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Operation: One Republic: A House Divided / June 16

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Important Event Intel

271 Buzzell Rd, Dayton ME 04005

Registration starts at 0800 SHARP!

End time is 1700

Field Fee - Ontime: $10.00 (Prior to 0930)

Field Fee - Late: $15.00 (After 0930)

Lunch will be served/offered, pricing and menu details will be posted closer to the event date.

 

To sign up, please click the following link to choose your position and role on the field:

http://www.maineairsoft.org/index.php?topic=8220.0

 

 

 

Maine Airsoft Presents-

 

Operation: ONE REPUBLIC: A House Divided

 

ONEREPUBLICPATCH.jpg

 

April, 2020. It has been three years since the opening of the second American Civil War. Separatist forces, lead by a former military general moved to install a dictatorship over the failing government and collapsing nation. Taking advantage of the devastated economy and lack of federal funding for defenses and manpower the Separatists launched a surprise attack on the nation. Separatist forces laid siege to and seized the capital in July of 2017 and drove the remaining Federal troops into the northeast. After surrendering New York in December of 2017 and the defeat at Boston in March of 2019 the Federals fell back into the remaining northern and western states. United under the leadership of a new charismatic, military minded leader, Federal forces have regrouped, rearmed and prepared their offensive to begin reclaiming their nation. In unison with a Federal strike in the western theater, the reinvigorated northern Federals have begun quietly advancing towards a regional city to establish a new forward line and install proper democratic leadership over their remaining territory. Rumors have begun passing through the line of local disenfranchised militias occupying small hamlets who will choose a side for the right price. Operation One Republic is underway…

 

Phase 1: Establish Control 10:00

 

Federal forces advancing from the north move to establish a forward operating base (North Bridge) and move on Fort Harris overlooking Harris Village (Jackals, Pallet, Tent up the road from Jackals). Once Harris is secured, Federal forces must move to occupy Harris Village, which will serve as home to their political leadership (Pallet). Separatist forces are known to be in the area and poised for a counter strike on a Federal advance into this vital area. Intelligence has confirmed the presence of Separatist forces occupying nearby hamlets (Wolves Den, Gulley Base). Separatist outposts have spotted advancing Federal troops and have alerted the main force. Taken by surprise, Separatist forces launch their counterstrike from their FOB (Alpha). Separatist forces must move to secure their flank (Wolves den tent) and push through the local hamlets toward Harris Village. Intelligence suggests that Federal troops have their new leadership with them and intend to establish government somewhere in the Harris Village; this must be halted if the Separatists intend to finish the war in the North.

 

This event is a conquest game. Operators from both teams are moving to secure as much ground as possible and hold it. There will be a points system in place. In order to secure a fort, there will be a clipboard inside each fort, and the team will mark down their name (Team NAME) and the time at which they started to hold it (Hence you need a time keeping device). In order to hold the objective, you need to write this down. (And possibly have someone defending it so that the other team doesn’t walk up and write themselves down, cancelling you out). It needs to be held at a minimum for 10 minutes to earn 10 points, and then every following 10 minutes will get additional Points.

Be aware of FRAGO’s that will be given throughout the phase. These will aide in final Points to the victor!

 

All Bases are worth 10 Points apiece; additional points can be earned through successful completion of FRAGO’s

 

Each team will be docked 10 points per violation. These violations could involve cheating (excessive no hit calling, tampering with time cards, destroying or moving items not in play yet. Bad behavior and being seen without entire squad.

 

This is a squad based event. If you are without your squad, your team will suffer point’s loss!! This will be heavily enforced.

 

EACH TEAM: will have one airstrike available to them per phase. Only the CO's may request to use these and they will be coordinated with the Event MODS. An airstrike: Can only be used on a base, it will "kill" everyone inside the base and within ~15' of the base (event MODs will use best discretion to determine who is dead around the base). Mortor's will provide the same results. However only one team will get to use these (Once only) depending on mission outcome.

 

 

 

Team Start Areas:

Federals Lead by Kinky(TAN BASED CAMO): 2nd Field Entrance

Respawn Point: Permanent respawn at 2nd Field entrance

 

 

Separatists Lead by GRIM(GREEN BASED CAMO): Alpha

Respawn point: Permanent Respawn at Alpha.

 

Phase 1 ends 13:00

 

Phase 2 14:01 Strike, Counterstrike

 

Federal troops must now launch the final part of their offensive and secure a new main line of resistance (Wolves den, Wolves den tent, Comm.) if they haven’t already, and defend their leadership and new territory gains.

 

Separatist forces will now launch out from their controlled bases and attempt to roll back any Federal gains and dominate this territory they previously ignored.

The start of this phase is determined by who had the most territory and points totaled up by the end of the first phase. The team who had the most points will start off out in the field holding their key objectives. The opposing forces objective is to attempt to retake ground and still manage to seize control of government leadership. The key strategic area of this phase is “The Village” (Pallet, Jackals Hold, and Harris) and it must be held by the team who won the points race in the first phase. The Village is the Capitol region and is the center for economic growth.

Several sidebar missions will be available to both teams to earn credibility to their cause; furthering their agenda to win the war.

