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Post by SfcMigs on Feb 9, 2011 20:42:04 GMT -5
NORMANDY 6 June 1944 We are happy to announce that the "Day of Days" Event is BACK ON. When: June 4 - 5th 2011, Terryville, CT. Field Address: 235 Wolcott Street, Terryville, CTStore Address: 1254 Wolcott Rd. Wolcott, Ct 06716.With respect to recent circumstances, Joe Migs (SfcMigs) and Steve (Kern1944) have decided to jointly head up this Day of Days event. Most of the original guidelines and rules will still be in effect. Most importantly is the impression restrictions. This has not changed. Any and all changes for this event have been slight and will not be dramatic. As you read through the text below, all alterations will be highlighted in red. Engagement rules (including blank fire reenactors),medic/wounded rules, insertion points/intervals, game objectives/points, updates and all final decisions/rules WILL BE posted on this thread. Please keep all discussions and opinions to the discussion board for this event. Any direct questions/concerns please PM Joe (SfcMigs). Very Important to get your registrations in asap, especially the Airborne troops. The order of your registration will help determine your insertion order and initial role.Historical backgroundOne of the most daring elements of the D-Day landings was the insertion of two full US airborne divisions in the Cotentin peninsula, on the western flank of the Allied beachhead, where they played a vital part in the success of the landing on Utah Beach and helped to cause so much confusion that the Germans were unable to launch a coherent counterattack against either American beach. With so many aircraft in ...such a small part of the sky the cloud inevitably caused chaos, with some aircraft climbing above and some dropping below the cloud, and many losing their place. Anti-aircraft fire added to the confusion. For many of the aircrew involved this was their first combat mission and their first time under fire, and once again the formations were broken up before they reached their landing zones. The two American airborne divisions were scattered far and wide across the Cotentin peninsula, and the American Army limited itself to daytime jumps for the rest of the war. Despite the near-disastrous scattering that marked the paratrooper drop, the two American airborne divisions made a significant contribution to the success at Utah Beach. The 101st Airborne was most successful, preventing the Germans from defending the western ends of the causeways across the river. Even the two worst scattered regiments of the 82nd Airborne made something of a contribution by causing confusion in German minds. US 82nd Airborne DivisionThe 82nd Airborne had two tasks. The 505th Parachute Infantry Regiment was to land east of the Merderet River and capture Ste. Mère-Eglise. The 507th and 508th Parachute Infantry Regiments were to land west of the river and create a defensive line about three miles further to the west. This plan was badly disrupted by the scattered drop. Only 4% of the men in the two regiments west of the Merderet landing in the correct place, and these two regiments spent most of the day attempting to recover from the confusion. The 505th PIR made the most concentrated jump of the night, landing in Drop Zone O, to the north-west of Ste Mère-Église. Here the pathfinders had done their job, and the C-47 pilots negotiated the troublesome cloudbank without any problems. The town was captured by a small force led by Lieutenant Colonel Edward Krause, and was then held successfully against a German counterattack from the south. Krause attacked the town with one quarter of his men. He ordered his men to limit their attacks to knives, bayonets and grenades, so that any gunfire would give away the position of a German. When the town was cleared the paratroops had taken thirty prisoners and killed ten men. During the morning the Germans mounted a counterattack from the north and south, but the 505th held its ground. US 101st Airborne DivisionThe 101st Airborne Division was scattered across an area 25 miles long and 15 miles wide, with outlying fragments even further afield. Despite this the 101st did manage to achieve some of its main objectives, which had been to secure the western edge of the flooded area behind Utah Beach and to seize the line of the Douve River. These scattered landings caused far more confusion on the German side than on the American. In Normandy the lack of any large concentrations of paratroops made it almost impossible for the local commanders to organise an effective response – every field or village could contain one or two or twenty or one hundred or no Americans. Further afield the confusion even helped reinforce the Allied deception plans, for the airborne landing was so scattered that several key officers, including both Rommel's and Rundstedt's chiefs-of-staff used them as evidence that the landing in Normandy was a feint. Elements from the 1st Battalion, 502nd Parachute Infantry, managed to occupy Mésières, and then advanced to the west of Foucarville in an unsuccessful attempt to make contact with the 82nd airborne. The 2nd Battalion, 502nd PIR, was too badly scattered to make any significant contribution on D-Day, and spent most the day attempting to recover from the drop. The 3rd Battalion, 502nd PIR reached the St. Martin coastal battery but