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[Sticky] UPDATED game rules - partisans, commanders, missions...

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Steiner
(@steiner_1609088194)
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AMMO LIMITS

As per all CiA games, you are not allowed to exceed the following ammo limits per 'life'. If you run out of ammo and are still alive, you must return to your CP in order to rearm.
SMGs & rifles: 600 rounds
Support weapons: 3000 rounds. To qualify as a support weapon, it must be fired "deployed" i.e. prone on the ground, or deployed over a sandbag / entrenchment / window ledge / or a comrade's shoulder.
Pistols: no limits

HIT / MEDIC / POW RULES

Hit rules

Pretty standard - a hit on your weapon does not count as a hit. Any other hit on your body, boot, webbing, etc is a hit. If you are within 5 metres of a grenade exploding you are DEAD.

Medics

Each section of troops will have their own designated medic, who will have a medic bag.

Each person will be issued with a Hessian "bandage" - keep it in your top pocket. When hit (after shouting "Hit!" nice and loud of course), sit or lie down and hold your bandage, and call for a medic. If no medic reaches you within 5 minutes of you being hit, you have bled out and are dead. If you are hit, a friend may "drag" you into a safer place - he must keep one hand on you all the time you are being moved.

When dead, you must return to your CP or an aid station, and remain there for 5 minutes, until you are regen'd

Only a designated medic can heal you - by tying your bandage around your arm. Once he has done that, you are back in the game. If you are hit again, you are dead and must return to your CP or an aid station, which will be all around the site. There you must stay for 5 minutes, until you are regen'd.

If a medic is hit, he can only be healed by another medic, and he cannot pass the medic bag to anybody else whilst he is hit - therefore, even though a medic can take part in combat, it is not a good idea to expose him to danger. A new medic may be designated by the current (unhit) medic passing over the medic bag.

POWs

Each player will be given some intel on a piece of paper. The value of this intel varies and is written on the paper. If a hit player is medic'd by an enemy medic, he is a POW, and must hand over his intel paper. After this, the POW is immediately released and must return to his CP in order to regen. Captured intelligence should be given to your commander in order for those points to be "banked", and may also contain information about enemy plans.

Aid Stations

Aid stations are dotted around the site, and will be marked on your site map. They are an alternative regen point to your CP, and may be used by either side. There is a 50 metre safe zone around an aid station for players returning to battle. "Aid station camping" is not permitted.

Returning to combat

When returning to combat, try to rejoin your unit. Victory is won by achieving objectives, and working in a team, not by wandering off by yourself.

PYRO RULES

Ground Zero has a largely peat-based floor, which is very susceptible to fire. Therefore, the only "user" pyro that is allowed is a Blank Firing Grenade.
Absolutely NO smoke or explosive grenades are allowed - NO EXCEPTIONS - so don't even think about bringing any. (I hope that is clear!)


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

 
Posted : 30/04/2008 7:34 am
Steiner
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Quick kit guide for partisans: remember you're trying to imitate civilian dress from 65 years ago, so think in terms of grey, brown, black, etc.

Suggested items:

Corduroy or suit-type jacket or long mac (useful for concealing weapons!)
Shirt - i.e. button-up, collared or collarless.
Jumper or tank top
Corduroy or non-denim trousers
Flat cap or brimmed hat
Black or brown shoes / boots

No-nos:

Military clothing, tee shirts, blue jeans, white trainers!!

Partisan rules.

Contrary to popular belief, partisans also fought for the Axis forces, not just against them. From reading books on the subject, it's clear that some partisans were not particularly committed about which side they fought for, and if pressure was applied, they would quite quickly change sides. With that in mind, and to make an interesting airsoft game, the following rules apply to partisans only.

1. Partisans will fight for your side once they are captured. To capture a partisan, simply place your hand on his shoulder.
2. Partisans will not change sides unless they are captured. However, a partisan may pretend to be friendly when he is not - hence the importance of ensuring all partisans are "caputured" properly!
3. Partisans cannot just be shot at if they appear to be unarmed - however, they can be captured as per rule 1. If they resist capture (i.e. run away), then they can be shot at. Therefore, an unarmed partisan can be used for reconnaissance purposes.
4. Partisans must attempt to carry out any mission assigned to them by their captors; they cannot just wander off and do their own thing. However, an unarmed partisan may always retrieve his weapon first - if that takes him into contact with the enemy and he is recaptured, then so be it.
5. If asked, captured partisans must reveal all information they know about enemy forces, locations and intentions.
6. Partisans are subject to the same medic rules as military forces, but they have no medic of their own - they are reliant on Axis or Allied medics for applying bandages.


