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Author Topic: MilSim: Operation Trident 7/25/2015 (July 25th)  (Read 45153 times)

Abbot

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MilSim: Operation Trident 7/25/2015 (July 25th)
« on: June 22, 2015, 01:52:17 PM »
Operation: Trident

AO Map:



Where:
TCPaintball
3262 McConnell Highway,
Charlotte MI

When:
07/25/2015

Cost:
$20

Scenario:
In a sudden bold movement, a highly trained group of freelancers, known as Dice, insert into the virtually unprepared Grodno Region of Belarus. They quickly and efficiently establish security on all four sides and prepare for all-out assault.
The US, unwilling to advance troops so deep in Europe, merely must content with putting an embargo on the Grodno Region in order to cut off all supplies from Dice and forcing them to move out. However, unknown to the US, Grodno forms an underground chain of supplies and keeps afloat.
CAG is finally ordered to insert into Belarus and take back the key city of Lida which controls the main road in and out of Grodna. The Grodna underground  coordinates with CAG and assists them in their insertion.

Teams
Green Team
     Dice:
      Woodland, Woodland MARPAT

Tan Team
     CAG:
      Multicam, DCU, Desert MARPAT
     Grodna Underground:
      Civilian Attire, Solid colors NO CAMO.
         
Objectives:
1: Hold village sections (1 point per-section) 
2: Take/Hold key positions (1point each per break):
   Church
   Town Hall
   Artillery
   Woods Cabin
3: Hold (Dice) or Detonate (Coalition) Town Bridge(1 point)
4: Capture (Dice) or Rescue (Coalition) Downed Pilot and HVT (1 point each)

Timeframe:
1030: Players Arrive, Registration, Chrono
1100: Gameplay Begins, Players must help establish “Un-Capturable” Spawn/Company HQ using canopies and tables. Company briefing, loading, etc.
1130: Players Inserted onto the field, field wars begin
1200: First and second Objected Issued
1300: Break
1400: Players re-inserted, third and fourth Objective Issued
1500: Final surprise objective issues
1600: Games End
1615: Debriefing

Objectives in detail:

Hold village sections
The field will be divided between the village, woods, and mounds. One point is given for each section held at break and then at game’s end. The field is held by changing the flag to the teams color.
If a field is held, HQ must leave a minimum of two players (guards) on the field until such a time as the field is retaken. The players can be relieved by other players.

Take/Hold Key Positions
These positions (Church, Town Hall, Artillery, Woods Cabin) can be used as spawns and give a point to the team that holds it at break and game’s end.

Hold or Detonate Town Bridge
Three players from the Coalition are the designated “engineers” of the team. These players alone can detonate the bridge. These players must attach two bombs to the bridge and start the five minute timer to detonate the town bridge, thus giving a point to the team. If, by game’s end, the bridge has not been blown, Dice receives a point. The refs can decide after break if they want to put the bridge back into play for a second detonation after the break.

Capture/Rescue Downed Pilot and HVT
Both teams must attempt to take the dummy, or “downed pilot”, in the village and/or also the HVT, dropped in the Mounds field. One point is given for each. Teams need not take both to receive a point.

How to Win:
Hold more points than the opposing team at Debriefing.

Weaponry Rules:
Mid-Caps only. Hi-Caps are not allowed AT ALL unless used by a designated LMG replica(e.g. M249, RPK, PKM, M60, Mk46, Mk43, etc.)

All players are restricted to semi-auto on the field. No full auto is allowed besides the LMG replicas listed above.

FPS (MiA Standards used):

• 1.0 - 340.9 fps - Arms length engagement limit


• 341.0 - 400.9 fps - 20 foot engagement limit


• 401.0 - 540.9 fps – 50 foot engagement limit, bolt action or permanent* semi-auto replicas only


• 541.0+ fps - Prohibited or allowed with permission of event organizer only

P*, SMP, and other HPA systems are limited to 1.55 joules.

*Permanent semi-auto refers to replicas that do not have full-auto fire capability, no matter how the selector switch or other user input device is manipulated.

Medic Rules:
Each player is expected to call himself out when hit on any part of his body and/or gear on his person. Gun hits and ricochets are not counted as hits. DEAD MEN TELL NO TALES! DEAD MEN DO NOT TALK!
When hit, the player can choose to either be medic-ed back in, or respawn. And unlimited use of each is allowed. Each side has a max of two medics. These medics will use arm-bands (each medic has a limited amount, but can replenish his supply at base) to medic players back into the game. After the second hit, the player must spawn at either the team’s “un-capturable” or one of the “Key Positions” listed above. A player cannot move from the place at which he was hit unless to move out of the firing line. An in-game player can move a “hit” player by keeping in contact with him and escorting him where he will.

Vehicle Rules
Vehicles are allowed during this game, but only as a means of transportation and expedient distribution to the fields of play. They will move on the road on the outside of the fields and out of play areas, no fire will be given or received by those on the vehicles.
Upon extraction from a field, the squad must report to the CO for orders. The squad can request transportation from the CO and a vehicle can be accommodated to expediently insert the troops. Their will also be a "scout vehicle" on the field allowing for the squad to be able to scout the field they are about to insert into.