found that the guns had been removed after the Allied air offensive had destroyed the fire control systems. The battalion them moved on to Audouville-la-Hubert, at the western end of one of the causeways from the beach, where they ambushed a force of German troops attempting to retreat from the battle on Utah Beach. The 1st and 2nd Battalions of the 506th PIR had the task of protecting the two southern beach exits. Colonel Sink, the regiment's commander, set up his command post at Culoville, where he spent most of the day isolated from his own men and under intermittent German attack. The 2nd Battalion landed too far to the north, and attempted to advance south to Pouppeville, but was held up by German resistance and didn't reach its target until the early afternoon. The same was true of a force from the 1st Battalion which Sink dispatched from Culoville to Pouppeville. Pouppeville actually fell to troops from the 3rd Battalion, 501st Parachute Infantry, the divisional reserve, dispatched by the division's command, General Maxwell Taylor. This force reached the village at around eight, but wasn't able to clear out the last defenders until noon. Soon after that they became the first airborne troops to make contact with the troops on Utah Beach when they joined up with the 2nd Battalion, 8th Infantry. The 3rd Battalion, 506th PIR managed to hold a precarious defensive line on the Douve River, partly because the Germans were unwilling to risk leaving their fixed fortifications to attack an American force of unknown strength. The 1st and 2nd Battalions, 501st PIR, had the task of securing the western stretches of the Douve River, and the lock at la Barquette. The second of these objectives was achieved, but the German resistance along the river meant that the Douve bridges remained in German hands on D-Day. By the evening of D-Day the 101st Airborne had about 2,500 of its 6,600 men under orders. Despite the scattered landings and confusion on the ground the division had succeeded in its most important task – securing the western edge of the flooded area at Utah Beach, preventing the Germans from using the causeways to bottle up the landings, or to launch any counterattack. The relatively easy victory on Utah Bridge owed much to the scattered battles of the 101st Airborne. One small group from the 101st helped to further sow confusion when at about dawn they ambushed and killed General Wilhelm Falley, the commander of the 91st Luftlande Division. The DefendersThree German divisions were posted to the Cotentin Peninsula on D-Day. The eastern side of the peninsula, including Utah Beach, was allocated to the 709th Static Infantry Division, which also had responsibility for the defence of Cherbourg. The west coast was defended by the 243rd Static Infantry Division. Between them was the newly formed 91st Luftlande Division, which had only been sent to the area in May 1944. The 709th and 243rd were weak units. Three of the eleven infantry battalions in the 709th were manned by former Soviet prisoners of war, and many of the other battalions included large numbers of Poles. Neither group was trusted by their German officers. Armoured support was very limited, and relied on some obsolete equipment, including the Panzerjäger 35R, which combined an old Czech gun and an obsolete French tank although the 243rd Infantry Division did possess ten StuG IIIs and fourteen Marder IIIs and a mix of 38 French types. The 91st Luftlande Division had been formed at the start of 1944 and only had 7,500 men in June, but on D-Day it was joined by the 6th Fallschirmjager Regiment. The first soldiers to spot the invasion fleet at 05:02 were from the 352ID, they were stationed in the Wiederstandnester (resistance nests) between Omaha and Gold beaches at Port-en-Bessin. The 4. Kompanie, GR914 was manning the defenses in front of the beach areas of Pt.duHoc and took a very heavy toll of the American 2nd ranger Division.
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Event Info & Safety
This will be a 24 hour full immersion event starting at 8pm on Saturday. We will be EMPLOYING established German reenactors equipped with blankfire weapons (We are hoping to mix blanks with airsoft for a better "feel") as the opposing force along with German airsoft reenactors. This unit of German reenactors will be supplying the following: German guard shack, Ford 1.5 ton truck, German Communication trailer w/field phones and possibly a bike w/sidecar. They will also be heading down the week before setting up cammo nets over the trench line and use two mock 10.5 cm Howitzers. These guns will be able to fire "star bursts" for aesthetic purposes.
Please send your registration info to the following Email address: SfcMigs@gmail.com
Please put "Day of days registration" as the subject header
Participants 18 and under must have a parent or guardian sign their waiver form.
Authenticity standards will be exceptionally high for this event
Participants that wish to be part of a US Airborne division must have a photo of their impression accompany their registration
US Airborne force will be NOT be limited. But Strict Airborne Impression rules are still in effect
We will be accepting a limited number of french resistance fighters to assist our Airborne troops with German positions, weapons and to assist (if needed) food and water. A photo of this impression will also be required.
