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31
Airsoft Events / 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.

32
After Action Reports / Re: AAR 6/20 White Mountain
« on: June 21, 2015, 04:06:18 PM »
Phalanx brought a photographer, and we'll have pics up asap. But most of them will be of Bulldog 1...

33
After Action Reports / Re: AAR 6/20 White Mountain
« on: June 21, 2015, 03:10:30 PM »
I would like to thank Mosin, Troub, Marshy ebn Shaqashakeazulamahamke, and the rest of the Bastards for hosting an amazing and memorable game. It was truly worth it's weight in goats. Gold! I meant gold...

Anyway, the first half of the game was quite the whooping for JSOC. Task Force Phalanx was the Alpha 1/3 of Bulldog 1 which was tasked with swinging around the west of the field, taking West Point and the Hellicopter and striking the village from the North while the Ranger elements and Bulldog 2, the rest of MARSOC, assaulted the village from the South. My thanks to Kurt (Charlie squad) for helping me with locations and communication... I've only been to Hells Survivors a couple times. Bulldog encountered zero resistance on its trek to the North of the village, taking spawns as we went. Upon reaching the outskirts of the AJA-held village, Phalanx (Bulldog 1-Alpha) encountered light resistance, which quickly turned into heavy resistance and after I'd say 10-20 minutes of fighting had decimated Bulldog 1 with perhaps 4 survivors.  The 4 survivors took Area 51 to provide Bulldog 1 with a spawn. Upon exiting spawn, we learned that the Rangers and Bulldog 2 had pushed AJA from the city. We were ordered to move through the city (which was about to be designated out-of-play and spawn at the entrance.

After spawning, Bulldog 1 took Area 51 and held it for an unknown amount of time while the Rangers were fighting up along Tobacco road to the north and to the east. The bridge acted as a bottle-neck, keeping AJA from taking Area 51. I sent a scout to report the Ranger's positions and received contact from Mosin asking to speak with the Rangers. I sent my scout back and told him to get the Rangers to contact Mosin, I'm unsure if they did or not. The Rangers captain then came to me at 51 and reported that they were stretched out in a thin line along the road and were being heavily assaulted by AJA. We decided to attempt to relieve them, leaving five shooters at Area 51.

On the road, we quickly met mid-high resistance and had to take cover. Then, over a hill, I spotted 6-7 heads pop over the edge and open fire upon Bulldog 1 from just on the other side of the road... Bulldog 1 was combat ineffective after less than a minute. I applaud AJA for an amazing job of stealth. We then were ordered to redcon back to the staging area (crossing through the city, witnessing the deadly effect of the oh-so-deadly suicide bombers!) for a secret squirrel mission: the mortar strike on area 51.

Most of Bulldog 1 and the Ranger elements accompanying us were exhausted and extremely low on ammo. Half of Phalanx made it back to staging late and we weren't able to move for at least fifteen minutes. The Rangers were sent first carrying the first mortar to West Point. Bulldog 1 then followed with the last two and made it successfully to West Point without contact.

Apparently, the mortars are what caused JSOC to take down Area 51, but to us, we were merely babysitting a pointless objective. I dispersed Bulldog 1 and the Ranger elements with us along the road, creating a defensive line. After some time of stalemate, the AJA then came down the road at West Point, slowly gaining momentum, pushing us out and back to the main building. In confusion, someone said we were allowed to move the mortars... we found out later it was against the rules, but at the time, their was no choice but to go with what other were telling me was allowed. I ordered the mortars moved back about 50 yards from their original position. With the mortars pulling out, the entire force was retreating in chaos with them. I was able to gain their attention and ordered Phalanx on the flanks and center and the rest of Bulldog 1 and the Ranger elements spread out along with us. I then received the call and confirmed that at 1400 I was to remove my forces to the staging area for lunch. Ten minutes. We decided this was the line in the sand, and held for ten minutes, despite the Rangers asking their troops to withdraw, an order I asked them to rescind. In the last 30 seconds, the remainder of my men were killed, but the game was over before the mortar tubes could be taken. 1400, lunch and a well needed break.

