24hr OP (previously 48hr OP)

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24hr OP (previously 48hr OP)

Postby NFS_Shadow » Mon Mar 26, 2012 12:02 am

This post is to act primarily as a survey. Please read through the entire post and then post whether you are interested and would like to participate in something like this or not.

Storyline: Two months ago the government of the small country of Conifera received reports of a rebel encampment in the Conifer forests that cover 99% of the country. Claiming that the Coniferan government was kidnapping citizens and forcing them into the lumber industry the rebels have decided to overturn their corrupt government once and for all. It’s an all out fight for the survival of Conifera, choose your side.

Military: You will be tasked with eliminating the rebels, you have received intel from a source inside the rebel base that the rebels have effectively begun training recruits. The intel also states the rough location of the encampment and includes a crude drawing of potential defenses. Your primary mission is to locate and destroy this training base effectively crushing any hope of an uprising in the population. Your secondary mission is to locate your informant inside the rebel base and safely evacuate him to an evac point.

Military notes: The military's objectives are short and sweet. The actual raiding of the rebel base will probably all take place within a couple of hours if not less. The majority of your time will be spent on patrol, marching towards your next objctive/intel drop point. The rebels will have the option to send out small roving patrols into the area surrounding their base and so you will be slightly harassed on an almost hourly basis but these will always be two to five man patrols that should be quickly crushed. You will of course have to sleep in full gear as well as eyepro but this goes for everybody. Don't expect to go through a ton of bbs and you will need maybe two batteries max because of the limited amount of time actually spent in combat.

As part of the military your day will basically look like this. Start of the game you will start heading towards your first objective (around 2 miles) you will then set up camp for the night, cook your dinner (no fires because of forest service restrictions so somebody will need to have a stove), and then designate who will take what watch and when during the night. The next day you will need to be packed up and headed out towards your next objective by 0600, this will be an about 10 mile hike to an intel drop-point, here you will collect intel that will be vital to your success. Next will be a two mile trek to an observation point where you will spend the rest of the day observing the enemy, planning your assault and escape routes and collecting intel on the enemies routines/patrols and noting where any un-passable defenses might be located. You will under the cover of partial darkness start your assault on the rebel camp, your main goals will be to infiltrate the base using whatever force needed and plant "explosive" charges in the three main target areas (the field hospital, their mess hall, and their training grounds) you are not required to retrieve your informant inside of the rebel base and will not lose because you do not but he will know the location of your extract points and is very likely to give up said information to remain in good standing with the rebels after you fail to extract him. Other missions will be presented to you in the form of new intel along the way but this is the main outline.

Rebels: Your mission is to resist the military and train your new recruits to reinforce your ranks in your fight to overthrow your oppressive government. You will be dropped off fairly close to the spot where you will set up your base camp. Since you will be defending this area it would be wise to use the limited amount of provided building materials to set up your field hospital, a cooking area, and if you're wise some well positioned bunkers to help defend in the imminent raid of your training camp you all know is going to happen sooner or later. You will have to send roaming patrols out into the surrounding forest every so often to scout for government forces (and hopefully return). You will not know when the military forces will attack or how (unless you've got a ninja in a ghillie following them and reporting location and other info) so your job is to be ready to defend your base at all costs all hours of the day.

REQUIRED GEAR LIST (as of now):

weapon of your choice (nato for military, any others for the rebels)

magazines for said weapon

bio-degradeble bb's (I will be checking, nonbio bb's count as littering and you can actually get ticketed for every bb you shoot i've been led to believe)

an extra set of clothing

an extra pair of socks

food for at least 48 hrs (enough for the OP and a little extra in case of emergency)

a waterbladder or canteen of some kind. STAY HYDRATED (all admins will have water purification tablets if you run out and need to filter some from a stream)

one stove to every four or five people (rebels will be lucky enough to have use of full sized camp stoves)

2 sets of eyepro

2 deadrags

a compass and a map of the area. (i will try to print of maps for everybody just in case you can't bring one but don't count on it

basic survival gear.

ANY SERIOUS SUGGESTIONS ARE WELCOME FOR THE GEAR LIST. I plan on spending a few nights in the area we will be using so I can get a good idea of exactly what everyone will need. Obviously the military will need to be able to travel light so dehydrated food and backpacking stoves will be a good idea. It will be summer but it still might be a good idea to bring one 10x20 tarp per every four people or if you feel up to it, an actual tent. The rebels will have the chance to actually set up a nice camp, we hope to have a good amount of netting so that we won't have to worry about people getting holes shot in their nice civilian tents.