Please include the following:
Name: Unit Impression and rank: Address: DOB/Age: Weapon: Email address: Rental: Y N
Cost First estimates will be: $80-$85 for Airborne troops $45 for all others
This may change depending on the number of entries. Since we are hiring the German reenactment unit with all of their equipment, this has added to the cost of this event. In order to keep the cost at it's original estimates, our registered numbers need to be the same or slightly higher.
Obtain you waiver here: TBD
Safety Airsoft electric Guns (AEG's) - 400FPS single shot bolt action - 500FPS ANSI Rated Eye protection (shooting glasses, goggles) is required to play. NO ALCOHOLIC BEVERAGES MAY BE CONSUMED ON THE PLAYING FIELD AT ANY TIME during play.
Authenticity guidelines
The following are the authenticity guidelines for all 82nd and 101st Airborne impressions
Headgear- M1C helmet with fixed d-bale ,with paratrooper liner and correct leather chinstrap. MOST helmets were covered with nets with pieces of scrim attached for camo effect.
Uniform-M42 REINFORCED jump uniform. The 82nd and 101st uniforms were slightly different,but for this event,it doesn't make that much of a difference. Guys doing the 82nd are the ONLY ones who should have the American flag on their right sleeve. The 101st did NOT wear the flag! They wore the invasion gas brassard on the right sleeve. Members of the 502nd PIR also wore a gauze field sign around their left shoulder. A WHITE tee shirt was usually worn underneath,along with the issue issue service shirt.
Footwear- BROWN repro Corcoran jump boots. M43 buckle boots were NOT worn till at LEAST Sept. of 1944. Hell even SPR got this little detail wrong using black ones! 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- WW2 issue,or repro khaki web belt,or cartridge belt,depending on your weapon. From existing pictures,members of the 101st did NOT wear the cartridge belt! They wore the pistol belt with rigger pouches for Garand clips and grenades. The 82nd DID use the cartridge belt. M36 KHAKI web suspenders.Original or repro. WITH felt strap pads. These can be found at WPG or on Ebay. M1910 canteen and pouch,first aid pouch.A lot of paratroopers also wore a first aid pouch attached to their helmet net containing a tourniquet,first aid dressing and morphine styrette. Musette bag,khaki. Worn by ALL paratroopers on D-Day,and thereafter. Containing extra socks,k-rations,ammo,towel,raincoat,and other personal items. Attached to this sometimes was the coiled "let down" rope carried by most paratroopers in case of a tree landing. Holster, or shoulder holster for M1911 if carried. Holster must be BROWN leather. Black wasn't used till the 1950's or later. Correct period flashlights are recommended for night maneuvers.
Weapons: Accepted and correct weapons include: M1 Garand M1 Carbine M1 Thompson .30 MG M3 Grease gun .45 M1911 pistol
The following are the authenticity guidelines for all German Army troops of the 1058 Grenadier regiment
Headgear: M40 or M42; no decals or one decal only. M35 if no other helmet available. NO CAMO COVERS. M38, M42 or M43 feldmutze
Uniform: Wool M43 preferred; M40 and M42 secondary choices. M36 tunics are acceptable if no other options available; would prefer M36's tunics to be worn by NCO's. No M44 tunics. Wool or HBT Keilhosen preferred; straight leg trousers acceptable.
Boots: Ankle boots with Gamaschen or march/jack boots. Modern black leather boots with gaitors will be accepted if there is absolutely no other alternative.
Gear: either all leather, all web, or a mix of leather and web; combat gear includes ammo pouches, y-straps, breadbag, canteen w/ cup, mess tin, entrenching tool, bayonet and frog, gasmask container and Zeltbahn (optional)
Weapons: Accepted and correct weapons: K98 MP-38 or 40 STG44 MG-34 MG-42
Thank you all for your attention. Please stay tuned for more updates and information. Get those registrations in! Joe Migs Attachments:
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Post by SfcMigs on Feb 10, 2011 14:02:01 GMT -5
LOL!!
Thanks Chris!!
