Tebaga Gap - Flanking the Mareth Line

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daviz1987
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Tebaga Gap - Flanking the Mareth Line

Postby daviz1987 » Tue Apr 07, 2020 9:54 am

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Tebaga Gap - Flanking the Mareth Line

https://www.facebook.com/events/675956943213307/

Airsoft Event

Spec Ops Airsoft (The Rock)
14th & 16th August 2020

Story:
Tunisia, 1943. The Battle of Medenine was a costly failure for the 8th Army. At the Battle of the Mareth Line the Montgomery’s 8th Army was contained by the vast German defences. A daring move to the West, and then swiftly North, avoiding the Mareth Line is planned. The plan, Operation Supercharge II, with New Zealand Corps Reinforced by the 1st Armoured Division is intended to break through the 164th leichte Afrika Division and 21st Panzer Divisions defences of the dreaded Tebaga Gap.

The broken terrain of southern Tunisia, with difficult rocky ridge lines and desert with limited room for manoeuvre is lethal channeled ground, flanked by the expansive Djebal Tabaga on the left and Djebal Metab on the right!

Objectives:

• The British 8th Army is to break through the Tebaga Gap defences and head North towards the Mediterranean.

• The Duetsches Afrika Korps must hold the defensive lines and counter attack if needed. The British must not get through!

Bookings & Cost

Bookings:
All German & Italian Africa impressions will be acceptable along with all British Tropical Impressions. We understand that not everyone can afford British kit. feel free to bring American loadouts however emphais is on the British Victory in North Africa.

Ages 13-16 must be accompanied by a participating adult.
To book on please head to the Bookings page on our website;
https://frontline-events2019.wixsite.co ... t-bookings, in order to pick a specialised role please let us know.
The first 10 people to book on and pay in full receive a gift pack!
• Full Weekend Event, 60-80 spaces - £80. £40 deposit to secure place, full payment upon signing in at event.
• Saturday or Sunday - £40 per day. £20 deposit to secure place, full payment upon signing in at event.
• Limited Sniper Roles (4 Slots per side)
• Engineer Roles (Special Task)

Rental Kits:
Rental kits will be available for this event in the following options:
• German Heer – Tunic, trousers, gaiters, webbing, helmet and gun.
• American Gi – Jacket, trousers, gaiters, webbing helmet and gun.
Please note that tropical kits are not available for hire. Prices will be fixed £25 per kit.*

*Price may vary depending on weapon:
• Standard weapons - £25 for the weekend
• Machine gun + Unlimited Ammunition - £35 for the weekend

Included in Cost:
• Site hire
• Large Camp Site
• Insurance
• In Game meals provided
• Social in the evening

Ration Cards:
Ration cards are available allowing you to eat in the scoff tent.
• Ration Card 1/4 (Saturday Breakfast or evening meal) - £8
• Ration Card 1/2 (Saturday Breakfast and Dinner) - £12
• Ration Card 1 (Both Days Breakfast and dinner) - £20

RULES

SAFETY

1. FPS Limits:
All weapons will be chronographed on arrival and may be subject to a random chronograph through the day.
• Pistol – 350fps
• Shotgun – 350fps
• Rifle (Bolt Action) – 350fps
• Rifle (Semi Auto) – 350fps
• SMG (Full Auto) – 350fps
• Automatic Rifle (Full Auto) – 350fps
• Machine gunner – 350fps
• Sniper (Semi Auto) – 400fps (30meter Minimum Engagement Distance)
• Sniper (Bolt Action) – 500fps (30meter Minimum Engagement Distance)

Co2 and HPA airsoft guns are welcome. They must meet the FPS limit required.

Absolutely under no circumstances are red, pink or orange smokes to be used, these are distress signal colours fornthe coast guard!

2. Medication:
If there is a player here that requires medication, inhalers or epi pens, Please make yourself known to the Marshals. We will then make sure the location of said medication is marked and easily located on your person in the unlikely event that you will not be able to administer it yourself.

