Welcome, Guest. Please login or register.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mosin

Pages: 1 2 3 [4]
46
Airsoft Events / Re: Operation: Geronimo II - 12SEP2015
« on: August 10, 2015, 01:53:19 PM »
What is the bb cap going to be? I have a few players that would like to come with me that are kind of new and only have hi-caps Could they be limited to one or two hi caps since we are all on semi only they would honestly have the more realistic realoads having to do it every 30-40 shots. I just don't want them to have to spend a whole bunch of money on new gear just for one event. Like i have 5, 120 round mids for my G36 thats about 600 shots could they say, have 2 350 round hi-caps for a total of 700 shots. I know there are people with m4's that wear like 10, 100 round mid caps. Would that be okay because I have myself plus 2 so far with possibly 3-4 more coming.

Business trooper +2 (Possibly 4 more)

You can use whatever magazines you want, but semi only applies. Only the camouflage patterns listed apply for the groups, don't show up wearing something different.

47
Airsoft Events / Operation: Geronimo II - 12SEP2015
« on: July 27, 2015, 12:53:53 PM »
OPERATION : Geronimo II



Date: 12SEP2015

Time: 1400-2200
Location: Hell's Survivors
619 Pearl St, Pinckney, MI 48169




Timeline:

1130: Players may begin to arrive. Chrono and registration will have been set up by this time. All players are encouraged to arrive around this time, to ensure everyone is ready to go.
1300: All hands safety briefing at the stage. Briefing shouldn't take more than 20 minutes.
1330: Players are broken into respective sides with leadership, and squad proctor will issue the first mission to the leadership. Leadership then has whatever remaining time to formulate a battle plan.
1400: Game is live, like it or not.
1401-1530: Mission 1, Link up
1545-1730: Mission 2, Recon Teams
1745-1930: Mission 3, Target Acquired
1945-2200: Mission 4, Body Bags
2201: Endex, all hands are required to leave the field no later than 2300.


** All Missions will include a 15 minute briefing from the respective squad proctor, as well as a 15 minute debrief and follow on mission briefing **


Age: 15+

All players are required to have AT LEAST full seal eye protection. Full seal can constitute an ANSI rated goggle system (traditional) or ANSI rated shooting glasses WITH FULL SEAL INSERTS. Shooting glasses as a standalone are not allowed on field.

Anyone under the age of 18 MUST wear full face protection, this can be a paintball mask, combination goggles/mesh lower, or any shemagh/cloth wrap to cover the nose, mouth, and ears. Also, anyone under the age of 18 will require a guardian's signature on their waiver, it's best to do this online ahead of time in order to avoid wait times at the registration booth. Hell Survivor Rules, not ours.

Barrel bags are required when outside of the game field.


Teams, General Information, Camouflage Patterns, and Cap Limit




Filipino Special Forces & SEAL Team 6: PLAYER CAP 60 (25 for ST6, 35 for FSF)

DESERT 3 COLOR, DESERT MARPAT, DESERT CADPAT, AOR1, MULTICAM, OR ANYTHING THAT IS DESERT IN NATURE AND A CAMOUFLAGE PATTERN. NOT FLAT TAN.

Filipino Special Forces & Seal Team 6 (Black Team) will be serving as the main elements of the "Good Guys" team. While SEAL Team 6 will be given slightly more qualified missions, both groups will be placed in quite difficult scenarios that will require excellent gun slinging abilities.




CIA Special Activities Division: PLAYER CAP 20 (MUST BE APPROVED BY MOSIN BEFORE SIGNING UP)

CIVILIAN ATTIRE, OR ANYTHING WORN BY SEAL TEAM 6/FSF, OR ABU ABU.

CIA SAD will be tasked with doing the infiltration work on behalf of ST6 and FSF. The ability to sneak into bases without being detected, or being able to speak among the locals is key here. If you consider yourself a smooth talker and a good concealer of sub machine guns and pistols, this might be a good position for you. Owning a set of Abu Abu clothing for further concealment is probably a good idea.




Abu Abu : PLAYER CAP 65

WOODLAND 3 COLOR, WOODLAND MARPAT, PARTIZAN, IZLOM, FG ATACS, OD GREEN, AOR2 OR CIVILIAN ATTIRE

The main "OpFor" for the day. Primarily will be operating as 5-10 man Terrorist "Cells" with exception to the bigger missions. Dressing the part for this is mainly what's going to sell the roll. Please only sign up to this role if you're invested in the "Spirit of the game" and don't plan on showing up in full AOR1 with a tricked out M4 to play for a terrorist cell.