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Post by SfcMigs on Feb 11, 2011 1:10:29 GMT -5
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 20' 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. 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! 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. Safety Kills: All engagements within a 50 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 StationsEach team will be given two medical flags 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 RulesEvery player will be issued a bandage at the start of the event. They are to be kept with them for the duration of the event. 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 wrapping a bandage of the wounded man around his arm and 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 10 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. Once they have waited their five minutes at the aid station they may remove their bandage and may use them again in the field. 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 it's business end and sling their weapon over their shoulder while holding up their free hand. No dead man shall be fire upon! Ammo RestrictionsAt 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 ammo 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. Since this is a Airborne mission and airborne troops only had the ammo they jumped with, this will hold true for the night maneuvers. However, a Batt. HQ will be set up for the airborne troops prior to the start of the event. This will be their assembly area. Extra ammo, water and supplies will be at this location. Finding this location will be one of the objectives for the allies. Tents: Since this is an overnight event, everyone should bring some sort of shelter with them. 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. Please keep in mind that if your an Airborne troop, you'll have to leave your "brothers in arms" and then try and return to the field in time for the action. Water and Rations: Only period canteens will be allowed on the battle field. 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/index.htm 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. I thank you all for your attention and I am open to discuss any tweaking of these above rules. Please feel free to PM me only to discuss. Any and all changes shall be determined by event producers. More info to follow. Regards, Joe SfcMigs
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Post by borderregt on Feb 11, 2011 23:07:05 GMT -5
24 hrs starting Saturday at 8:00 Pm? is that correct? meaning it won't be over until 8:00 PM Sunday?
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Post by SfcMigs on Feb 11, 2011 23:22:57 GMT -5
Hard to say.
I will be asking everyone to arrive at the field for registration by 4PM on Saturday as we will be busy with preparation and briefings. Without getting into the fine details right now, I would think that the game would probably go to around 4 to 5PM on Sunday.
Hope this answers your question.
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Post by cryonics on Feb 13, 2011 19:03:27 GMT -5
I am in along with a couple others for the Axis side Good job getting this back on, was really looking forward to it.
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Post by SfcMigs on Feb 21, 2011 16:32:52 GMT -5
Please notice that I changed the start dates from Friday, June 10th to Saturday, June 11th. Actual game play will be staring on the night of the 11th. Players who wish to camp out on Friday the 10th are certainly welcomed. But I just wanted to be clear that the actual game will be on the 11th and 12th.
Also, In case of bad weather (not to jinx it), we will push the event date to one week later. This will be a group decision based on information at hand. Myself and Kern1944 will do our very best to have this game be played on the 11th and 12th, but just as a back up, we would be able to have it the following week if for some reason we get really bad weather. Hopefully we won't have to cross that bridge.
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Post by SfcMigs on Feb 24, 2011 18:19:55 GMT -5
Hello All,
I took the trip up to see the field with Kern1944 yesterday and was very pleased at what I saw. My son Dean and I met with Steve and his friend John for over three hours and I would first like to thank them for taking the time out showing us the location.
The best way to describe the field is vast. It has over 60 acres of property that we can use for our event. The property is mostly wooded areas with 3 foot high stone walls that outline property boundaries as well as outlining sub-divided areas. There are no buildings but the trees and stonewalls do offer plenty of cover.
There is one area that the Germans will occupy that has a fire base type trench system which will serve as one of the Howitzer positions firing on Utah Beach.
Steve and I also went over proposed "drop areas" that the Airborne troops will be inserted into the game. These areas will be unknown to Airborne troops prior to game play and will definitely have some realism for the U.S. forces. They will be dropped close enough to hear and smell the Germans, but will have to utilize their compass and memory from the sand tables to find the assembly area.
I will post a sketch of the field in the next few days for our review.
Stay tuned
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Post by aj czarkowski on Feb 26, 2011 20:53:38 GMT -5
I have a friend with an aeg m1928 thompson and a full 101st airborne impression and I have full 101st airborne impression also with a gas m1 carbine. I also have another friend with an MP40 aeg but I'm pretty sure he only has a 1st infantry division impression but he might be able to get an airborne one by june. All of us are 14-15 though is there a way we can still participate?
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Post by SfcMigs on Feb 27, 2011 0:31:34 GMT -5
PM sent
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Post by cryonics on Mar 1, 2011 19:31:58 GMT -5
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. I like this rule however if you are in a building or bunker how are you going to know if it sustained two hits from a Panzerfaust or Mortar? These do not really make any noise when hitting, especially the nerf rockets. Tents: Since this is an overnight event, everyone should bring some sort of shelter with them. 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. Please keep in mind that if your an Airborne troop, you'll have to leave your "brothers in arms" and then try and return to the field in time for the action. Since this is a 24 hour immersion event when will we find time to sleep? Just wondering if tents are even necessary or is there going to be a period of no fighting and shut eye for all?