If I have missed anything you think would be helpful to add or if you have any useful suggestions/ideas we welcome your input in the planning process of this as I want it to be as fun as possible for everybody.

If you are interested in this and would like to take part in an event like this please reply with which side you'd like to be on and any other info you think prudent to let me know. THIS IS NOT A SIGN-UP only a survey so that I can see how much interest there is in an event like this, unfortunately if not enough people want to do this I will have to cancel the entire thing.
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Re: 24hr OP (previously 48hr OP)

Postby Orwell » Mon Mar 26, 2012 12:11 am

This looks so much better. A few suggestions- make the extra set of eye pro, the extra deathrag, and the cookstoves optional. Let people know if their deathrag or their eyepro break or get lost, they may no longer play.

Make "food for yourself for x meals," a requirement instead of the stove. Some folk will bring MREs, some will bring granola and rabbit food. Requiring cookstoves increases complexity.

Also, depending on where you plan to host this, you must check with the owner of the land, even if it's publicly owned forest. Despite being biodegradable, because of the length of time it takes (i.e. weeks,) for them to break down, without permission they also are littering.

Good luck! This looks much better.
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Re: 24hr OP (previously 48hr OP)

Postby Russkie » Mon Mar 26, 2012 12:24 am

- Flashlight
- Head Lamp
- Light Up Watch
- Rope
- Wool Blanket
- Sleeping Mat
- Bivvie Bag
- Mosquito Repellant

An extra set of clothes isn't necessary, especially if it's during the summer.
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Re: 24hr OP (previously 48hr OP)

Postby STRIK3 » Mon Mar 26, 2012 2:31 am

NFS_Shadow wrote:you can actually get ticketed for every bb you shoot i've been led to believe


If you're unsure about pertinent laws regarding land use, littering, etc. I would implore you to become as knowledgeable as possible of these laws BEFORE you go any farther in the planning process. "I've been led to believe" doesn't count.
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Re: 24hr OP (previously 48hr OP)

Postby NFS_Shadow » Mon Mar 26, 2012 9:09 am

Thanks for all the suggestions and help. This will be hosted in the tillimook state forest and i have already called the forest service and the only things i need to do is 1. get a special use permit which i will as soon as i know if people will come. 2. even though it shouldnt be a problem because of how far back we will be no shooting within 150 feet of any public areas such as trailheads and bathroom or parking lots(shouldn't have to worry about this one for sure)

I will keep editing this main post to incorporate suggestions and ideas but still need to know from everyone whether or not they want to take part in this event. This post right here is what i'm going to use to judge if i should go ahead and host this or to cancel everything and put it on the backburner for next year.
Cloudy rains: "I am the master handjob-man."

"Well we're surrounded. They can't get away this time"
- Lewis B. "Chesty" Puller, USMC
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Re: 24hr OP (previously 48hr OP)

Postby Evil Zergling137 » Mon Mar 26, 2012 10:56 am

How would respawn work?
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Re: 24hr OP (previously 48hr OP)

Postby Evil Zergling137 » Mon Mar 26, 2012 11:06 am

Sounds less like a game or an op and more like a scripted event.

Marching through the woods for a day before a single final battle.
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Re: 24hr OP (previously 48hr OP)

Postby TheAnthrax » Mon Mar 26, 2012 11:38 am

This looks legit. I will be in full support of the op if it's during the summer.
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Re: 24hr OP (previously 48hr OP)

Postby NFS_Shadow » Mon Mar 26, 2012 4:47 pm

As far as respawn is concerned i was thinking for the military an in place respawn via medic (say 2 minute wait time) or have an admin about 100 yards behind them they have to walk to and wait a designated time at. the rebels will have to maintain a field hospital in their base which will act as a respawn.

it will be during the summer.

Towards the last half of your hike to the rebel base you will encounter patrols and will likely be ambushed along the way. The military is assaulting the rebels territory not the other way around.
Cloudy rains: "I am the master handjob-man."

"Well we're surrounded. They can't get away this time"
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Re: 24hr OP (previously 48hr OP)

Postby Jester316 » Mon Mar 26, 2012 10:31 pm

NFS_Shadow wrote:As far as respawn is concerned i was thinking for the military an in place respawn via medic (say 2 minute wait time) or have an admin about 100 yards behind them they have to walk to and wait a designated time at. the rebels will have to maintain a field hospital in their base which will act as a respawn.

it will be during the summer.

