The Bridge at Remagen: Saturday, March 16, 2019 at GZA, CT
Jan 21, 2019 13:34:17 GMT -5
CPL. Mills 2nd Rangers likes this
Post by SfcMigs on Jan 21, 2019 13:34:17 GMT -5
The World War II Airsoft Association
Presents
"The Bridge at Remagen"
When:Date: Sat. 3/16/19, Terryville, CT.
Field Address: 235 Wolcott Street, Terryville, CT
Store Address: 1254 Wolcott Rd. Wolcott, Ct 06716.
Presents
"The Bridge at Remagen"
When:Date: Sat. 3/16/19, Terryville, CT.
Field Address: 235 Wolcott Street, Terryville, CT
Store Address: 1254 Wolcott Rd. Wolcott, Ct 06716.
ALL payments will be either in advance via paypal OR at the field. DO NOT GO TO THE GZA STORE TO PAY.
Please send your registration info to the following Email address:
SfcMigs@gmail.com
Please put "Bridge at Remagen" as the subject header:
Name:
Unit Impression and rank:
Address:
DOB/Age:
Weapon:
Email address
Please indicate if you will be camping out on the Friday night prior when registering.
Cost:
Pre-payment via paypal: $35.00
Pay at Field: $45.00
Pre-payments sent via Paypal to: SfcMigs@gmail.com
Please send your registration info to the following Email address:
SfcMigs@gmail.com
Please put "Bridge at Remagen" as the subject header:
Name:
Unit Impression and rank:
Address:
DOB/Age:
Weapon:
Email address
Please indicate if you will be camping out on the Friday night prior when registering.
Cost:
Pre-payment via paypal: $35.00
Pay at Field: $45.00
Pre-payments sent via Paypal to: SfcMigs@gmail.com
Historical Background:
The Bridge at Remagen: 7 - 25, March 1945
The Battle of Remagen during the Allied invasion of Germany resulted in the unexpected capture of the Ludendorff Bridge over the Rhine and shortened World War II in Europe. After capturing the Siegfried Line, the 9th Armored Division of the U.S. First Army had advanced unexpectedly quickly towards the Rhine. They were very surprised to see one of the last bridges across the Rhine still standing.[6]:263–264 The Germans had wired the bridge with about 2,800 kilograms (6,200 lb) of demolition charges. When they tried to blow it up, only a portion of the explosives detonated. U.S. forces captured the bridge and rapidly expanded their first bridgehead across the Rhine, two weeks before Field Marshal Bernard Montgomery's meticulously planned Operation Plunder. The GIs' actions prevented the Germans from regrouping east of the Rhine and consolidating their positions.
The sudden capture of a bridge across the Rhine was front-page news in American newspapers. The unexpected availability of a bridgehead on the eastern side of the Rhine more than two weeks in advance of Operation Plunder allowed Allied high commander Dwight Eisenhower to alter his plans to end the war. The Allies were able to rapidly transport five divisions across the Rhine into the Ruhr, Germany's industrial heartland. The bridge had endured months of aircraft bombing, direct artillery hits, near misses, and deliberate demolition attempts. It finally collapsed at 3:00 pm on 17 March, killing 33 American engineers and wounding 63. But by then U.S. Army combat engineers had finished building a tactical steel treadway bridge and a heavy duty pontoon bridge followed by a Bailey bridge across the Rhine. Over 25,000 troops crossed into Germany before the Americans broke out of the bridgehead on 25 March 1945. This was 18 days after the bridge had been captured. German and American military authorities agreed that capturing the bridge shortened the war. The Ludendorff Bridge was not rebuilt following World War II.
This will be the theme for our event. German forces will occupy the "Village" (designated the Town of Remagen) and defend the bridge (The Ludendorff Bridge) for as long as they can. There will be explosives placed by German forces under the Bridge at the onset of the battle which will need to be removed. (More details to follow on this part of the event).
Authenticity guidelines
(These are just guidelines for those who inquire. We will be using the 20 foot rule. If it looks good from 20 feet, it's good to go)
The following are the authenticity guidelines for 101st Airborne impressions
Headgear- M1C helmet with fixed d-bale ,with paratrooper liner and correct leather chinstrap. Helmets were covered with nets, a white winter cover or were just plain.
