NFS_Shadow wrote:@ ivan. Really? was pretty sure the law saws that you are supposed to have an orange tip on it in public. also it is a good idea just to be a little on the cautious side. that way people will recognize easier that they are not real weapons.
Ivan Daylovich wrote:NFS_Shadow wrote:@ ivan. Really? was pretty sure the law saws that you are supposed to have an orange tip on it in public. also it is a good idea just to be a little on the cautious side. that way people will recognize easier that they are not real weapons.
Required for sale. Not saying it's not a good idea, that's open for debate, but it's not a law.
NFS_Shadow wrote:Alright everybody I have just finished discussing this idea with my fellow team leader osprey and we have decided to go ahead and host this OP at the end of july/early august. We will be posting all info, rules, backstory and everything else june 10th so be on the lookout for it. You are still welcome to post serious questions in this thread and I will do my best to answer them quickly.
NFS_Shadow wrote:in response to everybody else yea you are all pretty close in your observations. I am 16 and do have a good load of school work and planning goes on in my free time. the game will happen in national forest so it's illegal for me to charge for this, i will however ask for a small 5 dollar donation to offset the cost of fuel (for generators in both camps and the stoves as well as the atvs we might be able to use (still trying to confirm that one) I won't run off with your money, i will keep track of all payments and if needed i will be able to refund that money (say we have to cancel, or you end up not coming) there will however be a cutoff date for you to cancel because once i purchase fuel im not dipping into my pocket for your refund.
NFS_Shadow wrote:in response to the worries about other people stumbling into our game i know this is an issue. bow hunting season however does not start till mid august if i remember correctly and we will be far enough into the woods that nobody should stumble upon us by accident. This will of course not be perfect and we will have to halt gameplay if anybody is spotted (command net will be in place) and then myself and probably another team member will approach them unarmed and attempt to explain what is happening.
We will be doing this on 3 square miles of forest. everyone will be required to have a compass and a map so that nobody gets lost. somebody getting lost is my second biggest fear/problem i have with doing this.
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Steve wrote:3 square miles may be a little small for an operational area.
If I were looking to put something like this together, I'd want to do the following:
1: Find the space. Lots of space. Lots and lots of space.
2: Figure out what I could do with the space.
3: Determine what I would want to see happen during the event.
4: Figure out what the players are most likely to do (especially where they are likely to fall off the rails of your event plan).
The first consideration, aside from space, is headcount. See, you have the opportunity to appeal to a couple of different groups of airsoft players. There is a very small subset of the player base that is both willing and able to do full-immersion mil-sim. There is a larger base of players that is willing to do light mil-sim stuff. And that is okay. You really do have room for both types of players if you run the event right. Here's what I would look at doing if I were putting this on:
The mil-sim players would fill the assaulter role. The less serious players would fill defensive roles.
Army doctrine is that an element should be able to move 20 miles in a day at 3 miles an hour through just about any terrain. That is in boots, with rucksacks, armor, and weapons. In practice, it can vary wildly, so you should plan your tripwires for between 2 and 4 miles an hour. Figure everybody shows up Friday night with a soft start time of 1900, stepping off at 2000 hours. A nice gentle three mile hike later, and the assault element hits their Remain Over Night layup point. A mile or two away, you have two areas about half a mile apart for your defensive players. One of the areas, the "in play" area, is set up as a hasty defense of an objective. The other area, delineated by engineer tape and chem lights, is a safe area.The assault force marks their bivouac site with chem lights and engineer tape as an "out of play" / respawn area. Their goal for the first night is to assault or sneak into the defended camp and secure intelligence about the following day's objectives. The defending force has the option of sitting around a bonfire doing bonding stuff, or spending time out on the line defending the objective. And, they can push patrols out along predefined patrol paths. The assault element can attempt to set up ambushes on the patrolling teams, try to hit the base camp, or simply remain dug in for a pleasant night of sleep and story-time.
At first light, or thereabouts, an enemy HVT enters the camp. The mil-sim team has two hours to kill the target. Once they succeed, or if time runs out, the attackers move on to the next phase of their land-nav voyage. They are given directions to a series of waypoints, and each waypoint serves as their rally point / respawn area. Small elements of defenders are given directions (and maybe rides) out to places where they can interdict the assault team, either setting up deliberate ambushes or just generally wandering around and causing chaos.This continues for between 10 and 20 miles, with a few optional side missions thrown in (locate and secure satellite wreckage, locate ammo cache for resupply, trade for bottled water and junk food from the "locals", etc). I'd probably have three routes mapped out for day two, at about 15 miles, about 20 miles, and about 25 miles in total length that I could switch off depending on how well the team was progressing. I'd move the defenders around a lot in small chunks, probably with trucks or SUVs, dropping them ahead of (and out of sight of!) the assault team. Day 2 would draw to a close with the assault team setting up a RON site, and screwing with the defenders off and on throughout the night. The morning of Sunday would be the all-out assault, followed by packing everything up and shuttling everyone to the starting point.
Now, there are some serious considerations about route selection. I'd probably send one or more admins with the assault team. I'd set up the land-nav as either GPS or map and compass, but the admin would have comms with the rest of the admins, have a GPS with the route information already stored, and have a backup map with the route marked for the inevitable screwups.
I'd also plan my route to pass by a forest service road no less than once every three miles, although two would be preferable. And I'd have two admins with vehicles hopping from spot to spot, one at the last place the team passed, and one at the one they are headed to, both with comms to each other and to the admin with the team. The admin that was accompanying the team should have basic first aid supplies, as well as a poleless litter in case somebody gets hurt. One or more clearings 200'+ in diameter should be predesignated (and pre-scouted) for calling in a medevac helicopter, and signalling devices should be carried in the admin vehicles (think chemlight on a string hanging into a gallon water jug for marking at night, bright orange panel and or colored smoke for daylight, maybe a strobe unit). I'd set my rally points close to the roadway. Admins could switch jobs at the rally points as needed, so you don't have to have one guy humping the full distance if you can't find someone willing to do so.
The really important part is to physically walk your routes. Preferably a couple of times, in full gear. That will let you gauge timing, select rally points, and identify good ambush sites.
If at all possible, I'd pick places for the overnight spots where the defenders can actually dig in, with shovels and everything. Nothing sets people up for the right kind of exhausted complacency like spending a few hours digging fighting positions to standard with no idea of when (or if) the OpFor is going to show up. Plus, if you play your cards right, you have the makings of a nice little firebase that you can use at future events (assuming you are on private land that the owner doesn't mind you digging around in).
You are looking at a minimum staffing level of:
1 admin with the assault team
2 admins for route safety
2+ admins for shuttling defenders around the battlefield
1 coordinator
4+ admins that can go set up the forward areas (engineer tape, stakes, chem lights, tent for the objective, etc) and can fill in moving players around the field when they aren't doing grunt work
I wish you the best of luck in your attempt!
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