ROLE PLAYER GROUP: PLAYER CAP 25 (Must be approved by Mosin for Role Player Group before signing up)

Civilian Attire.

Will be tasked with doing quite a bit of work that DOES NOT require you being armed. Bring weapons and gear all the same, as utilization of you on either side may be needed depending on how the mission plays out. Likely will be walking around, throwing small rocks and heckling either side though. Ideal for those that are into very much getting into the whole role play aspect of the game.





Price:



Early Bird Prepay Option - $35 Includes Operation Geronimo II Patch, Bastards Wristband, and all day admission into the event. Early Bird Prepay option will expire 14 days away from the event, as I'll be purchasing props at that time and all payments will then become non refundable.



Role Player Prepay Option - $25 - Includes Operation Geronimo II Patch, Bastards Wristband, and all day admission into the event. Because this role is going to be a good bit less shooting and more for the immersion aspect, $25 is the lowest discount we can offer while still being able to cover our overhead. If you wish to be a role player and have absolutely zero desire to shoot all day, please PM me and we can work something out.


At The Gate / Past Early Bird Option - $40 - Includes all the same things as the Early Bird, but you're paying $5.00 more because it's an inconvenience to us, and doesn't allow for us to purchase all needed props for the event. If all positions sell out to prepays (Which they likely will), at the gate players will be turned away.


Media/Photographer Option - Free - Anyone wishing to come strictly as a combat photographer will be allowed free admission, and the ability to roam the field at will. You must be dressed in Civilian attire with a BRIGHT ORANGE OR YELLOW vest on. If at any point we see a combat photographer actively taking part in an engagement, you will be asked on the spot to pay the $40 admission fee.



Prepayment PayPal account is: bastardsairsoftevents@gmail.com -- Please ensure this is in "Gift" format. If for any reason the event is cancelled all players will be refunded within a timely manner.When sending payment, include your REAL name, callsign, specific team, and squad within the team you wish to fight for. All information MUST be provided in the notes.




Registration:
Registration will only take effect once you've prepaid.

In order to Register, players much choose a Company (Team), as well as a Platoon, and Squad to register under. If a team wishes to reserve an entire squad (8 or more players) they must PM me before it is filled by outsiders, at which point I will lock it for one week to allow the team to collect prepayments and send them in. Roster information will be updated and maintained by myself, as I am actively working and attending school full time, please be patient for responses or updates.


Weapons: All weapon platforms will be allowed, all weapons are confined to semi automatic only with exception of designated belt fed weapons.

For clarification, a belt fed weapon platform is any weapon platform that would be comparable to its real steel counterpart in that it would require linked ammunition to fire, exception is given for the M249 Squad Automatic Weapon (SAW) and similar weapons that can be fired with standard magazines. Some examples of allowed weapon platforms are:

- M249 SAW
- M240 (Golf or Bravo)
- .50 Cal Machine guns
- RPK's
- RPD's
- DsHk's

*If you do not see a weapon type that you intend on bringing, and want clarification, please PM myself with the specific name of the weapon system, and I will pass the ruling within a timely manner.

If you shoot a building/wall with a nerf rocket 203, and no moderator is around to see and verify, you wasted the rocket. We'll do our best to ensure we're always right where the action is, but there are only so many of us.


Medic Rules:

When a player is hit, he will fall to the ground as safely as possible. Dramatically acting out your downfall is encouraged. Once a player is down he’s considered “wounded”, and must remain there for A TOTAL OF THREE MINUTES. If a player that is laying down is getting shot at still, he may place a red kill rag on top of his head to further denote he’s down. If within the three minute time frame a medic from EITHER SIDE reaches the player and places a tourniquet on them, that player is back in play. If the tourniquet is placed from an opposing team, the player must remove mags and clear the round in the chamber ONLY IF INSTRUCTED TO DO SO by the opposing team. If this command is not given, the player may choose to perform trickery at any given time. Any instances of players abusing this rule will fall into our “Player discipline” chain. If a player has been instructed to take mags out it is also implied that he/she is zip tied, flex cuffed, and otherwise COMPLETELY UNABLE to resist or escape. A player may only become a POW for a period of NO LONGER than 15 minutes. This is to ensure players don’t miss out on half of the day because they’re sitting in a bunker.


