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 Rules of Engagement & CQB Indoor Version

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Azaaxx
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Azaaxx


Number of posts : 90
Age : 42
Location : Batac City
Registration date : 2007-09-10

Rules of Engagement & CQB Indoor Version Empty
PostSubject: Rules of Engagement & CQB Indoor Version   Rules of Engagement & CQB Indoor Version Icon_minitimeSeptember 12th 2007, 4:32 pm

Scenario's To Play

Almost all Airsoft skirmishes can be divided into one of the following two groups, TacSim or MilSim. MilSim meens that the players try to use the tactics and style of military units, and the games is often strategic like Base Defence, Base Attack, Search n Destroy or other similar game.

TacSim is simulation of tactical situations. SWAT skirmishes is a type of TacSim.

These are just a few, there are literaly thousands of scenarios you could come up with, be creative, be safe, play fair, and have fun.


Game Variants:
Last man standing (Ultimos homo statans): All against all in a game often with limited time and area.
Back to basic: A game where only spring pistols is allowed. Ammo can be limited.

Terminate (Team mot team): Two teams that fight against each other until time has run out or one team has been annihilated.

Capture the Flag: Two teams play against each other and tries to take the other teams flag back to their on base (flag). The flag has to be carried clearly visible. This game can be played in two variants, "Live Flag" or "Dead Flag". In Live Flag the flag is dropped if the Flag carrier is shot, and a another player can pick the flag up. In "Dead Flag" the Flag carrier has to return the Flag to the enemies base, if the Flag carrier gets eliminated, before the Flag can be taken again.

Two bases one flag: In this game there is two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begin in each base. To goal of this game is to take the Flag to the enemies bas. When the flag reaches the enemies base, the enemy looses. If the flag carrier is eliminated anyone can pick up the flag.

Grab the flag: Two teams, or more, that tries to be the first to reach the flag.The team that has the first player to reach the flag, alive, wins. This game should be played in fairly open terrain.

Traitors: Again two teams and this is a version of Capture the Flag. But the judges descretly chooses one player from each team that is given both teams teammarkers. Try to choose a player that havn't had much luck during the day. Inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors can change team anytime they chooses. Don't trust your teammates.

Man hunt: A volontary player is the prey and the rest of the players is the hunters. The prey is given a pistol and some ammo, and the hunters can have whatever they want. The hunters should be between 4-10. The prey wins if he can reach a specific place within the timeframe. The hunter that shoots the prey wins otherwise. The hunters cant shoot each other.

Bounty Hunters: An everyman for himself game, where each player is issued a teammarker. Then the start signal is given all players runs out in the field. When the next signal is given the game starts. When someone is eliminated, the shooter gets the eliminateds teammarker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the teammarker himself. Teamforming is not allowed and the formers is disqualified. Gametime should be atleast one hour and the winner is the player with the most markers.

Wanted, Prefered Dead: A small team, 20% of the players (Prisoners) shall travel thru an area that is guarded by 80% of the players. The prisoners cant have any big weapons or support weapons. The guards can have whatever they chooses. Each prisoner that reaches the goal is consided a winner. Timelimit is somewhere between 30 minutes to many hours.

Commando Raid: A small group is the commandos. The rest off the players is divided to guard the objectives. The defenders goes out to the field and begin to guard the objectives. Each objective should be guarded by the same amout of guards as the commandos are. The commandos is taken to a small zone outside the gamearea. This is their Insertion and Extraction Point. When the commandos has finnished with the mission, atleast 1/3 has to return to this zone or they cant win. Inform the commandos that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they has taken the Flag from the objective they should leave the "Flag" at the "DropZone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themself and send out patrols, but not leave the objectives unprotected.

Paratroopers: Two teams is divided. 1/4 of the players is the Paratroopers and they're blindfolded and taken out to their "DropZone". At the dropzone they're given a simple map over the area. The other players is split to defend 3 objects in the area. The goal for the paratroopers is to "take out" a objective by stealing it's Flag and return with the Flag to the "PickupZone". When the judge at the "PickupZone" has the Flag the paratroopers has won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.

Hostage rescue: Two teams is again divided. One team is divided into "Hostage" and "Rescue", while the other team is Guards. The hostage has to be divided to different locations. The rescue team can carry extra weaponary to the hostage. The hostage can attempt to flee but they can then be eliminated (Shot trying to escape). 50% of the Hostage has to be rescued.

SWAT terrorist elimination: Classic. A SWAT Team (25% of the players) shall clear an area of terrorists. Buildings is to prefer.

Killing house: A player or a small team shall clear a house that has been rigged by the organisers on the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.

