Post by Tino on Feb 18, 2010 19:15:41 GMT -5
This event is not in Michigan
FTX: Banshee Wrath
Player Pack
Prologue
Story: The people of Everon are getting very tired of the years of fighting between the GLADE Liberation Force (GLF) and the Republic of Everon (RoE). Years ago the country was divided in half much like Germany in the 80's. The RoE had much stricter laws in place and it was a very polite society. To the East the GLF was your unrest side. There was a lot of political corruption. The GLF was a makeshift Army that only seemed to get together when it was time to fight. Resources started becoming scarce due to the economy slowing down and the GLF decided that it was going to take over RoE. United they fought and were able to make their way into RoE territory almost capturing the capitol.
What ultimately stopped their advance was the RoE soldiers. They were a well disciplined Army much like the Soviets but they were smart enough to hire outside contractors. These guys were from the next country over to the East and they were called the Al-Unsar Bentoneeya (AB). The AB forces although 7 strong managed to boobytrap airdrops, rain mortar fire, and lie cheat and steal everything that belonged to the GLF. Over the years they have grown to a sizable force ~30 men strong and to this day are a thorn in the side of the GLF. They have their own little pocket in Everon they call home and nobody dare to enter. Two years into the war, the AB forces were chased out of country by the very people they were trying to help. The RoE never explained why. To this day nobody knows who they are or if they will ever show up to fight again.
The current state of affairs puts the GLF against the RoE. RoE is battling back with everything they have. Will you fight for the RoE, a dedicated professional army, or will you fight for the GLF in your pursuit of total domination? Come to the field and fight for your chosen side.
Captain Kris Kaiser
Captain John Sippy
Captain, Trey Menger
Hosted in conjunction with Section 8. Special Thanks to Kingmob of PARA who without his input the game wouldn't have made it this far. I just hope its something that people are still interested in doing.
FTX Banshee Wrath
Contestant Kit/Warn Order April 16th, 17th, and 18th 2010
Operation Banshee Wrath was originally put on by a member of ASKY who is no longer present, (Airsoft Kentucky) lead by “Captain”, Moon 6 and Bravo 4. Captain, who his wife has asked me to remain anonymous, was killed in combat overseas serving our country with the Army shortly after the second Banshee Wrath. He actually planned the game and was deployed before the game even ran. He never got to see the fruits of his labor. This game is in tribute to him and all the other members who have served or are serving the military.
The original concept was a 48 hour game that lasted all weekend. Before the first run it was chopped down to 26 hours figuring most players would have a hard time completing an all weekend game. The game was meant to be an endurance game. You will have to monitor your own health at all times and look out for your buddies. Not only did you do that but you had to play the game as well. So hard in fact that the game wasn't meant to bend the rules to you as most games do, but for you to rise to the challenge.
Not everyone will finish. In fact there will more then likely be at least a 50% drop out ratio by the end of the first night. Thats OK. There is nothing wrong with this and nobody was ever looked down upon by dropping on request. (DOR) This game is a means to see how you and your teammates will function and perform while tired/wet/hungry. Its a personal challenge. Its a mental challenge. Are you up to it? Some came for just a days play. Some came to test themselves. Whatever your reason, c'mon out. Right now we have players from 4 states attending.
General Event Orientation and Safety
First off I would like to thank you for entertaining the thought of participating. I hope I can put on an event that tests you mentally, physically, and emotionally and allows you to work with your teammates in furthering your understanding of the game and each other. With that being said, you should easily be able to find members of Staff. We will be the ones wearing the orange roadside vests. During the night we will be identified by red glowsticks. Please do not shoot the red glowsticks.
Area of Operations: Section 8 field. Once you leave your car you shall not return to it once the game has started. If you would like to return to your car for whatever reason, you will be removed from game play and not allowed to return.
All items/food/gear will be brought into the field for the duration of your game.
There will be a water hole with community water. But bring your own. Your own water is part of the manditory minimum requirements. Should you need water you will have to do it during the game. Should you need a charging of your battery you will have to do it in game and find a member of STAFF. You will be removed from the game while you charge your battery. It is recommended that you have more than one battery. I believe Cromag Emporium will have charged batteries for sale. The field is 58 acres of varied terrain. There will be a creek/river through the field. You will get wet. Rain or shine, this event will go on.
