WORKING BEE + MILSIM 17th March 2024 Christchurch
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Busy day this Sunday. Please do not be late.
0900-1000 WORKING BEE
- Sam Site - tidy up of existing cover, removal of destroyed cover and debris.
- Range - collecting all targets, cover, debris from the range area and sorting it
- Briefing area Inspect the gear tables and consider dismantling them
- Chucking the collected rubbish into the skip
1030 - 1100 SKIRMISH GAME
-Quick warmup game to get into it.
1130 - 1400 (APPROX) MIL-SOFT Game:
Operation: Act on Instinct
- GENERAL INFORMATION:
- As you post in, please select a team and role below.
- Please bring a radio.
- Game is open to anyone, as per our usual Sunday games!
- BBs + Rental Gear available.
RULES:
Standard ASNZ FPS rules apply.
HIT/MEDIC/BLEED OUT RULES
Each team will be given a start position. If you bleed out or need to reload your magazines, this is the only location this may be take place. These positions must not be interfered with. Spare ammo may not be taken into the field.
Each team has 2 medics. When a player is hit, they must remain in place for 5 minutes. If after 5 minutes they have not be heal, returned to the start position and wait 1 minute before rejoining the game.
A medic heals a wounded player by walking up to them, passing them their casualty book and the wounded player records their name and the time they were healed. The player is instantly alive after that. If the player is hit again within 5 minutes of being healed, they are instantly killed and must return to the start position and wait 1 minute before rejoining the game.
After no more than 10 heals (record entries). A medic must return to the start point to simulate replenishing their medical supplies. Record the return to the start point as "Resupply" in the casualty book.
CONTROL POINTS
There will be areas of Tiberium fields, refineries, silos and associated harvesting equipment that need to be controlled in order to achieve victory. The locations will be designated with a flag and referred to as CONTROL POINTS, their locations provided via radio. The Section Commander can contact HQ (admin channel) via the Radio Operator to advise of a CONTROL POINTS capture once it is cleared of hostiles and not contested.
CONTROL POINT DESTRUCTION/REPAIR
CONTROL POINTS will change (add/remove) throughout the scenario. At the Section Commander or Lead Scout's direction, a radio operator can request the destruction of a capture point by way of a ORCA gunship (GDI) or A10 (NOD) precision strike. The Section Commander will need to send the request to HQ (admin channel) and follow the protocol to complete the strike. A refueling time will follow after a successful strike. Due to ground based anti-aircraft threats, it is cacluated that any airstrike requests in this area have a 17% chance of failure (dice roll).
An engineer can repair a destroyed CONTROL POINT by contacting HQ (admin channel) via the Radio Operator tonce it is cleared of hostiles and not contested.
AMMO
Primary Weapon Ammo carriage limits apply:
- Rifleman - 300 rounds (no high caps, except rentals)
- Radio Operator - 200 rounds (no high caps, except rentals)
- Section Commander - 200 rounds (no high caps, except rentals)
- Medic - 200 rounds (no high caps, except rentals)
- Machine Gunner - 1000 rounds (as per TAG machine gun rules)
- Sniper - 50 rounds
- Lead Scout - 200 rounds
- Machine gunner and Section Commander can carry four pistol magazines.
- All other roles can carry two pistol magazines
BRIEFING wrote:GROUND:
Nod Tiberium Refinery, West Estonia.
SITUATION
When the UN gave permission for the GDI to openly engage Nod forces globally and the war began; most of continental Western Europe, with the exception of Switzerland, Denmark and possibly Spain and Portugal declared in favor of the GDI.
Against them were arrayed a narrow belt of Eastern European countries, so the GDI began their European campaign in the north with an amphibious assault on Nod-controlled Estonia.
Having successfully gained a beachhead in Estonia, GDI forces would then launch an extensive assault on the Nod Tiberium Refinery in Estonia.
Currently the garrison at the Nod Tiberium refinery is under assault by GDI Steel Talons...
MISSION
NOD - Repel the GDI attacks and maintain control over the Tiberium fields in West Estonia.
GDI - Annihilate the NOD garrison in West Estonia and take control of the Tiberium fields.
EXECUTION
To be determined by your section commander.
GDI - Steel Talons
Uniform: Must wear light, desert, arid camo or light coloured clothing.
A TEAM
1-1 Section Commander - BUTTKICKER
1-2 Medic- MOFFMAN
1-3 Rifleman - OPEN
1-4 Rifleman - BUDDHA
1-5 M.Gunner- WEREWOLF
B TEAM
1-6 Radio Operator (2IC) - OPEN
1-7 Medic - OPEN
1-8 Engineer - BONES
1-9 Rifleman - OPEN
1-10 Rifleman - OPEN
C TEAM (Work together, must remain in visual contact)
2-1 Sniper - STNICK
2-2 Lead Scout - CALEB
NOD - Marked of Kane
Uniform: Must wear dark, urban, woodland camo or dark coloured clothing.
A TEAM
1-1 Section Commander - GOAT
1-2 Medic - CALZONE
1-3 Rifleman - HADS
1-4 Rifleman - HAZIQ
1-5 Rifleman or M.Gunner- SILENT
B TEAM
1-6 Radio Operator (2IC) - OPEN
1-7 Medic - SHIFTY
1-8 Engineer - RIOT
1-9 Rifleman - ASTROS
1-10 Rifleman - OPEN
C TEAM (Work together, must remain in visual contact)
2-1 Sniper - GUILDFIRE
2-2 Lead Scout - OPEN
UNASSIGNED
ReaperNet (ADMIN)
Flazzbog
OUR LOCATION:
Weedons Ross Road, Christchurch, New Zealand
LINKS:
TAG Operators Manual (RULEBOOK)
TAG Facebook Page
TAG Community Facebook Social Group
TAG Membership Application form (Google Doc)