OK chaps , finally found some time to sort this lot out
and finally my PC is working again [sort of], although I had to type a fair bit out again
Game Play
Game Duration
Safety Brief 30 minutes 0930-1000hrs
Game 1 2 ½ hours 1000 – 1230 hrs ( players will be oput of the game from 12 onwars as regen will close for both sides , and so lunch will be between 12 and 1)
Game 2 2 ½ hours 1300 – 1530 hrs ( Sunset at 1600)
Debrief 15 minutes 1530-1545hrs
Pub !
Command Posts
Both sides will operate from a fixed CP which plays no part in victory and may not be attacked . You are not allowed to approach within 10m of an enemy CP ,
The CP is there for deployment , Regen and other game only purposes
Each CP will be clearly marked with a flag , and contain the sides comms
The CPs may be moved by Marshalls in agreement with the game organizers should it’s location severally hamper the smooth running of the game .
Command
Steve “Headshotâ€
If we are happy with this, then I'll post this on the open bit in the vain hope that players read before the game .
Map

Don't post all of that. There's quite a bit there that should be kept secret from one side or another... road signs for instance!
A few suggested changes/additions:
Once captured, prisoner may not attempt to escape, force their captors to shoot them, or take any further action. They may be liberated by friendly forces killing all the guards and touching the prisoners. Prisoners must be guarded by at least one guard, and have ot be removed back to the CP of the capturing side. Once there they are then released and must regen before reentering the game . Either side may shoot prisoners at any time and force them to regen , although this is considered bad form and may result in War Trials.
All users of weapons identified as support weapons will have a yellow band placed around their arm. (We had better bring some tape then!)
Support Weapons must be used in a deployed mode, ie bipod on the ground or shoulder of a non-shooting team mate.
I strongly suggest that discussions regarding the objectives and scenario be removed from that list of rules. Those should be dealt with during the briefings given by each team leader. The team leaders may if they wish create hand-outs for their side to have and those can be treated as in-game intel. Lets not give too much away!
We need to meet up with gucci / talk to him to agree the artillery deployment . I know Major knew what we wanted, but will we have two marschall clued up as well . Also do we know how many pyros we have at the mo .?
I will be going to see Gucci the week before and probably the day before. I will confirm all this then.
Currently we have quite a bit of money sorted for the pyro. However no sign of the Orange smokes from Semmy, so if you can find anywhere else then please do so!
Agree to your additions Yith and minimal info publicaly available - I like the idea of commanders briefing squad leaders, squad leaders briefing sub-ords. That way we can be selective about who needs to know what and give squad leaders a bit of initiative/power, plus we can feed out stuff as the game progresses.
Re orange smoke. In a convo at the weekend it was related to me that they could be obtained at chandleries - boats have to carry them by law and be replaced at expiry date, hence quantities of 'useless' cheap, out of date smokes. Daresay this is at marinas and such but I have no idea where a presumably sea bound marina is!

Re orange smokes, they can be had from HVM or any online dealer - google hand held flare normally brings em up , How many do we want ?they were about a tenner each last time I looked .
I'll bring some yellow tape .
oops -
sorry I seem to have missed something off the earlier posts, I was not planning on detailing the victory conditions. Thnaks for the suggestions Yith , incorporated as below .
What about :-
It's a lot on info but at least people have the chance of understanding whats going on . i suspect the artillery /mortars will be the onorous duty of the 2IC , unless you want to carry it Stbfr !
.............................................................................................
Game Play
Game Duration
Safety Brief 30 minutes 0930-1000hrs
Game 1 2 ½ hours 1000 – 1230 hrs ( players will be oput of the game from 12 onwars as regen will close for both sides , and so lunch will be between 12 and 1)
Game 2 2 ½ hours 1300 – 1530 hrs ( Sunset at 1600)
Debrief 15 minutes 1530-1545hrs
Pub !
Command Posts
Both sides will operate from a fixed CP which plays no part in victory and may not be attacked . You are not allowed to approach within 10m of an enemy CP ,
The CP is there for deployment , Regen and other game only purposes
Each CP will be clearly marked with a flag , and contain the sides comms and spare ammo .
Command
Steve “Headshotâ€
Can I just clarify the medic rules.
You get hit once you have five minutes to be get a medic to your position by shouting a lot. After five minutes you 'bleed out'. What happens then?
You get medical attention and you are back in the game with a bandage on your arm, you get hit again, you go back to the CP. What happens then? Is it an immediate regen and back to having 2 hits and out?
Also, how are we going to re-distribute the bandages? How many are we considering giving to each player?

























Normally have a personal bandage at F&O, pop back into pocket in regen.
As there are so few players I would hope that it is straight in and out of CP for regen otherwise half the players will be on their way to/from CP or waiting for time or players (if regen on three players at CP, say) and it will be impossible to make progress.
This could also be used as a choke to offset uneven players or adjust gameplay - e.g. Germans straight in and out, US on two men and out. Or in favour of Germans for morning attack, in favour of US in afternoon for US push back.

Yes, straight in and out of regen.
You remove all bandages at regen and put them back in your pocket.
So a bleed out means regen from the CP then.
Groovy.

























My thinking is a "normal medic/regen" game .
Hit once, five minutes to be bandaged or die and go back to regen CP.
If banadaged , continue till hit again and then dead, back to regen CP .
Commanders can be bandaged twice otherwise the same .
If you are bandaged and go back to the CP then you can take the bandage of . Might be usefull if you are hit early into the game .
No wait at regen as it could be a longish walk anyway because of the distances .
Similar to being captured .
Get captured , your captor has to take you back to his CP , where you then "die" forcing you to go all the way back to your CP to regen .
We may have to flex both on the day dpending on how it plays out , also consider moving CPs if it's taking players too far out of the game .
OK, maybe a flow-chart for regens would be a good idea.
Remember, it can get quite confusing if you've never played these sort of regens before. I know they took a little getting used to for me!

























OK, maybe a flow-chart for regens would be a good idea.
Remember, it can get quite confusing if you've never played these sort of regens before. I know they took a little getting used to for me!
A flow chart! ffs use a Sequence Diagram!
Seriously... I think this is over the top a little. It'll be explained in full at the initial briefing to both teams.
Are we cool to post these ammended rules up now ?
Looks okay to me... just a few clarifications to the medic rules.
Each player will be provided with a single bandage that they should keep on their person. On being hit for the first time , a player must shout “hitâ€
Right , will post up , you can all edit it as you want if you feel clarification is needed . I think we have a reasoanble idea of what 's going on now .