 

EACH TEAM: will have one airstrike available to them per phase. Only the CO's may request to use these and they will be coordinated with the Event MODS. An airstrike: Can only be used on a base, it will "kill" everyone inside the base and within ~15' of the base (event MODs will use best discretion to determine who is dead around the base). Mortor's will provide the same results. However only one team will get to use these (Once only) depending on mission outcome.

 

Frago's:

 

Missions: will be worth 50 points upon completion of objectives.

 

-Finding evidence/money cache’s around the field to be turned in for value.

-Locating the Presidential Cabinet: Players will be in disguise and roaming either side of the lines... If you’re a Federal, your goal is to save these individuals. If you’re a separatist, you want to kill them. Warning: Once they’re dead; they’re dead. Be careful how you use them, they could be used to barter.

-An explosives objective could be availabe to one team and one team only, this could sway the battle to one side.

Many more missions are available; I will be releasing objectives to specific teams at points in the game.

-Finding artifacts of the Old Republic

 

More will be available to you, remember, these are worth serious points to your cause!

 

 

Medic Rules/Ghosting.

 

Wounded rule is as follows, if you are hit. You call “Hit! Hit! Hit,” pull out your (MANDATORY) RED RAG. Place it in a noticeable area, I.E., your head. You have a 5 minute bleed-out period. If within those five minutes a squad medic doesn’t place a bandage on you, you become a ghost. (Adopting this rule from NEASG and OPP). Bandages are limited and extras will not be given out to medics, keep track of your bandages. You have as long as your medic takes to tie on the bandage to respawn, and you’re back in. Wounded persons can be dragged by another team member; they must maintain contact with the person in tow. If the either person is hit, you’re both out. Wounded people cannot be used as cover!

 

ANYONE ON YOUR SQUAD CAN HEAL A MEDIC. THERE IS ONLY ONE MEDIC PER 8 PLAYERS.

 

Ghosting Rule:

 

Ghost’s stay within 75’ of their squad; they cannot talk, be used as shields, be healed back in, etc. Don’t die, you won’t become a ghost. The only way you can return is by having the entire team REDCON (Readiness condition check) this means that your entire squad is combat ineffective and are returning to a RESPAWN. The entire team Red rags and walks back to a Respawn base; There you can collect bandages and ghosted players return to the game.

 

Weapon “Restrictions:”

 

1) Thunder B grenades: as per Harris Field rules; can be used to “kill”. The rule is, that if you throw a thunder B into a base, it kills anyone inside; if you use it outside a base; then it is just a distraction device. If a Thunder B detonates in a fort or in-closed structure, everyone is dead, regardless. Pea Grenades, Tornado grenades are the same concept.

 

2) AEG’s: may not fire in excess of 400fps as measured with a .25g BB.

 

3) Velocity exceptions- NEASG and Field-certified snipers. If you have to ask if you qualify, you are not one.

NEASG certified snipers may engage players with weapons discharging at up to 550fps with .25s, so long as that weapon is not used within a minimum 100' engagement distance. If they chose to engage within that radius, they must switch weapons.

 

3) Support Weapons.

Only TRUE replicas of real support weapons may use box Mags. This means an M249, M60, HK11, MG36E, MG40, Stoner63, M2, RPK, PKM...etc No regular submachine or assault weapons with drum mags.

 

4) Magazines- 2 high capacity magazines or unlimited mid caps/low caps.

 

Schedule of Events:

 

Saturday:

REGISTRATION/CHRONO: starts at 0800!

Full Event/Safety Brief: 0900!

Startex: 10:00

Break For Lunch: 1300-1400

Event Startex: 1400

Endex: 1800

 

General Considerations:

 

We institute a Surrender (Safety Kill) Rule at Harris. If you are within 10’ of a person; give them the courtesy of surrendering, how this works: I walk up on a player and I raise my weapon and yell surrender! They can accept and red rag out or try and draw their weapon and kill me. One shot to the torso will do! No full auto this close. We don’t need to light people up!! If you’re within 20’ of a person, be considerate. Knife kills are non-negotiable. No throwing object kills are aloud; leave your axes and tomahawks at home.

 

There is no BLIND FIRING! If you can’t see your target, don’t shoot!

 

Required Items:

 

-AEG or other Air soft gun.

-Wrist Watch is strongly recommended

-2 way FRS/VHF radios (this event is going to be heavy with Team communication, you’re going to want a decent radio)

-Water bottle or pack and food. This is an all day event, bring all equipment to your staging area and you can break there and pull security if needed to eat and recuperate.

-RED RAG, for being dead. Kind ‘a annoying to keep getting shot at because you called hit and the person can’t hear you over his/her AEG and can’t see a red indicator verifying you’re hit!

-Eye Protection, must be full seal in Nature. I/E, provides no gaps in your face to allow BB’s to get there, must be sealed to your face. Also, Lenses must be ANSI 87.1 (or greater) impact compliant. A full seal (where a rubber or foam cup prevents BBs from entering the eye cavity) is extremely recommended by NEASG staff and required at most fields. Fields may require minors to have additional face ear and mouth protection. Additional face, mouth, and ear protection is recommended for all players. Players waive the right to sue or pursue legal redress in regards to personal injury when participating in any NEASG event. Fields retain the right to require any additional safety gear they see fit so long as it is at least compliant with the above requirements. Mesh goggles are not allowed at NEASG locations, mesh mouth masks are acceptable. This is Right off the NEASG website.

 

FRAGO’s will be given to CO’s..


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