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Post by SfcMigs on Mar 1, 2011 19:37:16 GMT -5
I know the sissy panzerfausts don't make a lot of noise, but when your bunker is hit by our bazookas, you'll know it! ;D As for shut eye, yes. we will have a designated stop time for Saturday night and the same for a start time for Sunday morning. Just be ready
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Post by cryonics on Mar 1, 2011 19:46:17 GMT -5
I know the sissy panzerfausts don't make a lot of noise, but when your bunker is hit by our bazookas, you'll know it! ;D Alright, now you have challenged me to make a Panzerfaust projectile that will not only make a lot of noise but will shake the begeebeez out of your bunker. Game on Yank!
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Post by SfcMigs on Mar 1, 2011 21:46:24 GMT -5
LOL ;D ;D ;D
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Post by Rapture on Mar 1, 2011 23:11:10 GMT -5
Can we dig fighting positions to sleep in?
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Gerry
Master sergeant
Wilkommen zu Italien!
Posts: 819
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Post by Gerry on Mar 1, 2011 23:19:42 GMT -5
Can we dig fighting positigons to sleep in? Now that's the spirit!
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Post by Rapture on Mar 2, 2011 0:00:56 GMT -5
Can we dig fighting positigons to sleep in? Now that's the spirit! A nice foxhole with a little bit of straw stolen from a nearby farmhouse makes for a warm night
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ackack
Private
12th SS Panzer Division "Hitlerjungend"
Posts: 317
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Post by ackack on Mar 2, 2011 17:33:18 GMT -5
A GI in his hole, instead of training on the range soilders were digging foxholes
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Post by SfcMigs on Mar 13, 2011 23:38:09 GMT -5
Special Announcement
We will be opening up registration to Allied Infantry Impressions. In order to truly make this a great event that everyone can enjoy and participate in, we will be accepting and encouraging all Seaborne Infantry participants. If you have any Allied infantry impression, U.S., British or Canadian, your are welcomed to attend this event. The same strict requirements will hold for infantry as they do for 101st and 82nd Impressions.
With an effort to really re-create the events of 6 June 1944, we will have Allied seaborne forces attacking the Germans at the Atlantic wall as well as the paratroopers nipping at their backside. All Seaborne Infantry will be encourage to arrive on Saturday 4 June, register and camp out on Saturday night (please note that only Airborne troops will participate on Saturday night). This is important as we want to start the Seaborne Invasion at a specific early time, H Hour D Day!
The Seaborne objective is to land on Utah beach, breach the Atlantic Wall, secure a causeway, and link up with Airborne troops.
The Airborne objective is to secure Carenten to link up Utah and Omaha into one continuous beach head.
Now between the LZ's and the 506 2nd Battalions objective is a German Garrison. Easy Company will Destroy that Garrison!! (Sorry, couldn't resist)
Registration Fees for Infantry will be the same as German registrations. Preliminary estimates are $45 to $50. Paratroopers are still estimated at $85.00
I would also like to mention that anyone who registered PRIOR to Feb. 9th 2011 (before I took over as event producer) needs to do so again. In order for this event to come to fruition, we need to have strong numbers attend.
Please check back frequently for more updates and announcements.
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Post by SfcMigs on Mar 21, 2011 19:12:03 GMT -5
SPECIAL ANNOUCNEMENT Due to circumstances beyond our control, the field at Stonington CT is no longer available. After exploring several field options, consulting with fellow members and exhausted efforts, it has been decided that we will be having this event at Ground Zero Airsoft.
I like everyone else was very excited to play on a new field, but circumstances dictated otherwise. There are a lot of elements and components to consider when picking the field for this event and without getting into specifics, GZA is our best option.
Lester of GZA has informed me that there will be several field alterations in place by June, specifically a NEW urban town that will take the place of the village. This new area will be circumvented with a 8' fence and new buildings will be built inside the compound. This area will also have lights! In addition to this, there will be additional structures built in the woods past the village. Another area that will take a transformation is the trench area. A new T.O.C. will be built with additional trenches and bunkers.