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

 
Posted : 01/05/2008 1:12 pm
Steiner
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Each side will have Commanders, who will be in charge of a small section of men. I am in negotiation with various people - below is what has been confirmed thus far. For US forces, we'll split infantry and airborne, so we need to know what you are when you book please (same goes for Germans).

Commanders will have radios and will be given written orders at start of play. At various times throughout the event, they may be instructed by radio to get their men to carry out a new mission. Therefore, Commanders are extremely important - it is vital they are kept alive. (If numbers warrant it, there may be 2I/Cs for certain sections.)

SAS
I/C Pete_59

US Infantry
I/C Devonshire Trooper

US Airborne
I/C Webby

Fallschirmjager
I/C Major

Heer
I/C Steiner

Waffen SS
I/C Neillblume


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

 
Posted : 02/05/2008 4:57 pm
webby
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Yay I'm bb bait :)

 
Posted : 05/05/2008 10:33 pm
Steiner
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3000 rounds per life.


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

 
Posted : 08/05/2008 11:58 am
Steiner
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Medic rules have been updated.


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

 
Posted : 13/05/2008 4:41 pm
Zero Bravo
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I like the improved medic rules, it much more realistic to have the medic as a priority target for snipers, alongside commanders, radiomen and support gunners :wink:




 
Posted : 13/05/2008 9:57 pm
Steiner
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Well, Neill and I were discussing all the way back from Bryansk. He felt (and in fact, had experienced) that you could take out nearly a whole squad on your own, all except the last man, who kills you. That last man then proceeds to medic all the others - so what has been gained? So, we thought we'd give this a try. :)

Oh yeah, and it's 50 points for every commander killed! :twisted:


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

 
Posted : 13/05/2008 10:13 pm
Steiner
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OK chaps, let's play nicely now. :wink:

I'm not locking this thread, because discussion is a good thing - I'm happy to explain why we're doing things the way we're doing them. FWIW, commanders since time immemorial have been targets - but so is everybody! There are far more important objectives throughout the day. :) Yes, we're doing things differently from some games - variety is the spice of life, and you might find some of the gameplay is improved because of it. :D


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

 
Posted : 14/05/2008 4:52 pm
Barrie and Anne
(@barrie-and-anne)
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What are the fps limits for Ground Zero?

Reason for asking is the 8mm M2 Carbine. I might have to invest in a chrono to make sure it's ok before turning up.

 
Posted : 26/05/2008 8:58 pm
Devonshire Trooper
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lol if no one else better signs up, can i be squad leader for the US infantry as only 2 of us are doing Infantry atm and im the most exsperienced of the 2 of us :lol:

 
Posted : 26/05/2008 9:03 pm
Steiner
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Due to high casualties, you're the man, Dev! :wink:


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

 
Posted : 26/05/2008 9:05 pm
Fatbear
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Webby/ Steiner

Could our little squad from Bristol Recon be assigned objectives please if possible. We`re happy to pile into mass assaults as needed, but more used to being a small recce unit. For example at Tora Bora 2 the CO gave us objectives, and off we went and achieved them - or died trying.

Cheers

 
Posted : 05/06/2008 8:59 pm
Rhysd2
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I wouldnt worry bear im sure we'll be assigned objectives on the day as a team and individual squads



 
Posted : 05/06/2008 9:14 pm
Steiner
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Everybody will have objectives, mate. It is not like an open day, wandering around trying to find something to do! :wink:

I'm just finalising the missions and objectives today.... they involve assaults, holding positions, making / destroying roadblocks, kidnapping a high-ranking officer, rescuing a downed pilot, driving around in a jeep or a motorcycle combo, and generally shooting the enemy!


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

 
Posted : 05/06/2008 9:17 pm
webby
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If you wanna stick with your Guys on the day, I'll assign some fireteams within the airborne section anyway

 
Posted : 06/06/2008 6:48 am
Steiner
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You've got the idea, Webby - both sides will have multiple objectives - it's up to the commanders to use their forces and resources as they see fit.


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

 
Posted : 06/06/2008 7:28 am
Fatbear
(@fatbear)
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Cheers both. Looking forward to it and not long now

 
Posted : 12/06/2008 8:00 pm
Steiner
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Aye, 4 weeks! :shock: :D


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

 
Posted : 12/06/2008 10:05 pm
webby
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:dance:

 
Posted : 16/06/2008 12:50 pm
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