The complete government collapse in the area has led to a hostile takeover by competing warlords.  A private military group has been dispatched to keep the peace by any means necessary.
Saturday, May 11, to Sunday, May 12, 2024
Coles Family Farm Airsoft Field is located at:  492 River Road, Dayton, Maine, United States
Saturday Phase08:00 Parking lot opens; Participants gear up08:30 Check-in tent opens09:00 Gear inspected; Guns chronographedThose who arrive after 9:30 a.m. may not participate in this phase.10:00 Check-in tent closes; New-player orientation10:15 Factions finalized10:20 Phase briefing at Main Parking Lot10:40 Insertion to starting locations10:50 Faction mission briefings~11:00 Startex when commanders are ready15:00 Endex; Set up campsites
Saturday Night Phase17:00 Check-in tent reopens17:30 Gear inspected; New guns chronographedThose who arrive after 5:30 p.m. may not participate in this phase.18:00 Check-in tent closes; New-player orientation18:15 Rebalance factions/medics/bandages18:20 Phase briefing at Main Parking Lot18:40 Insertion to starting locations18:50 Faction mission briefings~19:00 Startex when commanders are ready22:00 Endex; Camp/sleep
Sunday Phase08:00 Parking lot opens; Participants gear up08:30 Check-in tent opens09:00 Gear inspected; New guns chronographedThose who arrive after 9:30 a.m. may not participate in this phase.10:00 Check-in tent closes; New-player orientation10:15 Rebalance factions/medics/bandages10:20 Phase briefing at Main Parking Lot10:40 Insertion to starting locations10:50 Faction mission briefings~11:00 Startex when commanders are ready15:00 Endex; Debriefing at Main Parking Lot
Event TypeObjectives = scoredRole-playing = welcomed but not requiredTimeline = phasedRules = intermediateTrigger time = variablePhysical exertion = moderate
Admission Options (per person, paid on site)
  • Saturday through Sunday:  $30 (you save $10)
  • only Saturday:  $20
  • only Sunday:  $20
Required ItemsBarrel cover on each airsoft rifleCash or credit/debit card for admission & extrasFlashlight for night operationsFull-seal eye protection (ANSI Z87.1) with a strapHard plastic/metal lower face mask for <15 yearsPortable hydration (at least 16 fluid ounces)Red light for night operationsRed rag (at least 1 square foot)Signed 2023 Waiver unless you already gave oneWristwatch with stopwatch timerDetailed Required Items linked HERE
Field RulesAge minimum = 12 yearsFPS limit = 400fps with .25s (1.86J)Bolt-action limit = 550fps w/ .25s (3.51J) & 100’ MEDFriendly fire counts.Gun hits count.Safety kills are optional.Noise grenades eliminate everyone in the same room.Explosive devices have several restrictions.More Field Rules linked HERE
Recommended Camping ItemsClothing layers per weatherDrinksExtra socksFood & cooking equipmentHand sanitizerMedicationsPillowSleeping bagSleeping padSleepwearTentToothbrush & paste
Semi-Auto OnlyFull-automatic and burst-mode firing are prohibited at this event.  Only one BB is to be projected with each cycle of the trigger.However, we allow the following exceptions to this rule:
Special Hit & Respawn Rules for Freedom Fighters & LoyalistsSummaryWhenever you get hit, you must call it, put on your red rag, sit down, start your timer, and remain in place until a medic respawns you by putting a bandage on your upper arm.  If three minutes have elapsed since you were hit and you haven't been bandaged, you may choose to sit there waiting for as long as you like, or you may stand up to move to your faction's self-respawn pole.  But, you may not be bandaged after you start moving to respawn.  Also, you may not be bandaged a third time after you already have two bandages on your arm.  Whenever you go to your self-respawn pole, you must reset any bandages you have on by placing them into the bag that's attached to the pole so that they can be retrieved and reused by your faction's medics.  Respawn trees are out of play.