Camping: Camping will be available upon arrival. There will not be a fee for camping for the night. If you plan on sleeping you might want to bring gear to sleep in the field for the game. There will be two campsites available. One is for Friday night and the other will be your FOB or wherever you choose to crash (if you crash) in the field. Campsites in the game will be primitive (bivy bag).
You will be eating/sleeping and taking a leak in the field. I would bring TP in case that becomes a necessity. If you need to crap, dig a hole and bury it. Depending on the amount of players there may be satellites available.
Fires: There are two locations for fires only to be started by Staff. They are located at B0 which is out of play and E3. Only members of Staff are allowed to light any sort of fires.
Smoking: Smokers are requested to take every precaution to prevent a fire from starting. Designate someone to bring a coffee can with some sand in it or take some from the river to discard your butts in after you field strip it.
Base camp weapons safety: During Friday night all weapons must remain unloaded, mags out, and chambers clear. Anyone walking around with a loaded weapon will be brought to Staff and removed from the game. The only place weapons will be allowed to be loaded is the Chronograph station on Friday. When the game starts Saturday morning, and throughout the rest of the game, there will be only one safe zone and that will be at B0 (which is out of play). At all times your gun can be loaded and goggles should never be removed. If a situation arises, you are to find a member of Staff immediately. This event is happening early spring so weather should cooperate with us on fogging issues.
Crazy Cromag's Airsoft Emporium: They are a mobile store that will be on site. They will have items such as cold smoke, batteries, grenades, guns and everything you can imagine for sale should you forget anything.
Check in Guidelines. Waiting approval from S8.
Trash: You are responsible for all trash on the field. Participants will not be allowed to leave until all trash is cleaned up. You are playing on Section 8's personal property. Please leave the field as clean if not cleaner then when you arrived.
Pre-game field inspection: They will be allowed by recce teams by requesting time to walk the field before 1700 on Friday by contacting any of the Captains in Staff. Only upon granted access will recce teams be allowed to take notes on the field.
Radios: Every player will be required to have a working radio. Not only for the game but for safety purposes. Each team will receive assigned freq's. Eavesdropping is considered cheating and will not be tolerated.
Area of Operations (AO) will be roped off with yellow rope denoting boundaries. You may not cross under a rope. There are other landowners nearby and while they are aware we will be playing, trespassing is strictly forbidden. During night operations we will have glow sticks surrounding the playing field attached to the ropes. Please do not remove them, or crack them during the day. Of particular note are the banks of the river. They are very steep in some places. During the day you may enter at your own risk but at night there will be glow sticks all along both sides of the river. They are there to let those unfamiliar with the field know where the bank really is.
In the woods there are definitely ticks, snakes and other wildlife. Please bring bug spray and be mindful of the animals nearby.
General rules of Engagement
There may or may not be unarmed civilians on the field. Please do not shoot the unarmed civilians on purpose. Select your targets appropriately.
Full auto is not allowed indoors. You are to switch your weapon to semi only or pull your sidearm. If your weapon only fires in full auto you must pull a sidearm or remain outside. You may shoot from one building to another in full auto. You may not shoot INTO a building in full auto from the outside. 100Ft no shoot zone for sniper rifles. No MED for rifles shooting under 400 fps with .20g bb's.
Aim for center mass. Head shots are highly discouraged but may happen.
Vehicles will only be killed by Nerf rockets or mines. Players are not to aim Nerf rockets at people but nearby. If enemy personnel are within that 15ft streamer they are immediately out. If a vehicle is within that 15 foot radius it is also considered disabled and will return to its origin after a 10 minute wait. Any grenades that shoot bb's can be aimed at players both in and out of buildings. Tornado grenades will only count if a bb actually hits you. Any grenade weighing more than 260g (AI Tornado, AHG are less than this) must be rolled, or thrown under hand to avoid injury.
Unsportsmanlike conduct will not be tolerated in any form. If there is a disagreement between players ideal thing would be to call parlay and walk away from the situation and continue playing. If however things cannot be resolved find a member of Staff and they will handle things accordingly. Long and the short of it, play fair and have fun.
Dead rags will come in two forms and are part of the mandatory player kit. You mush have two (2) red rags for the day and two (2) red calume sticks (glow sticks) for the night portion. Night operations will be clearly notified to your commanders. General rule is when it gets dark, glow sticks will be the dead rags. Do not fire on ANY glow stick. It will either be a member of Staff or something you should pay attention to. Example, out of bounds, regen, or members of Staff.
