Post by kustom on Aug 15, 2009 20:14:19 GMT -5
FAH And Young’s Army Navy Present: Warlord II- Thunder 9/13/09
Majid’s Militia has switched up their tactics. Instead of confronting US-lead Coalition forces head-on, he has spread out his forces, and has taken hold of a mountainous and dense area in Afghanistan. As a part of his plan, Majid has stepped out of the limelight, and has put some of his top lieutenants in charge of his major operations, further insulating himself from US attention.
One area Majid has shown great interest is the Bouttrry Housseyn district, known to the locals as the Booty House, for grammatical reasons. Majid’s henchmen have begun fortifying this dense area with all manner of artillery and gun emplacements, a strange tactic for the normally mobile warlord.
The fortification of this area continues to this day, and has proven effective in halting Coalition armored forced. Numerous armored probes have been smashed in brutal battles over the past week, as Coalition tanks and APC’s have been shunted into a series of crossfires and tank traps, at an appalling cost of life.
General Morgan Painter, the US commander on the ground has decided a change in tactics is needed. Scaling down his armored support, he has begun to amass his infantry on the border of the Booty House, gathering SpecOps units, and preparing his assault.
Majids’s men, meanwhile, have begun to infiltrate the populace with spies and saboteurs, and have began importing military-grade weapons from anywhere they can in an attempt to fortify their position.
Both sides prepare for the struggle ahead, knowing that only one thing is certain: it isn’t gonna be easy.
OP Style: MILSIM
Cost: $10.00
Location: Young's Airsoft field at 1440 Pine Grove Trail, Lowell, MI 49331
ONLY COLD SMOKE ON THE FIELD. No exceptions.
0800 Begin Assembling
1000 Begin Briefing
1100 Game on
At 1700 we will break to re-arm for the final battle, after which we will have the raffle and all sorts of good stuff. If there's time later, we will have pistol, shotty games and such.
?? Lunch- it'll be on your own time, whenever you get hungry. The FAH girls will be grilling burgers and dogs, to save everyone a trip into town.
?? End
Age restriction: 14+ (younger if vouched for by a veteran player)
All players must have a current FAH/Young’s waiver on file before taking the field.
Here's a link to the PDF version of the waiver:
www.youngsarmy.com/Events/AirsoftWaiver2009PDF.pdf
There will be running water and electricity on site.
All MIA rules are in effect.
All players under 18 must wear full-face masks, IE an Airsoft or Paintball full-face mask. NO mesh goggles.
All weapons will be chronoe’d by FAH staff before taking the field.
MAG RESTRICTIONS
As this is a MILSIM style event, high-caps are strictly regulated. A player may bring 1 highcap with him/her. There is no limit to the number of mid/lowcap magazines a player may take.
Loose BB’s are allowed.
Support weapons may take their appropriate box/drum/whatever magazine, loose BB’s are allowed.
NO drum/box mags for any non-real-world support guns. No M4 box mags. Drum mags on proper RPKs are fine.
Sniper-type weapons may have as many mags as the owner wishes, and the owner may carry loose BB’s.
RADIOS
Each team will have it’s own radio frequency, and radios are STRONGLY RECOMMENDED.
RESPAWNS:
Respawns occur every fifteen minutes at the spawn site. At the 15-minute mark, all players inside the spawn point may respawn.
Special Rules:
Each leader has a special rule called “Reinforcements”
This can be used once per game, and will allow all players in the spawn point to respawn instantly, not matter how much time is remaining.
There will be other special rules for each commander as well, that will be revealed on the day of the game.
UNIVERSAL RULES:
Medics heal by using bands of tape, placed around the arm of the wounded soldier. A soldier can be healed twice in this fashion, once on each arm. Once a soldier has tape on both arms, he must go back to respawn at the spawn point, using the 15 minute spawn timer normally.
If a Medic is unavailable, or the soldier doesn't feel like waiting, he may voluntarily "bleed out" and head back to the spawn point as normal.
