Maine Airsoft have sent over details of Operation: Ripsaw:
Operation: Ripsaw / 7 April, 2012 / Harris Field, ME
Important Event Intel
271 Buzzell Rd, Dayton ME 04005
Registration starts at 0800 SHARP!
End time is 1700
Field Fee: $10.00
To sign up, please click the "Sign up" button at the top of this topic
Once done, click the following link to choose your position and role on the field:
Global Location: Canada, lowland forests of the Northern Rockies. Yukon region.
Scenario: The year is 2016; spring arrives in the Northwest of North America. In the boreal forests surrounding the feet of the Rockies, events are set to unfold in effort to halt a major threat to U.S. and Canadian security.
A sleeper cell derived from an international terrorist organization was activated some years after the World Trade Center attacks in 2001. The group’s exact origin is unknown, but it is believed that terrorists with ties to Al-Qaeda were seeded as sleeper cells within the major Eastern Canadian cities. The cell remained extremely quiet for about a decade, but eventually slipped in the year 2013 when the group attempted to purchase large quantities of chemical fertilizer on the black market.
Upon noticing this, and matching multiple names from U.S. databases to the cell itself, the United States and Canadian governments raided various locations throughout the cities. The raids were indeed successful, with thousands of pounds of drugs, multiple small arms, and various bomb components seized. However, only a handful of low-level cell members were apprehended, as the leadership of the group had fled prior to the raid. The DEA/CIA concluded that what they seized during the raid was a distraction and a ruse. In hopes of appearing crushed, the inner circle had left only a fraction of their assets.
Joint-efforts between the Canadian and U.S. governments to collapse the tiny terrorist cell on Canadian soil had ultimately failed. Since then, the once extremely small cell had seemingly disappeared. No one would expect that the group had not only moved away from highly populated areas, but remained inside the country. Over the past two years, scattered reports of organized activity within an isolated valley in the Yukon have been made by bush pilots and civilians in the area. Often passed off as logging activity, the group operating within the valley had remained unnoticed for two years. The area began to appear suspicious when eventually; the cell slipped and exposed themselves to aerial reconnaissance by U.S. planes.
"SMU"/Recon teams have been deployed by U.S. JSOC in compliance with Canadian government in order to relieve some of the fog of war involved in the scenario. Langley reports that there are multiple hostile-controlled sites within a heavily wooded fjord in the northernmost sectors of reconnaissance. Disguised as logging camps, the cell had been training a small group of militant combatants in addition to the mass production of the drug Methamphetamine in labs within the camps. This installation was also responsible for the illicit trafficking of various weapons, chemicals, drugs, and humans across the U.S./Canadian border. Their leader was finally visually identified after months of surveillance by Canadian snipers, but a name or alias could not be matched from U.S. databases. Given the nature of the situation, the cell’s commander was designated as a high value target, codename: RIPSAW.
Unwilling to let RIPSAW slip through their fingers once more, the United States and Canadian governments are pursuing a joint-operation in order to take the cell down once and for all. Forward deployed Recon units have been in the field for quite some time, observing the situation and avoiding counter-snipers. The DEA FAST team will make a helicopter insertion on the edge of the valley, along with the various CIA agents involved with the takedown. The remaining U.S. strike force will accompany the Canadian agents and Joint Task Force 2 operators in a column after dismounting from their convoy. All the meanwhile, the cell has had ample time to prepare defenses after their scouts spotted the convoy from the highlands. With nowhere to run, their only option is to fight off the advancing forces, and escape the area after they completely control it once more. The U.S. and Canadian forces are faced with the task of effectively clearing and maintaining the various sites within the valley until all major suspects are accounted for and the area is deemed safe. Due to the size of the area, and the unknown amount of hostiles present, this is sure to be a battle of endurance.
This is a continuous, non-stop operation that is based on various components of “captured” items, locations, and targets of interest.
**(Please note: This is a non-stop continuous OP. Once you are either embedded on the field or deployed onto the field (Startex), the game will not stop until 1700 (5:00PM). Individuals should consider how they plan to eat lunch, as it will be on the field. Players are allowed to leave the field, at the cost of their absence from the game. However, players leaving the field MUST check-in with squad leaders/force commander, maintain radio contact, and establish a rally point with their perspective squad).