If a player is not healed within the three minute time frame, he/she is considered “bled out” and must follow around the squad he/she is working with, with a red kill rag on, until the squad reaches a captured position. Captured positions are the only locations where players are able to entirely reset themselves and become 100% in play again. A captured position is defined as any position which has been taken by the friendly forces, has the appropriate flag hanging out, and is not currently under fire. There are over 10 of these locations on field, so there is never more than a 100 meter walk for the individuals before they’re back in the fight.



If any player is knowingly seen attempting to steal The Bastards medic system properties, that player will be ejected from the field and will be blacklisted from any further events for a duration of no less than one year. We honor any/all of Pagan's "No Limit" blacklisted players, and they honor ours. Being blacklisted at one of our events will likely mean no more outdoor airsoft on sanctioned fields for however long a period.

DEAD PLAYERS DO NOT TALK. ALL PLAYERS MUST WAIT THEIR BLEED OUT TIME BEFORE THEY ARE ALLOWED TO MOVE.

Anyone caught breaking the above rule will be sit out and be talked to by the referees. Everyone has been playing airsoft long enough to know these rules and it is extremely detrimental to everyones fun when a dead player begins calling out an enemy movement that had gone unnoticed. It is also detrimental when you are killing enemy combatants and they simply get up instantly and walk to their medic. Don't do this.

OUTDOOR/OPEN FIELD ENGAGEMENT LIMITS
• 1.0 - 340.9 fps (0.01j - 1.07j) - Arms length engagement limit


• 341.0 - 400.9 fps (1.08 - 1.49j) - 20 foot engagement limit


• 401.0 - 500.9 fps (1.50j - 2.32j) – 50 foot engagement limit, bolt action or permanent* semi-auto replicas only


• 501.0 - 539.9 fps (2.33j - 2.69j) - Bolt action only


• 540.0+ fps (2.7j+) - Prohibited.


10 fps leeway is given in either direction, not any more.


Polarstars can only chrono up to 1.55 joules, all shooters are subject to random on field chronograph to prevent on field tampering. Any Polarstar shooter found shooting significantly hotter than 1.55 joules will be ejected from the field as a safety violator, no questions.

Permanent semi-auto means that only 1 BB is shot per trigger pull.

We will spot check player's weapons on the field. Those that have altered their weapons after chrono will be ejected immediately without refund.


Admin and Logistics:

Flag system: Tan is SEAL Team 6 & FSF, and Green is Abu Abu. A base is only captured and able to be used as a reset point once the flag is flipped, and no direct fire is being taken from opposing teams.


Radio frequencies:
We will be utilizing standard radio channels on field for official means of communication, any outside communications your squad uses is on you.
Channel 1: Admin channel, unless there is a real world emergency, please stay off this net
Channel 2-6: SEAL TEAM 6 & FSF , CO may break this down as he pleases
Channel 7-11: Abu Abu , Bravo CO may break this down as he pleases

48
Clothing & Load Bearing Gear / Re: Packing for MilSim West
« on: June 30, 2015, 01:20:23 PM »
We had a vehicle that we used to get guys off field quick and in a hurry if something happened. The worst thing we had was a guy was running in the dark and bumped his chin on a machine outside and it required sutures. The bleed stopped within 15 minutes and honestly it was just waiting at the ER that was the worst.

If you've got the materials, some basic stuff like a few rolls of gauze, some tape and some rubbing alcohol is a good idea, but I wouldn't build an entire jump bag if I can avoid it.

49
Clothing & Load Bearing Gear / Packing for MilSim West
« on: June 30, 2015, 12:36:59 PM »
Hey guys, I figured I'd make a small post about what exactly I packed for MilSim West, to give those of you that haven't done one yet just another guys perspective from what he brought, what was needed, and what could have stayed at home.

First off, I should point out that our team was responsible for role playing and administrative assistance during the OP. This meant packing things like a set of woodland cammies, deserts, flight suits, and civilian attire, which obviously can be skipped if you're just playing as one team. I'll break everything down in categories of weapons and mags, main line of gear, and long term sustainment items.



Weapons and Mags:
At MilSim West, the rifleman is only issued 500 rounds. These rounds can be taken from an opposing player if they're still in the loose bag that they come in, this means you'll need to have all those mags jammed up as soon as you're issued rounds. In case math isn't your strong suit, you can easily get away with only have 4-5 midcaps on you, rather than something around 8-10 for some of the bigger events. I personally only had three AK mags when I was using that, and only two for the Maruzen when I was sniping.