Trash bags will be supplied for the removal of tape at the spawn point, to ensure we keep the field clean. Upon entering the spawn point, each player must remove their tape of "heals" and throw it away.
Reinforcments:
Either commnader can use this rule once. When used, all firndly players currently in the spawn point may instantly spawn, regardless of the timer. To issue the order, the commander may physically tell the players to respawn as reinforcments, or may radio a team member near the spawn point to issue the order, but he MAY NOT radio a dead team member to issue the order.
Thus, to issue the order, the commander will have to be in the rear or have a radio-man next tothe spawn point. Optionally he may send a runner to issue the order.
Mission Brief for Warlord II
Insurgent Forces
Commander Abu Abbibbi
Can deploy Death Squads. Death squads may leave the playing field as causlaties with kill rags on, and assemble at the safe zone. They may then be targeted at the Coalition base camp.
Ths is the only target they may be sent against, although they may break off and attack other targets as they see fit.
The Death Squads consist of 5-7 players, and may include medics and the bomb-maker, but not the Militia Commander.
Death Squads are in the game as a smaller version of the Coalition Paratroopers. As the Militia has no air power, they must rely on troops inserted on foot. Therefore, they have a more limited range than the Paratroopers, but because of their knowledge of the terrain, it is possible to deploy much closer to the Coalition HQ, making life hell there.
Can use the reinforcements rule
Points if killed
“The Bomb-maker”
Only one who can place IED’s
IED”s must be in place for 45 mins to score points
Bomb maker must write down time and location of each IED deployed.
Bomb-maker cannot place IED's for the first 30 minutes of the game. This keeps militia forces form occupying and mining the city before US Coalition Forces have a chance to set up their own lines.
Points if killed
Medics
Use the standard Medic Rules
No points if killed
Insurgents:
No points if killed
If insurgents recover weapons, intel, it must be returned to their command area, the "crater" near the spawn point for points. Items not in that area will not be considered for scoring purposes when the game ends, even if Militia members are in possion of them at the time the game ends.
Coalition Forces
Gen. Painter
Can use the reinforcements rule once. Can call in Paratroopers with the permission of the ref. Paratroopers head out with red rags, go to the staging area, remove killrags, and enter play from anywhere in the staging area.
Paratroopers squad is maybe 5-7 guys. May include Medics, EOD/Demo techs, but not the General.
Points if killed.
EOD Tech
Can disarm any found IED's. Disarmament is accomplished by attaching 3 zip-ties (provided) to the IED. It is then inert. EOD player writes down the location and time of the completed disarmament for points determination after the game.
Points if killed.
Demo Tech
Destroys Militia artillery, using either cold smoke, if availiable, or by wrapping 3 strips of tape (provided) around the barrel of the weapon. All 3 strips must be on and continous to themselves to count.
Points if killed.
There is a netted in area at the Coalition HQ. All captured items/intel must be placed in this area to score points.
Captured items on eachside may be stolen by enemy forces.
If someone is carrying an item and they are hit, they drop it where they were hit. If revived by a medic, they may pick it up and continue normally.
Each time a character that is worth points dies, he must make a knot in the paracord (supplied) he carries. This applies even if he dies and is subsequently revived by a medic. The knots will help each player worth points keep track of his deaths without trying to remember them.
Civilian Role-Players
CRP's will be dressed in traditional "Hadji" style. They may move about the field as they please.
CRP's cannot pick up intel, weapons caches, or any objectives. They do not count for the purposes of occupying objectives.
CRP's may be armed with concealed weapons. It is a wise Coalition player that keeps his eye on CRP's. At any time, a CRP with a weapon may reveal it and attack Coalition forces. From this point on, that individual CRP is considered a hostile unit and may be fired upon by Coaltion forces.
ANY CRP's that have not performed this hostile action are still considered neutral. Even if a weapon is seen on a CRP, they must be treated as a neutral party until such point as they unholster/brandish said weapon in a threatening fashion, or open fire on a coalition player.