3. Real Time Casualty:
• If someone becomes a real time casualty shout "STOP! STOP! STOP!" followed by “CASUALTY!” to nearby PLAYERS and Marshals.
• When you hear “STOP! STOP! STOP!” you must instantly cease all activity. Place your weapons down in the direction you are facing and wait where you are. Do not remove magazines or tamper with weapons in case of further investigation.
• If a marshal is not there quickly, use communications via mobile phone to (+44)07377676965 or (+44)07772168711, give your location and mechanism of injury and await assistance.

4. MED Plan:
The nearest hospital is Portland Hospital, approximately 8 minutes away. If the casualty has a minor injury we will take him or her to the A&E department, in the event of a major casualty 999 will be called and the casualty will be taken in an ambulance. The ambulance RV will be at the main gate.

5. Fire:
In the event of a fire, shout, "STOP! STOP! STOP!" followed by “FIRE!” to nearby PLAYERS and Marshals. If the fire can be contained by Marshals the game will resume, in the event that the fire cannot be contained, players must move to the fire muster point and 999 will be called. There RV for fire engines will be at the main gate.

Game Specific Rules:
• No Pyrotechnics or weapons must be used outside of game hours.
• No lone wolves.
• Do not cheat, you will be asked to leave.
• Sufficient eye protection must be worn.
• Sturdy foot wear should be worn to avoid ankle and foot injury.
• Drinking water must be carried for consumption to avoid dehydration.
• A form of white light (torch) must be carried at all times.
• Some form of whistle must be carried for emergency.
• A white bandage must be carried at all times.
• To leave the spawn zone you must have a squad leader.
• Automatic is permitted indoors, however bursts of 3-5 will do fine.
• Vehicles must have lights on when moving during dark hours.

1. Water:
Ensure that you bring sufficient drinking water and water bottle, a soldier cannot survive of cans of pop and Monster alone.

2. Ammunition Count:
• Pistol – 2 Magazines
• Shotgun – 100 Rounds
• Rifle (Bolt Action) – 100 Rounds
• Rifle (Semi Auto) – 100 Rounds
• SMG (Full Auto) – 300 Rounds
• Automatic Rifle (Full Auto) – 200 Rounds
• Machine gunner – 2000 Rounds
• Sniper – 50 Rounds
• Anti-Tank – 2 Rockets
Extra ammo may be carried in metal ammo container e.g. MG34 Trommel or .30cal box. (Tins can be issued)

3. Classes:
• Section Commander – It is your role to ensure your section is kept together and is working efficiently to carry out your orders and your commander’s intent. You must also manage water, ammunition and casualties. Look after your men and they will work hard for you. (To be a section commander please dress appropriately, and act the part e.g. sergeant stripes.)


• Rifleman – You are the back bone of the modern fighting force. Your role is to obey direction from your section commander to win the fire fight or use your quick thinking to outflank the enemy position. Put in maximum effort and you will be rewarded by your superiors. You will also be needed to carry extra ammunition for your machine gunners and section!

• Automatic Rifleman – Your role is simple. You are a rifleman with an added capability, the ability of sustained and accurate automatic rifle fire. Keep the enemies heads down as you fire during the assault.

• Machine Gunner – You are the heavy support that your section needs to win a fire fight, although the machine gun is heavy, you have fire superiority over the enemy fire teams. You can only use this weapon in two roles. You may fire from a sustained fire position (bipod deployed) or fire from the hip on the assault. A point to note is that you will need a number two to carry the ammunition tins needed to keep the gun firing!

• Sniper – Snipers are integrated into the sections. They can use their keen eye to spot out key enemy machine gunners and section commanders in order to create chaos. These are limited to one per section and must work within the section. At absolutely no point in time will the sniper be allowed to lone wolf unless he has been briefed for a special mission. The sniper must carry a pistol and will not be allowed to play without one due to the minimum engagement range of 30 meters.

• Anti-Tank – Your role is to destroy vehicles and emplacements. Use your rockets wisely as your team may be relying on you!

• Assault Engineer – Engineers like to think they are the workers of the Army. They will be given special tasks from laying mines, demolitions or even building obstacles to slow down and enemy force.

