Combat Airsoft Omaha Beach

Transcription

Combat Airsoft Omaha Beach
Combat Airsoft
LLC
Presents
Omaha Beach
Sponsored by
We don’t play Airsoft – We play Combat Airsoft
2125 US Hwy 63 Deer Park, WI 54007
Event Itinerary
Combat Airsoft’s premiere event, Omaha Beach, draws players from all over the Midwest. With one of
the biggest production budgets, players can expect to play night games with overhead flares, fireworks,
air cannons, and intermittent flood lighting that brings the game to a whole new level. This is looking like
the last Omaha Beach after 8 years and one of the last Big Games that uses the Junkyard. At 300 players,
look forward to sieging and overcoming opposing forces to take the hill and turn the tide of the war.
Teams will switch sides half way through the event Saturday to let everyone experience the attack and
defense of the hill. For the diehard players, there is an option to play American all day Saturday to double
up leading the charge and storming the hill experience!
As a tribute to those honoring the historical siege of Omaha Beach, a special contest will be held for most
realistic/best uniform for the event in which special prizes will be given to the winner.
Expect all of the stops to be pulled at Omaha Beach. 100+ player charges met through a downpour of
BBs. Walls of smoke and fireworks exploding in the sky overhead will be illuminating the field at night
in addition to intermittent flood lighting.
Free Camping Friday and Saturday night! Gates open at 2pm Friday.
Concessions will be available all weekend from our sponsor, AirHard Tactical!
Combat Airsoft’s Omaha Beach Event Schedule:
Friday August 9th
Field and Registration opens at 2:00pm
Players will be given until dusk to set up camping equipment and begin to prepare their costumes and gear
for evening skirmishes.
4:00pm chrono opens.
6:00pm skirmishes starts
9:00pm night event briefing
10:00pm night invasion games will begin with fireworks and sound effects. These games will go until
midnight, at which point players will return to their campsites. Teams will be balanced for night play prior
to the start of the game. Game play will go until midnight.
12:00am the game will be over and players will return to staging for camping.
Saturday August 10th
The field briefing will begin at 9:00am The costume contest for best dressed/most realistic uniform and
gear will follow the briefing and prizes will be awarded.
10:00am to 1:00pm will be the first siege of Omaha Beach with the American forces starting in the
Junkyard and German forces holding the hill.
From 1:00pm to 2:00pm a lunch and ammo break will be held.
From 2:00pm to 5:00pm the factions will switch sides and the Americans will defend against a German
siege.
At 5:30pm the final raffle will occur with plenty of Combat Airsoft gear, BBs, and guns!
For those attending Omaha, additional free camping is provided for Saturday night and $5 off admission for Sunday
Open play
We don’t play Airsoft – We play Combat Airsoft
2125 US Hwy 63 Deer Park, WI 54007
Event Rules and Requirements
Players must sign a Waiver. Players under the age of 18 must have the waiver cosigned by a parent or legal guardian.
Everyone must wear ANSI rated 87.1 or better full-seal eye protection. No exceptions. All mesh-style goggles are subject to shot-testing by referees to
ensure safety compliance. Mesh-style goggles are not allowed for players under the age of 18 and any player using mesh goggles and masks do so at their
own risk. BBs can fragment and penetrate metal mesh.
Everyone under the age of 18 must wear full face protection. Full face protection is defined as either a full paintball-style goggle with integrated mask or
goggles with a mesh or solid lower. A shemagh/scarf/balaclava or similar does not constitute lower face protection.
Nylon reinforced barrel blockers are required to be securely covering the muzzle of all airsoft weapons. They must remain on the weapon at all times while
in the staging area. They are critical pieces of safety equipment. Hard plastic covers, gun socks, etc. are not acceptable. Most major airsoft retailers carry
nylon reinforced barrel blockers. If you need to purchase one, blockers are sold at the Combat Airsoft Rentals area and should be bought and securely
attached to any Airsoft gun prior to uncasing it in the staging area.
No magazines in weapons in the staging area.
All weapons must be dry fired and cleared prior to leaving the field going into the staging area. Barrel blockers securely placed on weapons as well as
safety on before leaving the field are also required.
Barrel Blockers must be on and remain on at all times in the staging area.
All pistols or side arms must remain securely holstered within the staging area and should remain unloaded and cleared.