Uniform-M42 REINFORCED Jump uniform. OR M43 Paratrooper Uniform
A WHITE tee shirt was usually worn underneath, along with the issued service shirt.
Footwear- BROWN repro Corcoran jump boots or M43 buckle boots. Black ones will be acceptable for this event if brown cannot be had. NO modern Army tan or suede boots. No French post War buckle boots. They are even wrong for regular infantry.
Webgear- Original or repro khaki web belt or cartridge belt depending on your weapon.
Original or repo M36 KHAKI suspenders WITH felt strap pads. These can be found at WPG or on Ebay.
M1910 Canteen and Canteen pouch.
Original or Repo Musette Bag. OD or Khaki. Worn by ALL paratroopers. Containing extra socks, K-rations, Ammo, raincoat, and other personal items.
Holster, or shoulder holster for M1911. Holster must be BROWN leather. Black wasn't used till the 1950's or later.
U.S. Infantry Impressions will be accepted as well as 82nd Airborne.
For those who do not have WW2 Impressions
We will also be accepting a limited number of German "Citizen fighters" for this event. These impressions should consist of earth tone pants, shirts and dark colored boots.
Allied Weapons accepted
M1 Garand
M1 Carbine
M1A1 Thompson
BAR
.30 Cal. MG
M3 Grease gun
.45 M1911 pistol
Sten Gun
German authenticity guidelines will be posted shortly
German Weapons accepted:
K98
MP-38 or 40
STG44
MG-34
MG-42
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German Citizen Fighter's Weapons can be any of the above or any period hand guns or rifles.
Event Rules
What determines a "Hit"? A hit on a player is when any part of the body is hit by a fired BB. This includes any ricochet that may hit you.
What do you do when your hit: A dramatic fall to the ground while calling out "Hit" always works best. Once you've finished your "you got me scene" what comes next depends on your wound status. (See medic rules)
What about grenade kills? There are two kinds of grenade kills because there are usually two kinds of grenades brought to the events. Non-exploding "dummy" grenades and Exploding grenades.
Any "dummy" grenade landing within a unimpeded 10' radius, all within that radius is now DEAD. No wounded, just dead. (See medic rules)
For Exploding grenades, same rule as "dummy" grenade except, if you are hit with the exploding contents of the grenade, regardless of where you are, you are DEAD. This is important to repeat. With the exploding grenades, even if you don’t get hit with the ordnance, if it lands within the 10' radius, you’re still dead. The advantage of the exploding grenades is that if you do get hit beyond the radius, you’re dead.
If you are in a trench, same rules apply except instead of a radius, the kill zone will be 10 feet in each linear direction from where the grenade land.
If you are in a building or bunker and the grenade enters, your dead! **Any building that does not have a roof, grenades are only allowed in through windows and entrance ways.
Smoke grenades: are just that. You can not die from a smoke grenade.
Bazooka, Panzerfaust and Mortar hits: The same radius and trench rules apply as the grenades rules. In regards to buildings/bunkers, two direct hits to the building destroys and kills everyone inside. Hits to sand bags above trenches do not constitute a hit.
Land Mines: If you step on one, Boom! You’re dead. If you are within a 5’ radius of someone who stepped on one, you’re dead too!
Safety Kills: All engagements within a 25 foot range, a safety kill shall be declared. First combatant to call out safety kill lives. Any disagreements, both combatants are dead. We all know it is sometimes hard to estimate distances in the heat of battle, please use your best discretion as safety should prevail. Safety kills are mandatory in close quarters (buildings,bunkers and trenches)
Knife kills: Although rare, since this event does have night fighting and thus could have some sneak attacks, there could possibly be some knife kills. Only FAKE knife kills will be allowed. You must make contact with your target for the kill. For those of you who bring real knives and/or bayonets, please keep them holstered.