Any CRP that is hit deducts points from the Coalition score if they are not hostile at the point where they are hit.
Militia forces may not shoot at CRP's to deduct score from the Coalition players, though they may be accidntally hit during a firefight. As the CRP's may help Militia forces, it would behoove Milita players to watch their fire.
CRP's, if hit, they lay down "dead" where they are for 10 minutes, after which they resume normal play. When this occurs, the CRP goes back to being a neutral party, regardless of weather he was a hostile unit or not. The CRP, if he has a weapon, must conceal it again to resume play, so as to keep his neutral stance.
Once in the game as a neutral player for a minimum of 5 minutes, he may resume playing in a hostile manner, if he so chooses.
CRP's must act in a realistic and responsible manner, acting as if their own lives were at stake.
CRP's will not speak English. They may provide intelligence if requested from Coaltion players if requested, and if they have been issued any. They have the right to refuse to offer intelligence right off the bat, prompting coalition players to be aggressive and question them. If they reveal anything, it will be in broken English. It is up to the Coalition players to decipher and act on the provided info.
No outrageous conduct outside of MIA rules towards CRP's will be tolerated, such as laying hands on the CRP, rifle-butting, or shooting under engagement limits at them. Players getting too aggressive towards the CRP's will be summarily punished.
This is a game, guys.
CAMO RESTRICTIONS:
US-lead Coalition Forces:
Green-based (MARPAT, woodland, Tiger Stripe, Flecktarn, CADPAT, etc).
ACU/ABU
Militia Forces
Tan based (Multicam, DARPAT, all desert, etc)
Civilian, Contractor, black
For each team, you are required to wear the camo color of your team as an undershirt if you want to take your top/blouse off. No exceptions!!
For each team, there will be roles. Each role reflects what that team is trying to accomplish. Each role will require certain gear to “get right”.
UPDATE:
As we did last year, Young's Army Navy is going to be doing a raffle. We're still working out the details of what is going to be offered, and well have those up soon, but it's going to be good...
Also, TSD has kindly donated some swag for the raffle, about 35 pieces of merch, so your chances ofwinning something is quite good....
Young's will also be selling the usual assortment of ammo, green gas, silicone, etc at the event. If you would like anything in particular, PM either myself or bnb, and we will take care of it for you.
US Coalition Forces:
General Painter (Rdickson)
EOD 1
EOD2 (possible)
Demolitions: Rdickson (son)
Medic1 Nomad (friend)
Medic2 (possible)
Troopers
Insurgent Militia forces
Abu Abbabba (commander) (Infantry)
Bomb-maker1 London
Bomb-maker2(possible)
Medic1
Medic2 (possible)
Rebels
Role-Players
There is an opportunity for role players to get in on the action. Each role player will be required to dress up as Afghani citizens in a remote area.
Such dress should include:
Robes
Head-covering/shemagh
Scarf, decorative items
…Something to hide a gun under….;-)
The entry fee for all role-players will be waived.
Roughneck and crew ;-)
US based objectives:
Disarm any IED’s discovered
Demo any Militia artillery encountered
Kill Abu Abbabba
Locate/retrieve hidden weapons caches
Eliminate Militia members
Militia based objectives
IED key targets
Keep artillery from being demo’d
Kill General Painter
Move weapons to secret arms deal
Eliminate Coalition troopers
For each player that signs up, please specify what team, what camo you’ll be wearing, and what role you’d like. Roles will be assigned on a modified first-come, first served basis, as we will be adjusting for age and experience as well.
Roster:
US Coalition
Immortal+!!!!!20!!!!!
TMA+4
Odie532
AztecWarrior+2
Nomad+4
rdickson+3
Mike
Guys from the store +10
Jediandrew16
Smiller
J*A*Y+2
Thrash1army
TCP+2
BluecwSildier+2
Wolfbrigade+2
Kappa+4
Militia
FAH+10
Goku247
Littlecyclone+3
SFOD+5
Cobracon
Fas+1
Mike
Guys from the store +5
Chuck
QTip+1
Rebel405
Civilian Role players
Roughneck
Triggs
Koko Krisp
Majid’s Militia has switched up their tactics. Instead of confronting US-lead Coalition forces head-on, he has spread out his forces, and has taken hold of a mountainous and dense area in Afghanistan. As a part of his plan, Majid has stepped out of the limelight, and has put some of his top lieutenants in charge of his major operations, further insulating himself from US attention.
