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Post by Mles on Jun 10, 2008 14:32:45 GMT -5
I am all for makin my AK's lookin like raggidy pieces o'shit. you should make extremelly strict camo regs for example ACU for an army squad and DARPAT for a marine squad and for the insurgants strictly civi's with bits of camo such as a tac vest or ammo pouches. weapons restrictions should only apply to US forces as the insurgant could be using captured weapons. Good points, especially the "captured weapons" part, but we would need a way to designate that it is captured, just to say.
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Post by Ghast on Jun 14, 2008 3:21:16 GMT -5
OH praise be to Allah for we might fight justly for him!
But seriously, I need to rock my Black and white Urban set with my AK and a ski mask, it's mandatory.
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Post by BoredKender on Jun 22, 2008 10:50:14 GMT -5
Maybe throw "hearts and minds" into the scenario as well? Get a few role-players to be non-combatant civilians. The US is not to engage until fired on, and must not shoot non-combatants.
Just a thought for milsim sake.
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Post by kustom on Jun 22, 2008 18:13:08 GMT -5
That's what I was thinking Kender, also with some suicide Jihadi's to blow up American occupied building's.
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Post by GrinchBiscuit on Jun 22, 2008 18:34:29 GMT -5
Just an FYI, some SF units are still rocking DCU's. Albeit RAID modified.
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Clampitt
New Member
When's the last time you lifted a 17000 lb gun?
Posts: 576
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Post by Clampitt on Jun 23, 2008 15:25:22 GMT -5
If the weapons restrictions are applied, (even if they aren't, but especially if they are) you need to have extremely strict ammo restrictions. US Soldiers/Marines have a much better supply chain carrying at a minimum 8 mags or so, Taliban most likely much less due to lack of proper gear (for the most part) Perhaps limit it to "however many mags you can fit in your pockets". Then let them throw it in their webgear and roll out. That would be a semi fair way to limit their ammo while letting them not lose anything.
And even on that, you could do all sorts of things especially dealing with respawns.
Taliban/Insurgents would have to have limited respawns (due to large numbers) and would most likely come back in large waves, where as US reinforcements could come in smaller numbers, but much quicker. Think of it as running from the edge of a village for insurgents, when the US can be flown/driven in by any number of vehicles.
15 minute respawns for insurgents, 10 minute respawns for US (5 if you want to add in something like holding a large clearing to allow for Helo insertions. Would be a good objective, I think)
This is where the big problem presents itself though for MILSIM. US is so well supplied, armed and organized that to be taken on and a fight be fair while retaining realism, that they must be significantly outnumbered. But that's where things like VB/IEDs and suicide bombers come into play. Insurgents could realize they're being over run, plant an IED as a trap and then leave for the US to go in, set it off, and then come back en mass reclaim their ground from a now very injured and combat ineffective US squad.
I'm rambling again. I'll try to think of some other ideas and write them out later.
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Post by Thor on Jun 23, 2008 15:41:55 GMT -5
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Post by Jumprefusal on Jun 23, 2008 15:53:07 GMT -5
If the weapons restrictions are applied, (even if they aren't, but especially if they are) you need to have extremely strict ammo restrictions. US Soldiers/Marines have a much better supply chain carrying at a minimum 8 mags or so, Taliban most likely much less due to lack of proper gear (for the most part) Perhaps limit it to "however many mags you can fit in your pockets". Then let them throw it in their webgear and roll out. That would be a semi fair way to limit their ammo while letting them not lose anything. I'm half agreeing and half disagreeing with you. In the initial stages of Afghanistan there was a fairly large problem with resupply, mostly due to the terrain being dealt with. The Taliban had thousands of caches scattered throughout the mountains, and it's close to the same in Iraq. The bad guys rarely have (had) a shortage of lead. The things they did have a shortage of though were NVGs, decent commo, intel, etc. Those are the things to focus on when trying to screw with the Taliban side of the game.
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Post by kustom on Jun 23, 2008 18:39:14 GMT -5
A lot of this has been discussed in the team threads, we're going to be doing some private (or invite only) Mini-Games based on the responses here to see what works and what doesn't.
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Clampitt
New Member
When's the last time you lifted a 17000 lb gun?
