Rules for the event

A 34th Inf game held at Fireball Squadron, Birmingham
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cjw957
Fought at the Battle of Agincourt
Fought at the Battle of Agincourt
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Joined: Tue Aug 04, 2009 10:00 pm

Rules for the event

Postby cjw957 » Fri Jan 01, 2016 2:09 pm

This is our current rule list , but please be aware we may tweak this before the game but will note any changes made :)

Face masks though we prefer players without face masks it is your face , but discreet ones please

Helmet / Gun cameras etc , though we have nothing against folks getting a camera out and filming a little of the game by hand or taking odd photos but we don't want any helmet cameras fixed this is a big no no


Helmets - Helmets or caps must be worn, when alive on and can be taken off when dead

Every player will have 2 bandages (please bring if you have )

Each squad will have a mobile CP point bag - that may be deployed on the ground and flag deployed to show the Cp is active. Once the Cp is active players may reload and remove bandages. If it is under fire you may not regen there but can still reload.

Once deployed the Cp must be left in play for a Minimum of 10 Minutes. To pack up a Cp place the flag back into the bag and pick up the bag. If you come across a Enemy Cp point you can destroy it by puting back the flag inside. This can no longer be used as a mobile Cp again until it has been taken back to a HQ

Getting Shot

• When shot, a loud call of ‘HIT’ or ‘Agrrr’ should be made and the player is considered out of game.

• When hit the player must place a ‘HAND’ in the air to show they are no longer live.
feel free to try to re-act to location hits for effect.

• Immediately fall to the ground and call ‘Medic’ if Allied or ‘Sani’ if Axis. If no one gets to you or all your bandages have been used you are dead.

• A shot player shouldn’t be targeted and cannot return fire until healed, UNLESS they try to crawl to safety. If you are shot whilst crawling you are KIA. There is no limit to how far you can crawl however; you will bleed out in 5mins!

• 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)

• Any soldier can return to their HQ or a controlled CP and be fully restored to full hits (all bandages taken off)

• Dead players ‘DO NOT TALK’. Exception to use the call ‘DEAD MAN WALKING’ or ‘LINE OF FIRE’ etc

• If things are a bit hairy or you’re on your own in the middle of nowhere you make take an immediate KIA! Just put your hand in the air and call ‘DEAD MAN WALKING’ Otherwise you must stay on the ground for at least 2mins. There is NO limit to how long you stay dead in the field however.

Getting back in the action

• If a live team mate can get to you they must tie one of your bandages to you wrist to make you live again. To move a wounded player, place your hand on their shoulder.

• All bandaging must be stationary and if either player is hit during the Medic or during the move, both must take a KIA and head back to a CP or HQ has access to a radio pack.

• No firing or any other actions while bandaging.

• A hit is anywhere on the body or the gun a, if you think you've been hit, take it.

Medic rule - each squad can have 1 medic , who will be issued a medic bag containing morphine sachets (yer ok they sugar really) the medic may approach a wounded player with a bandage and apply a morphine sachet over the wound , ie sprinkle the sachet of sugar over the area and then count at a steady rate to 20, if they complete a 20 count then the medic may remove a bandage off the wounded player.

If at any point during this either are hit, they are BOTH KIA.

This medic action can only be done if the medic has a morphine sachet spare, hence he does not start the 20 count till he has used 1 - Medics will start with a limited amount in the morning and afternoon , but there will be a squad mission to gain more.

If the medic wanted to remove 2 bandages he must do the action twice .

A medic may do this action on himself with a ally helping and counting to 20 , but again if either is hit during this action both are KIA

Explosive Pyro Affects

You can not run from grenades !

• Small structures 5m x5m Whole building is cleared – inside only
• Large buildings – 5m hard cover has effect including floor to floor stair wells and corridors.
• 5m away – hard cover has effect – outside only

If hit by a pyro you are wounded or if out of bandages then KIA

Only Airsoft branded pyros are allowed - no home made pyro / booby traps etc , no remote dets unless given in game as part of a mission

Artillery strikes, 10m away, cover has no effect.

Restrictions.

NO reloading in the field (must be a CP or HQ) or at a live ammo crate.




Standing Orders

No man goes to war alone! If you find yourself alone, you can’t advance on a position or complete any tasks, you should go to ground and wait until re-enforcements arrive or fall back to your Squad flag or your HQ.

You can only leave a CP (after regen) if you have at least 1 live team mates to push off with so a squad of 2! (Hopefully they will be your squad members that have returned for you.)


Rules for load outs
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! grenades refers to explosive (ie mk5s etc )

1. Combat Soldier - Loadout
can use a Submachine gun/assault rifle/rifle 360fps
can carry 200rds per life
can carry 2 grenades per life

2. Pioneer / Engineer- loadout (1 per squad max)
can use a Submachine gun/assault rifle/ rifle 360fps
Can carry 200rds per life
Can carry 6 grenades per life

1. Medic - Loadout (1 per squad)
can use a Submachine gun/assault rifle/rifle 360fps
can carry 200rds per life
can carry 1 grenades per life
gets given medic bag

Uniforms restrictions
we ask all participants to make as much effort as possible for these games (no modern kit!) All uniforms must be period in look see the weapons and uniform section for full info

Weapons restrictions
All weapons must be period Airsoft weapons; the only exception is wood stocked M14s please see the weapons and uniform section for full info No support weapons , Mortars , zookas , tanks etc unless issued in game

HIGH CAP MAGS - non MG/support
everyone is asked to make sure they only run mid caps if possible; however some rifles aren’t released with the option. In which case high caps are allowed just be wary of the ammo limits.

Knives / Bayonets etc NO real ones at all , not even strapped up , plenty of plastic or rubber ones out there :)
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cjw957
Fought at the Battle of Agincourt
Fought at the Battle of Agincourt
Posts: 2579
Joined: Tue Aug 04, 2009 10:00 pm

Re: Rules for the event

Postby cjw957 » Mon Jan 18, 2016 3:30 pm

rule changes -

This a lower ammo limit than our normal games dropping down from 300 to 200 you can use in mags , also we are allowing those with small rifle mags like the k98 and mosins to reload in the field - hopefully this may encourage a lot more rifles in use :)

THERE ARE NO SUPPORT WEAPONS INCLUDING ZOOKAS MORTARS ETC UNLESS PROVIDED FOR THE MISSION

there will be rules added for Banzai charges but these will be preplanted into missions, and rules added later

there will be a japanese officer role added later on
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StevF99
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Re: Rules for the event

Postby StevF99 » Tue Feb 16, 2016 8:45 pm

If you issue mortars at certain points can i bring the TLSX firing Japanese knee mortar to use in those places?

Also any rules on sacrificing yourself with a pea grenade for the emperor?
Steve

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SnS SMLE, SnS No.4, ASG Sten gun, King Arms M1928A1, Projector Infantry Anti Tank, MkII 2" Mortar, Vickers .303
User avatar
cjw957
Fought at the Battle of Agincourt
Fought at the Battle of Agincourt
Posts: 2579
Joined: Tue Aug 04, 2009 10:00 pm

Re: Rules for the event

Postby cjw957 » Tue Feb 16, 2016 11:19 pm

there wont be any mortars fired at this game , not even any of our knee mortars :( but there will be at the weekender , way to many trees on the bit we are playing on

but if it changes will let you know :)
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