HitIf you, your gun, anything you’re holding, or anything worn on your body are struck by a BB, a foam sword, or a stealth hit such as a "knife kill" (shoulder tap), then you’re immediately considered to be hit and out of play.Once hit, you’re immediately expected to loudly call out "Hit, hit, hit!" as you pull out and wave your red rag a couple times before placing it on your head.  You want your attacker to know that they hit you so that you’ll no longer be targeted for more hits.  Close-range hits don’t require such loud acknowledgements. Stealth-hits are to be acknowledged silently by simply donning the red rag without saying “hit” or anything else.You may not shoot at or attempt to hit anyone else while you’re a hit player.  You may not communicate with live players or use radios other than to announce that you’ve been hit or to request a medic.  On the other hand, as a hit player, you may speak to other hit players about anything as long as it’s spoken quietly enough to where no live players will overhear the conversation.  Any game props that are larger/longer than a basketball must be dropped at your feet when you’re hit, but please keep your own guns and gear with you at all times.After putting on your red rag, you must sit down or kneel and start your required wristwatch timer.  If you find yourself in the line of fire, you should get lower to the ground and/or crawl just far enough away to get out of it.  This is for your safety and to minimize your impact on the live gameAdditional hits that you receive as a hit player do not count against you, and you should not restart your timer.Respawn by Medic:  Now that you have acknowledged your hit, you should assess whether a friendly live designated medic can get to you without getting hit.  If you think the situation is safe enough, you should immediately call for the medic.  There is no mandatory waiting period before doing this, but you must remain seated while waiting for the medic to get to you.  Any live medic may respawn you, but they must come to you first.  The respawn is performed by the medic placing a white & red elastic bandage on your upper arm while you take your red rag off of your head.  Then, you are instantly respawned as a fully functional player.ChoiceIf three minutes have elapsed since you were hit and you still haven't been bandaged by a medic, you have a choice to make between sitting there waiting as long as you like for a medic to arrive or standing up and moving to respawn yourself at your faction's self-respawn pole.  Waiting is recommended if a live medic is nearby and can reach you soon.  Moving is recommended if enemies have overrun your location or if no live friendly medics are in the area.  But, once you choose to start moving, you may not sit back down to be bandaged by a medic.  If you already have two bandages on your arm from prior hits & medic-respawning, you are not allowed to be bandaged a third time during that cycle.  Instead, you are required to sit in place for three minutes before moving to your faction's self-respawn pole.  The entire cycle follows this pattern:  life → hit → bandage to life → hit → bandage to life → hitgo to poleStand/Move:  Now that your three minutes are up and you've chosen to stand and move, you may only respawn yourself at your faction’s self-respawn pole and are not allowed to be respawned by a medic during this hit & respawn cycle.  As a moving hit player, you must avoid going near enemies or their control sites because you don’t want to be accused of cheating by performing reconnaissance.  Also, never enter any structures or fortifications as a moving hit player.  Likewise, as a live player, don’t follow your hit enemies around the field in an attempt to prevent them from respawning.Respawn by Self:  Now that you have arrived at your faction's self-respawn pole, you may respawn yourself by taking your red rag off of your headYou are not invincible while maintaining contact with any self-respawn pole.  Also, you must remove any bandages from your arm and place them into the bag that is attached to the pole.  This will reset the bandages and allow them to be retrieved by your faction's medics so that they can be reused throughout the remainder of the game.  Taking bandages that were issued to other factions is forbidden, but please pick up and use any that were dropped on the ground.  Only designated medics are allowed to carry reset bandages that haven't yet been placed on hit players' arms.Drag:  After getting hit while you're sitting/waiting for a medic to arrive, you may also allow yourself to be “dragged” by any live player if they are willing to move you somewhere.  You may simulate being dragged by maintaining physical contact with a live player while walking or running together.  Don’t pause your timer while being dragged.  Whenever the live player stops moving with you, you must get back down into a sitting position.  Additional hits that you receive while being dragged don’t cause your time to reset; however, the player who's dragging you is now hit and must go through their own hit/respawn rules from the beginning.  This prevents live players from using hit players as mobile meat-shields.  One live player may drag multiple hit players as long as all of the hit players maintain physical contact with the live player; however, this is risky to the live player because it creates a much bigger target.There usually isn’t much benefit in dragging a hit player.  However, some squads may want to do it in order to keep the hit players near them while they’re moving fast toward a distant objective.  Also, some players may want to drag their hit buddies behind cover so that it will be safer for a medic to eventually get to them.Medic Hit:  If you are a designated medic who gets hit, all of these same rules apply to you; however, any other player (medic or non-medic) may act as a medic for you and may respawn you with one of the unused bandages that you're carrying.Medics & Bandages:  Medics may be armed and are welcome to fight just as hard as any other player if they wish.  During the pregame briefing, individuals will be selected and given special red-cross armbands to play as medics.  During the game, the role of medic may be switched among players and the medic armband transferred while at their self-respawn pole and with the approval of their faction commanders.  The number of medics and bandages per faction will be determined and balanced by Game Control prior to the start of each phase.
Special Hit & Respawn Rules for EaglesBecause of their small faction size, role-player status, and lack of a FOB (see below), Eagles will follow the standard hit/respawn rules linked HERE with the exception that they may respawn themselves at any respawn tree without the presence of a live player as long as there are not any known enemy Freedom Fighters or Loyalists within line-of-sight of that respawn tree.  Allegiances will change throughout this event, so there may be different times when Freedom Fighters and/or Loyalists will be allied with (and not the enemies of) the Eagles.  However, Eagles are never allowed to be respawned with bandages.  If you observe any Eagles abusing their tree-self-respawn privileges, please report them to Game Control immediately.