On a somewhat related note, grenades are honored much more so at these events than other locations, mainly because of the "spirit of the game" rule which says if someone is spending $8-10 on a grenade toss for both yours and his immersion purposes, you should probably call yourself dead if it lands within a few feet of you, even if a BB doesn't technically make contact with you. Because of this reason, I'd advise everyone goes with at least 2 pea grenades on them, or something similar.



Main line of gear:

This depends entirely on the team you're playing for, and since I don't know much about Russian kit I'll just stick with the American load out. For me personally, I think having a load bearing vest would have been the smartest idea. Obviously AO dependent, but Darlington boasted 100+ degree heat, so trapping body heat in isn't a very good idea. I'd also recommend if you MUST wear a helmet due to constantly tapping your noggin on stuff, or running nods, I'd advise getting one with port holes in the top, like a bump helmet that can breath easier.

For my plate carrier I ran enough mag pouches to hold 7 M4 style mags, as well as a general purpose pouch for hiding what few small amount of rounds I had left, and a Nalgene 1Qt pouch, to hold water for patrols. I ended up actually never using the nalgene, but instead had a regular issued canteen in my cargo pocket that I found myself burning through quite constantly. Water is both the medic revival system as well as something that is issued out at both main bases, which means packing in 3-4 gallons of water for your entire stay is not only unnecessary, but dangerous.

I kept the back side of my plate carrier open so my ruck could fit more comfortably on it. This ended up working out really well.



Sustainment Gear:

For this I purchased a Kelty 3500 MAP, and it did everything I needed it to and more. Inside the main pocket I had the following:
1 - 3L Camelbak, filled maybe 2/3rd's to the top (Fits inside a sleeve on the inside).
1 - Woobie blanket
1 - Waterproof field tarp, USMC woodland digital
1 - One man pop up tent (Catoma IBNS Tactical Shelter). Literally the most compact one man guaranteed bug blocker out there. If you've got the appropriate site for it's application, I'd recommend.
1 - 100' of Paracord, for securing down the tarp as shade/rain block, as well as general purpose
2 - Ranger rolls. Basically take a set of socks, underwear, and a t shirt and roll them up tightly. I took a few extra pairs of socks, but it was perfect for shirt and skivvy requirement.
1 - E-Tool, for digging a fighting position if need be, but mainly if you're off the grid and away from the porta potties, and nature calls, you can dig a good foot down cat hole.
1 - Half roll of TP and baby wipes, air sealed inside a 1 gallon freezer bag.
3 - 1 Gallon Freezer Bags (waterproofing and trash collection bags)
3 - Sandwich bags (waterproofing)
5 - Mountain House Freeze dried foods. I only used 2, but that was because civilization was literally 10 minutes away from the AO site, so we went and grabbed a final burger before game started Friday, so I basically only had to cover Saturday morning, and night. Hindsight 20/20 I'll maybe take 3 now.
1 - Jetboil, spare matches, and stand. Worth it's weight in gold to be able to have boiling water within 2 minutes of pulling it out of your bag.
1 - Camping fork
1 - Canteen with canteen cup
1 - Shemagh
1 - Spare set of contact lenses, case, solution, glasses, tooth brush, paste, deodorant, and a small baggy of motrin.
1 - Spare batteries, 4 AA's, AAA's, and 123's, as well as a spare iCom IC-F4011 battery. Two batteries lasted me the entire 40 hours with comms being on.


That's about all I took with me. Basically you're in it for 40 hours, but there are safety stand down situations. One of them would be 100 degree heat and an equal amount of humidity, which means you'll have a bit of time you're just standing around. Having a dedicated squad that can both hold security during those times and rest and refit is ideal.

Hindsight 20/20, I think I overpacked a little bit, but even at full ruck load I didn't even have 20lbs of stuff in the bag, and once I had my main sleep area figured out I had even more room than before, so I just slapped a gallon jug of water on top of everything else I was carrying, to help resupply other guys who had been out for a few hours longer than myself.

