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[Sticky] Player Requirements - updated

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(@bedsnherts)
Posts: 4507
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Here are the basic rules that we'll be using for event. We'll run through them again on the day but players should try and familiarise themselves beforehand.

Updated 27 May to further clarify ammo limits

GETTING IN THE ZONE:
For a whole day we will be immersing ourselves in the mindset of the soldiers of the 1944 Italian campaign. the props and the site dressing will help to achieve that immersion, as will the attention to detail in your own uniform and weapon. We don't expect reenactor-level kit accuracy, a knowledge of military history or even any experience airsofting - but the one thing you MUST get 100% right before you arrive is your attitude. Without that we're just a bunch of saddos messing about in a mucky quarry :D

ORDERS:
This is a tactical scenario, however there is more to tactics than wall-to-wall shooting. You will be expected to obey the orders given to you by your CO and NCOs. Some of your tasks might seem pointless. Some will be boring. Many will be dangerous. You are part of a platoon. Obeying orders and doing stuff for your comrades will be a lot more fun than hiding behind a rock emptying hi-caps at someone else hiding behind another rock.

MILITARY POLICE:
The British and Germans will have a couple of players dresed as CMP and Feldgendarmerie respectively. Their primary job is to ensure that players remain in squads throughout the game as it's all too easy to find yourself wandering around alone after respawn or if you get separated from your unit. Note that there is no "lone wolf" type of play at this event. MPs are in play, they can shoot and they can be killed. They are NOT marshals. You are expected to adhere to the game rules all by yourself. If you're the kind of player who doesn't like taking their hits or who thinks it's OK to cheat in order to win, then this event isn't for you.

FPS:
There will be a limit of 330fps for AEGs & pistols, 500fps for single shot "sniper" rifles and 370fps for support weapons. Sensible minimum engagement distances for all weapons will be discussed on the day. These are ceiling limits. If your weapon fires hotter than this, you won't be able to use it so please get your gun tested before game day.
Support weapons must be deployed before firing - set them up on a bipod, sandbag, wall, comrade's shoulder, whatever. No Action Man hip-firing your Bren please.
No lookalike guns for this one. Any period axis or allied weapon is OK. If you don't have a suitable weapon, please post on the kit loan thread to see if some kind soul will lend you one.

AMMO LIMITS:
Rifles and submachine guns - 200 per person per life. This is a maximum and represents the most you can carry. Ammo cannot be carried over from past lives or stockpiled.
Support weapons - 3000 per life. NOTE - in order to get another full 3000, the gun itself must be at the re-spawn point. Members of a gun crew who leave their weapon to re-spawn will only be allowed 200.
Extra ammunition in the form of tokens may be brought forward during the game. Ammo tokens are worth 200 rounds so an infantryman will only need one in order to get back up to their 200 round limit. Gun crews can use multiple tokens to reload up to their 3000 round limit.

You can carry around as much ammo as you like but you should only mag-up and use the designated amount.

HITS:
BB hits on any part of the body or weapon count, Ricochets don't.
Once hit you must drop to the ground and indicate loudly that you've been hit. We'd prefer a good theatrical scream rather than just a :ghey: "hit"
A wounded player can be medic'd once at any time and get back in the game. There is no bleed-out. If you medic another player you must spend at least 1 minute applying dressings, murmuring words of comfort, stealing his watch, etc. A second hit after being medic'd will kill and require you to impersonate a corpse until the firefight around you is over. Don't immediately rise from the dead like Lazarus and wander off. After the shooting has stopped you must return to a respawn point and wait until an MP or FG puts you back into circulation.

Grenades and mortar shells have a 5 meter instant kill radius regardless of whether a bb hits you or not. Artillery shells have a 10 meter kill radius. Grenades exploding inside a bunker will kill everyone inside.
Remove your cap or helmet when returning to a respawn point. Players without headgear are deemed to be not in play.
Dead men can't talk. Wounded men can't talk (except to say "aargh, that really hurts"). Medic'd men CAN talk - they are back in the game.
If a bb hits you then you're hit. No arguments. No "my shot hit you first" rubbish.