Towards the last half of your hike to the rebel base you will encounter patrols and will likely be ambushed along the way. The military is assaulting the rebels territory not the other way around.


I would suggest against this. Heat injuries in the forest away from roads are a very dangerous prospect. Combine that with long hiking is a recipe for disaster.
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Re: 24hr OP (previously 48hr OP)

Postby Ivan Daylovich™ » Mon Mar 26, 2012 10:45 pm

So, winter in the woods overnight?
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Re: 24hr OP (previously 48hr OP)

Postby NFS_Shadow » Tue Mar 27, 2012 1:08 am

It will be in the summer so that i don't have to worry about all the cold related injuries and problem. Winter danger far outweighs summer dangers. Also i will have the entire route along a road so that one there is vehicle access to the rebel base, (if i have to admin i don't want to walk) so we will never be to terribly far from the road. Also i will be scouting beforehand and determining 2 or 3 spots big enough to land a rescue helicopter in IE. lifeflight. during the game all admins will have flares and some sort of strobe light for alerting pilots where to land in case of emergency.
Cloudy rains: "I am the master handjob-man."

"Well we're surrounded. They can't get away this time"
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Re: 24hr OP (previously 48hr OP)

Postby STRIK3 » Tue Mar 27, 2012 1:21 am

NFS_Shadow wrote:It will be in the summer so that i don't have to worry about all the cold related injuries and problem. Winter danger far outweighs summer dangers.


One does not outweigh the other, they are equally dangerous in different ways. Exposure and dehydration take no prisoners and make no consideration for outside temperature. Your mindset is disconcerting.
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Re: 24hr OP (previously 48hr OP)

Postby Steve » Tue Mar 27, 2012 1:36 am

Phase 0: Muster
All participants are briefed at staging areas. Comms channels for reaching admins, comm channel for MedEvac delineated. Safety areas identified on all participants maps, as well as methods of marking outlined. Area of play delineated on maps, defined preferably by terrain features (creeks, roads, cliff faces, whatever).
Phase 1: Deployment
Military forces are given USGS maps showing route for forces to head out on patrol and sent out.
Rebel forces are escorted to their encampment areas. Note, AREAS, plural, as one is a safety zone.

Phase 2:
Military forces undergo movement exercise through a series of movement checkpoints. Each checkpoint serves as the rally point for force en route to next checkpoint. So, if the military forces are moving from checkpoint 7 to checkpoint 8 and come under fire, anyone whacked would respawn at checkpoint 7. Somewhere along this route, an optional mission to locate and secure a cache of supplies (like a few cases of MREs and some bottled water, for example) can be executed.
Rebel forces are split, with group A sent to “dig in”, and group “B” sent to move along preselected patrol routes. Most, if not all, of these patrols will make no contact. So, if you broke group B into four 2-5 man squads, only one of the squads would be sent on a route that would make contact with the military forces. If they do make contact, and are eliminated, they respawn all the way back at their base. If they are sneaky-sneaky, they could conceivably shadow the military force and call back for reinforcements, though.

Phase 3:
Military forces continue mission.
Rebel forces switch, with group B continuing to prep for defence while group A performs patrols.

Phase 4:
Military forces reach and occupy their RON (Remain Over Night) hide. This, like the Rebel Camp, is broken into two areas separated for safety. The first area is a safe zone, and should be marked as such. It should be a few hundred meters away from their overwatch position of the rebel camp. The overwatch position should be selected by the military forces, and should get or keep eyes on the rebel encampment. They should attempt to remain unobserved by the rebels.
Rebel forces should continue their patrolling missions.

