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Tour of Duty - EAG Dorking
OPERATION THANG DU DIEN US Forces Mission Briefing Overview After heavy and fierce fighting around the A Shau Valley during May of 1969 during Operation Apache Snow, your unit consisting of combined Army Rangers and Special Forces Personnel has been tasked with re-establishing Firebase RIPCORD. The Firebase must be established to ensure that VC/NVA incursions may be eradicated from the North over the Dang River. Once established you will initially need to send out patrols on Search and Destroy Missions into North Vietnam and Laos with the aim of securing any weapons, ammunition, intel materials, food and medical supplies that will allow the VC/NVA to continue their campaign of terror in both South Vietnam and Laos. At this point in the war you must ensure that all civilian personnel, whether Vietnamese or Laotion are dealt with in a courteous manner so as not to alienate them further. They may NOT be physically touched or coerced, but may be questioned. Be advised that VC Cadre may be at work in the Village areas. It is believed that Caches exist in both North Vietnam and Laos, and that a Tunnel System has been developed by VC Sappers beneath the Dang River. You may deploy your forces into Laos along the “Red Trail” adjacent to Firebase Ripcord, by foot along the Ho Chi Minh Trail and via the Bridge Crossing near the Cambodian Border. You may also insert a LRRP Squad (maximum FIVE personnel) by Helicopter through Cambodia. Any ground held at the end of Evolution One will be held going into Evolution 2. The same rule will apply from Evolution Two into Three. It is believed that there may be members of “The Phoenix Program” operating in the A Shau Valley, although this is unconfirmed at this time.
VC/NVA Forces Mission Briefing Overview After heavy and fierce fighting around the A Shau Valley during May of 1969 during the US Operation Apache Snow, your unit consisting of combined NVA Regular and Viet Cong Forces has been tasked with breaching the border into South Vietnam and finally eradicating US presence in the area. You must once and for all destroy the US Firebase know as RIPCORD to ensure that VC/NVA incursions may be take place from the North over the Dang River. You have successfully established caches of weapons, ammunition, propaganda leaflets, food and medical supplies along the border, in Laos and in your extensive Tunnel System running beneath the Dang River and are finally poised to invade South Vietnam. At this point in the war you must ensure that all civilian personnel, whether Vietnamese or Laotion are dealt with in a courteous manner so as not to alienate them further. They MAY NOT be physically touched or coerced, but may be questioned. You do have a small VC Cadre safely mixed with the Laotion villagers at this point. You may deploy your forces from Hanoi to anywhere on the Northern side of the Dang River, although you MAY NOT move them along the “Red Trail” adjacent to Firebase RIPCORD or fire into this area. You may infiltrate your troops by foot along the Ho Chi Minh Trail and via the Bridge Crossing near the Cambodian Border. You must set up a forward staging area at the old Chapel near the Cambodian Border and hold a cache of propaganda leaflets there ready for distribution.
Any ground held at the end of Evolution One will be held going into Evolution 2. The same rule will apply from Evolution Two into Three. It is believed that there may be members of the dreaded “Phoenix Program” operating in the A Shau Valley, although this is unconfirmed at this time. BEWARE!!!
PricesWeekend price covers one full day of Vietnam Air soft and the night game. US Forces £30 per player NVA/VC £25 per player All prices include camping, use of facilities associated to the event (toilets, showers etc..) Food is not included in the weekend price. Booking For EventBookings can be made in person at any EAG site, by cheque made payable to Elite Action Games or via Paypal (please email john@eliteactiongames.com for details).
Basic ObjectivesUS Forces To secure and hold Firebase
RIPCORD
VC/NVA Forces To set up a forward staging
area at the old Chapel near the Cambodian Border
CiviliansAny Vietnamese NOT carrying a weapon or other tactical equipment (i.e. Radio, maps, binoculars etc.) MUST be assumed to be a non-combatant. As such they cannot be fired upon or shot with impunity by US forces. Any US soldier breaching these rules of engagement must remove himself to the respawn point and report the illegal killing to a marshal. The fact that an unarmed player is wearing a uniform does not de facto make them a combatant – the sole decider of their status is that laid out above.