• Medic – The Medic, although unarmed but protected under the 1864 Geneva Convention, is still a huge asset and is the life line of the Platoon. At times he may be running around like a headless chicken to breathe life back into players. He should also strive to check on your actual health making sure you have drank enough water or eaten enough food. Look after your medic. He will be the angel on your shoulders.
The medic will carry 5 red bloody bandages.

4. Spawning:
When you spawn in the SPAWN ZONE you will be with your section and section commander. You cannot leave the spawn zone without the section commander.
Your SPAWN ZONE will be your HQ.

5. Surrendering:

You have the option to surrender yourself! If you surrender you must have your weapon slung and approach the enemy with your hands held above your head. You will have to conform to a search and then maybe taken to the enemy HQ for questioning before being released. Be warned, some SOLDIERS may not take you prisoner! (No personal effects can be confiscated, Weapons can be held for the captured PLAYER until PLAYER is released.)

6. HQ:
Your HQ will consist of an Aid station (Marked with Red Cross) and a HQ Element (e.g. HQ Tent) where you will spawn from.

7. Game Casualty:
You are a casualty in play if:
• You are Melee killed (Another PLAYER puts his hand on you and states, “Knife!” or bayonetted).
• You are struck by a BB.
• You stand on a mine. (Big bang and white dust)
• You are 5 meters from a pyro technique explosion. (Including mines)
• You are in a room with pyro techniques and not behind hard cover. (Concrete)

Actions on casualty:
• You must role play your own injury for 5 minutes. (Fall down screaming holding area where shot)
• After 5 minutes, return to spawn zone.
*If you become a casualty during dark hours you must use white light to denote that you are dead.

8. Dead:
You are dead if you are wearing a white bandage and:
• You are Melee killed (Another PLAYER puts his hand on you and states, “Knife!” or bayonetted).
• You are struck by a BB.
• You stand on a mine. (Big bang and white dust)
• You are 5 meters from a pyro technique explosion. (Including mines)
• You are in a room with pyro techniques and not behind hard cover. (Concrete)

9. Revive/Respawn:
You can be revived by:
• Another PLAYER can apply YOUR bandage to revive you.
• Injured SOLDIERS can be moved, however must be carried. (If you can)
• A Medic PLAYER can revive you to a second life by applying a RED (bloodied) bandage. This is to allow you to walk injured back to the spawn zone.

10. Vehicles:
All in play vehicles will be issued with white smoke. White smoke is to be ignited when the vehicle is immobilised or disabled.
• Soft Skin Vehicles (Jeep, Kubelwagen, Opel Blitz) – These vehicles can be disabled with grenades, this does not kill the occupants inside the vehicle. If these vehicles are hit with rockets, mines or charges they will be destroyed and all occupants killed.

• Armoured Vehicle (Halftrack, Sherman, Stug) – Rockets, mines and explosives charges will be required to damage these hefty vehicles. When the vehicle is truck once by mine, rocket or charge the vehicle and crew are all dead. White smoke will be used to show the vehicle is destroyed.

11. Bunkers:
Once a bunker has been contacted you will only have two option to deal with the situation.
• Retreat – Call the “Retreat” and fall back from the bunker completely.

• Assault – Begin an assault on the bunker and neutralize the threat. Firing through the vision slits will not simply kill the combatants but will supress them for 3 seconds. A grenade, anti-tank rocket or satchel charge will completely disable a bunker.
Last edited by daviz1987 on Thu Apr 16, 2020 8:46 pm, edited 6 times in total.
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Re: Tebaga Gap - Flanking the Mareth Line

Postby daviz1987 » Tue Apr 07, 2020 9:55 am

Cover_Art_Mareth_Line.jpg


TEBAGA GAP
Flanking the Mareth Line
Confirmed Bookings

DEUTSCHES AFRIKA KORPS:
1. Danyal Davies – Crew (Platoon Commander)
2. Michael Card – Crew
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Engineers:
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Medics:
1. Beau Dobson – Crew (Medic)
2. Peter Dobson – Crew (Medic)