Medic rules:
There will be two types of play. Forced conflict (Ticket Game) and Regular Play (RP).
Most of the day will be RP.
Regular Play:
During regular play you will be given an index card with the number of lives you are given based on your uniform. You will be grouped together by fireteams of 4. You are never to go anywhere by yourself unless you are dead going back to the MASH unit (respawn). During regular play if you are hit, you have a 10 minute bleed out time. The only thing you are allowed to say is “Medic”. No other information can be said. Medics will be assigned as one per fireteam. Any player can be the medic in the fireteam. You can transfer the medic kit from any "Live" player to another "Live" player. If the medic gets hit, you need to get another medic from another fireteam to heal the original medic. The medic is not considered "live" so he cannot transfer it. Best move would be to have everyone know how to used the field medic kit.
As the medic to heal a player, you must remove the items in the kit and attach them in any order you choose.
Red clothespin goes to arm simulating checking pulse.
Blue clothespin goes to collar simulating checking the airway.
Gauze goes around the arm. Then everything must be packed back up in the kit before the player can be “revived.”
Should you not be able to be gotten to by a medic you will return to your FOB with your dead rag on. You will then wait for the rest of your fireteam to retrieve you. You are not allowed to go back into the game, or defend your base, and must keep your dead rag on till your fireteam (all of them) come get you. If it takes them 30 minutes to get you, you wait. If it takes 5 minutes or they are all killed, then you may all regen at the same time. Trick is you only punch your ticket if you come from the MASH.
Simplified....get hit, hope a medic gets to you. If not, go to MASH at FOB. Wait till fireteam comes and gets you. Then punch card. You do not have to punch your card if you are revived by a medic.
Ticket Games:
Ticket games are the guaranteed forced conflict of the game. If you are partaking in the TG you will report to the designated area at the given time. Do not be late! You will not be allowed to play in the ticket game if you are. Ticket games are just like your Call of Duty and Battlefield games. Your job is to wear down the opponents tickets. Every time someone dies, they will go back to regen (where you had to be for the start of the game) and cross off a circle and go back at it. Game is over when all tickets are lost on one side. Then regular play will continue. There will be plenty of forced conflict games to feed those that just want to shoot people. Points will be awarded to the winners. These games will be fast, up close and very personal.
Weapon Restrictions:
Ammo limits
Each class will have their own ammo limits. Special rules apply to SF, Sniper and Support roles. This is what each person is allowed to carry on their person at any one time. Each player will be responsible for bringing one full, unopened bag to play, maximum of 5000 rounds. All other ammo will be supplied by organizers in .20g bb's.. (Included in entry fee) Should you have a different round as in .28 or .30 please notify Staff before game time.
Squad A – Recce 600 rounds
Squad B – Assault 1000 rounds
Squad C – Support/Command 1000 rounds
SF players (regardless of squad assignment) – 1000 rounds
Snipers – 100 rounds
Support Gunners (must have support gun) ~4000 rounds (Box mag)
There will be no restriction on mag type just amount of ammo. This roughly keeps with the 3:1 rule on bb's vs. real bullets concept throughout the country. Midcap mags and Standard mags are highly recommended.
NOTE: Reloading may only be done in your own FOB.
The following engagement rules must be obeyed at all times (FPS measured with 0.2 gram BBs):
0-400fps: Full Auto, no minimum engagement distance.
401-600fps : Semi Auto only, 100' minimum engagement distance.
FPS will be measured with hopup dialed in correctly. 3 shot average. No leniency.
Night Game/CQB Requirements:
During night games, an operable flashlight and an FRS radio must be carried with you at all times. Your death rag at night will be a Red calume stick. Aka Glow stick. No Night Vision.
Barrel heat
To simulate the real world where massive amounts of fire heat up the barrel to the point where a round may cook off you will be limited to semi fire or burst fire. Burst fire shall not be more then 3-5 rounds. This will eliminate 30 second round bursts from SAW gunners and noobs and prevent a lot of injuries.
Sniper roles
Snipers will do exactly what they are supposed to do in the real world. They will observe and record data. They will be provided with a sniper data book and every shot they take they should record it. They will get points ONLY for killing HVT, calling in targets, and making sketches with distances. This book will be collected at the end of the game to determine points. Staff will provide the book. They will be given a timetable as to when and where they should be at any given time and what to draw. Any other time is up to them to do what they want. This may put them in the position to take that high value target out. They will be required to leave to the field early and will be penalized for returning to base. They (sniper and spotter) will be required to eat sleep and crap in the field. Crapping is figurative, they can use the port o johns but they should not return to base. They will be given set times to check in with “Staff” to make sure they are OK.