Sorry I didn't have the chance to nab a bunch of pictures. We were pretty rushed during launch day, and now everything is pretty spread all over the place. Obvious items like eye pro, gloves, batteries and speed loaders I didn't mention, because everyone's gun is different in that regard. If you've been playing airsoft long enough, you should know about how many hours and rounds you can expect to get out of a battery. While you may need 3-4 batteries for a different type of game, bare in mind that you're only issued 500 rounds, and then resupply only happens every so often, so literally 2 batteries should do it for you, unless you're a machine gunner.

Thanks for reading, hit me up with any questions you might have here, and I'll do my best to answer it.

50
After Action Reports / Re: AAR 6/20 White Mountain
« on: June 25, 2015, 05:52:22 PM »
If we can fund it or support it with extra scraps, then yeah it'll probably be worth doing. If not then you can always ask for a map at the registration. They have about 70-100 printed out on hand.

51
After Action Reports / Re: AAR 6/20 White Mountain
« on: June 21, 2015, 05:31:30 PM »
I have that mag.

52
After Action Reports / Re: AAR 6/20 White Mountain
« on: June 21, 2015, 12:22:50 PM »
Huge thanks to all that came out. Thankfully we had quite a few more at the door show ups than originally expected, and through that we'll be able to build a SAM site as well as some C4 bricks and some other prop ideas we've got for our next events to come.

I always like posting from sort of the "behind the scenes" perspective, just because I'm sure at almost one point in anybodies mind a thought of "What exactly is going on?" popped up.

Firstly, we had a logistical issue when a member who originally said he would be coming and be the driving vehicle in a carpool situation bailed on us at 5am the day of. Didn't give us much time to figure everything else out in order to get on field in time, which accounted for why myself and Troub didn't arrive at 0750, like we originally intended. The morning game went live at 1100, 30 minutes behind schedule. We had a few late shows that tossed wrenches in the gears with needing to chrono, but for the most part I think that was pretty solid. The plan was to play until 2pm and then take lunch and rehydrate.

As I'm sure everyone had seen, Hell Survivors has built up quite a few new buildings in the city. Additionally, their biggest event is next weekend (Tippman world challenge). They needed to paint the buildings, but didn't tell us about that until we got on field. This kinda messed us up, because we had a large bit of our objectives built around the city, but rather than completely scrap them we wanted to at least allow players to fight around there for an hour, so that was what we started with.

The administrative issues was moving all forces out of the City and into the back 40 of the field for a few hours. A lot of conflicting word got passed as to who should go where, and multiple times I had to jump on comms and remind people that this was what was happening. I'm very grateful that all the players out there were able to roll with those punches and helped us out on that process.

The early afternoon before lunch was some of the best fighting I've been in for quite some time. Once I grabbed the Maruzen and started trying to help my boys reclaim Area 51 and East Point, we started getting momentum. Unfortunate that lunch happened when it did, because for a minute it looked like we were going to start putting the pressure back on the AJA. Huge thanks to Bulldog 1 and some of the Rangers that flanked West and employed those mortars to help destroy 51 and allow us a foothold. Had it not been for that I think we would have spend the next hour or so just pinned down North of the City.

Lunch break I'm not sure I have any issues with. Pizza arrived about 20 minutes after we called it, which gave all players 40 minutes to eat, hydrate, and gear up. At the Staff level, we were ready to launch at 3pm (the scheduled resume time), although at 3pm on the dot out of the 90 some players, only 3 were standing in front of staging ready to go. Being able to only move as fast as your slowest bundle of players has a big role in how everything goes down, which we seen again once the majority of the players were up and we were waiting on a squad to start the afternoon bit. Not a huge deal, just starts adding up to take away from the optimal amount of time on field.

Second highlight for me in the afternoon was somehow being able to sink a 97 meter shot on another player with the Maruzen. After it made contact I literally didn't even care if I got shot and paced the distance, because I didn't think it would reach. Huge kudos to the dude on the end that called it.

I couldn't have asked for a better performing group. Everyone was up on comms for just about the entire day and stuck to the plans and assignments they were given. Big thanks to Kurt for leading the Bulldog element around the flank in the afternoon and easing the pressure on the South so we could snatch the AJA Commander and win that objective. Also thanks to the defecting CJA AJA members that helped us on the charge at the end.

All in all Administratively most of the day ran pretty smooth. Nobody else to thank for that other than the players through staying up on comms, following the objectives and orders that were given to them, and overall being good sports. Only had a few flair ups with hit calling, but no repeat offenders and nothing worth yelling about on field.