Sportsmanship is integral to Airsoft. Players must play with good sportsmanship. Poor sportsmanship is grounds for removal from the game or field
without refund and is defined (but not limited to) the following: Not calling hits, Assaulting another player by intentional overshooting an already hit player
or striking players for melee hits, Yelling across the field with jeers, harassment, racism, threats, or for not calling their hits. Referees will promptly handle
all cases of poor sportsmanship. Not returning to respawn when hit and rejoining the game. When a player is hit and returning to their respawn point they
are not to talk to other players or teammates. This prevents players from telling teammates where they were shot at or from.
Blind firing is not allowed. Blind firing is firing around corners or over the top of a bunker when you cannot clearly see where the muzzle is pointed or
where the BBs are going. This prevents accidental shots on players who may be point-blank or closer than 15 feet.
Players are not allowed to fire at one another under at or less than 10 feet. This is strictly enforced. See Bang-Hits for more details.
"BLINDMAN" Stops the game. If there is a serious injury or unsafe situation such as a player has their eye protection removed, call "BLINDMAN" as
loudly as possible. All weapons will be immediately made safe by magazines being removed and barrel blockers put on. Repeat "BLINDMAN" as loudly
as possible so everyone around you can hear. Once the situation has been fixed a referee (and only a referee) will start the game again.
If a BB hits yourself or anything that is moving with you (such as a backpack, weapon, a carried prop, etc.) you are considered Hit and eliminated from
play. Ricochets where BBs bounce off an object, wall, or another person and strikes you is also considered a hit. Friendly fire also counts as a hit. Players
who are hit must go back to a respawn point in order to return to the game. Respawn is immediate unless otherwise specified by the referee.
Bang-hits are required for any hit with an airsoft weapon under 15 feet. Player yells “Bang” with the weapon pointed directly at an opponent and is
awarded the hit.
Knife hits count as silent hits. Tapping a rubber knife on a player's shoulder and telling them "you are hit" counts as an immediate hit. Players who are
knifed are not allowed to yell or announce they've been hit and must return to a respawn point without talking. Players without rubber knives can simply
touch another player on the body for the same effect.
Players who shoot at another player under 15 feet are considered immediately hit as well - regardless of if it was an accident or not. This is for safety
reasons. Players who repeat shooting under 15 feet will be removed from the field if deemed necessary at a referee's discretion.
Players are allowed to surrender to avoid taking shots by calling themselves as hit.
Players who are Hit should do the following to identify themselves as hit:
Yell "Hit" if struck by a BB either directly or by ricochet. Place a red Dead Rag on their head, then place a nylon reinforced barrel blocker on the end of
their gun. Walk to the nearest respawn with their hands and gun pointed into the air
Airsoft rifles, pistols, launchers, and other guns are not toys and should never be treated as such. Always assume the airsoft gun is loaded, always control
where you are pointing the gun, keep your finger off the trigger until you are ready to shoot, and always use the required safety equipment (full-seal ANSI
rated goggles, barrel blockers, safety switches, etc.)
Any automatic-fire-capable weapon must chronograph under 400 FPS w/ 0.20g BBs and may only be fired at targets over 15 feet away.
Any bolt action/single fire weapon must chronograph under 500 FPS w/ 0.20g BBs and may only be fired at long-range targets over 100 feet away. This is
for safety purposes. Any player found shooting at players less than 100 feet away with a weapon that chronograph over 400 FPS with 0.20g BBs will be
removed from the field immediately.
No weapon is allowed to chrono over 500 FPS with 0.20g BBs.
Sound-detonation grenades have a 10 foot hit radius. Anyone within 10 feet of the detonation are considered hit, unless behind some form of hard cover
(such as a bunker or wall). Sound-detonation grenades such as Hokatsu Thunder-Bs are not allowed to be packed with any BBs, powder, or other materials.
Players found to be packing BBs will have their grenades confiscated.
Tornado grenade hits are scored if a BB from the grenade hits a player.
M203 or underbarrel grenade launchers act the same as a thrown grenade. They have a 15 foot hit radius to where the ball lands. If the launcher shoots
BBs, a BB must strike a player to count as a hit. They will not hit players behind hard cover such as a bunker or wall.