SF roles
They will then be chosen via staff and myself via personal recommendations. They will all be considered medics and need no MASH to heal players. They will just have to hold on to the person for 1 minute to heal them. Doing this does not affect the persons 3 lives. SF missions will be clearly identified and will mostly be at dusk and dawn. Very special rules will be implemented by SF guys. Rest assured, if you shoot them they will die. Figure 2-4 SF missions during the game. Those labels SF will be subject to SF rules only when stated. Otherwise they will be a regular player in their squad.
Pyrotechnics:
All pyro will be provided by Staff. Cold smoke items will be allowed to be purchased by players ahead of time. Should a firework go off say when your opening a door, everyone within 10 ft (roughly 3 steps) is considered dead.
Comms:
Everyone will be required to have a working radio at the start of the game for safety purposes or emergencies. Otherwise each commander will assign a RTO which will be used to communicate with his men and to communicate with Staff.
Freq's
Channel 1: Reserved
Channel 2-7: GLF
Channel 9-14: RoE
Objective Scoring:
As in real life either you get the mission done, or you don’t. Objectives will be fairly cut and dry, and it will be clear if you are successful.
FlashPoints: Throughout the day at random times OC's will walk the field noting who controls what main points of interest and points will awarded to respective teams.
Team Uniforms:
GLF (Glade Liberation Force) – Tan based BB- Tracers for night game will be Orange
RoE (Republic of Everon) – Green based BB-Tracers for night game will be Green
INFO:
Location: Section 8 Private Field. Section 8 Home Field, 5901 S 800 E Lafayette IN 47905
Time: Saturday April 17th 0900 till Sunday April 18th 1200.
Date: April 16th, 17th, and 18th 2010.
Players: Players 16 years old or older. Father/son combinations are welcome regardless of age.
Purpose: To push players to the next level of milsim SAFELY.
Cost: $20 prepay, $10 at the door. (Total $30) For pre-reg which is the best option.
Cost: $40 dollars day of for 2 days of game play if any slots are left open.
There is a max limit of players so get in while you can!
General timetable: 26 hour event.
Provisions: While the game will be 26 hours there will be no penalty for taking a nap
Arrival of guests: There will be a leadership briefing at 2000 on Friday. Guests can arrive between 1700 and 0000 Friday night. NO ARRIVAL SATURDAY MORNING. We want to get people chronoed and out playing ASAP.
FPS: 400 AEG's Pistols/shotguns only in buildings. 600 fps on sniper platforms.
Pre Pay Registration: Since times are tough we have done everything to make this as cheap as possible to the player. Cost will be $20 dollars non-refundable due by March 16th. When you arrive at the gate you will pay $10 dollars totaling $30 dollars for the game. The 20 dollar non refundable deposit is to eliminate players from dropping out. This will also give players the opportunity to train for a 26 hour event and come prepared. Private forum access will be given a month out (March 16th) for those who have prepaid to allow teammates to communicate.
You will send a check to: Kris Kaiser 16807 Oketo Tinley Park, IL 60477 with the names of the players who have paid. Or I can be paid in person. If any member of S8 is willing to take money in, that will be up to them.
Registration Form:
Name
Call sign
Team affiliation
Desired Unit
Desired role
Jon Doe
Dead man
Reaper
Russian
Support gunner
Safety Rules:
Everybody who plays shall know the rules and obey them. If there are any unclear matters, ask the organizers. In some games, there may be additional rules. In such cases these additional rules are told before the game. If you break or ruin something, you will be held responsible for any damages. Accidents do happen. Be careful and play responsibly.
1. All weapons should have the magazine removed as a precaution when the weapon isn't in use, or when in the designated “safe zone.”
2. All players will use appropriate safety goggles in the game and in the vicinity of a game. DO NOT remove goggles during an ongoing game. All goggles will fit snugly against the wearer’s face and should not move during play. It is forbidden to shoot at someone without goggles. A full mask is not required. All eye protection must be ANSI 87.1 1989 Rated. FULL SEALING ANSI RATED eye protection is required at all I.A.A. skirmishes and events. NO SHOOTING GLASSES!
3. To aim for the head is not allowed, unless the target only shows those parts. Use common sense.
4. All players will observe "No fire" zones at all times. Active players are not allowed to be in "No Fire" zones or shoot in/over them.