One area Majid has shown great interest is the Bouttrry Housseyn district, known to the locals as the Booty House, for grammatical reasons. Majid’s henchmen have begun fortifying this dense area with all manner of artillery and gun emplacements, a strange tactic for the normally mobile warlord.
The fortification of this area continues to this day, and has proven effective in halting Coalition armored forced. Numerous armored probes have been smashed in brutal battles over the past week, as Coalition tanks and APC’s have been shunted into a series of crossfires and tank traps, at an appalling cost of life.
General Morgan Painter, the US commander on the ground has decided a change in tactics is needed. Scaling down his armored support, he has begun to amass his infantry on the border of the Booty House, gathering SpecOps units, and preparing his assault.
Majids’s men, meanwhile, have begun to infiltrate the populace with spies and saboteurs, and have began importing military-grade weapons from anywhere they can in an attempt to fortify their position.
Both sides prepare for the struggle ahead, knowing that only one thing is certain: it isn’t gonna be easy.
OP Style: MILSIM
Cost: $10.00
Location: Young's Airsoft field at 1440 Pine Grove Trail, Lowell, MI 49331
ONLY COLD SMOKE ON THE FIELD. No exceptions.
0800 Begin Assembling
1000 Begin Briefing
1100 Game on
At 1700 we will break to re-arm for the final battle, after which we will have the raffle and all sorts of good stuff. If there's time later, we will have pistol, shotty games and such.
?? Lunch- it'll be on your own time, whenever you get hungry. The FAH girls will be grilling burgers and dogs, to save everyone a trip into town.
?? End
Age restriction: 14+ (younger if vouched for by a veteran player)
All players must have a current FAH/Young’s waiver on file before taking the field.
Here's a link to the PDF version of the waiver:
www.youngsarmy.com/Events/AirsoftWaiver2009PDF.pdf
There will be running water and electricity on site.
All MIA rules are in effect.
All players under 18 must wear full-face masks, IE an Airsoft or Paintball full-face mask. NO mesh goggles.
All weapons will be chronoe’d by FAH staff before taking the field.
MAG RESTRICTIONS
As this is a MILSIM style event, high-caps are strictly regulated. A player may bring 1 highcap with him/her. There is no limit to the number of mid/lowcap magazines a player may take.
Loose BB’s are allowed.
Support weapons may take their appropriate box/drum/whatever magazine, loose BB’s are allowed.
NO drum/box mags for any non-real-world support guns. No M4 box mags. Drum mags on proper RPKs are fine.
Sniper-type weapons may have as many mags as the owner wishes, and the owner may carry loose BB’s.
RADIOS
Each team will have it’s own radio frequency, and radios are STRONGLY RECOMMENDED.
RESPAWNS:
Respawns occur every fifteen minutes at the spawn site. At the 15-minute mark, all players inside the spawn point may respawn.
Special Rules:
Each leader has a special rule called “Reinforcements”
This can be used once per game, and will allow all players in the spawn point to respawn instantly, not matter how much time is remaining.
There will be other special rules for each commander as well, that will be revealed on the day of the game.
UNIVERSAL RULES:
Medics heal by using bands of tape, placed around the arm of the wounded soldier. A soldier can be healed twice in this fashion, once on each arm. Once a soldier has tape on both arms, he must go back to respawn at the spawn point, using the 15 minute spawn timer normally.
If a Medic is unavailable, or the soldier doesn't feel like waiting, he may voluntarily "bleed out" and head back to the spawn point as normal.
Trash bags will be supplied for the removal of tape at the spawn point, to ensure we keep the field clean. Upon entering the spawn point, each player must remove their tape of "heals" and throw it away.
