24hr MILSIM/Interclub - 28/4 to 29/4 - Golden State III
This is an open invite to all airsofters, but please post up here if you are attending.
Close off for entry will be 22nd April, this is a firm close off so that the game scenario can be balanced.
If you are attending, please register here before 22nd April.
Cost: $10
General Rules:
- ASNZ FPS
- Fullauto restricted to support weapons only
- Ammo restrictions in place.
- ROE in place.
- Medic Rules in place.
- Varied missions with some roleplay scenarios.
Tactical Airsoft Group General Rules and Info
- Game will commence even if weather conditions are poor.
- If you’re new to our field you will need to sign one of our waivers.
- Due to our lease agreement with ECAN, sources of ignition are not permitted to be used on the field. This includes the surrounding driveway, grassed areas extending to Weedons Road. No smoking on the field.
** We will provide a safe place to use your small, portable gas stoves. - Parking will be at the entrance.
- Bring enough water and food for the duration of the event. There will be no breaks.
- BIO BBs are required to be used as part of our lease with ECAN. BBs will be for available for purchase.
- Lasers are not permitted to be used on the field out of eye-safety concerns.
FPS Limits:
ASNZ Standard FPS limits in effect:
- A weapon firing 350 FPS (1.13 Joules) or under has no M.E.D
- A weapon firing from 351 FPS up to 420 FPS (1.63 Joules) has a 10m M.E.D
- A weapon firing from 420 FPS up to 600 FPS (2.80 Joules) has a 20m M.E.D
- No weapon may fire over 600 FPS.
Gun Class Restrictions:
- Pistols can fire up to a maximum of 350 FPS (1.13 Joules).
- AEGs, GBB rifles and shotguns can fire up to a maximum of 420 FPS (1.63 Joules).
- Single action rifles can fire up to a maximum of 600 FPS (3.33 Joules).
Full Auto Restrictions:
Only players designated as squad automatic rifleman may use full auto. This is restricted to one per squad.
Support weapons may only fire up to 350 FPS (1.13 Joules) and have a 10m M.E.D
Primary Weapon Magazine Limits:
Please observe the following magazine/ammo restrictions. For the purpose of this scenario the restrictions are:
- “Hi-Caps” You may carry 1 magazine if it holds greater than 250 rounds
- “Mid-Caps” You may carry 3 magazines if it holds between 101 and 249 rounds
- “Low-Caps” You may carry 6 magazines if it holds 100 rounds or less
- Players using a box, drum or similar magazine with a capacity greater than 600 rounds are considered a squad automatic rifleman (support). Only one of these weapons per squad is permitted.
This restriction is in place in the spirit of fairness, realism and simply to add the consideration of ammo management.
Players may keep additional ammo at their deployment only and may only rearm as directed by their team commander.
Secondary Weapon Magazine Limits:
- Players may carry a maximum of 3 magazines for their secondary weapon.
- Secondary weapons must have a magazine capacity less than 40 rounds.
- Grenade launchers are considered secondary weapons. 3 Shells may be carried.
Timeline
Saturday
0830 - Arrivals admitted and briefed
0930 - Game start
1736 - Sunset
2200 - Forces RTB
Sunday
0600 - Open for combat
0717 - Sunrise (day missions begin)
1100 - Game finish
Bear in mind this is a long MilSim style game at the more MilSim end of the spectrum. To avoid disappointment, do not expect non-stop combat - there will be a lot of waiting and watching. Forces will have advisors assigned to assist in military tactics/comms etiquette/etc so don't worry if you don't know the first thing about MilSims!
Missions will include:
- - Intelligence gathering (including stealth),
- "Hearts and minds" patrols,
- Show of force,
- Manned road blocks/border patrol,
- and more
You will need:
* = Required
BB Guns and Accessories
- Primary and magazines *
- Secondary and magazines *
- Gun batteries (2 minimum) *
- Red Dot Sight and extra battery
In-Game Clothing
- Primary combat pants and shirt/jacket *
- Waterproof layer*
- Warm clothing, if needed (thermals, jacket, beanie, gloves, balaclava, etc) *
- Sturdy footwear
- Knee Pads (if not integrated in pants)
- Load bearing equipment (PC, CR, belt, etc) *
- Safety glasses *
- Spare warm socks *
- Spare tactical underwear
In-Game Gear
- Flashlight / headlamp (not affixed to your weapon) *
- Radio + comms equipment *
- Regular hit marker *
- V-light (or any red light for night time hit marker) *
- Watch (or any other time telling device, phone as a last resort) *
- Notepad & pen/pencil
- Spare batteries (AEG, optic, lights, etc)
- Medium / large backpack (to be left at base) *
- Water, i'll be bringing 5L for myself. I recommend at least 3L each. *
- Sleeping mat
- Sleeping bag
- Waterproof shelter. If we get an opportunity to sleep, it will be outside.
Post up if you wish to attend.
Registered-34
Nacho
Guildfire
Badger
Snorlax
Weetbix
Bear
Gluteus
Straightjacket
LongBarrell
Raka
PATCH
Token
Connor dobson
DrDee
Stones
Skullking
SCVNGR
Quadestar
Dirka
DRUSS
Kitten
Kizerfitch
Inksmith
Mossad
ReaperNet
Tech
Morgin_Black
Mimic
Mantis
Flazz
Sneakers
Chuck
Matt Johnson
CPT Dan
In, but not registered: 1
Eda