0900-1000: Rally period and briefing
1000-1200: Initial assault phase
1200-1300: “Dig in” phase, territory established – Recon secondary objective period
1300-1700: Conquest/FRAGO phase
1700-1800: Endex and rally phase
The basic unit of “success” in this OP is the amount of points that your faction has at the end of the day. This event is not meant to have a clear winning or losing side, but ultimately the winning side will have the most points total. Points are awarded for various things, such as holding a base during a “snapshot”, to capturing a HVT from the opposing team. (High value targets are selected from members of the “Inner Circle” and DEA/CIA squads. Additionally, both faction commanders are considered HVT).
**Squads are expected to remain together at all times, with the exception of Civilians, Bomb Makers, and Drug Smugglers. If the squad leader or Force Commander declares a squad unfit, the squad is declared combat ineffective by “REDCON” status. If this is the case, the ENTIRE squad must dawn red rags and rally at the nearest friendly base to regroup and respawn.
BROKEN SQUADS THAT ARE OBSERVED BY MODATORS WILL RESULT IN A POINT DEDUCTION FROM YOUR FACTION’S POOL
U.S. Force Objectives:
-At Startex, U.S. Forces will be deployed at various entry points around the field. Once the game starts, U.S. Forces are to assault key positions to gain ground for the day ahead.
-1200-1300, focus on fortification of controlled points.
-Maintain control points throughout the afternoon and participate in FRAGO’s.
-Defend key points from the initial U.S. assault – hold as much ground possible.
-1200-1300, focus on fortification of controlled points.
-INFANTRY: Maintain control points throughout the afternoon and participate in FRAGO’s.
BOMB MAKERS/DRUG SMUGGLERS: Participate in FRAGO’s as role players, create unconventional resistance for the U.S. Forces.
Neutral Forces Objectives:
-Civilians are independent entities, and can choose to work with whomever they choose.
-Civilians will be needed for FRAGO’s as role players.
Recon “Secondary Objective”:
-At the “Dig in” phase where territory is established across the field, a balloon will be inflated and hung in an exposed manner at each capture point (each team with a perspective color). Once commanders are aware of what their enemy owns, snipers will be ordered to infiltrate enemy territory undetected. At this phase, the general infantry will be eating lunch (presumably) and embedding into defensible positions. The snipers’ objective is to fire upon the balloon without being seen, and escape the area after being exposed. Once the sniper confirms the balloon destroyed, he/she must confirm the successful shot with their commander, who will report it to a moderator. Each successful infiltration and engagement will yield 2 points for your perspective faction.
Objective Redemption/Point Awarding:
-Base “snapshots” will be taken periodically throughout the day, on the hour – 10 points awarded to the faction controlling the location. A manifest will be placed in each critical capture points throughout the field, the scoring for base captures requires occupying forces to record their faction and when they seized the position. Upon the hour, a census will be made by game officials, who will receive a count from force commanders on how many points each faction controls.
-FRAGO: Each faction will receive optional fragmented orders throughout the afternoon phase of the OP. A successful “FRAGO” will yield 5 points. Unique fragmented orders involve the participation of Civilians, Drug Smugglers, and Bomb Makers. All infantry forces, including Inner Circle Operatives and DEA FAST/CIA Agents can participate in FRAGO’s, but there are a limited number of FRAGO missions available throughout the day.
-HVT Capture: HVT’s will be selected at random on the day of the event, from a pool consisting of DEA FAST/CIA Agents and Terrorist Cell Inner Circle players. A certain percentage will be marked as a HVT, both Force Commanders are automatically considered HVT. To recover an HVT, the target must be neutralized and bleeding out. If your perspective unit can identify the HVT, and confirm it with their commanders, the target can be escorted to the nearest friendly location where a game official will confirm the capture. Commander capture yields 5 points and alternate HVT capture yields 2 points.
Wounded/Bleed out Rules:
-OP will run on bandage and “ghost” rules.
-Bleed out time is five minutes
-If 5 minutes go by, you are considered a “ghost”. You cannot talk, interact, or work with your squad in any way that affects gameplay. You must follow your squad until low REDCON status is declared and the entire squad respawns together.
-Bandage and “Ghost” rules in effect. Each “squad” squad receives one bandage per player. Squads with no designated medic can heal each other. A “bleeding” individual can be bandaged one time and be brought back into the fight, but cannot be bandaged again if struck once more.