FactionsYour faction will be determined on game day based on your preferences, your loadout/clothing, your experience level, your friend group, any local airsoft team affiliation that you may have, and our faction size goals:
Freedom Fighters
Recruitment: open to allSize goal: 40% of all attendeesRole: player characters (PCs)Faction type: primaryCampsite: West FieldPermanent self-respawn: EustisProvided insignia: goldPreferred uniform: civilian, mismatched tacticalRadio channel: 1 (462.5625 MHz)
Loyalists
Recruitment: open to allSize goal: 40% of all attendeesRole: player characters (PCs)Faction type: primaryCampsite: Upper LotPermanent self-respawn: Upper Lot EntranceProvided insignia: purplePreferred uniform: civilian, mismatched tacticalRadio channel: 2 (462.5875 MHz)
Eagles
Recruitment: closed (invite-only)Size goal: 20% of all attendeesRole: nonplayer characters (NPCs)Faction type: secondaryCampsite: unspecifiedPermanent self-respawn: PondProvided insignia: greenPreferred uniform: military, tacticalRadio channel: 3 (462.6125 MHz)
Radio CommunicationIf you have a two-way radio, keep it set on your faction’s radio channel.  You may not monitor or transmit on the other factions' channels.  VOX mode, hot mic-ing, and channel jamming are all prohibited.  Please familiarize yourself with your radio and program in its channels before arriving at the field.
No TreasonYou must remain loyal to the faction that you are currently on and not betray them, because any form of treason will break this game.
Restricted Spawn-campingYou and your faction are not allowed to stalk, surround, or fire upon the opposing faction's permanent self-respawn location.  Likewise, they're not allowed to camp your permanent self-respawn either.  However, self-respawn flags at forward operating bases are vulnerable to attack as described below.
Forward Operating BaseAfter the operation begins, the command elements of the Freedom Fighters and Loyalists may each establish a forward operating base (FOB) at any location of their choice within the area of operations (AO) that is at least 300 feet away from the opposing faction's permanent self-respawn location.  To do so, they must place a special "FOB RESPAWN" flag that will serve as a second self-respawn pole for everyone in their faction.  However, at any time, the opposing faction may come through and deactivate it by simply taking it down, but it is not allowed to be moved or hidden.  There is no limit to the number of times a FOB flag may be put up or taken down.  At startex, each faction's FOB flag will be located at its permanent self-respawn location.  After the FOB site is selected and the FOB flag is placed, it may not be relocated.  It must remain there throughout all of the remaining phases of the weekend, so the faction commanders should choose their site wisely.
Saturday Phase (11:00—15:00)
Modified ConquestFreedom Fighters and Loyalists are expected to capture and hold the largest number of control sites for the longest period of time before the phase ends at 15:00.  There are five control sites located at Adams, Bragg, Campbell, Drum, & Main Bridge and are marked with orange flags on the map.However, your faction's flags won't be located at each control site at startex.  Instead, three of them will be scattered around the AO, and the remaining two will be locked up by Omego as described below in the "Catalysts" section.  You will need to search the AO for your three scattered flags which may be found on the ground next to enemy flags, but you're not allowed to steal, hide, or move the enemy flags because we want them to have a chance to retrieve their own.  After you find one of your faction's flags, you may decide which available control site to take it to.  There's no benefit to taking more than one of your flags to each control site because only one is needed to activate it.  Once you use one of your flags to capture a control site, it may not be taken elsewhere or used to capture any of the other sites.To capture a control site, you must throw your enemy’s flag on the ground and replace it with your own as shown HERE.  There’s no limit to the number of times that the flags may be flipped on a control site, but you’re not allowed to steal or hide the flags.In order to begin accruing minutes for your faction on the control site that you just captured, you must also use the Baofeng radio that is located at the control site to notify Omego of the flip.  Any delay in radioing the flip will delay the accrual of minutes.  If you don’t yet have a flag there but your enemy does, you may still take down the enemy flag and use the attached radio to announce that the site has been “neutralized” which will stop the enemy from earning minutes on it.  Each accrued minute is worth one point for a combined total of up to 1,200 points available from all of the conquest sitesEach faction’s minute accrual will be started and stopped on Omego’s smart phone.  Everyone with an internet connection may monitor the scoreboard in real time through this URL:  https://board.multitimer.net/view/?q=mdj50531g6
Area of Operations (AO)
For an interactive map, click HERE.
GoldThere are numerous gold bars spread around the AO at named locations on the map.  Freedom Fighters and Loyalists may search for and collect gold to bring back to their FOB lockbox for safekeeping.  Each player may carry only one gold bar at a time.  Gold may be paid to Eagles in exchange for combat assistance or to share the locations and codes to unlock catalysts as described below. 