5. All pointblank shots should be avoided. If it is necessary, try and aim at legs and lower body. Shooting at eliminated players, non-players, and judges is forbidden.
6. To constrain another player, via gear, cloth or other is not allowed, unless that person agrees to it. The only exception is a light tap anywhere on the body. This is considered to be a "knife kill".
7. Fireworks, pyrotechnics, and similar devices are only allowed to produce safe effects, as smoke, light and sound and they will have to pass inspection by organizers before the game or be issued.
8. Hard rubber grenade replicas CAN be used if there is no other way to eliminate someone in a confined space, “I.e. inside a small room or automobile.” The rubber grenades have a kill radius of 10 ft. Avoid hitting the person himself at all costs. If other “safe grenades” are found and approved by organizers, they can be used as well.
9. Radio eavesdropping is not allowed unless told otherwise.
10. All Section 8 Field Rules apply.
Minimum Player Kit:
2 X red rags
2 X red glowsticks
Full Seal ANSI rated goggles. If yours are questionable, bring a backup. S8 rules apply.
Team BDU's
1 X bag of unopened ammo. Max 5000 rounds. Preferably bio bb's. If you require special weight bb's (Other then .20 or .25) please notify game organizer ahead of time.
1 Liter of Water
2 Pairs of sox
Primary weapon
Battery or gas for your primary weapon
Working Radio
2 X Batteries for radio
Working flashlight
All items will be checked via inspection before you are allowed on the field. We are just looking out for your safety. You can add what you think you will need, but this is just the minimum.
Organization of players:
Accomplish: Each team will have 3 squads/platoons to be determined by CO's. Special designation for support guns,Commanders, SF and snipers which will require pre-registration. We will follow the army manual of 1 SAW per 12 men. Snipers must have a spotter.
1.Squad A – Recce unit
2.Squad B – Assault
3.Squad C – Support
All units will be subjected to this rule – Every soldier should appear to look like a soldier. That means a Kevlar vest/helmet and a rig of some sort. There will be no penalty for not wearing such items, but you will receive another life for doing so. Example > Soldier 1 has just a chest rig = 3 lives. Soldier 2 has chest rig + vest = 4 lives. Soldier 3 has chest rig + vest + helmet = 5 lives. A vest will be anything that you can put trauma plates in. They do not have to be steel, they can be foam. But you must have something in there. Uniforms will be a tan vs. green based.
This game is meant to be tough. It will challenge you both mentally and physically. We are not going to balance the game to make it easier for you. We are hoping players will rise to the challenge. We are looking for players with the right mindset who are willing to give it their best to complete or who just want to come out and shoot your friends. Either way you will have a great time. We are providing the means, its up to you how its accomplished.
Formatting got a little messed up in the transfer to the boards but you get the idea.
Kaiser
Updates: December 20th: Just got a PM from Dr. Die stating they have about 12 tracer units in stock right now. Its not manditory but they up the realism 10 fold. He also has the bb's in stock. I would seriously consider getting one of these for the coolness factor. Rules will be modified to include bb tracer colors.
Updates: December 24th: All times are Eastern time zone. You are not registered till money is received and you get a PM or an email from me.
Updates: December 26th: Seems there is some confusion about medic rules. Rewritten to clarify.
Updates: January 1st: There seems to be a lot of questions about bringing a command tent for your side. When prereg closes one month before the game (if slots even last that long) team forums will be opened. In your respective team forum you can decide who is going to bring what community property. This includes one command tent. While the field will be open for walking to the Recce squads the day before (on Friday) we will be happy to bring down your command tent (or have your recce group do it). You will not be able to set it up at that time. You will have to do that in game. Anything used as a command tent will have to know up front that it will always be in harms way as the opposing team may shoot at it. It is highly recommended that you bring a bivy bag or the sorts for your own personal use, should you choose to sleep.
Updates: January 15th: Thread trimming. Roster is filling up nicely.
Update: February 8th: Medic question. If you have to heal at the MASH unit for your final time (say the 3rd time and you are on your final life of 3 lives, if your not medic-ed) you obviously don't have another life to use. Your procedure will be to get a hold of Staff. You will have to turn in your medic card that you were given at the beginning of the game when we did inspection to determine your amount of lives. These will be collected at the end of the game also. Without this index card, its like losing your death rag....your pretty much screwed.