Post by T A M B u k on Dec 14, 2007 21:36:25 GMT 8
CAMP AIRSTORM
CODE OF CONDUCT
Honor
All members conduct themselves with Honor and integrity, placing these values above "winning". While the Members strives to be an effective and deadly soldier, winning is always secondary to the enjoyment of the re-enactment, the camaraderie, physical exercise, teamwork, marksmanship, and field craft skills.
Honesty
A member does not cheat in any manner at any time. Each and every members understands that any suspected or confirmed instance of cheating or less than sportsman like conduct is grounds for sanctions, including dismissal from the operation and/or dishonorable discharge from ranks. re-enactments are non-competitive, so there should never be any reason for an operator to attempt to hide a hit.
Fair Equipment
Our weapons will not chronograph greater than 1.5 Joules of kinetic energy. (395fps with .25g , or 450fps with .20g projectile.
Respect of Rules and Rank
Every members strives to act his role within the prescribed re-enactment scenario and format; faithfully executing all rules, commands from superiors, and protocols.
Non-Violence
The member will never resort to physical violence of any kind. Should any member ever do so, he or she will be immediately dishonorably discharged from ranks.
Admitting Defeat
Immediately upon being struck by a shot or shrapnel from a grenade or mine in an operation, the member endeavors to act out a dramatic, horrific, and loud death. This is out tribute to an opponent who has eliminated us.
No Close Shots
A member will always call for a surrender. Eliminating an opponent without a shot is the highest achievement on the battlefield. When called upon to surrender, a member will always comply. The member never shoots within a 5 meters radius of an enemy.
Clean Language
The member never uses any profanity during a re-enactment, and reminds other participants of this rule when profanity is heard.
Members Are a Resource
All members are helpful and friendly to new or inexperienced operators, never critical, recognizing that the safe future of modern combat re-enactment, and the Air soft field itself, is dependent upon every participant having a good time, and taking positive impressions home at the end of the operation.
Consideration For Others
The members approach to air soft reenactment is "Treat others the way you would want them to treat you". Operators who apply this philosophy generate positive "vibes" which spread to everyone at the OP, maximizing the "fun factor."
Historically-Based Scenarios
Tactical Withdrawal
This is an old standby Cimmerian scenario. It is used when bones are weary and energy is low, often as a way to finish a hard day of MilSim.
The Scenario: The front line between Red Army and Blue Army has broken down. Blue Army is now in retreat. Blue Army has selected a small group of soldiers to slow Red Army advance long enough to give Blue Army a chance to reestablish a new defensive line.
The Operation: Troops are divided into two groups with the attacking group having a 2 to 1 advantage. The goal for the attacker is to get have half of it's soldiers to the designated area before time is up. The defender's goal is to prevent this. This operation is usually conducted along a certain path or trail with a boundary usually set at 50 to 100 yards on both sides of the trail.
Possible Outcomes: The Red Army completes its mission if it gets half its team to the designated area before mission time has elapsed. The Blue Army completes its mission if mission time expires before the Red Army completes its mission.
Tips: Although the defenders lack the numbers, they have the constant advantage of setting up ambushes which usually give them a high kill ratio. As in real combat, this scenario works best for the defenders if they work in pairs. Be careful not to stay in one place too long and let the enemy bypass you. Remember, your mission is to delay the enemy onslaught.
Multiple Objective
This scenario is also a Cimmerian favorite.
The Scenario: Variable.
The Operation: Two armies are evenly divided. A number of objectives are secretly placed on the field in advance. The mission is for each side to control the specific objective called out by OpCom. This may require finding it using maps, compasses, radio direction finding equipment, or satellite navigation. At the end of each time period (usually one hour), the side in control of the objective has completed their mission and moves on to the next.
Downed Pilot
This scenario sometimes requires a person to assume the role of the downed pilot, but normally our loyal training dummy CPO Savage steps in.
The Scenario: The Blue Army has lost a pilot behind enemy lines. Because of heavy enemy presence, a direct rescue is not feasible. A platoon of soldiers are sent in to rescue the pilot and move him to a designated LZ (Landing Zone) for extraction before the pilot is captured and too many enemy patrol show up. Time is of the essence!
The Operation: There are two armies: the Blue Army (the rescue team) and the Red Army (the enemy patrol). Armies are divided with the Blue Army starting with a 2 to 1 advantage.
The Mission: The Blue Army's mission is to locate and rescue the pilot, and get him safely to the LZ for extraction. The goal for the Red Army is to locate the pilot and take him back to their base for interrogation.