Reinforcments:
Either commnader can use this rule once. When used, all firndly players currently in the spawn point may instantly spawn, regardless of the timer. To issue the order, the commander may physically tell the players to respawn as reinforcments, or may radio a team member near the spawn point to issue the order, but he MAY NOT radio a dead team member to issue the order.
Thus, to issue the order, the commander will have to be in the rear or have a radio-man next tothe spawn point. Optionally he may send a runner to issue the order.
Mission Brief for Warlord II
Insurgent Forces
Commander Abu Abbibbi
Can deploy Death Squads. Death squads may leave the playing field as causlaties with kill rags on, and assemble at the safe zone. They may then be targeted at the Coalition base camp.
Ths is the only target they may be sent against, although they may break off and attack other targets as they see fit.
The Death Squads consist of 5-7 players, and may include medics and the bomb-maker, but not the Militia Commander.
Death Squads are in the game as a smaller version of the Coalition Paratroopers. As the Militia has no air power, they must rely on troops inserted on foot. Therefore, they have a more limited range than the Paratroopers, but because of their knowledge of the terrain, it is possible to deploy much closer to the Coalition HQ, making life hell there.
Can use the reinforcements rule
Points if killed
“The Bomb-maker”
Only one who can place IED’s
IED”s must be in place for 45 mins to score points
Bomb maker must write down time and location of each IED deployed.
Bomb-maker cannot place IED's for the first 30 minutes of the game. This keeps militia forces form occupying and mining the city before US Coalition Forces have a chance to set up their own lines.
Points if killed
Medics
Use the standard Medic Rules
No points if killed
Insurgents:
No points if killed
If insurgents recover weapons, intel, it must be returned to their command area, the "crater" near the spawn point for points. Items not in that area will not be considered for scoring purposes when the game ends, even if Militia members are in possion of them at the time the game ends.
Coalition Forces
Gen. Painter
Can use the reinforcements rule once. Can call in Paratroopers with the permission of the ref. Paratroopers head out with red rags, go to the staging area, remove killrags, and enter play from anywhere in the staging area.
Paratroopers squad is maybe 5-7 guys. May include Medics, EOD/Demo techs, but not the General.
Points if killed.
EOD Tech
Can disarm any found IED's. Disarmament is accomplished by attaching 3 zip-ties (provided) to the IED. It is then inert. EOD player writes down the location and time of the completed disarmament for points determination after the game.
Points if killed.
Demo Tech
Destroys Militia artillery, using either cold smoke, if availiable, or by wrapping 3 strips of tape (provided) around the barrel of the weapon. All 3 strips must be on and continous to themselves to count.
Points if killed.
There is a netted in area at the Coalition HQ. All captured items/intel must be placed in this area to score points.
Captured items on eachside may be stolen by enemy forces.
If someone is carrying an item and they are hit, they drop it where they were hit. If revived by a medic, they may pick it up and continue normally.
Each time a character that is worth points dies, he must make a knot in the paracord (supplied) he carries. This applies even if he dies and is subsequently revived by a medic. The knots will help each player worth points keep track of his deaths without trying to remember them.
Civilian Role-Players
CRP's will be dressed in traditional "Hadji" style. They may move about the field as they please.
CRP's cannot pick up intel, weapons caches, or any objectives. They do not count for the purposes of occupying objectives.
CRP's may be armed with concealed weapons. It is a wise Coalition player that keeps his eye on CRP's. At any time, a CRP with a weapon may reveal it and attack Coalition forces. From this point on, that individual CRP is considered a hostile unit and may be fired upon by Coaltion forces.
ANY CRP's that have not performed this hostile action are still considered neutral. Even if a weapon is seen on a CRP, they must be treated as a neutral party until such point as they unholster/brandish said weapon in a threatening fashion, or open fire on a coalition player.
Any CRP that is hit deducts points from the Coalition score if they are not hostile at the point where they are hit.