GRENADES:
Any type and any shape of commercially available airsoft grenade is allowed - bb, powder, bang, etc. They all have the same 5m kill radius. Grenades and ammo can be purchased on-site before the game. 9mm BFGs are also allowed but must be rolled rather than thrown. 12mm BFGs and any home-made pyro are not permitted.

BANG RULE:
No. If you have to shoot someone at close range then please choose a suitable target (NOT the face or the arse).

STEALTH KILLS:
If a player gets close enough to an enemy to tap them firmly on any part of the body it counts as a stealth kill. If you have a rubber knife or bayonet you can use it, but only to TAP the other player. No stabbing, slashing, garrotting or wrestling people to the ground and definitely NO real edged weapons to be drawn. Stealth kills MUST be unobserved by the victim. Pretending to surrender and then doing a karate chop doesn't count Stealth kills are instant kills and you should die silently.

CAPTIVES:
An enemy player may also be captured by placing a hand on his/her shoulder and declaring them captured. The captured player can be led to another location providing the two players maintain contact. If you let go of a captive he can make a break for it.

DISARMING:
A captured player can be disarmed. A disarmed player keeps their weapon but must remove the magazine, make the gun safe and holster or sling the weapon. Captives are not required to hand over weapons or ammo.

EQUIPMENT:
You will be expected to take everything you need for the day into the field. There will be no lunch break and any eating or drinking will be done in the field. No returning to cars or tents mid-game.

PROTECTION:
Every player must wear suitable eye protection for the duration of the game. Full face Darth Vader type masks tend to spoil the immersion for other players so please wear something else if you possibly can. Here is a thread on alternative face protection if you really can't stand the idea of a welt on your pwetty ickle phizzog: viewtopic.php?f=1&t=3904

FUN:
This is supposed to be fun. Looking for loopholes in the rules, ignoring orders because you want to go and shoot people, not taking hits and other tiresome open-day type behaviour makes it not fun. We don't want that.

 
Posted : 07/03/2011 9:18 pm
(@bedsnherts)
Posts: 4507
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Topic starter
 

UPDATE:

Smoke grenades of any type are not allowed at this game. This is a standing rule at The Rock as it freaks out the coastguard (or something).

 
Posted : 31/03/2011 1:12 pm
 stof
(@stof)
Posts: 865
Prominent Member
 

It's actually 5 k ,but that is bad enough,don't worry most of the organisers are fairly regular players at Spec-ops.

 
Posted : 12/04/2011 12:47 pm
Steiner
(@steiner_1609088194)
Posts: 10414
Illustrious Member
 

Chaps, we have decided to have a stringent ammo limit for SMGs and rifles - 200 rounds per life. This is to encourage the use of single-shot rifles, and to hopefully tip the balance in their favour, against the clear advantage that the SMG has. So, for SMG users, please work out in advance how to easily calculate your 200 rounds.

Frankly, I've never run out of ammo even when there's been a 300-round per life limit, but maybe that's cos I'm a rubbish airsofter who always gets killed easily! :roll: If ammo gets low, then runners will be sent to fetch it from HQ.

MGs (i.e. firing from prone) will have a much larger limit, thus reflecting their importance / effectiveness in combat. This will probably be in the order of 1000-2000 rounds, but we will confirm this nearer the time.


You've got nothing to ein, zwei, drei, vier

 
Posted : 26/04/2011 6:00 pm
Zero Bravo
(@zero-bravo)
Posts: 3521
Famed Member
 

Your 200 round limit may be spread between your pistol and main weapon in whatever way you think will be best. It shouldn't be an issue but if it is we will have to make sure we are fast to resupply.




 
Posted : 26/04/2011 10:57 pm
Steiner
(@steiner_1609088194)
Posts: 10414
Illustrious Member
 

To reiterate: Ammo limit for rifles and SMGs is 200 rounds per life. For MGs, it is 3000 per gun.

By that, I mean that MGs can be left in their position (unless the owner wishes otherwise), rather than having to be taken back to regen. The machine gunner himself must regen as normal, but will not gain any additional ammo. If the Germans are forced to retreat to a new position, the MG starts with 3000 again.