Pilot Rules (Live Pilot): Before the start of the mission, the pilot moves to the center of the field and finds a hiding spot out of view of both teams. He must remain there until he is found by one of the two armies. Once he is found, any soldier within 30 feet may give him a command. The pilot must follow any commands given to him. Should both Red and Blue soldiers be in the area, the pilot will obey the Blue soldier. If the pilot suddenly finds himself alone, he will seek the nearest hiding spot and wait until he is found again. To make things a little more realistic and difficult, a live pilot can pretend to have a wounded leg so the soldiers must assist or even carry him.
Pilot Rules (Dummy Pilot): If a dummy is used, it will be hidden on the field by the OpCom team in advance. Once the dummy is found, any soldier can carry the dummy. Should the soldier or soldiers carrying the pilot get hit, the pilot is dropped at that spot. The pilot is then free for anyone else to recover. The pilot can not be killed. To make things a little more realistic and difficult, the dummy may be required to be carried on a stretcher.
Mission Completion: The mission is completed when one of the armies get the pilot to their designated area.
Tips: Begin by patrolling and spread out to cover more ground. Communication is key to keep track of the pilot's location.
Convoy
This scenario requires the use of one or more military vehicles. The OpCom should arrange in advance for the required vehicles to be brought to the area of operation.
The Scenario: The mission objective for the Red Army is to get its vehicles from point "A" to point "B" in the designated time period. The mission objective of the Blue Army is to prevent this from occurring.
The Operation: Soldiers are divided into two even armies. In some operations, the army with the vehicles may be given a numerical advantage. The Red Army can advance their vehicles only as far as their most forward soldier can. The vehicles are immune to small arms fire and may only be destroyed by a rocket launcher or mortar. Should the vehicle be destroyed, it simply halts for 5 minutes and then resumes its advance. All personnel in the vehicle are also killed. For safety purposes, no vehicle can ever move faster than a quick walking pace. All soldiers must always be aware of the proximity of a vehicle, because the driver may not be able to see the solder. Vehicles have a 25-foot safety zone just like a soldier, so never approach the vehicle closer than 25 feet.
Mission Completion: The Blue Army completes its objective when it gets its vehicles to the designated area before mission time has elepsed. The Red Army completes its objective if mission time expires before the vehicles reach the designated area.
Tips: This is usually a high action scenario. Make sure you have a lot of ammo and spare batteries.
CODE OF CONDUCT
Honor
All members conduct themselves with Honor and integrity, placing these values above "winning". While the Members strives to be an effective and deadly soldier, winning is always secondary to the enjoyment of the re-enactment, the camaraderie, physical exercise, teamwork, marksmanship, and field craft skills.
Honesty
A member does not cheat in any manner at any time. Each and every members understands that any suspected or confirmed instance of cheating or less than sportsman like conduct is grounds for sanctions, including dismissal from the operation and/or dishonorable discharge from ranks. re-enactments are non-competitive, so there should never be any reason for an operator to attempt to hide a hit.
Fair Equipment
Our weapons will not chronograph greater than 1.5 Joules of kinetic energy. (395fps with .25g , or 450fps with .20g projectile.
Respect of Rules and Rank
Every members strives to act his role within the prescribed re-enactment scenario and format; faithfully executing all rules, commands from superiors, and protocols.
Non-Violence
The member will never resort to physical violence of any kind. Should any member ever do so, he or she will be immediately dishonorably discharged from ranks.
Admitting Defeat
Immediately upon being struck by a shot or shrapnel from a grenade or mine in an operation, the member endeavors to act out a dramatic, horrific, and loud death. This is out tribute to an opponent who has eliminated us.
No Close Shots
A member will always call for a surrender. Eliminating an opponent without a shot is the highest achievement on the battlefield. When called upon to surrender, a member will always comply. The member never shoots within a 5 meters radius of an enemy.
Clean Language
The member never uses any profanity during a re-enactment, and reminds other participants of this rule when profanity is heard.
Members Are a Resource
All members are helpful and friendly to new or inexperienced operators, never critical, recognizing that the safe future of modern combat re-enactment, and the Air soft field itself, is dependent upon every participant having a good time, and taking positive impressions home at the end of the operation.
Consideration For Others
The members approach to air soft reenactment is "Treat others the way you would want them to treat you". Operators who apply this philosophy generate positive "vibes" which spread to everyone at the OP, maximizing the "fun factor."
Historically-Based Scenarios
Tactical Withdrawal
This is an old standby Cimmerian scenario. It is used when bones are weary and energy is low, often as a way to finish a hard day of MilSim.