Dress CodesWe would like to see as many players as possible in appropriate period uniforms. However we appreciate that not everyone has the wherewithal or inclination to go that far. Accordingly the following dress codes should be observed: US Force – Predominantly olive green or Tiger stripe, please note that modern camos such as DPM, Multicam are NOT acceptable. Please avoid light colours. Loud Hawaiian shirts are entirely acceptable for “advisers” NVA/VC – Predominantly pale or Khaki colours. Black pyjamas are entirely acceptable for players wishing to be VC rather than NVA. Hawaiian shirts would be inappropriate here... Footwear. Boots are acceptable for both sides, sandals made from old car tyres is going too far though. As we are trying to make this as realistic as possible, it is fair to say that the NVA/VC and US Forces did not have red dots or 1000 lumen torches so we will be asking players to kindly remove those items from their rifles and where possible to use period weapons and iron sights. These will include M1 Carbines, Thompsons, XM-177’s, M16’s, AK47’s, M60s and any weapon that may have been used by forces in that period. However, if you do not have a “period” firearm we would ask that you disguise where possible by using wraps and rags. This really caters for weapons like G36’s, Famas, L85’s and the like. If you have M4’s, 04 a M249, obviously these are very similar to the XM-177’s and thus can be used without wrapping or camoflague.
PrisonersBoth sides can take prisoners when a member of the opposing force makes it clear that they are willing to be captured rather than killed. Once a prisoner is taken they may NOT be harmed in any way. They can be questioned but are under no obligation to give any information other than name & rank. A cursory search may be made of the prisoner (not a cavity search!) and any mission related intelligence can be taken. This means specifically maps or other written intelligence. A prisoner is not obliged to offer up these items. Searches will be limited to pockets on clothing & tactical gear. Once the capturing force is satisfied that the prisoner is of no further tactical use, they may escort them to the marshal. The delivery of a prisoner will be noted against the points total and the escorting force are free to leave immediately. The prisoner must remain with the marshal for 10 minutes before rejoining the game as directed by the respawn point.
Ammo CachesIn
addition to the ammo rules noted below, there will be a number of NVA/VC
ammo caches distributed around the game site. If discovered, these
can be distributed amongst the forces in accordance with the rules below.
This is the only instance where reloading in the field is permitted. Weapons CachesShould the US forces encounter 'abandoned' weapons, for instance those hurriedly left by 'civilians' during a routine search, they may confiscate them and return them to the respawn point, where such captured equipment will be counted towards their points total. The legitimate owners of any such weapons must retrieve them from the marshals.
Hit and Medic rulesHits WILL be taken. All players will carry two bandages. If hit, they must call the hit and call for a Medic. ANY team member may tie the bandage on the right arm of the hit player, who may resume play after calling 'back in'. If hit a second time, they must call the hit and call for a Medic. ANY team member may tie the bandage onto the hit player, but the second bandage must be tied around the right leg, they may then resume play after calling 'back in'. Any bandaged player who is hit a third time must return to the respawn area where they will remove their bandage and then rejoin play once there are five or more players. The 'Bang!' rule will apply, although the weapon must be pointed at the player or pressed against them. Remember, just because you are being courteous, a player does not have to accept the 'bang' and you should be prepared to put a round in their ass if necessary! If someone enters a room with two or more players from the other team, saying “bang, bang, bang” will not work. Instead shoot them on semi. Respawn RulesA player may respawn by a marshal, but there must be five or more players in a group prior to re-entering the combat zone. Should no marshal be available or the player has been separated from their group they should retreat from the combat zone, wait 5 minutes. At which point they may return to the battle, having removed all bandages and reloaded. Note:- EAG reserves the right to change the hit rules dependant on attendance.