Requirements:
-Players must be 16+
-Players must have full seal goggles, SHOOTING GLASSES ARE NOT ALLOWED
-Airsoft Replica
-Red Scarf, "Dead Rag"

Recommended:
-Radio
-Hydration
-Good Shoes
-LBV or other system
-Change of clothes and shoes, just in case

Payment can be made here::
https://www.vantora.com/paintball/tcpaintball-lansing/registration/default.asp?id2=72743
Pre-paying by July 7th will get you 10% off your BB purchase.
« Last Edit: July 21, 2015, 09:55:34 AM by Abbot »

Abbot

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #1 on: June 22, 2015, 02:04:49 PM »
Roster

Total attending: 42 + staff

Green Team
DICE CO:

Alpha Team:
Team Leader: Puma1
Snarf
Elivs +1
Lloyd
Jakeob C
Stache
Patrick Crouch

Bravo Team:
RESERVED FOR GSAT

Charlie Team:
Team Leader: Veles
Veles +4
Praetor



Tan Team
Coalition CO: Scotty

CAG Assault Squad A:
Squad Leader: Sev
Spidey
Ecthelion
Ajax
Caesar
Thunder
Harvester

CAG Assault Squad B:
Squad Leader :
Zzan
Marauder
Hunt
Blondie

CAG Engineer Squad (only three open positions):
Engineer Positions: RESERVED FOR CJA
Simon
Puggy
Shep
Glasses
Cousens5

Grodna Resistance:
Resistance Leader:
Predator
Reaper
Prophet
Drlou +2
Grizzly


Technicals and Drivers
Vehicle and Driver #1: Chris C (truck)
Vehicle and Driver #2: Elvis/Lloyd (gokart)
Vehicle and Driver #3:
Scout Vehicle and Driver:

-CO's must be approved by me. If you'd like to take a leadership role, contact me
-Vehicle Drivers must be 21 or older, and both the vehicle and driver must be approved by myself.

« Last Edit: July 22, 2015, 10:32:18 AM by Abbot »

Troubadour

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #2 on: June 22, 2015, 02:43:33 PM »
This might be a thing. I might be interested in taking up a leadership role, will let ya know.

Uno question, senor. Is full-auto allowed for rifle based replicas?
« Last Edit: June 22, 2015, 02:45:40 PM by Troubadour »
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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #3 on: June 22, 2015, 02:52:37 PM »
I forgot to make mention of it... I admire what you and the Bastards have done in restricting guns to semi auto only, and we are going to do the same for this game. All guns will be restricted to semi-auto only besides designated LMGs.

Troubadour

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #4 on: June 22, 2015, 02:56:46 PM »
I forgot to make mention of it... I admire what you and the Bastards have done in restricting guns to semi auto only, and we are going to do the same for this game. All guns will be restricted to semi-auto only besides designated LMGs.

That makes me erect in the penis. Yeah, I'll let you know soon, but more than likely I'll be coming out to this. Need to get some trigger time in at some point.
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Snarf

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #5 on: June 22, 2015, 03:25:13 PM »
Ooh, finally something that I can go to. Sign me up for DICE Alpha Team.

I signed the online waiver, but there was no payment involved. Do I just pay at the door?

I forgot to make mention of it... I admire what you and the Bastards have done in restricting guns to semi auto only, and we are going to do the same for this game. All guns will be restricted to semi-auto only besides designated LMGs.

And while you're at it, you mind as well do the usual 1.55J cap on HPA.
« Last Edit: June 22, 2015, 03:27:39 PM by Snarf »

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #6 on: June 22, 2015, 05:31:42 PM »
Some variety in the Michigan MilSim arena? Awesome! I'll talk to my guys.
-Stinger

YouTube Channel: www.youtube.com/user/CStingerGhost1
"Think of yourselves as a hand. Each of you is a finger, and without the others you're useless."

Abbot

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #7 on: June 22, 2015, 06:50:02 PM »
Troub, we'd be glad to have ya aboard.

Snarf, my bad. I'll get that fixed tonight. And yes, the limit is 1.55 joules. Something else I should have mentioned. Will be corrected tonight.

Abbot

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #8 on: June 23, 2015, 01:25:50 PM »
Necro for update:

We are working on a proper link for the pre-register. Pre-register will get you a 10% off a bb purchase.

Snarf

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #9 on: June 23, 2015, 07:37:45 PM »
What brands and weights of BBs?

Abbot

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #10 on: June 23, 2015, 10:34:43 PM »
Valken and Elite Force. I know TCP has .20 and .25, not sure about any higher ones...

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #11 on: June 24, 2015, 10:26:34 AM »
Sign me up for DICE, put Lloyd down as a maybe, and for DICE as well.

Abbot

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #12 on: June 24, 2015, 12:22:02 PM »
Roster updated.
If you guys have a vehicle you wouldn't mind using (i.e. Golf Carts, beat-up trucks, etc.) PM me, we can use it as a transport vehicle for troop distribution and extraction.

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #13 on: June 24, 2015, 02:15:22 PM »
Please put me down for Alpha Team, Green Side.

This should be a fun one.
King Arms 'CQB' M4 -- King Arms 20" DMR -- King Arms 16" Rifle.
M81, Digital Marpat and Multicam.

My Buy/Sell ratings from 'old' MIA

Abbot

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Re: MilSim: Operation Trident 7/25/2015 (July 25th)
« Reply #14 on: June 24, 2015, 03:01:56 PM »
The waiver is now updated and prepayments are all set. They have also dropped the price on this one to $20.