Thanks to all that showed up, we look forward to putting on more games in the future.

53
After Action Reports / Re: Lost & Found
« on: June 20, 2015, 09:47:27 PM »
Found quite a few things at White Mountain today. PM me with what specifically you lost and we'll talk.

54
Just spoke to Troub about this.

Looks like he extended the prepayment date to TONIGHT being the deadline. The original post on Mi6mm was mine and was the original plan, but he wanted to get a few more prepays in and save a few people some coin in the process so it was extended.

Those that prepaid the $40 and only owed $35 will be refunded the $5.00. Whether that'll be done at the gate in cash or via a partial refund through PayPal is to be determined.

Thanks to everyone that prepaid up. We got the wristbands in, and if time permits we might be able to build the SAM sites.

55
Hey man, I know you don't have me on roster here, but I did say I'd be willing to offer up a free "Sniper intro" shoot class. In any case I'm afraid I have to pull the plug on that, as I'm going to be looking at new AO's in the region that weekend.

Hope more people sign up, it's a great field and always a great time.

56
Airsoft Discussion / Re: Let's get the party started.
« on: June 03, 2015, 04:44:41 PM »
Started playing back in 2004 with bb guns (the pump ones, only doing one pump, with paintball masks) at my buddies property. Thought the idea/challenge of hunting another human was the most exciting thing I could do at the age of 14, so I started looking into airsoft and paintball concurrently.

Starting dabbling around Atomix Paintball as it was a few miles from my house in Novi around 2005, ended up playing there quite regularly and volunteer reffing when they were short staffed in order for deep discounts on admission and paint when I wanted to play. Fast forward a year and playing the same exact field and the same style kinda got boring, around late 2005 started looking at an airsoft sniper rifle to get back into the tactical side of things.

In late 2005 I joined up with "Team Tehn". The leader of the team knew of a good area of woods that was in the back of an industrial park and would host rec games out there. Team Caedes was kind of our rival team, ended up meeting dudes like Airsoftdevil and Mirage, Connors, and the rest of RAGE then. I had a UTG M324 that I teflon modded and that was about it, and honestly it was one of the better little springer I've ever had. Shot true out to about 40-50 meters, which was all you needed in dense woods, and was pretty light.

After about half a year of playing there I got picked up by RAGE and started going out West for the first time to meet Canto & the Bangor scene (Timm, Deadprez, a few other dudes). I ended up leaving Team Tehn and joining RAGE on full time somewhere around 2006, and eventually starting doing spotter work for Livonia. Ended up playing games almost constantly once every other weekend out West, and when we weren't playing we were building up OpDoc's field. Eventually reached the point where it was time for me to enlist, so I signed up to go try my hand at being a SEAL with the U.S. Navy.

As it turns out, the medical center (MEPS) that processed me in lied about my eyesight in order to fulfill the contract, as SEAL is worth a bit more points to a recruiter than the average bear. Ended up going through boot camp in a SPECWAR division (Basically just meant we worked out earlier in the morning and did more PT). Once I was in Pre-BUD/s a second physical was done, only with the Dive Officer. They noted that my eyesight was way worse than what was written, and I was basically told I can walk from the Navy, or choose a new job. I remembered that OpDoc was a Corpsman and saw a bit of trigger pulling time (or so he said), so I figured I'd follow that route.

During the 5 years I was in, I think I hosted two or three charity events around Christmas leave time. Once I got out Geronimo was my first event as a free dude. We hosted a few more under the RAGE banner, but had some internal issues and majority of us thought it'd be best to formulate a new team that works off a true democracy platform. In August of 2014 we formed The Bastards, which right now is the only group in Michigan putting on MilSim events at the local level.

That's about as much as I can recall without thinking on it too hard.

57
Recruitment / The Bastards are looking for a few good men
« on: June 03, 2015, 04:08:34 PM »
The Bastards


Founded in August of 2014 by Mosin and Troub, The Bastards were created in order to provide a next level MilSim experience to Michigan as a whole, in addition to fostering a team that was both a brotherhood, as well as an elite unit of bb warz gunslingers. We try not to take ourselves too serious, but we do have credentials to backup our tactics and we do train as often as possible together. Our camouflage base patterns are Woodland M81 (Three color), Woodland MARPAT, and Desert MARPAT (Typically FROG cut, authentic, non clone brands). Our kits are mainly coyote brown plate carriers or LBVs with either a ruck or assault pack, depending on the event.