Ammo LimitsAll grunts may carry a total of 600 rounds for their primary weapons. This must be in magazines. 100 rounds can be carried for side arms or backups – again this must be in magazines. Snipers may carry 100 rounds – either loose or in magazines. Support gunners may fill one box mag. Support weapons will be allocated on the basis of one gun per 8 players. Players donate ammo to support gunners if they are shot out of the game. If a player runs out of ammunition, they must return to the respawn area to reload. Having done so, their return to the game is determined by five or more players being ready to rejoin. Where a player finds themselves at the respawn area as a result of being hit, they may take the opportunity to reload up to the limits specified. The only exception to this rule is where an ammo cache has been discovered. If this happens, players may reload from the cache to the limits noted above.
Gun hitsSince ToD is a MilSim event, should a player suffer a gun hit, it is assumed that the weapon is inoperable. He must therefore revert to his sidearm or backup. Should this suffer the same fate, he must remove himself to the safe zone and rejoin the game in accordance with the respawn. Ammunition cannot be transferred from a non-functioning primary to a backup. This is rarely possible in real-life so we shall adhere to that reality.
Rules and guide to Elite Action GamesHits will be taken, no excuses – if you cannot abide by this rule, please stay at home and watch Apocalypse Now! Marshalling will be a mix of visible and player-marshals. Where given, the decision of a marshal or game official is final. Eye protection MUST be worn in any area of the site outside the safe zone. It is intended to make fullest use of the available space for game play. They're your eyes, look after them. Elite Action Games Dorking is a woodland site with structures. Accordingly there are numerous potential hazards that may be encountered during game play. While every effort will have been taken by the organisers to ensure players' safety, all participants have a duty to act in a manner that does not put them or other players in danger. Any player flaunting such common-sense rules will be politely told to leave. Running into a wall may arrest your movement but the building will not care that you have just snapped your collar bone. Equally when entering buildings or moving around, mind your head. All buildings and structures are entered at the players own risk. No alcohol may be consumed on site until after End-Ex on the Saturday night. Toilets are provided in the safe zone. Trees may be peed against but out of consideration to other players, nothing else! First Aid will be provided on site. Designated first-aiders will be made known to all players during the initial briefing. If required either contact the first-aider directly or a game official. Marshals & game officials will use PMR freq. 8.0 to communicate. Teams should therefore avoid this frequency except in the case of liaison officers who will use it to communicate with game officials and vice versa.
Tour of Duty enforces the following f.p.s. limitsAEGs – 350 fps Max. Single action rifles - 500 fps with a 30 metre minimum-engagement distance. (Please not that this does NOT include AEGs which have been “locked” on semi auto. Such guns will not be allowed unless they were designed as semi-auto by their manufacturer. This is a EAG rule – other sites take a different view. You should check with each site if you have any queries) Pistols – 350 fps maximum. Tour of Duty will operate a 10 meter rule – engagements at 10 metres or less MUST be semi-auto. Head shots are allowed, however they should only be taken when no viable alternative is available to the shooter. Pryos are allowed on site, however nothing more powerful than a Mk.5 is permitted. BFGs are acceptable with 9mm blanks. All exploding pyro has a 5m kill radius unless a player is behind hard cover. Small bushes or grass do not constitute hard cover... Loaded weapons are not permitted in the safe zone. Before entering the safe zone all weapons should be cleared by removing the magazine and firing the weapon in a safe direction. We recommend the ground, as clearing your rifle into your mates ass may result in a smack in the mouth. We allow holstered pistols to be loaded, but the magazine must be ejected instantly if the weapon is drawn. Hot food will be available throughout the event at wholly reasonable (?) prices! There are also snacks and drinks available from the shop in the safe zone. Please note that the shop may not be manned full time. The usual range of airsoft accessories are available on site. If anything specific is required, please let us know. Additionally Soldier of Fortune will be on site as sponsors of the ToD series and providers of all your (reasonable) Vietnam needs! Camping will be available on site from the Friday night preceding the game. Full instructions will be given well in advance and further information will be provided via the Tour of Duty web site. For those of a more delicate nature, there are hotels & B&Bs within easy driving distance of the site. Remember – Google is your friend! |