Assassins: Two players has to eliminate a specific player and reach their insertion point before the time limit is reached.

Killing of the Officers: Two teams, and each team has an Officer. The goal is to eliminate the other teams Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers cant move.

King of the Hill: 1/3 of the player barricades themself on a hill or relativly open area and the rest of the players is the attackers. On the top of the hill is a Flag, and the team that is closes to the flag when the time is out, wins. The hill should offer quite a lot of protection.

Reinforcements: King of the Hill variant with two teams. From one of the teams a smaller group (1/3) is choosen. This group barricades on the hill, round a Flag, while the big team is placed below the hill and out of range. The remaining 2/3 of the team is take to a place 5-10 minutes from the base of the hill. The team that is closes to the flag when the game ends, wins. Gametime should be between 20-40 minutes.

Zombies: This is another Team vs Team game, but all the eliminated players go to a third start point. When three eliminated players has reached that point, they form a zombie team and can play again. The new zombie team fight against all other teams, including other zombie teams. The game ends when there is only one player left from anyone of the original teams.

Trenches: A rectangular area about 50x125m is divided into 10 sectors, 2x5. The two teams should be big, 15-40 players, and they start on the opposite short sides of the field. The team that controlls most sectors when the game ends, is the wins. It takes atleast 2 men and no enemies in a sector too control it. The flesh wound rule is used.

Drag the doll: A Doll (Stuffed and mansize, should weigh atleast 40kg) is in the middle of a square arena. The arena is open and flat, but with a lot of junk for cover. Each side is the start for a team of 3-5 players. The goal is to grap the doll and drag it to you side. This game is supposed to be intensive and fast. It's basically CTF in an arena version.

CQB (Close Quarter Battle): Indoor versions of many games. Often played in a big house or in many houses.
All scenarios listed above have been provided by East Side Militia.

Rules of Engagement

1. The minimum engagement distance while outside is 25 feet with any weapons.

2. The minimum engagement distance while inside homes is 10 feet with PISTOLS ONLY.

3. If engaging a house with hostiles from the outside, you may use your AEG if you are more than 25 feet away. If you are less than 25 feet away from a marked home, you must switch to your pistol.
4. You must clear a house using pistols only. After the house is clear, you can use AEGs to fire at attackers from the windows as long as your target is more than 25 feet away.

5. If hostiles enter a home you are occupying, you MUST engage them with PISTOLS ONLY.

6. Calling Out - Call "Hit!" raise your gun, and use a red dead rag. If firefight is too intense to leave, stay down until it is clear to move. All hits on gear worn on the body constitute a hit. Gun hits do not count.*

7. Surrendering - If you are within the minimum engagement distance, you will call surrender on the target. Surrender is called when a shooting situation is no longer safe, such as a finding a target from behind or from the side within minimum engagement range. Surrender calls are not negotiable and the person that has been surrendered cannot debate it. If surrender is called at the same time, both parties are out.*

8. No blind firing. Blind firing is firing at targets without presenting yourself as a target as you shoot. If you cannot see your target as you shoot, you are blind firing.*

9. M203 Grenade Launchers RPGs and Grenades. Only M203 launchers, RPG-fired nerf rockets and gas-operated hand grenades are allowed. The minimum engagement distance is 10 feet with these weapons. A successful hit into a room, hallway, or carport means that everyone inside is now dead.

10. If you are dead, do not loiter to watch the fight. Return immediately to your re-spawn point.

11. Do not talk to teammates if you are dead and give them intelligence on the opponent. Dead men can't talk!

12. Do not leave the boundaries of the field during play. If you exit the field at the boundary areas, you must return to your re-spawn point.

13. You must re-spawn at your designated re-spawn points.

14. Once game is called, do not clear or fire your weapons until you have reached the safe zone designated by the operators. Uncontrolled fire after game has been called is not permitted.*

General Safety Rules
1. 400 FPS limit with .20 gram, 6 millimeter BBs. No exceptions.**
2. Biodegradable BBs are required.**
2. Full face masks or ballistic goggles and boxing mouth piece are required to be worn at all times when out on the field of play.*
3. Do not go into homes that are not marked with green paint. This rule is set forth by the City of Marina and our insurance provider.*
4. Blind Man - If a person is seriously injured or is in need of medical care, call out "blind man" loudly. This will stop the entire game so that staff can attend to the person. This call out is strictly for injury related purposes only.
5. No arguing or fighting.**
6. No climbing onto roofs.**

Note
* If you violate this rule, you will be removed for the remainder of the game.
** If you violate this rule, you will be escorted off the field and permanently banned from the field. There are no exceptions.
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