BRITISH 8th ARMY:
1. Kiel Squires – Crew (LRDG Platoon Commander)
2. Max Lowe – Crew (Platoon Commander)
3. Adds Williams – Crew (Platoon 2ic)
4. Andy Dobson – Crew (Platoon Sergeant)
5. George Brooks – Deposit – Gift Pack!
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Engineers:
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Medics:
1. Michael Dobson – Crew (Medic)
2. Zack Dobson – Crew (Medic)
Last edited by daviz1987 on Thu Apr 16, 2020 8:43 pm, edited 1 time in total.
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Re: Tebaga Gap - Flanking the Mareth Line

Postby TheChef » Thu Apr 16, 2020 10:54 am

Is this at the Spec Ops (The Rock) site? Pity it's so far south as it would be good to get the Afrika Korp kit out again.
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Re: Tebaga Gap - Flanking the Mareth Line

Postby Hänschen klein » Thu Apr 16, 2020 12:14 pm

Am I beinga bit Duff I cannot see where it is being held??
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Re: Tebaga Gap - Flanking the Mareth Line

Postby daviz1987 » Thu Apr 16, 2020 8:42 pm

TheChef wrote:Is this at the Spec Ops (The Rock) site? Pity it's so far south as it would be good to get the Afrika Korp kit out again.


Hello Chef, yes it is Spec Ops - The Rock
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Re: Tebaga Gap - Flanking the Mareth Line

Postby daviz1987 » Thu Apr 16, 2020 8:43 pm

Hänschen klein wrote:Am I beinga bit Duff I cannot see where it is being held??


Hello, sorry I missed it off the description, Spec Ops - The Rock will be the location.
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Re: Tebaga Gap - Flanking the Mareth Line

Postby jerry a trick. » Sat Apr 18, 2020 7:42 am

hi buddy
i am interested in this game as its probably closer to me than a lot of other players & i would need to hire british kit but i am not going to book on until closer the date .
personally i don't think the country will be open for any public or organization gatherings of any kind.
if you think about whats been said by the gov "it could be a year or so before we even see any antidote" & until the gov find one we will all still have to keep are distance from each other.
if everything goes back to how it was or to the best it can then i will be coming.
the rock is such a great place to hold african games.
see ya













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Re: Tebaga Gap - Flanking the Mareth Line

Postby daviz1987 » Sat Apr 18, 2020 2:51 pm

jerry a trick. wrote:hi buddy
i am interested in this game as its probably closer to me than a lot of other players & i would need to hire british kit but i am not going to book on until closer the date .
personally i don't think the country will be open for any public or organization gatherings of any kind.
if you think about whats been said by the gov "it could be a year or so before we even see any antidote" & until the gov find one we will all still have to keep are distance from each other.
if everything goes back to how it was or to the best it can then i will be coming.
the rock is such a great place to hold african games.
see ya

Hiya mate, we are hopeful that the game will be going ahead, if not the dates will be moved to the right (worst case scenario).

As for hire kit, we are unsure we will be able to provide British kit at this time with no income for the company, however worst case scenario will be that people can use Bmerican equipment.












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Re: Tebaga Gap - Flanking the Mareth Line

Postby MartinR » Sun Apr 19, 2020 7:14 am

Nobody knows if and when the lock down will end or what it will look like.

We can only hope for the best and plan for the worst.

Ive only played that Portland site once (for Il Giogo Pass) but it is amazing and worth the drive. When I hauled down there before I combined it with a trip to Bovington.
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Re: Tebaga Gap - Flanking the Mareth Line

Postby daviz1987 » Wed Apr 22, 2020 4:40 pm

MartinR wrote:Nobody knows if and when the lock down will end or what it will look like.

We can only hope for the best and plan for the worst.

Ive only played that Portland site once (for Il Giogo Pass) but it is amazing and worth the drive. When I hauled down there before I combined it with a trip to Bovington.


Well said Martin, we must all live in hope that we can return to normal.

Keep safe guys.
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