Approved airsoft rocket launchers that fire Nerf or JCS Foam rockets and anti-tank mines will disable vehicles. If a second rocket hits a vehicle the players
inside are also eliminated. Rocket launchers will also hit anyone behind a barricade/bunker and hits anyone within a room of a building and have a 15 foot
detonation radius. All launcher style equipment must be approved by the lead field referee at the start of the day before being brought out to the field for
use.
No home-made equipment can be brought to the field (smoke grenades, explosives, potato-guns for Rocket Launchers, etc.) If it isn't manufactured for
airsoft by a company is should not be brought to the field.
No striker-style or match-lit fireworks, flares, grenades, or smoke grenades are allowed as they pose a fire hazard. Do not bring them to the field or they
will be confiscated and not returned.
Combat Airsoft reserves the right to remove players from games or the field if they believe a player is in violation of any of these rules.
Safety is Combat Airsoft's number one priority!
We don’t play Airsoft – We play Combat Airsoft
2125 US Hwy 63 Deer Park, WI 54007
Omaha Beach 2013 Concessions
Brought to you by
Concessions
Available all day!
Can of Pop:
Bottle of water:
Monster (16oz)
Powerade (32oz):
Chips:
Candy Bar:
Slim Jim:
Snack Cakes:
Pop Tarts:
Trail Mix:
PB Cookie:
$5 HOT DOG LUNCH
$1.00
$1.00 ea. or 2/$1.50
$3.00 ea. or 2/$5.00
$2.50
$1.00
$1.00
$1.00
$1.00
$1.00
$1.00
$1.00
Includes:
 2 hot dogs (or substitute 2
bratwursts for an extra $1)
 Bag of chips
 Can of Pop
Some supplies limited
We don’t play Airsoft – We play Combat Airsoft
2125 US Hwy 63 Deer Park, WI 54007
Combat Airsoft Omaha Beach 2013
Event Area of Operations
This is an overview of the entire Event’s Boundaries, Initial Spawns, and Flag/Capture Points.
NOTES
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We don’t play Airsoft – We play Combat Airsoft
2125 US Hwy 63 Deer Park, WI 54007
Phase 1: Siege the Hill!
Alright soldier, listen up! Boots have hit the beach and it’s time to get up that hill. The German forces have
fortified positions along the ridgeline including bunkers, mortars, machine guns, and heavy artillery. I won’t lie
and say this will be easy but it is up to you to get up that hill and take them out. Failure is not an option! Don’t
get caught up downhill soldier or it will turn into a meat grinder down there.
The future of this war is depending on you soldier!
Objectives:
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Take control of the landing area (Junkyard) to have a base of operations to stage the remainder of
this battle out of.
Control of the landing area and safety for future troop landings can only be assured once the
Ridgeline and Bunker flag points have been captured and controlled. Only then will the German
troops fall back to the nearby town.
NOTES
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We don’t play Airsoft – We play Combat Airsoft
2125 US Hwy 63 Deer Park, WI 54007
Phase 2: Take the Town!
Well done soldier! You’ve done the seemingly impossible – pushed through a hornet’s nest of fire and explosions,
scaled to the top of the ridgeline, and rooted out the German forces. The landing has been secured and it is time
to take the fight to them! The German forces have fallen back to the nearby town and are attempting to set up
fortifications in the buildings. Hit them hard and fast before they can recover!
Objectives:
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Take control of the nearby stronghold to route the German forces and put them on the run
Secure the town and drive out any remaining German forces into the woods by securing the Urban
Flag and clearing all the nearby buildings in the town (Urban).
NOTES
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We don’t play Airsoft – We play Combat Airsoft
2125 US Hwy 63 Deer Park, WI 54007
Phase 3: Finish the Fight!
They are on the run soldier! A captured enemy soldier has given us valuable intel that the German high
command has fallen back to their headquarters hidden in the forest. We believe that that compound holds
valuable information that could give us a tactical advantage as we continue to push inland. Expect heavy
resistance soldier... they have no where left to run. Surround the HQ and take it at all costs. It’s time to finish the
fight!
Objectives:
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Follow the retreating Germans into the forest and find the local German headquarters.
Surround the HQ (Fort) from all three sides, leaving no escape route for German High Command.
Suppress the remaining troops at the Fort until German High Command is captured or surrenders.
NOTES
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We don’t play Airsoft – We play Combat Airsoft
2125 US Hwy 63 Deer Park, WI 54007