Phase 5: Nightfall
Military forces maintain their forward overwatch position (or don’t) according to their scheduling rotation, with those who choose to sleep retiring to within the confines of their safe area to set up camp. Their goals are to maintain surveillance of the target area while remaining undetected by roving rebels. There should also be several bonus objectives available within the rebel camp for them to attempt to sneak in and seize / destroy. For example, if they succeed in sneaking in and planting charges on the “generator”, the rebel respawn for the next day is moved an extra 75 meters further out. More difficult objectives are worth bigger bonuses. Shooting the “camp commandant” between 0125 and 0140 while he is making his nightly check of the perimeter could add an extra 60 seconds to the rebel respawn timer the next day, or whatever mechanic has actual impact on the gameplay.
Rebel forces stand guard around their camp, or retire to their safe area to eat / sleep. During the night, if their patrols successfully locate the position of the overwatch site, they score bonuses for the following day similar to the military forces. If they manage to locate and overrun the site, they score higher bonuses. And if they can successfully occupy the site for 30 minutes, they score an even larger bonus. Once this has been done, the rebels must return to their camp for 30 minutes while the military forces are provided with the opportunity to relocate their observation point. Also, the rebels are given the location of each of the rally points used by the military on the way in. They get points for each rally point area that they “capture”, which is defined as policing up the engineer tape and numbered cardboard marker that was left to mark the trail earlier in the day (that way, the admins don’t have to trek out to the points to collect them after the game).
As a side note, I’d probably use a guidon as the marker for the observation point. Once the 30 minutes of occupation is up, the guidon is returned to the safe zone of the military forces. If they choose not to establish a new observation point, the rebels gain points on the order of the equivalent of overrunning, but not capturing, the observation point every 45 minutes that the guidon is not planted. The guidon can be moved freely by the military forces until an observation point has been established, but can’t be moved by them once the post has been established. So, if they are spotted and attacked, they can run like b*tches, but the guidon stays to mark the location of their observation point. 45 minutes after being spotted, the admins return the guidon to the military safe area, and they can attempt to set up a new site. This mechanic will probably need work.

Phase 6: Dawn breaks
Now it’s on like Donkey Kong with a hard on chasing Mrs. Kong with no panties on. Military forces try to do the dirty to the rebels, the rebels try to defeat the imperialist invaders. Side missions and plot twists abound. The fascist lackeys of the state flee the scene with the glorious rebels in hot pursuit, or the valiant defenders of the people succeed in their mission and exfiltrate to their pickup point. However it goes down, both sides are able to claim a certain moral victory and seek to get the People to rally behind their various causes. If the military forces overrun the rebels too quickly, you can execute Plan B on their pickup a la Team 2 Bravo (What’s Plan B? Run to Syria.), fighting the rebels the entire way. If they do it in a moderate amount of time, then the game is called with their victory among the figurative ashes of the compound. If they completely fail, at a set point, they withdraw to their RON “Safe Area” to end the game defeated.

A setup like this allows for delineated safe areas to remove eyepro and sleep and eat. It lets you set up a bunch of side missions to keep everyone involved, while cutting down on the total number of admin staff you need. You can set up a few caches for the military and rebels to fight over, whether it be actual food and water, or a mortar crate that represents a mortar salvo fired in support of the side that owns it. The day 1 stuff is biased heavily in favour of the military forces, since they have the strength of numbers, but the rebels should get a chance to get some good licks in fighting from ambush positions. And you can lay out the orienteering section to maximize the amount of new and different terrain that the military forces have to trek through. Basically, the Rebel camp is at the center of the spider web, and the military forces are marching roughly around the perimeter. Rebel forces patrol out from the center to set up ambushes along their projected route.

I’d leave the gear list up to the element leaders for the forces, with the minimum list including boots, a uniform, eye protection, some method of carrying a couple of liters of water, a whistle, and whatever other safety gear they need. Element leaders can add to the minimum list as they see fit. Failure to meet the minimums at the phase 0 showdown, and you’re out of the game. Failure to meet the gear list published by the element leaders, and it’s up to the element leader to up-check or down-check your participation. Showing up in stripper heels instead of boots would be an admin safety disqualification, for example. Showing up with a non-NATO primary may or may not be a disqualification, depending on how the element leader wants to handle it.

Something I've found that works remarkably well for marking LZs at night is you take a few full 1-gallon water jugs, and suspend chem lights inside of them, hanging in the water by 550 cord. The water diffuses the chem light glow, and basically turns them into glowing balls that can be seen from a very long way. You can prep them in advance, and snap the light if you need to use them. And since you have a few of them to use for markers, you can lay them out in a pattern so the helicopter crew knows that it's you rather than a random hiker dude reading a book by chemlight.
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Re: 24hr OP (previously 48hr OP)

Postby NFS_Shadow » Tue Mar 27, 2012 1:52 am

thanks a ton steve. all your input has really helped throughout this entire process if you have any other ideas or tips (i don't know whether you have real life experience although it seems so) but it's all been very helpful. I like the chemlight idea. i was planning on using road flares but din't like the fire safety aspect that goes along with them
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