08:00 Parking lot opens; Participants gear up08:30 Check-in opens at Shop09:00 Gear inspected; Guns chronographedThose who arrive after 9:30 a.m. may not participate.10:00 New-player orientation10:15 Factions finalized10:25 Game briefing at Valley10:45 Insertion to starting locations10:55 Faction mission briefings~11:00 Startex when commanders are ready15:00 Endex
Required ItemsBarrel cover on each airsoft rifleCash or credit/debit card for admission & extrasFull-seal eye protection (ANSI Z87.1) with a strapHard plastic/metal lower face mask for <18 yearsPortable hydration (at least 16 fluid ounces)Red rag (at least 1 square foot)Signed 2023 Waiverunless 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
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 RulesSummary: Whenever 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. Hit: If 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 game. Additional hits that you receive as a hit player donot 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.Choice: If 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 → hit → go 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 head. You 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 on game day and may be rebalanced by game staff prior to the start of each phase, but our initial target ratio is roughly one medic for every five to eight regular players.
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 factionsize goals:
Allies
Starting self-respawn: southern tree line of ValleyRadio channel: 1 (462.5625 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 faction's channel. 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.
Dress CodeThis is not a strict reenactment. Many participants will show up with modern camo/clothing and equipment. We will provide you with loaner patches/armbands if your appearance doesn’t clearly indicate your faction.If you have anything, please wear clothing that somewhat resembles any of the military uniforms worn during the European theater of World War II. For an inexpensive WW2 helmet that looks decent, go online.If you’d like to be with the Allies, you are also welcome to wear a civilian partisan outfit such as the French Resistance. If you’d like to be with the Germans, you are welcome to borrow one of our loaner helmets:
No Spawn-campingYou and your faction are not allowed to stalk, surround, or fire upon the enemy self-respawn location. Likewise, they're not allowed to camp your self-respawn either.
Army Corps of Engineers / PioniertruppenPrior to startex, each faction will have two or three players assigned to be combat engineers, and they must be at least 21 years of age. These "sappers" are the only players who are allowed to interact with the provided "barbed wire" emplacements, mobile barricades, Bangalore pole charges, and the bridge-demolition device. They will also be equipped with special tools such as scissors, lighters, zip ties, staple guns, and explosive props. If you're assigned to this role and have to step out from the game or leave early, your role must be assigned to another qualified player with approval from your faction commander.
Impassable BarriersDuring Phase 1, strips of trail ribbon will be used to simulate long barriers that all players are forbidden from passing through and are marked in red on the Phase 1 map. Instead, players must coordinate with their engineers to breach the dedicated "barbed wire" access points that are marked in blue on the map.
Barbed WireThroughout the operation, plastic construction fencing will be used to simulate barbed wire. No players are allowed to pass through it while it's upright. Only engineers and game staff are allowed to open and remove it.
Mobile BarricadesHinged half-walls may be available during this operation and may be moved only at the direction of engineers.
Phase 1: Beachhead InvasionTheGerman self-respawn is located at Gleiwitz, but the Germans should start in defensive positions anywherenorth of the red/blue line on the map, and they aren't allowed to cross south of this line during this entire game. The German objective is to keep their flags flying at Adams and Bragg by preventing the Allies from raising their flags at these locations. Prior to startex, the Germans will be given a few minutes to set up their mobile barricades and some additional pieces of barbed wire.The Allied self-respawn and starting location is on the southern tree line of the Valley. The Allied objective is to carry their two flags into the enemy-occupied territory and raise one each on Adams and Bragg as shown HERE. However, the Allied engineers must first break through the formidable enemy defenses only by detonating their Bangalore pole charges on any of the three barbed-wire sections that are marked in blue on the map. If an Allied flag is raised on only one of the two sites (Adams or Bragg), the Germans may take it down repeatedly, but the phase ends (pausex) as soon as the Allies have their flags flying on both sites simultaneously. Even though players may take down enemy flags at the control sites, they are not allowed to move or hide enemy flags throughout this entire game.
1st PausexAll combat is paused. The Allies rally at Bragg with both of their flags for game briefing. The Germansrally at (see Phase 2 map) for game briefing. Each faction's self-respawn must be moved to these rally locations. The Germansmay relocate their barbed wire and mobile barricades in preparation for Phase 2.
Phase TentationWe might not have enough time to get to all of the following phases before 15:00.
Phase 2: Establish FootholdThe Germans should start in defensive positions given that their objective is to keep their flags flying at Gleiwitz and Trail Side Bunker by preventing the Allies from raising their flags at these locations.The Allied objective is to raise one of their flags on each of these two locations. If an Allied flag is raised on only one of the two sites, the Germans may take it down repeatedly, but the phase ends (pausex) as soon as the Allies have their flags flying on both sites simultaneously.
2nd PausexAll combat is paused. The Allies rally at Gleiwitz, and the Germans rally at (see Phase 3 map) for game briefings. Each faction's self-respawn must be moved to these rally locations. The Allies will receive a bridge-demolition device. The Germans may relocate their barbed wire and mobile barricades in preparation for Phase 3.
Phase 3: Blow the BridgesThe Germans should start in defensive positions to protect their bridges at Oscar and Rushmore. The Allied objective is to destroy these bridges by detonating their demolition device on them. Since we have only one electronic bomb prop, it must be used on each bridge at separate times, but the Allies may choose which bridge to target first. Only Allied engineers are allowed to move, arm, and rearm the device to count down to detonation. Only German engineers are allowed to disarm/defuse the device after it has started counting down. There’s no limit to the number of times that the device may be armed and disarmed.The phase ends (pausex) as soon as the device detonates on the second bridge after having already detonated on the first bridge earlier. Engineers should study the prop instructions linked HERE.
3rd PausexAll combat is paused. The Allies rally at (see Phase 4 map), and the Germans rally at (see Phase 4 map) for game briefings. Each faction's self-respawn must be moved to these rally locations. The Allies will receive three flags at their self-respawn. The Germans may relocate their barbed wire and mobile barricades in preparation for Phase 4.
Phase 4: The Final PushThe Germans should start in defensive positions given that their objective is to keep their flags flying at the three locations shown on the Phase 4 mapby preventing the Allies from raising their flags at these locations. The Allied objective is to raise one of their flags on each of these three locations. If an Allied flag is raised on only one or two of the three sites, the Germans may take it/them down repeatedly, but thegames ends as soon as the Allies have their flags flying on all three sites simultaneously.
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.
Thank youWeappreciate you for the sacrifices you make in order to attend our events. Your opinions and improvement ideas are valuable to us, so please share them.
This event was produced by Dusty.If you have any questions, please ask!