9 DEC - Total War 6 - Vaughn, WA

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9 DEC - Total War 6 - Vaughn, WA

Postby hellmutt » Tue Nov 27, 2007 5:06 pm

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WHAT: Total War 6
WHERE: Vaughn, WA
WHEN: 9 DEC 1100 - 1700
COST: $25
REGISTRATION: http://www.battlesim.com/zen/index.php? ... cts_id=184
FORUMS: http://www.battlesim.com/forums/viewforum.php?f=190

Situation:

Alpha forces have positioned in bordering countries in the South of Whiskeyland near New London and South Breckford. (see attached map 1) Alpha appears to be planning to large scale strike in the south in order to take control of vital communication and power generation facilities. South Breckford is the media capital of the country and New London is near the Quamby Dam which powers nearly 40% of the country. Whiskey has setup a manufacturing chain near Portsmouth in the far northern region.


Mission

ALPHA:

The mission is to destroy Quamby Dam and take control of the Television Station.

WHISKEY:

Protect and maintain Quamby Damn and Television Station. Destroy Alpha FOB and escort media package to Television station.

Execution

ALPHA:

Alpha will wear ACU or "light" colored BDUs. These include, Desert, Tan, Multicam. Gear should be light if possible to avoid confusion (i.e. try not to come in Desert with a Woodland vest).

Alpha will deploy from their FOB by mission specifications.

WHISKEY:

Whiskey will wear Woodland or "dark" camo. This includes Tigerstripe, Woodland marpat, black, Flectarn, etc. In general gear should be "dark" as well. (i.e. try not to use ACU gear with a black BDU)

Whiskey will start by deploying from 2 FOB positions. Before each round begins, command will pick the two nodes they wish to use. Whiskey's objective is to to determine where Alpha is attacking, and defend that area from being destroyed.

OC:

Observer Controller. A managed player who embeds in groups and maintains rules and control. OCs ensure people are properly calling their hits, staying with their battle buddies and following game rules. OCs may send players back to their FOB for violating rules, not calling hits or other unsportsmanlike behavior.

If you are caught not calling hits multiple time, you will likely be asked to return to the FOB for the remainder of the mission. If it continues you will be asked to leave the game. Your buddy will also receive the same penalties. So make sure your buddy is calling their hits!

FOB:

A FOB will be signified by an Arctic Army tent or an on field structure. A corresponding flag will indicate it's status. If it is red, it is owned by Whiskey and functioning re-gen for Whiskey. If the flag is blue, it has been destroyed and is a functioning re-gen for Alpha.

You may only re-gen from a node once before having to use a different node for re-gen. The only exception to this rule is for FOBs. FOBs you can repeat over and over.

FOB DESTRUCTION:

FOBs are destroyed by planting explosives and having an OC detonate the explosive. In order to plant the explosives, there must be a 150' clear area around the FOB. In other words the FOB must be out of the range of AEG fire before the explosive can be planted.

BATTLE BUDDY:

You will be assigned a battle buddy. You will stay with your battle buddy. You will re-gen with your battle buddy. If you are caught without your battle buddy by OC (Observer/Controller) you will be sent to find him and you will be sent back to your FOB for 15 minutes. Make sure you stick with your battle buddy.

Battle buddies will receive each other's penalties. If your buddy is sent back for not calling their hits, you will be sent back. If your buddy does not follow the rules and an OC sends them back to the FOB for 15 minutes, you get sent back for 15 minutes. So your buddy is the most important person on the field to you. If he dies, you will be dead too if you can't save him.

RE-GEN:

Alpha may re-gen with a buddy at any Whiskey FOB that has been destroyed or at their FOB. They may only re-gen from a node once before having to regen at a different node. You re-gen by entering the tent and coming out. YOU MAY NOT SHOOT IF ANY PART OF YOU IS IN THE TENT/STRUCTURE. If you cannot get out of the tent without being shot you don't want to use that FOB. Enemy can suppress any FOB.

HITS:

All hits count. Including weapon hits.

Helmet must be hit TWICE.

If you are wearing a helmet and you are hit in the helmet once, you are okay. If you get again you are dead.

Body Armor must be hit TWICE.

If you are wearing body armor and it is hit once you are okay. If you are hit again you are dead.


DEATH:

If you are hit - PLACE A RED RAG ON YOUR GUN OR HEAD

You must stay in place for ONE MINUTE OR MORE.

You may be medic'd by your Battle Buddy. No one else may medic you.

If you're battle buddy is dead, you may both move to your closest Buddy Regen Area and re-gen.

REVIVING

Everyone will have medic bands that are issued to them. You may have the medic band applied to you by your battle buddy. USE YOUR OWN MEDIC BAND. Do not place your medic band on anyone else. YOU MAY NOT "prep" your medic band. Reviving players must tie the band to you.

EXPLOSIONS:

There may be simulated explosions. The rule is if you think that you would have been hit, call yourself out. We don't want to get into arguments about who got hit by what, be a good player and if you think you were close enough 30' or less of an explosion - call yourself out. We doubt many people will but we thanks those that do.

SPECIAL TEAMS:

Each side will have 3 special teams:

CLOSE PROTECTION: This team protects their side’s commander. If the commander is killed, that side may NOT regen again during the round.

HIT TEAM: This team is tasked with killing the side’s commander.

DEMO TEAM: This team will have special explosives that will be used to destroy targets in place.

Service and Support:


Uniforms, weapons, ammo and supplies will be available at the Battlesim store prior to game time.

Please pack water, food and all needed supplies before leaving from the Battlesim store to the field.

Overall campaign map:

Image
Attached Map 1

FIELD MAP:
(this map will fit on a 8.5x11 sheet)

Image
Attached Map 2

Field Directions:

Directions from the Narrows Bridge:

1: Merge onto WA-16 W from I-5 N or S via the ramp on the LEFT toward BREMERTON. 9.5 miles
(go across bridge)

2: Take the WA-302 W exit toward PURDY / KEY CENTER. 0.5 miles

3: Stay STRAIGHT to go onto PURDY DR NW / WA-302. 0.7 miles

4: Turn LEFT onto GIG HARBOR-LONGBRANCH HWY / WA-302. Continue to follow GIG HARBOR-LONGBRANCH HWY. 5.2 miles

5: Stay STRAIGHT to go onto KEY PENINSULA HWY KP N. 6.2 miles

6: Turn RIGHT onto LACKEY RD KP N. 0.6 miles


REGISTRATION DEADLINE:

FRI 7 DEC 2007

late registration *SUBJECT TO AVAILABILITY* will incur a $10 service fee (it costs $10 more)


Command and Control

Each side will have a Lt grade officer role as well as a SGT role, and team leaders. If you are interested in this role you should contact us immediately.

Game staff will maintain radio communication with SGT and above on channels to be named on the operation date.

All communication should be passed through the chain of command to event staff.

Emergency channel is set at 10 - All real world problems are to be reported on 10.
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