Aid Stations:
Each team will be given one medical flag to serve as a mobile or HQ re-spawn point. The mobile aide station location should be determined by CO's and be at least 50 yards from the front lines. The HQ aide stations shall also be 50 yards to the rear of each sides primary HQ location. These aid stations can be captured by the opposing team for points. (Point system T.B.D. later) Aid stations that are captured by the opposing team must take the flag to their base to be awarded the points for the capture. After one hour the flag will be returned under a parlay to its original owner and may again return to it's original status. It is obviously important to secure your mobile aide station, if captured, your teams re-spawn point will be 50 yards to the rear of your HQ for the duration of it's capture.
Medic Rules:
When a player is hit, they are to fall down (acting is encouraged!) and call for a medic and or buddy aide. Any teammate can medic their fallen comrade by holding onto them for five minutes. Contact must be kept for the entire five minutes and once time has elapsed the player is back in the fight. If no medic or buddy comes to your aide, after 5 minutes, you are considered "bled out" and you can leave for either the mobile aide or Battalion Aide Station (B.A.S.) where you must remain there for an additional 5 minutes.
After a player has been hit a 2nd time, the player must lay dead in place for 5 minutes before falling back to an aid station or to their main base. Once at the aid station the player must wait five more minutes before returning to combat. When leaving the field as a "dead man walking" no talking to teammates about enemy positions will be allowed. Dead men will grip their weapon by the business end and sling their weapon over their shoulder while holding up their free hand. No dead man shall be fire upon!
Ammo Restrictions
Support weapons (1919s, mg34s,42s) may be reloaded with the use of ammo cans or with bandoleers of deactivated ammunition/blanks. Each belt or ammo can equals one bag of bbs which can be carried on the attack and these items must be supplied by the soldier.
Camping: Camping will be allowed on the Friday night prior to the event. Players camping out in the field of play shall only be allowed to pitch WW2 period tents. These tents can be found on various internet locations for as little as $14.99. If you decide to bring a more modern tent, you may do so, but you must leave the field of play and camp out in the designated area by each sides parking area.
Water and Rations: Only period canteens will be allowed on the battlefield. Each side may "hide" additional water supplies at their HQ's. Gatorade buckets, coolers or bottled water must be kept out of sight (either in a structure or tent). Food rations are encourage as we will not have a "formal" lunch break for this event as German and Allie HQ's will be far apart. A short cease fire may occur, but is yet T.B.D. You can purchase period rations for either side at reprorations.com/ I would purchase at least 2 meals worth. Candy bars will be accepted. Please take your meal trash with you if you are in the field. This was mandatory for all soldiers as they knew if they left their trash behind, they would be giving away their positions. We will follow the same practice. Bring a plastic bag with you and put trash in your musette bag. Open fires in designated areas that are properly dug out and shielded by rocks may be allowed.
Video or still cameras: Anyone that wishes to spend some time taking either video or stills from the event during the battles may do so and not be fired upon, nor can they do so themselves. If one decides to do so, they must discard their weapon, and attach a RED rag to their helmet for ID purposes. For those of you new to the hobby, we encourage all photography.
Here is a "unofficial" schedule for our event:
Friday: All are welcomed to stop by the field and "dig in" for the event or just help out with field set up and construction. Camping will be allowed. Gate combo is 7344.
Saturday: Arrivals may start anytime after 0700 hours, but everyone should plan on being at the field no later than 900 hours.
0930 hours: Safety and Event Rules briefings. You will be briefed on our rules of engagement, what is a hit and how we will use our medic/respawn scenarios for this event. Safety and sportsmanship requirements/expectations. Nothing to complicated, just need everyone on the same page.
1000 hours: Germans and Allied forces will move into their AO and prepare for Battle.
10:30 hours: Game On.
1600 hours: Game over
I feel it necessary to remind everyone of a couple of points/preparations that everyone should be made aware of.
1) It is also recommended that you bring with you adequate rations and water for this event. You can find rations for both German and Allies at: reprorations.com/
2) It is also recommended that everyone carry w/ them either a FRS radio or a whistle. In case of injury, we want you to be able to notify us. If you carry an FRS radio and are not a CO or event coordinator, you can keep it off unless in case of an emergency. Hope everyone understands the importance of this. More on this at the safety briefing.
Any questions of concerns can be asked on this thread or you can email me directly at SfcMigs@gmail.com
See our facebook page: www.facebook.com/WW2WFAA/