricades or bunkers in any roadway or outside of the designated areas. Players may not alter man-made features in the playing area without the field operator’s permission. Players may never climb trees or tree stands, enter or exit a structure through a window, or climb onto or under any prop vehicles.
9. NO UNAUTHORIZED EQUIPMENT. Players are not allowed to bring onto the playing field any equipment deemed unsafe or non-period by the Event Organizer. If you are uncertain regarding a particular item, show it to the Event Organizer BEFORE bringing it onto the field. Players on the field are allowed to carry bayonets as part of their impression, provided that each bayonet is “peace-bound” (i.e., securely tied down) in its scabbard such that it cannot be withdrawn. Other knives of any kind are allowed within the on-field period-only campsites, but these must be stowed with other camping gear during gameplay. Players are not allowed to bring onto the field any explosive or other pyrotechnic devices, real firearms, or other non-Airsoft related items. Grenades and/or smoke bombs must be individually approved by the Event Organizer before use in the game.
10. NO ALCOHOL OR ILLEGAL DRUGS ARE ALLOWED ANYWHERE ON SITE. No smoking on the playing field or target range. Smoking is allowed in the staging and parking areas.
11. NO VERBAL ABUSE OR PHYSICAL CONTACT. While players are allowed to speak in character as part of their impression; heated sincere profanity directed at another player, or any other slurs against anyone’s character, race, color, national origin, family members, teams or equipment will not be tolerated. A player may not touch another player or their equipment at any time without their express permission.
12. REFEREES’ DECISIONS ARE FINAL. If referees are used, any decision a referee makes is final and will not be discussed on the playing field. The referee will discuss any calls in a calm manner off-field after the game or scenario is over. Players who are found by a referee to have violated any of the rules listed here will be asked by the Event Organizer to leave the game.
13. AGE REQUIREMENT. All players must be thirteen years old or older to participate. Players under eighteen years old are required to have a Parental Waiver signed and dated by their parent or legal guardian. NO EXCEPTIONS.
14. ELIMINATION. A player is eliminated from play if a BB strikes any part of his/her body, from the top of the head to the tips of the fingers to the bottoms of the feet, including any of equipment or gear worn. When a player is eliminated he will call out loudly “I’M OUT” or “I’M HIT”. He will immediately remove his hat or helmet, remove his gun’s magazine, place the barrel blocking device on the gun and proceed to his or her reinsertion point as quickly as possible. Eliminated players must exit to their team’s reinsertion area or the staging area. No players are allowed to shoot at eliminated players.
Eliminated players are considered dead and MUST NOT talk or communicate in any way with their teammates until they have returned to the reinsertion area. Any player with hat off or a barrel blocking device on their gun is considered to be eliminated. Eliminated players are not allowed to give any equipment or supplies to any other player, but may quietly leave equipment lying where they were eliminated. Hits to a player’s gun do not eliminate a player; However, they do eliminate that weapon. The gun is unusable until it has been returned to a reinsertion area. An eliminated player must immediately drop any game props he or she is carrying.
Airsoft is a game of HONOR and Sportsmanship. ALL players strive to exemplify fair play and call their hits, regardless of circumstance. In situations where a player isn’t sure, they should give their opponent the benefit of the doubt and simply call themselves out. You will not have to wait long to get back into the game if you are eliminated, so please call your hits! Cheating will not be tolerated in any form by any player.
15. REINSERTION & MEDICS. Rules for reinsertion and healing are scenario-specific, and will be explained by the Event Organizer prior to the start of the game.
16. HEAVY WEAPONS. Antitank weapons or mortars must be personally approved by the Event Organizer before they can be used on the field. Only players authorized by the Event Organizer may fire heavy weapons. The Event Organizer may ban the use of heavy weapons for specific scenarios at his discretion.
17. VEHICLES & ARMOR. Only preapproved period motorized vehicles are allowed on the field during gameplay. Each vehicle must be equipped with a removable white flag. Only designated drivers authorized by the Event Organizer will be allowed to operate motorized vehicles in play. Vehicles are confined to roadways. A vehicle may be approached when parked, but when it is moving all players must stay at least 10 feet away from it. A vehicle’s designated driver may eliminate any player that comes within 10 feet of his or her moving vehicle. Drivers and other occupants of soft-skinned motor vehicles may be eliminated with small arms fire in the ordinary manner. If the designated driver of a vehicle is eliminated, that vehicle must cease movement where it is and display a WHITE FLAG to indicate that it is disabled. A disabled vehicle remains inoperative for a 15-minute elimination period. Parked and/or disabled vehicles may be captured. A vehicle is considered under the control of whichever team’s active player sits in the front passenger seat. The designated driver of an armored vehicle is considered to be invulnerable to small arms fire while the driver’s hatch is closed. An armored vehicle requires a hit from a heavy weapon round in order to be disabled. IT IS EXPRESSLY FORBIDDEN to climb onto or jump off of a moving armored vehicle, to charge an armored vehicle and thrust a weapon into an eye slit or gun port, or to hurl a grenade or any other piece of equipment into an armored vehicle - while period, all of these activities are dangerous for both vehicle driver and player, and will not be tolerated. Always remember that armored vehicles have severely limited visibility, are difficult to maneuver, and are much Much MUCH heavier than the average player. Occupants and/or crew of an armored vehicle may be eliminated by small arms fire IF the occupant is exposed on the outside of the vehicle, sticking up out of the turret, or can be targeted through an OPEN hatch. DO NOT FIRE INTO THE VISION SLITS OR GUN PORTS OF A MOVING ARMORED VEHICLE!
Pencil it in for the second weekend in October. In the meantime, here's a field map and some pics to whet your appetites:
Field Map:
Your gracious hosts, the 198th Rifle Division of the Red Army:
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Field features:
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And a few pics of ISG members on the field during past events:
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