Posts: 576
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Post by Clampitt on Jun 24, 2008 13:12:07 GMT -5
I wasn't really thinking specifically for Afghanistan when I was writing that out. And I was going off what one of our captains was telling me about an SOP he had for carrying basically a shit ton of ammo. So much so that I don't think that your average insurgent would be carrying that much ammo on them, but have it stashed somewhere. I will go with your expertise seeing as how you were in theater.
I'm just not sure how you could put a shortage of equipment into play. I guess for intel the US could have nice maps while insurgents would get drawn ones or so? Intel on where objectives are and such? Or if playing at night, only allow a few of the Taliban to use their flashlights?
I'm gonna shut up and go riding.
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Post by Gentner on Jun 24, 2008 18:17:55 GMT -5
Blackwater/PMC security forces: Contractor style, mixed unit, little to no "heavy" weapons like M203's, SAW's, LAWS, etc Army/ Marines: ACU/ Multicam / MARPAT / DARPAT/ Desert (3 color, digi, chocolate chip) Squads would consist of 1. 1 Squad Leader 2. 1 Radio Operator 3. 1-2 grenadiers 4. ### of riflemen, no grenade launchers 5. 1 SAW gunner 6. Possibly 1 Designated Marksman ALL squad members would be required to have matching camo. a lot of this that has been suggested will be used in Operation Diamondback. From the 3rd Party individuals (PMCs, to Civilians, to Journalist etc) to the Cammo Regs, and I think that you are on the right track Kustom, however the only I have a beef with are how you approach some of your Camo regs. By all means, nothing is wrong with them, but for a nice MilSim event, here is how I would break it up. Camo-US Forces- ACU, MARPAT, DARPAT, DCU and Woodland. Insurgents/Role Players- Civi Clothes Now you may be wondering why these 5 Camos have been selected and I will try to disect it as clearly as I can. The said camo's, if you look in any sort of media (From CNN, books, etc) are what out troops are using in both Iraq and Afghanistan. As you already know, Army uses ACU, the Marines MARPAT, but what some people forget sometimes, is that the USAF and US Navy Units (From Security Forces, to EOD, to SEALs) a lot of times will use DCU's. Another thing that some, not all people, forget is that the Iraqi National Guard and Afghanistan National Army both wear the old Woodland Camo and 6 Desert Camo. But to be honest, not a lot of people will wear 6 Desert and thats the only reason I took it out of the category. But with these 5 camos you can make a hell of a scenareo and the idea you mention of having the US Side outnumberd is GREAT!!!!! NPF's (Neutrail Playing Forces)- Now I love the idea of having a NPF included into any MilSim Op. As they (From my experience) have been the ones who have been able to change the outcome of an Op. Now, for an Iraqi themed or Afghani Themed event, much like I have done with Diamondback, is incorperate Role Players, who will act as Field Marshalls as well as screwing with one particular side or both. Now for the Middle Eastern themed event, whats the key thing thats a problem for any Urban Warfare? CIVILIANs. And with a guerrilla style warfare like in Iraq and Afghanistan these Insurgents can blend in with the Indig Personnel, and open fire on a Convoy and basically disappear afterwords. So if you incorperate a Militia Group, who has weapons, and intel, it would make it an Objective for EACH team to fight for this Unit, as if you piss them off, they'll go help the other side. And if they have Intel, such as a list of Secondary Objectives, and give that to the opposing side, well they'll be gaining points which could win the Op. As for more tips and that, Ill post them when I have more time, Id like to eventually see some scenareos that you come up with. Yall are on the right track, keep it up.
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Post by Zorak on Jun 25, 2008 14:39:42 GMT -5
I've always thought that the importance of neutral forces needed to be minimized. Objectives involving trade with neutrals, capturing neutrals, etc, are all great, but they should not have a significant combat role. If they do have that role, then the focus of the op isn't milsim strategy or tactics, it's convincing the neuts to fight for you - which may be great for the few people doing the negotiating, but which is lame for the average airsofter who only knows that he spent the entire day fighting outnumbered 2:1 or 3:2.
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Post by Flipper on Jun 27, 2008 8:13:54 GMT -5
Sounds pretty great so far. I have done some research myself into Milsim, I have even asked a few friends that I have who are active military. As far as mags go, the usual amount is 6 on person one in gun for a total of 7. airsoft Ohio has some really good Milsim ideas in their archive section. I found the link to some good referance material: www.airsoftohio.com/forums/archive/index.php/f-69.html
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