Operation Brecourt - 12th October

Sign up here!
Message us on Facebook if you have any trouble activating your account.
OPERATION BRECOURT
1. GROUND
For this scenario we are using the whole field with the Northern boundary being the fence/road, the Southern boundary being the fence line, the Eastern boundary being the Northern leg of the fence/road and the Western boundary being the C/D grid line.
2. SITUATION
After an unprovoked attack that defeated the defence forces of Tagistan REDFOR forces are now occupying the country and are now preparing to defend against BLUFOR attempts to repatriate the country. BLUFOR plans an airborne assault to destroy key REDFOR infrastructure in preparation for BLUFOR forces to liberate the nation of Tagistan.
3. MISSION:
BLUFOR
The mission for the BLUFOR attacking forces is to destroy with demolition charges the following locations No Later Than H+4:
- Command post
- Retrans facility
- Ammunition dump
REDFOR
The mission for the REDFOR defending forces is to protect those locations.
4. EXECUTION/SCENARIO RULES:
Standard Rules:
Remember that airsoft runs on an honour system, make sure you call hit even if you haven’t been observed.
Hit Definition:
You are hit if a BB makes contact with your body or gear. Ricochets do not count as hits.
Elimination:
When a player is hit they are to immediately call hit, stand up if they need to with their weapon in the air and deploy their hit marker.
Respawn Rules:
Defending forces have a respawn point located within 150m of the objective they are defending. Upon being hit they are to make their way immediately to their respawn area, wait two minutes and then resume the game.
Attacking forces will be using a buddy aid and medic system. Attackers are to carry a tourniquet and upon calling hit are to wait in place for a buddy to apply their tourniquet.
If an attacking player with a tourniquet is hit they require assistance from a medic. A medic can heal them by maintaining a hold on the wounded player for 30 seconds. The player once revived is to keep their tourniquet on.
If a player who has been healed by a medic is hit they are DEAD and are to make their way to their rally point, wait two minute and resume the game. As the game progresses this rally point will change to the objective that has just been completed.
Dead players who have respawned can remove their tourniquet and once hit again can be treated with buddy aid.
Scenario Specific Rules:
Attacking forces will start dispersed after a parachute drop. Each attacker will draw a card after the briefing that correlates with one of the location towers in the West of the map and they are to make their way from this point once the game starts to their rally point at GR G05.
Attacking forces need to destroy their targets with a demolition charge. This demolition charge has a 5-minute timer so you must protect it for 5 minutes after placing the charge. The demolition charge has a 5m kill radius so any attackers in this radius when the charge goes off are DEAD and must proceed to the previous rally point (not the one that has just been created by destroying the target).
To use the demolition charge, open the flap, turn the dial to 5:00 and press down on the base of the dial where you see the circular symbol.
Defenders can pause the timer by pressing on the base of the dial where you see the circular symbol, but they cannot turn the dial backwards or forwards to alter the timer.
The demolition charge is deemed to have gone off when you hear the 90-decibel alarm sound.
Demolition charges can be reused and should be taken to the next objective.
The command post is located in the village of Falconwood. BLUFOR intelligence has not been able to confirm the location of the retrains facility or the ammunition dump but it is hoped that you will be able to find intel in the command post that will show these locations.
Once BLUFOR has destroyed an objective REDFOR is to make their way immediately to the next objective and once they have occupied the area can begin
5. SAFETY:
Eye Protection must be worn at all times.
Observe the minimum engagement distance for your weapon’s FPS.
No blind firing.
Watch your footing
In case of emergency/injury you are to blow 3 times on your whistle or call out HELP HELP HELP every 30-seconds until someone arrives.
If you need a time out or must leave during the game make someone aware of who you are and what you are doing, pull out your hit marker and make your way to the southern fence line, middle track or northern track and head back to the briefing area.
6. COMMUNICATION:
Radio Protocols:
BLUFOR will use Channel 25 Freq 477.025
REDFOR will use Channel 30 Freq 477.150
7. SCENARIO START/END SIGNALS:
Start Signal: The game start will be signalled by a long whistle blast and a verbal command over the radio.
End Signal: The game end will be signalled by a long whistle blast and a verbal command over the radio.
8. EQUIPMENT:
Full magazines, spare BBs and speed loader, snacks and minimum 1 litre water.
9. TIMINGS:
Briefing will commence at 0915
Game will end at approximately 2pm
Please don't forget to post IN so we know you're attending. If you have a preference for which side you want to be on please indicate in this thread.
IN (1) :
Sixthree
BLUFOR
Flazzbogg
Reapernet
Poncho
Badger
REDFOR
Rabbit
Joker
Alpha
Bones
31.5
Zoinks
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)
