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Game Rules for ww2

Noble Member

The basic rules updated March 2009

All Soldiers start with 2 bandages / hits! Any friendly player can heal the first and second hit by tying one of the injured player’s bandages to their arm. On the third hit the soldier is a KIA.
When out of hits the wounded player must return to their HQ or a controlled CP to re-spawn, only then can they return to the battlefield as a new two hit grunt.

When shot the soldier makes the load call of ‘HIT’ and must fall to the ground calling for help Medic/Sani). A shot player shouldn’t be targeted and cannot return fire until healed!! All wounded players have five minutes for a fellow soldier to get to them before they bleed to death and must take a KIA (Killed in Action) if things are a bit hairy or you’re on your own in the middle of no where you make take an immediate KIA! Just put your hand in the air and call ‘DEAD MAN WALKING’ and return to your CP.
Any soldier can return to their HQ or a controlled CP and be fully restored to full hits (all bandages taken off)
Return to combat fresh and ready. This takes 5 minutes!
Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety! (Medics have their own rule)

Capturing Wounded soldiers
The enemy can capture any wounded player left behind or not reachable by their own side. To do this all the enemy needs to do is medic the wounded player; they will then be considered a POW (Prisoner of war).
You can also take a KIA at anytime you have been shot if it looks like no one can get to you or your stuck in the middle of a fire fight.

Rules for load outs and Class
Each style of soldier has its own load out; the load outs are defined below. If you are not ranked or have not taken a special role you will be considered a soldier in the field!

Load outs

1. Soldier
Can use a Sub-machine gun 350fps (Thompson, Mp40/44)
Single shot rifle 370fps (Garand,K98)
Can carry 300rds
Can carry 4 grenades

2. Sniper, sharp shooter–
Can use a single shot bolt-action rifle up to 500fps with a .2 bb
Can carry 100rds
Can carry 2 grenades

3. Support
Can use a mobile support weapon firing at 350 fps (BAR)
Can use a static MG firing at 370fps (.30cal/MG42)
Can carry 2000rds

Special rolls

1. Lieutenant – In command of up to 8 men
The Officer has access to a radio pack and is responsible for issuing commands in the field.

2. Medic (up to 2 per unit)
Medics cannot open fire whilst applying a bandage!
Moving wounded – Medics only need one hand to move a wounded soldier to safety.
Medics can carry up to 6 red bandages into the field; these bandages represent 1 healed wound. To heal a wound the medic takes off the white bandage of an injured soldier and hands it back to them, then replaces it with 1 of the red ones. Only a visit to an HQ (not CP) can replenish red bandages.

3. Engineer (up to 2 per unit)
Can set charges and defuse bombs.
Can use a Bazooka to take out enemy vehicles and can repair damaged vehicles in the field. This takes 5 Minutes per hit taken on the vehicle and the vehicle must be fully repaired to become active again.

Vehicles at GUNMAN

Only a person that has held a full drivers license for no less than 5 years may drive Vehicles in the game. All vehicles will be marshalled. All 4-wheeled+ vehicles are considered armoured and will be awarded a certain amount of hits. Only strikes on the wheels or marked targets on the vehicles will count as a hit.
So there is no confusion we will be using magnetic flags attached to the side of the vehicles to show who’s in control at the time.

Command Points ‘CP’
The style of CP will vary from event to event it may be a number of REFS on foot, a mobile vehicle or a fixed bunker. The CP is where you reload your mags or re-spawn after a KIA.

The HQ in all cases is ‘OUT OF THE ACTION’ and cannot be attacked unless by order from your command (top brass)

Supplies in the field - optional
Some events will employ the supplies in the field rule. This can only be done if a ‘LIVE’ ammo crate reaches the troops on the line. Once opened the troops must be within 10 feet of the ammo crate to reload. Example: a soldier has used 250 rds and can reload back up to 300rds! Command may also set up ammo dumps in the field to make it easier for the troops to get hold of their ammo.
LIVE crates will have red tape around their lids, to use the crate the tape must be taken off! Each crate will have 20 ammo tokens. Each man takes 1 token (only) to reload; when all the tokens are gone the ammo crate is empty.

Capturing hidden supplies.
If you find a crate in the field and its ‘Live’ you can use it to re-supply your troops and deny the enemy of its supplies.
LIVE crates will have red tape around their lids, to use the crate the tape must be taken off! Each crate will have 20 ammo tokens. Each man takes 1 token (only) to reload; when all the tokens are gone the ammo crate is empty.

Attacking a CP
During an assault on a CP re-spawns and the re-load of Magazines are frozen until the attack is over. A Ref will announce when the attack begins and when it’s over. An attack will finish when all the soldiers on one side are killed or the attack looses it momentum and is no longer pushing forward onto the CP.
To take a CP 5 live men must hold it for 60 seconds with out taking fire to claim it.

We ask all participants to make as much effort as possible on these battle weekends (no modern kit!) All uniforms must be period in look, we can provide clothing (rental) if you have nothing for free; webbing must be canvas and leather only.

All weapons must be period Airsoft weapons; the only exception is old style grip bolt actions and dressed M14s.
NO winding high caps; only exception is the MP44 mags (when the mid caps are made available these wont be allowed any more), the Thompson 20rnd style mags or MG/support weapon mags.
We have 15 bolt action rifles for rent if you have nothing.

Most importantly, have a bloody good time!!!

Heer Schmidt

Topic starter Posted : 19/10/2010 7:45 pm