Post by SfcMigs on Oct 2, 2022 15:46:31 GMT -5
The World War II Airsoft Association
Presents
Presents
Hurtgen Forest
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When:Date: Saturday 11/12/22, Terryville, CT.
Field Address: 235 Wolcott Street, Terryville, CT
Store Address: 1254 Wolcott Rd. Wolcott, Ct 06716.
[/font]Field Address: 235 Wolcott Street, Terryville, CT
Store Address: 1254 Wolcott Rd. Wolcott, Ct 06716.
ALL payments will be in cash 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 "Hurtgen Forest" as the subject header:
Name:
Unit Impression and rank:
Address:
Age:
Weapon:
Email address
Cost:
Pay at Field: $35.00
Game Play
This event will be a multi-objective event. The Germans will be occupying two different locations in the AO with the Allies having to possibly divide their forces to attack each position. Field maps will be given to CO's to assist in this scenario. More info at the field briefing.
Historical Background:
This event has a special meaning to me as my father was part of this longest battle of the war. He was a Sgt. 1st class in the 9th Infantry Division. He was a veteran of North Africa, Sicily, Normandy, St Lo, Hurtgen Forest, Bastogne, and finally Germany.
Please refer to the link for more info: 9thinfantrydivision.net/battle-of-the-hurtgen-forest/
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 should be BROWN leather. Black wasn't used till the 1950's or later. But we can be flexible.
U.S. Infantry Impressions will be accepted as well as 82nd Airborne and 17th Airborne. British impressions will also be excepted.
For those who do not have WW2 Impressions
We will also be accepting German "Citizen fighters" and "Rag Tag" Russian soldier impressions 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
M1 Garand
M1 Carbine
M1A1 Thompson
BAR
.30 Cal. MG
M3 Grease gun
.45 M1911 pistol
Sten Gun
German Weapons accepted:
K98
MP-38 or 40
STG44
MG-34
MG-42
K98
MP-38 or 40
STG44
MG-34
MG-42
German Citizen Fighter's Weapons can be any of the above or any period hand guns or rifles.
****IMPORTANT RULES ADJUSTMENTS*****
Any of the following rules can be discussed and/or adjusted at the field. The rules below have been in place for over 10 years and have been copied. Rules regarding Ammo restrictions can be adjusted as well as any other rule of concern. The only rule that will be firm is the Guns. All weapons must be WW2 era guns.
No AK-47's, M-16's, etc will be allowed.
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 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 MAY NOT be captured by the opposing team. These positions may also NOT BE FIRE UPON!
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 (These restrictions are preferred but with some understanding)
At the beginning of the Operation, both teams must bring all of their ammo and supplies out with them for the day. They are to leave these supplies at their primary positions for the duration of the battle. Soldiers can only go into battle with their loaded magazines or clips and cannot bring speed loaders or BB bags with them. Team leaders must work with their Squad leaders in order to coordinate rearming and refitting during their assaults/defenses. Only players with 8mm weapons that require "hand feeding" of their ammo may carry loose ammo with them.
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 MAY BE AVAILABLE FOR FRIDAY NIGHT BEFORE. 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. MORE ON THIS AS EVENT NEARS.
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. This is not yet verified. More on this later.
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 (Game play may be longer if enough players wish to continue)
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
I will have event posted shortly on our facebook page: www.facebook.com/WW2WFAA/
Registrations are being accepted now.