How to: Join The Bastards
In order to join The Bastards, applicants MUST:
- Be at least 18 years of age or older, preferred 21+, however exceptions can be made for outstanding candidates.

- Be able to meet our physical fitness standards. While we aren't athletic superstars, we do pride ourselves on being physically fit enough to go an entire 24/40 hour event or more without feeling muscle fatigue. Being able to sprint to buildings or a bunker or objective is a large component in how we operate.

- Be willing to train, attend, and/or host airsoft events at least once a month. We understand this may be a tough requirement, but we like our members to be active in the community. Should you get patched in, players who do not contribute to the team forums, don't show up to training, don't come to events, and fail to constantly better themselves will likely find themselves removed during the first 90 days of being patched in as a probie.

- Have a reliable mode of transportation. We typically take turns carpooling to events, so having a vehicle that can help get you there is a must.

- Prior to being patched in, you must own at least one set of Woodland and Desert USMC Digital camouflage. Our current team camouflage patterns are Woodland and Desert FROG suits, and M81 Woodland.

- Own an M4 or M249 SAW platform.

How to: Apply to The Bastards
In order to apply to The Bastards, please send the following template (Filled out) to: Mosin16@Gmail.com - in the Email Title please put your Callsign followed by "Bastard Application"


 - Name(Full please):

 - Age:

 - Callsign:

 - How many weekends per Month are you available for airsoft purposes? (Training, attending, hosting, bbqs, ect...)

 - Do you own reliable transportation, and do you consider yourself financially secure? At least enough to make the one event/game a month minimum?

 - Relevant Training (Any real world experience? Shooting courses attended?):

 - Years playing Airsoft:

 - Weapon Platforms you currently possess(Primaries, Secondaries, and the dust collectors -- whatever is relevant):

 - Current Rig setup(The team uses Coyote Brown plate carriers, however this is not mandatory):

 - Why do you want to be part of The Bastards?

 - Why should we accept you on The Bastards?

 - What do you expect from this joining this team?


Upon completion of this application, The Bastards team will review it. Typically if we see you at an event we'd prefer you to introduce yourself to us, to help put a face to name. It also wouldn't hurt to try and get in contact with us prior to an event we're attending to figure out what camouflage pattern we're running, so you can shoot alongside us. If it's determined that you're a serious candidate, the following will happen.


Stage I: Candidate introduces himself via application letter, Bastards Members will review application, and if the player seems to have taken his time on the application and took it seriously, will be advanced to Stage II.

Stage II (Interchangeable): Candidate plays alongside The Bastards at one event, The Bastards will gauge Candidate tactics, sportsmanship, and professionalism as a player. At least one Member of The Bastards will need to vouch for you before we go any further.

Stage III (Interchangeable): Candidate will usually be invited to hang out off field with The Bastards, we will then see how well we mesh off field, probably after an event.

Stage IV: Candidate will be offered a probie spot on The Bastards. Upon being offered a probie position, candidate will be on a "Probationary period" that will not end until both 90 days and two events attended as a Bastard have happened.



Once you've proven yourself at probie status for the required amount of time, you'll eventually slink into the member group. Obvious acts of selflessness and devotion to team will speed up this process, although a typical "Candidate to Member" process can typically take about 6-9 months, as we're only meeting up once or twice a month. C'mon, it's not like we're going to kiss on the first date or anything, right?


Anyone applying to The Bastards is encouraged NOT to make any purchases that the applicant wouldn't already be making otherwise (I.E: Don't buy woodland and desert FROG suits and Coyote Brown kit just to fit in a little better with us during candidate stages).

Candidates can be dropped at any time, for any reason. Although we will message you to inform you of this decision, we hope that you maintain a strong level of maturity and respect our decision. If you feel it was made in error, please elaborate on it and we'll go from there.

All applications are kept on file for not longer than 60 days before either acceptance into the next stage or denial. Applicants will receive an email either way. Once an application is taken into the "Stage II" process, applicants will remain on file permanently until a decision is reached on advancing to "Stage III" or denial.

58
Event Planning / Re: MSW Goes East: Raid On Rostov. June 26th-28th, SC
« on: April 20, 2015, 12:44:45 AM »
I think we've got about nine of us in total that are going from The Bastards, although I believe we'll be going as Role Players/assistant staff types.

Pages: 1 2 3 [4]