The Battle for the Ardennes February 21st 2016, Michigan
Oct 16, 2015 15:36:02 GMT -5
CPL. Mills 2nd Rangers and shiftysgarand like this
Post by ScottCollins on Oct 16, 2015 15:36:02 GMT -5
The Battle for the Ardennes!
This event will be held at Phoenix Tactical Airsoft in Maycomb County, Michigan.
The date is confirmed for this event
The battle for the Ardennes will take place on February 21st 2016!
This event will be held at Phoenix Tactical Airsoft in Maycomb County, Michigan.
The date is confirmed for this event
The battle for the Ardennes will take place on February 21st 2016!
The cost of participation will be $30!
(Dontations are welcome if you're feeling generous)
(Dontations are welcome if you're feeling generous)
Since this is the first large scale WWII airsoft game that has been attempted in Michigan for quite some time,
the uniform and gun restrictions will be rather lax.
So if you don't have much WWII gear Come Anyway!
Rules
Rubber Edge Weapons or hand to hand combat is not allowed at this time.
Do not throw inert metal, or wood grenades. Rubber, plastic or Foam is fine.
Searching a Player
Some game types will require the acquisition of sensitive documents, etc. and may be carried by a player. To search a wounded or dead player simply tell them you do so. That player should hand over any game items. Players may not take the weapons or personal belongings of any player.
Hits/KIA/Medic/Moving Wounded
If you are hit, drop or kneel where you are and shout “Hit!” put your hand on your head or raise your weapon above your head. Hit players may not move on their own or return fire. Begin calling for your team’s medic. The medic will tie a “bandage” on your arm and you may return to battle. You may be bandaged twice.
On your third hit, KIA rules apply. If your medic does not reach you in five minutes you bleed out and are KIA. Return to your respawn “Med Station,” return all bandages and make a tally. When the KIA tally adds up to a specified number, your team has no more respawns. A medic may heal himself at the expenditure of two bandages per hit.
Any player may place a hand on the shoulder of another player (including enemy wounded) and “move” that player. Each step taken the player making contact with the wounded must say “I carry you one, I carry you two, I carry you three, etc.” This is intending get the wounded player out of the line of fire and behind cover, or capture a wounded enemy until they bleed out.
Respawn
As it was not realistic to send lone soldiers into the field, KIA’s must wait at the respawn point until at least three to five other KIA players show up and creates a “Mixed Unit” (number will be determined before game start) If ten minutes passes from the arrival of the first person to the air station before the number of players for a mixed unit is reached, they may return to combat with the number of players present.
Teams
Teams will be broken into squads depending on team size. 6-12 in a squad. Each Squad will have a “sergeant” who will direct squad actions as he sees fit under the overall team captain.
Unit tactics should be emphasized.
Squads are allowed 1 walkie-talkie, 1-2 SMGs on full auto without hop up, and 1 LMG/SAW on full auto. All other players should use semi auto and or bolt action rifles.
People who have WWII style weapons that represent an automatic weapon (i.e. Thompson, MG42, M3, etc.) will have first consideration (This helps simulate the actual weapons mix of the era.)
This will attempt to recreate the typical rifle squad on both sides as it was comprised during the war. (Some variations in numbers may occur.)
Missions
Setting: Winter, Ardennes, 1944
Hold Out
In a surprise move, the Germans have encircled around a group of Allies, cutting them off from the rest of the force. Allies must survive wave after wave of enemies from their defensive positions until reinforcements can push their way through to relieve them.
Secret Weapons
Allies have received Intel from the French Resistance that a high ranking Nazi scientist is working in the area. Allies will need to intercept him, decode his journal, then find and blow up the secret weapons lab after fighting through a bunker system.
VIP
Germans will attempt to ambush a convoy carrying General George S. Patton and take him out!
Supply Depot Raid
Depots
A depot will consist of a five foot square/circular area designated by orange tape representing a wire fence containing ammo boxes, jerry cans, rifle crates and bandages. Any side may have up to three depots if desired and move supplies freely between depots at any time. Once set at the beginning of the game, depot positions cannot be moved.
Capturing Supplies
The attacking team may “capture” supplies by placing them in their own ammo depot. The team with the most supplies left at the end of a designated time limit wins or if the opposing team controls no more supplies.
Blowing up supplies
The player must place a “detonator” in the middle of the depot keeping at least one hand on it for five minutes. Player may defend himself with gas pistol only. Regular Hit/Medic/KIA rules apply. If contact is lost with the detonator, the timer resets. Once destroyed use of the depot is lost till game reset.
All other rules are WW2AA standard
Suggested Uniform
(As stated before, the uniform and gun requirements are much more lax since this is our first game.
But if you have a WWII uniform and gun like most of you here, please come out and support us!)
Allies
Paratroopers
Axis Powers
the uniform and gun restrictions will be rather lax.
So if you don't have much WWII gear Come Anyway!
Rules
Rubber Edge Weapons or hand to hand combat is not allowed at this time.
Do not throw inert metal, or wood grenades. Rubber, plastic or Foam is fine.
Searching a Player
Some game types will require the acquisition of sensitive documents, etc. and may be carried by a player. To search a wounded or dead player simply tell them you do so. That player should hand over any game items. Players may not take the weapons or personal belongings of any player.
Hits/KIA/Medic/Moving Wounded
If you are hit, drop or kneel where you are and shout “Hit!” put your hand on your head or raise your weapon above your head. Hit players may not move on their own or return fire. Begin calling for your team’s medic. The medic will tie a “bandage” on your arm and you may return to battle. You may be bandaged twice.