Ammo runs will be authorised from HQ, with two soldiers required to return there and bring the ammo crates up to the front line. The ammo crates will contain a number of tokens, each of which represents 200 rounds. Riflers and SMGers will use these tokens to top up to 200 rounds again. MGs can also use them to add to their inventory.

Therefore, your responsibilities are:
All players to be able to measure out 200 rounds accurately. You have about 3 weeks to figure out how you're going to do this - use speedloaders, bottles or whatever.
Machine gunners to be able to measure out 3000 also.


You've got nothing to ein, zwei, drei, vier

 
Posted : 26/05/2011 11:08 am
Boshman
(@boshman)
Posts: 2213
Noble Member
 

Just to clarify, you may carry as much ammo as you like on your person but must only reload 200 rounds per life or per ammo resupply token.

As an example, an ammo supply crate may be brought to your 5 man position with 5 tokens in it. All five men could reload 200 rounds each, or two men could reload 200 rounds and 600 rounds could be reloaded into the MG, or all 1000 rounds put into the MG. Etc etc.

“I wanted to come to the Volga at a specific location at a specific city. By chance it carries the name of Stalin himself. So don’t think I marched there for this reason – it could carry another name – but because there is a very important goal... this goal I wanted to take – and you know – we are very modest, we have it already."
Adolf Hitler, November 1942

"Comrades, Red Army men, commanders and political workers, men and women guerrillas! It is on your perseverance, staunchness, fighting skill and readiness to discharge your duty to the country that the defeat of the German-fascist army and the liberation of the Soviet land from the Hitlerite invaders depend! We can and must clear the Soviet land of Hitlerite vermin."
Joseph Stalin, November 1942

 
Posted : 26/05/2011 12:15 pm
Steiner
(@steiner_1609088194)
Posts: 10414
Illustrious Member
 

Yes, good clarification, Neil.

Also, spare tokens must reside in the crate, and cannot be taken away - i.e. a player is not to take two tokens, and claim he has 400 rounds. :waggle: I am sure everybody gets the picture of what is expected of them. :)


You've got nothing to ein, zwei, drei, vier

 
Posted : 26/05/2011 12:57 pm
dadio
(@dadio)
Posts: 3523
Famed Member
 

just a quick one,ive only got 1500 rnds capacity in mags for my bren can i carry the other 1500 in field and re-load in field (providing i have that mutch in my personal alloance) or is re-loading only allowed at re-spawn or an ammo crate.not sure ive worded that verry well but the limit is 3000rnds ive only mag capacity for 1500rnds ,how does that pan out with the rules for support weapons? if that means i only have 1500rnds its ok by me as it still represents an acceptable amount compared to the 200 but if i can carry another1500 and re-load in field from them then so mutch the better :happyswing:

armoury
m1a1 Thompson,sten mk2,mp40,stg44,sterling,mk2 bren gun,lee Enfield no4 mk1,Mauser Kar98, Walther ppk,smith and Weston m10 and Mauser m712
Give me a big enough hammer and a place to stand and I could fix the world.
i'll kill a man in a fair fight or if i think he's going to start a fair fight or over a woman or.......
a problem shared is a problem halved ,but an advantage shared is no advantage at all
if a job's not worth doing then its certainly not worth doing well





 
Posted : 26/05/2011 8:03 pm
Steiner
(@steiner_1609088194)
Posts: 10414
Illustrious Member
 

No probs with anyone reloading in the field, as long as it's within their allocation.


You've got nothing to ein, zwei, drei, vier

 
Posted : 26/05/2011 8:23 pm
(@bedsnherts)
Posts: 4507
Famed Member
Topic starter
 

Dadio, your "per life" ammo limit for support guns is 3000

If you can only mag -up 1500 then the other 1500 can be added at any time.