CatalystsThere are two catalysts hidden and chain-locked within the AO for each of the Freedom Fighter and Loyalist factions.  Each may be taken to Omego to be exchanged for an extra conquest flag.  Each catalyst is marked with tape in either gold for Freedom Fighters or purple for Loyalists to indicate the faction to which it belongs and by which it may be moved.  Even though enemies are not allowed to move it, they may set up a perimeter around it to prevent its owner from doing so.
Saturday Night Phase (19:0022:00)
Escort Attack/DefendBased on the results of the prior phase, Freedom Fighters and Loyalists will be tasked with either escorting the Eagle leader to attack a series of locations around the AO or defending those sites from being overrun.  For the attackers to be successful, the Eagle leader must be able to plant his flag within the defined perimeter of the site, and he is the only person allowed to handle the flag.  Each site will be revealed sequentially during this phase with the attackers having up to 45 minutes to take each site followed by a ten-minute pausex to allow time for the defenders to get into position at the next site.  Each site is worth 100 points to the faction that successfully either takes or defends it, so there will probably be about 600 points available to be earned during this phase if six sites come into play.  Everyone with an internet connection may monitor the scoreboard in real time through this URL:  https://board.multitimer.net/view/?q=mdj50531g6
Campsite SafetyOnly staff who have been approved by the property owner may start and monitor campfires, but you may safely use your own grill or hotplate.
Quiet HoursLoud noises are strictly prohibited from 9:00 p.m. to 7:00 a.m.  Therefore, you may not utilize bang grenades, loudspeakers, excessive yelling, and such during these quiet hours.
Sunday Phase (11:0015:00)
ExplosivesFreedom Fighters and Loyalists will each start within 15 feet of their choice of any of their own faction's explosive sites either split up among them or together if they prefer.  Each faction is tasked with defending its own explosives while also trying to detonate the enemy's explosives which are marked on the map with gold stars for the ones owned by Freedom Fighters located at Bragg, North Peak, & north side of Valley and purple stars for those of Loyalists located at Bigfoot, Drum, & south side of Valley.  Each detonated explosive is worth 100 points to the opposing faction for a maximum possible score of 300 points per faction.  The fuses may be lit only by adults.
Area of Operations (AO)
For an interactive map, click HERE.
Disaster-relief SuppliesAt around 11:00, 12:00, 13:00, and 14:00, Eagles will escort a supply truck through the AO.  Freedom Fighters and Loyalists are expected to engage this unit and raid their supplies.  Once secured, the supplies should be brought back to their faction’s cache and guarded there safely until endex.  Each cache is marked with a "C" on the map with Freedom Fighters' located at Adams and Loyalists' located at Campbell.  These caches may be raided by the enemy forces at any time.  These two factions must bring all of their acquired supplies directly to their cache to be defended until endex.  Players are not allowed to hide or intentionally abandon the supplies that they stole from Eagles.  Each supply that a faction has within the walls of its cache at endex is worth 150 points bringing a total of up to 600 points available to be earned from disaster-relief supplies.  The Sunday scoreboard is linked here:  https://board.multitimer.net/view/?q=h8fa3ayzek
Assassination ConfirmedThe Commanding Officer (CO), Executive Officer (XO), and up to six Squad Leaders (SLs) on each of the Freedom Fighters and Loyalists will be individually given a necklace with one dog tag that is to be kept on their person unless/until taken per the following rules.  During their three-minute sit time after getting hit and before a medic gets to them, they must give it to the first enemy who gets close enough to take it even if it wasn’t the shooter.  They must continue to wait for a medic until the end of the three minutes regardless of when the dog tag was taken.  If no enemy gets to them within those first three minutes, they do not need to give up their dog tag even if they've decided to wait longer for a medic to respawn them in place.  Captured dog tags should be saved and turned in to Game Control at endex for points as follows:CO tag = 100 pointsXO tag = 50 pointsSL tag = 25 pointsThere will be up to 300 points per faction available to be earned during this phase from assassinations.
GoalThere are a total of approximately 3,000 points available during this operation.  The faction with the most at endex will be declared the winner!
LeadershipSince you care enough about this event to have read this far down, please consider requesting a leadership role.  Details linked HERE
Swap MeetYou are welcome to buy/sell/trade your airsoft equipment at this event.
Our Commitment to YouThe field managers and event producers will follow through with this operation regardless of the weather.  We are fully committed to delivering everything that we advertise and greatly respect the sacrifices that you make in order to attend our ops.  Your opinions and improvement ideas are valuable to us, so please share them.
This event was produced by Mando.   If you have any questions, please ask!