On your third hit, KIA rules apply. If your medic does not reach you in five minutes you bleed out and are KIA. Return to your respawn “Med Station,” return all bandages and make a tally. When the KIA tally adds up to a specified number, your team has no more respawns. A medic may heal himself at the expenditure of two bandages per hit.
Any player may place a hand on the shoulder of another player (including enemy wounded) and “move” that player. Each step taken the player making contact with the wounded must say “I carry you one, I carry you two, I carry you three, etc.” This is intending get the wounded player out of the line of fire and behind cover, or capture a wounded enemy until they bleed out.
Respawn
As it was not realistic to send lone soldiers into the field, KIA’s must wait at the respawn point until at least three to five other KIA players show up and creates a “Mixed Unit” (number will be determined before game start) If ten minutes passes from the arrival of the first person to the air station before the number of players for a mixed unit is reached, they may return to combat with the number of players present.
Teams
Teams will be broken into squads depending on team size. 6-12 in a squad. Each Squad will have a “sergeant” who will direct squad actions as he sees fit under the overall team captain.
Unit tactics should be emphasized.
Squads are allowed 1 walkie-talkie, 1-2 SMGs on full auto without hop up, and 1 LMG/SAW on full auto. All other players should use semi auto and or bolt action rifles.
People who have WWII style weapons that represent an automatic weapon (i.e. Thompson, MG42, M3, etc.) will have first consideration (This helps simulate the actual weapons mix of the era.)
This will attempt to recreate the typical rifle squad on both sides as it was comprised during the war. (Some variations in numbers may occur.)
Missions
Setting: Winter, Ardennes, 1944
Hold Out
In a surprise move, the Germans have encircled around a group of Allies, cutting them off from the rest of the force. Allies must survive wave after wave of enemies from their defensive positions until reinforcements can push their way through to relieve them.
Secret Weapons
Allies have received Intel from the French Resistance that a high ranking Nazi scientist is working in the area. Allies will need to intercept him, decode his journal, then find and blow up the secret weapons lab after fighting through a bunker system.
VIP
Germans will attempt to ambush a convoy carrying General George S. Patton and take him out!
Supply Depot Raid
Depots
A depot will consist of a five foot square/circular area designated by orange tape representing a wire fence containing ammo boxes, jerry cans, rifle crates and bandages. Any side may have up to three depots if desired and move supplies freely between depots at any time. Once set at the beginning of the game, depot positions cannot be moved.
Capturing Supplies
The attacking team may “capture” supplies by placing them in their own ammo depot. The team with the most supplies left at the end of a designated time limit wins or if the opposing team controls no more supplies.
Blowing up supplies
The player must place a “detonator” in the middle of the depot keeping at least one hand on it for five minutes. Player may defend himself with gas pistol only. Regular Hit/Medic/KIA rules apply. If contact is lost with the detonator, the timer resets. Once destroyed use of the depot is lost till game reset.
All other rules are WW2AA standard
Suggested Uniform
(As stated before, the uniform and gun requirements are much more lax since this is our first game.
But if you have a WWII uniform and gun like most of you here, please come out and support us!)
Allies
Paratroopers
M42 jumpsuit, reinforced or not
M1C or M2 Helmet
M1936 Suspenders
M1923 Cartridge Belt (or pistol belt with rigger pouches if you have a Carbine)
M1924 First Aid Pouch
M1936 Musette Bag
M1910 or M1941 Canteen cover
Canteen
M1910 or M1943 Shovel with cover
Corcoran Jump Boots
M1 Garand or M1A1 Carbine
Infantry
M41 Jacket
M1 Helmet
M1936 Suspenders
M1923 Cartridge Belt (or pistol belt with rigger pouches if you have a Carbine)
M1924 First Aid Pouch
M1928 Haversack
M1910 or M1941 Canteen cover
Canteen
M1910 or M1943 Shovel with cover
Roughout Boots w/ Gaiters
M1 Garand or M1A1 Carbine
M1C or M2 Helmet
M1936 Suspenders
M1923 Cartridge Belt (or pistol belt with rigger pouches if you have a Carbine)
M1924 First Aid Pouch
M1936 Musette Bag
M1910 or M1941 Canteen cover
Canteen
M1910 or M1943 Shovel with cover
Corcoran Jump Boots
M1 Garand or M1A1 Carbine
Infantry
M41 Jacket
M1 Helmet
M1936 Suspenders
M1923 Cartridge Belt (or pistol belt with rigger pouches if you have a Carbine)
M1924 First Aid Pouch
M1928 Haversack
M1910 or M1941 Canteen cover
Canteen
M1910 or M1943 Shovel with cover
Roughout Boots w/ Gaiters
M1 Garand or M1A1 Carbine
Axis Powers
Fallschirmjagers
Green Jump Smock
M38 Jump Trousers
M38 Fallschirmjager Helmet
Fallschirmjager Boots
K98 Pouches (x2)
Leather Belt
Y-Straps
Some form of Breadbag or Rucksack.
Kar-98
Infantry
M36 Field Blouse
M40 Field Pants
Stalhelm/Cap
K98 Pouches (x2)
Leather Belt
Y-Straps
Some form of Breadbag or Rucksack.
Kar-98
Green Jump Smock
M38 Jump Trousers
M38 Fallschirmjager Helmet
Fallschirmjager Boots
K98 Pouches (x2)
Leather Belt
Y-Straps
Some form of Breadbag or Rucksack.
Kar-98
Infantry
M36 Field Blouse
M40 Field Pants
Stalhelm/Cap
K98 Pouches (x2)
Leather Belt
Y-Straps
Some form of Breadbag or Rucksack.
Kar-98
Since this is a winter game, great coats for both side are recommended.