Militia forces may not shoot at CRP's to deduct score from the Coalition players, though they may be accidntally hit during a firefight. As the CRP's may help Militia forces, it would behoove Milita players to watch their fire.
CRP's, if hit, they lay down "dead" where they are for 10 minutes, after which they resume normal play. When this occurs, the CRP goes back to being a neutral party, regardless of weather he was a hostile unit or not. The CRP, if he has a weapon, must conceal it again to resume play, so as to keep his neutral stance.
Once in the game as a neutral player for a minimum of 5 minutes, he may resume playing in a hostile manner, if he so chooses.
CRP's must act in a realistic and responsible manner, acting as if their own lives were at stake.
CRP's will not speak English. They may provide intelligence if requested from Coaltion players if requested, and if they have been issued any. They have the right to refuse to offer intelligence right off the bat, prompting coalition players to be aggressive and question them. If they reveal anything, it will be in broken English. It is up to the Coalition players to decipher and act on the provided info.
No outrageous conduct outside of MIA rules towards CRP's will be tolerated, such as laying hands on the CRP, rifle-butting, or shooting under engagement limits at them. Players getting too aggressive towards the CRP's will be summarily punished.
This is a game, guys.
CAMO RESTRICTIONS:
US-lead Coalition Forces:
Green-based (MARPAT, woodland, Tiger Stripe, Flecktarn, CADPAT, etc).
ACU/ABU
Militia Forces
Tan based (Multicam, DARPAT, all desert, etc)
Civilian, Contractor, black
For each team, you are required to wear the camo color of your team as an undershirt if you want to take your top/blouse off. No exceptions!!
For each team, there will be roles. Each role reflects what that team is trying to accomplish. Each role will require certain gear to “get right”.
UPDATE:
As we did last year, Young's Army Navy is going to be doing a raffle. We're still working out the details of what is going to be offered, and well have those up soon, but it's going to be good...
Also, TSD has kindly donated some swag for the raffle, about 35 pieces of merch, so your chances ofwinning something is quite good....
Young's will also be selling the usual assortment of ammo, green gas, silicone, etc at the event. If you would like anything in particular, PM either myself or bnb, and we will take care of it for you.
US Coalition Forces:
General Painter (Rdickson)
EOD 1
EOD2 (possible)
Demolitions: Rdickson (son)
Medic1 Nomad (friend)
Medic2 (possible)
Troopers
Insurgent Militia forces
Abu Abbabba (commander) (Infantry)
Bomb-maker1 London
Bomb-maker2(possible)
Medic1
Medic2 (possible)
Rebels
Role-Players
There is an opportunity for role players to get in on the action. Each role player will be required to dress up as Afghani citizens in a remote area.
Such dress should include:
Robes
Head-covering/shemagh
Scarf, decorative items
…Something to hide a gun under….;-)
The entry fee for all role-players will be waived.
Roughneck and crew ;-)
US based objectives:
Disarm any IED’s discovered
Demo any Militia artillery encountered
Kill Abu Abbabba
Locate/retrieve hidden weapons caches
Eliminate Militia members
Militia based objectives
IED key targets
Keep artillery from being demo’d
Kill General Painter
Move weapons to secret arms deal
Eliminate Coalition troopers
For each player that signs up, please specify what team, what camo you’ll be wearing, and what role you’d like. Roles will be assigned on a modified first-come, first served basis, as we will be adjusting for age and experience as well.
Roster:
US Coalition
Immortal+!!!!!20!!!!!
TMA+4
Odie532
AztecWarrior+2
Nomad+4
rdickson+3
Mike
Guys from the store +10
Jediandrew16
Smiller
J*A*Y+2
Thrash1army
TCP+2
BluecwSildier+2
Wolfbrigade+2
Kappa+4
Militia
FAH+10
Goku247
Littlecyclone+3
SFOD+5
Cobracon
Fas+1
Mike
Guys from the store +5
Chuck
QTip+1
Rebel405
Civilian Role players
Roughneck
Triggs
Koko Krisp