Op Cold War Crisis, June 14th at C&C

Submit an event or ideas for scenarios or missions
Post Reply
Sharon
Posts: 22
Joined: Thu Mar 22, 2012 8:16 am
First Name: Austin
Last Name: Dilkes
Contact:

Op Cold War Crisis, June 14th at C&C

Post by Sharon »

Price- $25
Timeline-
0900-1000 Chrono/Signup
1100-1800 Game time

This is a proper Mil-Sim (Military Simulation) game that is designed to teach you the lesson of teamwork, good communication, and how without that it can cause you to fail. It also takes place in a Cold War setting, so that’s 1990’s were looking for this event. (This game is based on the Op: Flashpoint series)

Backstory- Imagine if the Cold War didn’t end, and was still counting onto this day?
Now imagine if there was a war that broke out between the two superpowers?
This event is meant to allow the user to experience the feeling of a full on battle.

Event Restrictions/Gear Requirements:

Camouflage Restrictions

USA- M81 Woodland, or Tricolor Desert/ChocChip, AOR 1

Russia- (Russian Camos) Marpat camos, MC.

There will be no, armbands, you will have to remember your teammates camouflage, and identify targets.

Squads will be spilt into 5 man groups on each team.

Bring your own ammo,

FPS Limits (we are asking politely not to go crazy with the RPS)
AEG- 400 fps w/ .2 bb
Sniper-500 fps w/ .2 bb

40mm grenades (foam heads) have a 15ft radius ( we recommend filling the head with chalk or powder to mark where it lands)

Grenades must explode.

Next, the game is going to consist of everyone using a standard firearm for your side. Just keep it simple, nothing fancy just a red dot and a flash hider, please no silencers.

You must bring 2 White Gauze bandages (we ask that you make a part of them bloody for that added effect)

Hit System
How the hit system will work is by you wearing faux body armor and helmet combo.
(NOTE this must remain on your body)
The following order will go like this,
1st hit, you fall down and count 5 Mississippi (simulating the Knock-back effect)
2nd hit, a teammate must bandage you, using your IFAK
3rd hit, a teammate must stabilize your wound, and then a medic must treat you by writing your condition, what wounds your received, and then placing the card, in your IFAK, for where if you must go back to your base to treat yourself to reset your hits, for if you get hit again you are considered KIA, and must wait 30mins before you can go back out onto the field.
If you do not have a full armor set, if will be a standard 2 hit system
1st, hit a teammate must bandage you, using your IFAK
2nd hit a teammate must stabilize your wound, and then a medic must treat you by writing your condition, what wounds your received, then placing the card, in your IFAK, for where if you must go back to your base to treat yourself to reset your hits, for if you get hit again you are considered KIA, and must wait 30mins before you can go back out onto the field.
To balance the 4-3 hit rule out, you have a bleed-out time of 1 minute, only if you are not stabilized within those seconds, you are gone.

Capturing objectives and FOBs (Forward Operating Bases)- The “How to Guide”
During the game there will be 4 total territory objectives
2 towns for each side.
1 main base, which is the final assault position
You will have 4 towns to keep control of these towns do not provide your side anything except a base to re-spawn at (if you choose to make them a FOB), and you can reload at them.
As you progress throughout the day you will have other objectives to complete. Exfil, intel, and satellite recon.
How the Final Assault works is from your side you move over and 1 by 1 take control of the enemies points, to finally you assault their base, which if you succeed you win the game. But if you are the attackers you have a limited number of re-spawns.
How the Re-spawn work for this point, is that you simply walk back to your base and then walk back to when your ready.

Restrictions and required gear for this event
(Yes, some of this may be repeating)
This is meant to be a true Mil-Sim event, so we are going to restrict magazine limits, ammo, and the how the game plays.
Allowed roles- Each class gets a standard 6 midcap magazines (1 box mag), Not counting the one already in your primary.
Rifleman-allowed to use 40mm grenades
Medic-Can carry 2 bandages, and the medical condition cards
Support-Can carry a radio, or a SAW.
Sniper-Purely recon
(May have a SpecOps unit)

Restriction on Magazines
Must be a Midcap or realcap
No flash-mags.
No Highcaps
Only allowed 6 magazines per person
Hit Rule
If wearing Faux Armor (Helmet and fake plate,etc.) you will be allowed 4 hits, until considered KIA
If not wearing fake armor you can only take 2 hits.
Medic Rule
Using your IFAK, and personal bandage, a teammate may bandage your wound.
If struck again within a 1 minute a teammate must stabilize your wounds, by applying pressure to the wounded area, until a medic can come over and treat your wounds.
If struck after a medic healed you, you are now considered KIA.
You must walk back to spawn with your medical card, and wait 30 minutes to re-spawn as fresh troop

Required Gear
( For the following here we will check to see if you have it or not)
Camouflage (for your side)
Full Seal googles, or glasses
Boots
7 midcap magazines
A pouch to place your bandages in. (IFAK)
2 bandages.
2liters of water, on you.

(Recommend gear)
Mres, or some food that you can carry.
Gear to match your side/time period
A Helmet and some type of body armor

Post Reply