And speaking of the trench area, this area will be considered Utah Beach. If you are looking at the field from the parking lot, from the near left corner, we will have a make shift Landing Craft Higgins boat for all Seaborne Infantry players to enter the field from. The Germans will be positioned on the high ground to the far right corner where the elevated trenches are. In addition to the airsoft Germans, The Germans will have a blank fire MG-42 raining terror down on the LZ's as the ramp comes down. Seaborne Infantry when killed will go to a "Kill Zone" by the parking lot and when they reach a specific number (T.B.D.) they will reset the gate and re-enter the game from the Higgins boat. This will act like a new wave of landing. Landings will keep coming until the Germans are killed or forced back into the fields. (Hopefully)
This new dimension of the game should add an exciting element of hopefully motivated a lot of Seaborne registrations. I am also working at the final details to have strobe lights (replicate muzzle flashes) and recordings of anti-aircraft gunfire played in certain areas of the field.
There are several of us that are working very hard to make this one of our best events ever, I am hopeful that you all will attend and thus get your registrations in. We have also been in touch with several blank fire units that have expressed an interest in our hobby. It is our hope that these players attend this event and expand our membership for all future events to come.
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Gerry
Master sergeant
Wilkommen zu Italien!
Posts: 819
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Post by Gerry on Mar 21, 2011 22:57:26 GMT -5
Nice work so far Joe!
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Post by SfcMigs on Mar 21, 2011 23:04:08 GMT -5
Thanks Gerry,
Means a lot coming from you!
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HornetWSO
Private 1st Class
"We may not have a history, but we have a rendezvous with destiny!"
Posts: 551
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Post by HornetWSO on Mar 21, 2011 23:22:00 GMT -5
Joe, We're all behind you! Chris and I are still planning on doing the Sand Table. And whatever else we can do to help.
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Post by cryonics on Mar 22, 2011 12:18:36 GMT -5
No Problem on the location change. Just wanted to bring something up about the last time we were there. The owners were very adamant about a problematic neighbor and that we were to stay very clear of his property lines. Just wondering if an all night fighting event might cause complaints from that and other neighbors with all the noise we will be making.
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ackack
Private
12th SS Panzer Division "Hitlerjungend"
Posts: 317
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Post by ackack on Mar 22, 2011 12:23:24 GMT -5
Will you be planning a weekend for guys to come up and help prepare for the game like redoing the town digging trenches etc.?
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Post by SfcMigs on Mar 22, 2011 13:27:25 GMT -5
To answer the two previous questions.
Lester from GZA has assured me that this will not be a problem. I have explained to him about the night fighting and the blank fire guns during the day time. He further commented that there is a rifle range close by and we will not have any problems.
As for allowing time for everyone to prepare. Yes, we will be allowed to go to the field as early as Friday to dig in and set up. The blank fire unit and myself will be there on Friday working on various things, so anyone who wants to come down to be a part of this is certainly welcomed.
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Post by CharleyNovember on Mar 22, 2011 13:42:29 GMT -5
Since you are not "hiring" reenactors is the fee still 80.00?
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ackack
Private
12th SS Panzer Division "Hitlerjungend"
Posts: 317
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Post by ackack on Mar 22, 2011 13:57:09 GMT -5
i'll maybe come and help all depends on school stuff
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mccallion
Private 1st Class
Official Road Sign Reader (retired)
Posts: 770
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Post by mccallion on Mar 22, 2011 15:04:46 GMT -5
well i and some of the museam guys wont be able to make it becuase of a prior event on this weekend i hope it all goes well
McCallion
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Post by SfcMigs on Mar 22, 2011 21:06:46 GMT -5
To Charlie November,
We ARE hiring blank fire guys. Not sure what gave you that impression. And right now the fee is set at $85.00 for Airborne and $45.00 for everyone else. This could change according to registrations/projections.
To MCcallion, How many guys and from what units/impressions are we talking about? I did not change the date as I thought this was a good date for most.
The one thing that is essential to this event is attendance. We are hoping to have at least 20 Germans (in addition to the 15 Blank fire guys), 15 to 20 Airborne and at least 10 Seaborne Infantry. I've been receiving a lot of PM questions and positive signs that attendance will be good. But actual registrations could be higher.
Now with all things considered, I'm really reaching out to everyone interested in this event to get in your registrations. If there are any issues that will cause you to pass on this event, please PM me and perhaps we can work something out.
Point here Gentlemen is that I feel we all owe it to one another to know if we are going to have the numbers for this game. The only way that is going to happen is with everyone's cooperation. If you can not make this event any reason other than you just don't want to go, please PM me.
With all the behind the scenes planning that's going on, I can assure you all that this will be one event you won't want to miss.
Hope to hear more from everyone real soon,
Cheers, Migs
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