I've clarified the rules on this on a bit more:

AMMO LIMITS:
Rifles and submachine guns - 200 per person per life. This is a maximum and represents the most you can carry. Ammo cannot be carried over from past lives or stockpiled.
Support weapons - 3000 per life. NOTE - in order to get another full 3000, the gun itself must be at the re-spawn point. Members of a gun crew who leave their weapon to re-spawn will only be allowed 200.
Extra ammunition in the form of tokens may be brought forward during the game. Ammo tokens are worth 200 rounds so an infantryman will only need one in order to get back up to their 200 round limit. Gun crews can use multiple tokens to reload up to their 3000 round limit.

You can carry around as much ammo as you like but you should only mag-up and use the designated amount.

 
Posted : 27/05/2011 7:32 am
Steiner
(@steiner_1609088194)
Posts: 10414
Illustrious Member
 

Heh, ok we're just having some behind-the-scenes discussion regarding MGs and ammo. Bear with us - all will be clarified in the next day or so.


You've got nothing to ein, zwei, drei, vier

 
Posted : 27/05/2011 9:39 am
Universal Gunner
(@universal-gunner)
Posts: 449
Reputable Member
 

As I'll hopefully have the SMLE with two mags - each c10 rounds and the 1911 with only two 10 rounds mags too I will probably be "dead" long before I get anywhere near my life's 200 round limit!

I have a small skewer hidden in the collar of my jumping jacket, and a razorblade in my gaiter, as well as my knife.

 
Posted : 27/05/2011 10:34 am
Steiner
(@steiner_1609088194)
Posts: 10414
Illustrious Member
 

As I'll hopefully have the SMLE with two mags - each c10 rounds and the 1911 with only two 10 rounds mags too I will probably be "dead" long before I get anywhere near my life's 200 round limit!

In that case, you are permitted to reload up to your 200 limit, per life.


You've got nothing to ein, zwei, drei, vier

 
Posted : 27/05/2011 12:40 pm
 stof
(@stof)
Posts: 865
Prominent Member
 

I've played several games with the No.4 and SMLE with only 2 10 round mags for each and its never been a problem,by the time you have killed the first 10 jerries there is plenty time to reload :lol:

 
Posted : 27/05/2011 3:18 pm
Zero Bravo
(@zero-bravo)
Posts: 3521
Famed Member
 

For anyone struggling with how to measure out 200 rounds, the Wriglys Extra Mints that come in a small tin with a flip top lid, when filled so that you can just shut the lid with no rattles, take 190 rounds. Yes I did just count them out :wink:
Wrap a bit of tape around it or paint it olive drab, and you've got an easy fill ready.
Hope this helps :good:




 
Posted : 31/05/2011 7:31 pm
MartinR
(@martinr)
Posts: 2866
Famed Member
 

I just use a speedloader with round markings on the side to measure them out. 100 round loader makes it very easy indeed.

For hi-caps I also measure the allocation out at home, fill the mag, then measure how far up the rounds go in terms of how far I can stick my finger in! (nail, first joint, second joint etc).

Cheers
Martin

"Mistakes in the initial deployment cannot be rectified" Helmuth von Moltke
Toys: AGM MP40, Cyma M1A1, TM M14/G43/SVT40, TM VSR/K98, SnS No. 4, ASG Sten, Ppsh.
Arnhem3,Gumrak,Campoleone

 
Posted : 01/06/2011 8:14 am
dadio
(@dadio)
Posts: 3523
Famed Member
 

with hi-caps a small piece of polistyrene packing can be glued inside the mag vertically out of the way of the filler to temporarily reduce their capacity.or as mentioned before many speed loaders are 100 rnd in size.

armoury
m1a1 Thompson,sten mk2,mp40,stg44,sterling,mk2 bren gun,lee Enfield no4 mk1,Mauser Kar98, Walther ppk,smith and Weston m10 and Mauser m712
Give me a big enough hammer and a place to stand and I could fix the world.
i'll kill a man in a fair fight or if i think he's going to start a fair fight or over a woman or.......
a problem shared is a problem halved ,but an advantage shared is no advantage at all
if a job's not worth doing then its certainly not worth doing well





 
Posted : 11/06/2011 5:39 pm
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