Post by GZNails on Jul 10, 2016 23:18:57 GMT -5
Day Skirmish: Diplomat
This game is NOT going to be a series of pick-up games. It will be a full day event. Please understand the difference and be prepared accordingly.
This game is limited to 30 players (+4 admins). Each side will have 15 players. The AO selected is small and on private property.
Ruleset: durangoairsoft.proboards.com/thread/60/general-rules-guidlines-dca
Time Hack
JULY 30th, 2016
0800-0900 Admin Set up (Players may arrive and get ready)
0900-1030 Checkin, Safety Briefing, Rules, Scenario (Players MUST be on site by 9am)
1030-1300 Evolution 1
1300-1400 LUNCH BREAK
1400-1730 Evolution 2
*Subject to change
**Please don't be late. I will try my dammed hardest to keep this on time.
SITUATION
TEAMS:
1. Task Force Golf (Green Team) Form of Government Military.
a. Uniform: Green Based Uniforms (woodland, marpat, ACU, Multi-cam) Helmets highly recommended for identification. NO BLACK. Gear color doesn’t matter.
2. Zulu Guerilla Force (Civilian Team) Rag-tag, guerilla force.
a. Uniform: NO MILITARY UNIFORM. Jeans, tan pants, tshirts, baseball caps, NO HELMETS. Gear color doesn’t matter.
3. Admin/Combat Controllers/Delivery team (Admin Group)
a. Uniform: OD bottoms, Black tops. (this group will be play-acting, playing, and admin, they will be hostile to your side during certain times of the day)
Story
Evolution 1
The Government finds Guerrillas (Zulu) are in the market to purchase WMD’s. In an effort to get to the head of the Zulu force, the government sends sends a delivery team (played by admin) to deliver the WMD's and accept Zulu's cash payment. Before the WMD's are delivered, Golf is deployed to the AO to oversee the transaction. Golf is only trying to ID the primary Zulu leader and is asked not to engage unless engaged. HOWEVER - Zulu finds out through it’s network that GOLF is already on site and is planning a capture, so they have different plans..
When trying to deliver and receive payment, the team (admins) are shot captured and held hostage by Zulu forces. Golf is no longer in recon mode and now must attack to get the Hostage(s) out alive. If and when GOLF is able to obtain the Hostage(s), they must then extract from the AO. If they are not able to obtain the hostage(s) then ZULU must defend the Hostage(s) and the WMD’s against GOLF’s attacks.
Evolution 2
Golf was able to capture and hold the AO, however, Zulu called in reinforcements and has now surrounded Golf. It is now Golf’s turn to Defend the AO from the attacking Zulu Force. Zulu must try to get the WMD and the cash back from Golf, once secured, they must extract from the AO.
Game in a nutshell:
-Golf to deploy and set up before zulu enters AO
-Cash purchase and WMD exchange will take place, admin group is shot and hostages are taken
Startex
-Zulu Defends AO
-Golf Attacks
Endex
Lunch
-Golf Defends
-Zulu Attacks
Endex
** This allows both teams to experience the whole AO and attack/Defend.**
Set Up
Each team will have a Commander. That Commander will facilitate the team to ensure success.
During the event, side missions will be handed down to each commander from the admin or combat controller. The commander will then delegate side missions as they see fit.
FOB (Forward Observation base): Each team will have a pre-determined FOB (respawn). Marked on the map. Each player may bring water/BB’s/equipment to the FOB. FOB’s are un-capturable.
Capturable Buildings/Spawn Points: Spawn Points will also be in the AO as marked on your map. Once captured by the ATTACKING team, the defending team may NOT re-capture it. Spawns will be marked with flagging. Green for Golf, Yellow for Zulu.
LOGISTICS
Points will be awarded based on the following tasks:
1. Evolution 1
a. Golf Extracts Hostage within time allowed: 100 pts
b. Zulu denies Golf hostage rescue within time allowed: 75 points
2. Evolution 2
a. Zulu Extracts WMD/cash (single package, do not separate) within time allowed: 100 pts
b. Golf denies WMD/cash (single package, do not separate) within time allowed: 75 points
3. Secondary Objectives
a. Objective 1: 25 pts
b. Objective 2: 25 pts
c. Objective 3: 25 pts
If a team has un-sportsmen like conduct, team will be docked points.
Combat Controllers: Admin will have 2 combat controllers, one for each side. CC’s are like admins but will be playing. They will help with side missions as well as ebb and flow of the game. Any issues, questions, hit calling, honorable play mentions may be brought to CC’s. CC’s may be pulled from teams with special instructions.
MEDIC RULES:
Medics: EVERY player will be asked to bring their own 2 ace bandages (or strips of cloth). Medics are ONLY TO BE USED FOR THE ATTACKING TEAM. DEFENDING TEAM HAS NO MEDICS. MUST RESPAWN.
HITS:
Attacking team:
If an attacker is hit, they must sit with deadrag in place (or move to a safe spot NEARBY if in the line of fire) for 3 minutes. This is the bleed-out time. If a medic cannot bandage player within the 3 minutes player must return to FOB and wait another 3 minutes. Once completed player may head back into AO. If player has an objective (Hostage/Package) the objective must remain in place of death. Defending team is allowed to bring objective back to a defendable area.
Defending team:
If an defender is hit, they must sit with deadrag in place (or move to a safe spot NEARBY if in the line of fire) for 3 minutes. This is the bleed-out time. Player than must return to FOB/Respawn Area and wait another 3 minutes. Once completed player may head back into AO. If player has an objective (Hostage/Package) the objective must remain in place of death. Defending team is allowed to bring objective back to a defendable area.
SQUADS/COMMAND: It is up to the players to create and manage squads. Command and following orders will be highly recommended but not enforced. To ensure team success it is recommended to follow command and use to teamwork.
COMMS:
Admin 1
Golf: Channels 2-10
Zulu:Channels 11-20
EXTRAS:
Admin will hand out extra options to Commanders to help ebb and flow of game. This includes but is not limited to:
1. Mortar strikes to clear an area
2. Forced objectives to get players to spread out
3. Admin will work with commanders to ensure game is successful