I felt the break was very well managed with most of Bulldog 1 and 2 being assembled and ready at 1500 to go, but the Rangers were still loading up. The Rangers were ordered to move up and around to the extreme West and Bulldog 1 was ordered to go along Tobacco road the Helicopter. The whole IED rules for that game were not very well explained, I'm sorry to say. I still didn't understand them after being told twice... Maybe it was just me. We Upon entrance of the field, Bulldog 1's Bravo squad (our scouts) ran into contact. All elements of Bulldog 1 and 2 were eliminated within ten minutes of entrance. We decided, then to move up and around to the top of the hill and take the fortress and trenches around it. This position we held, despite the AJA's attempt to flank around our positions, and a foothold was created. We then began a sweep down the hill and destroyed the enemy as we went, quickly ending all resistance. On the road, we captured four prisoners which Mosin was cool enough to let us have a hostage battle with... While Troub interrogated them (doing a fine job of it) we discovered that their favorite color was "blue- no, yellow!" and other valuable intel... We held them despite deadly resistance (not really any at all) and heavy losses (we didn't have any casualties...). Let's face it, they didn't care about those hostages. But that's ok, because Troub had already executed one after interrogating him. That patriot!

The rest of the was ended up as a routing of the AJA all the way back to the Hellicopter where resistance became heavier. Mosin said he would come and help us and bring a division, "I'll do my best," and was requested to bring beer, "That I can do." But after some time, we found that for the final four minutes or so we were friendly firing with Charlie squad of Bulldog 1... oops... Oh well. Kurt had captured Marshy (ebn Shaqashakeazulamahamke) and our new objective was to extract him to the staging area. A job we were honored to do! That was honestly one of the funnest times I've ever had... With Marshy "fighting back", grabbing onto trees (which we simply spun him around on till the bark became too painful... sorry Marshwiggle), pushing back, even pulling a 226 on us and killing three shooters. We dragged him successfully to the staging area. A great success and rousing victory. I had a great time and plan on attending the next Bastards' event. Thanks for a good one, guys!

34
The Gallery / Re: Recent Acquisition Thread
« on: June 17, 2015, 06:17:28 PM »
Nope. 2ndBat M1 conversion kit.

35
The Gallery / Re: Recent Acquisition Thread
« on: June 17, 2015, 01:29:12 PM »
New members of the family... Also our team patches.

 

36
Swee., thanks. I'll PM you.

37
Anyone going that can program a couple radios?

38
The Gallery / Re: Russian Weapon User Club
« on: June 08, 2015, 06:24:22 PM »
Put a proper mag in that thing... Honestly, those are sweet.

39
Accessories & Ammo / Re: Baofeng not transmitting...
« on: June 07, 2015, 09:35:07 PM »
I'll have to give it a go... If the handmic doesn't work, I'll reprogram it.

40
Accessories & Ammo / Baofeng not transmitting...
« on: June 06, 2015, 11:19:37 AM »
So my baofeng was programmed and everything, and it worked fine the day it was programmed, but now, when I'm on the right channel, I can receive everything just fine but when I hold down the button, I don't transmit... Is it just that my radio is a lemon, is my button broken, is there something technically wrong with it? If so, what should I do?

41
The Gallery / Re: Show Us Your Kit/Loadout
« on: June 04, 2015, 02:40:19 PM »
Stinger, get that muzzle outa the dirt. ;)

Seriously, the kit looks good, but I think a boonie and goggles would look much better. It'd make it a sweet RECCE kit. While I know some guys like their facemasks for protection sake, it really kills the look... Maybe go with goggles and a lower mesh, or just be bad to the bone and skip a lower all together.

42
The Gallery / Re: Show Us Your Kit/Loadout
« on: June 03, 2015, 03:56:09 PM »
Heh heh, that triple is the bfg speed pouch in multicam...

43
The Gallery / Re: Show Us Your Kit/Loadout
« on: June 02, 2015, 11:13:22 PM »
Woot woot! Looking good man! Lovin' the modi JPC...

44
Off Topic / Re: My son's contractor loadout;)
« on: June 02, 2015, 11:06:06 PM »
Good job, Luke. We need to educate the next generation!

45
Airsoft Discussion / Re: Let's get the party started.
« on: June 02, 2015, 08:47:02 AM »
Airsofting for about 7 years on and off. I mainly focus on MilSim games, and I'm part of the Combat Junkies. I helped Spidey and Ajax start their team, Task Force: Phalanx this year. Currently, I'm helping TCPaintball get their feet on the ground with airsoft. Look forward to a MilSim game in July...

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