The Scenario: The front line between Red Army and Blue Army has broken down. Blue Army is now in retreat. Blue Army has selected a small group of soldiers to slow Red Army advance long enough to give Blue Army a chance to reestablish a new defensive line.
The Operation: Troops are divided into two groups with the attacking group having a 2 to 1 advantage. The goal for the attacker is to get have half of it's soldiers to the designated area before time is up. The defender's goal is to prevent this. This operation is usually conducted along a certain path or trail with a boundary usually set at 50 to 100 yards on both sides of the trail.
Possible Outcomes: The Red Army completes its mission if it gets half its team to the designated area before mission time has elapsed. The Blue Army completes its mission if mission time expires before the Red Army completes its mission.
Tips: Although the defenders lack the numbers, they have the constant advantage of setting up ambushes which usually give them a high kill ratio. As in real combat, this scenario works best for the defenders if they work in pairs. Be careful not to stay in one place too long and let the enemy bypass you. Remember, your mission is to delay the enemy onslaught.
Multiple Objective
This scenario is also a Cimmerian favorite.
The Scenario: Variable.
The Operation: Two armies are evenly divided. A number of objectives are secretly placed on the field in advance. The mission is for each side to control the specific objective called out by OpCom. This may require finding it using maps, compasses, radio direction finding equipment, or satellite navigation. At the end of each time period (usually one hour), the side in control of the objective has completed their mission and moves on to the next.
Downed Pilot
This scenario sometimes requires a person to assume the role of the downed pilot, but normally our loyal training dummy CPO Savage steps in.
The Scenario: The Blue Army has lost a pilot behind enemy lines. Because of heavy enemy presence, a direct rescue is not feasible. A platoon of soldiers are sent in to rescue the pilot and move him to a designated LZ (Landing Zone) for extraction before the pilot is captured and too many enemy patrol show up. Time is of the essence!
The Operation: There are two armies: the Blue Army (the rescue team) and the Red Army (the enemy patrol). Armies are divided with the Blue Army starting with a 2 to 1 advantage.
The Mission: The Blue Army's mission is to locate and rescue the pilot, and get him safely to the LZ for extraction. The goal for the Red Army is to locate the pilot and take him back to their base for interrogation.
Pilot Rules (Live Pilot): Before the start of the mission, the pilot moves to the center of the field and finds a hiding spot out of view of both teams. He must remain there until he is found by one of the two armies. Once he is found, any soldier within 30 feet may give him a command. The pilot must follow any commands given to him. Should both Red and Blue soldiers be in the area, the pilot will obey the Blue soldier. If the pilot suddenly finds himself alone, he will seek the nearest hiding spot and wait until he is found again. To make things a little more realistic and difficult, a live pilot can pretend to have a wounded leg so the soldiers must assist or even carry him.
Pilot Rules (Dummy Pilot): If a dummy is used, it will be hidden on the field by the OpCom team in advance. Once the dummy is found, any soldier can carry the dummy. Should the soldier or soldiers carrying the pilot get hit, the pilot is dropped at that spot. The pilot is then free for anyone else to recover. The pilot can not be killed. To make things a little more realistic and difficult, the dummy may be required to be carried on a stretcher.
Mission Completion: The mission is completed when one of the armies get the pilot to their designated area.
Tips: Begin by patrolling and spread out to cover more ground. Communication is key to keep track of the pilot's location.
Convoy
This scenario requires the use of one or more military vehicles. The OpCom should arrange in advance for the required vehicles to be brought to the area of operation.
The Scenario: The mission objective for the Red Army is to get its vehicles from point "A" to point "B" in the designated time period. The mission objective of the Blue Army is to prevent this from occurring.
The Operation: Soldiers are divided into two even armies. In some operations, the army with the vehicles may be given a numerical advantage. The Red Army can advance their vehicles only as far as their most forward soldier can. The vehicles are immune to small arms fire and may only be destroyed by a rocket launcher or mortar. Should the vehicle be destroyed, it simply halts for 5 minutes and then resumes its advance. All personnel in the vehicle are also killed. For safety purposes, no vehicle can ever move faster than a quick walking pace. All soldiers must always be aware of the proximity of a vehicle, because the driver may not be able to see the solder. Vehicles have a 25-foot safety zone just like a soldier, so never approach the vehicle closer than 25 feet.
Mission Completion: The Blue Army completes its objective when it gets its vehicles to the designated area before mission time has elepsed. The Red Army completes its objective if mission time expires before the vehicles reach the designated area.
Tips: This is usually a high action scenario. Make sure you have a lot of ammo and spare batteries.