Airsoft Colorado Approved Skirmishes. What are skirmishes? It is not big enough to be an OP but is more than just a pick up game... it's like a mini op.
Game 2 - Get Gorby – a Red Shadow skirmish When: Jan 23rd 2010 Where: Rampart Range - Bravo site Chief of Staff: Damon Sickmon Cost: Free
Teams, Uniforms: US Forces – 3-color or 6-color desert, solid tan, desert MARPAT, desert Tiger Stripe, ACU, Multicam. AR Forces – Woodland, Tiger Stripe, solid OD, any green based Russian camo.
Game: The American Republic has captured a treasure trove of information on a nuclear device that has been missing since the start of hostilities back in 1984. However, with only half of the sequence required for the arming / disarming of the device, they have a need for a very specialized technician to break the remaining portion of the code. A top nuclear technician from Moscow was rushed to the frontier region of Colorado to deploy a team to begin the search for the missing nuke, and undertake the task of breaking the code. Unfortunately, as all too often is the case in airsoft scenarios, a Stinger missile downed the helicopter, killing most of the crew. Now the technician and his one remaining bodyguard are trapped behind enemy lines.
Gameplay:
The survivors quickly vacated the crash site and are on the run! A nearby AR platoon has arrived on site and are attempting to penetrate the US held line and rescue these men.
US Forces: Block the AR from getting through and to the technician. The US must also commit a group to search for and capture the technician. (This can be done by simply shooting him - we'll assume any hit is just a demobilizing leg wound). Once they have him, they must get him to the clearing on the east side of the rock castle and hold him there until helicopters arrive for extraction (a.k.a. "endex"). He must be 'walked' back by having an US player touching him at all times that they are moving. The technician will not be made to run. If he is not being touched by an US player, then he must sit in place. However, if the tech is left "unattended" (all nearby US forces killed, or the US gets engaged and are forced to leave him because they cannot 'walk' him anywhere) then he can resume his escape and evasion mission.
AR Forces: Infiltrate the US line and assist the technician in returning to your start point. You do not have to 'walk' him, as he is willing to go.
The Technician: Get to the US start point. E&E are the PRIMARY concern for the tech, not engagement of enemy forces. He will be armed and have a body guard with him, but he should not concern himself with getting into a gunfight. If the body guard is hit, he must return to the AR start point and can re-enter the game as a regular player.
RESPAWN: This game will utilize mobile Casualty Collection Points (CCPs).
There will be two medics per side. Each medic will carry a sheet or tarp (provided by the game host) to act as the CCP. ONLY THE MEDIC CAN CARRY THE CCP. He will “deploy” the CCP at anyplace of his choosing, or as directed by the squad leader or commander. ONLY THE MEDIC CAN DEPLOY A CCP. Players that are “hit” will immediately call out “Hit!”, place a dead rag on their head, and proceed to the nearest CCP. They must remain at the CCP for a minimum of 1 minute. At the end of one minute they may remove their dead rag are back in play. If the medic is present at the CCP, then players can be immediately “tagged” back in from the CCP and will not need to wait for the expiration of the 1 minute.
Should the CCP be threatened by enemy forces, or in need of relocation it can be picked up and relocated. However, ONLY THE MEDIC CAN MOVE A CCP.
If a CCP is over run by enemy forces it CAN be captured. The enemy medic, AND ONLY THE MEDIC, can pick up the opposing teams CCP and keep it with them thus depriving the enemy of the use of one of their casualty collection points.
If a medic (or any player for that matter) is hit and no CCP has been deployed he MUST RETURN TO THE START POINT to respawn. Respawning from the start point is instantaneous.
Rob Daihl http://www.teamwildcards.com Wildcards - Team Leader OP:Irene 4,5 OP:Bull Dog 1-4 OP:Night Scorpion 2-4 OP:Lion Claws6 OP:Hac Bau 2 OP:Sudden Strike 1-3 OP: OK invasion 2008, 2009 OP: Unforgiven "The ACR is a lie" - GlaDOS
Eagle 1. Mr. Green 2. Navy Guy 3. AK Rampage 4. Washington 5. Rookie 6. Wootage 7. Wrightoperators1 8. Wrightoperators2 9. Wrightoperators3 10. Airsoftmathys16 11. Sgt Fox
Wildcards are in for the AR side, Currently we will have 4, will provide updates
Rob Daihl http://www.teamwildcards.com Wildcards - Team Leader OP:Irene 4,5 OP:Bull Dog 1-4 OP:Night Scorpion 2-4 OP:Lion Claws6 OP:Hac Bau 2 OP:Sudden Strike 1-3 OP: OK invasion 2008, 2009 OP: Unforgiven "The ACR is a lie" - GlaDOS
Relatively new to ASCO, but I'll definitely be making it down for this. Put me in for US Forces, probably wearing 3 color DCU. Although if you need me to I can also be placed on the AR side - I'm a freelancer newbie.
Once again, anyone looking to lead a force (US or AR) should PM me. It would be preferrable if you have some experience playing with this group, and do not have any other "last minute" commitments that will prevent you from playing.
Please understand that as a force leader you will be expected to: -have a plan -be capable of accurately communicating that plan to your squad leaders -be flexible when your plan goes to hell in a hand basket (they always do) -have an absolute 100% understanding of the rules for this game -be able to communicate those rules to your players should questions arise -either do it yourself, or delegate a willing participant to generate any maps or tactical data (Host will not provide these) -Lead by example. Everyone respects an honorable player. -Learn from the experience
In airsoft success is never final and failure is never fatal. But remember, it's not whether you win or lose but how good you look doing it.
I've never played airsoft before, but I've been getting my gear together and statrted looking for a game. I could put together a uniform of either color if you don't mind a newbie who's probably too old for such activities but keeps doing this kind of stuff anyway. The date in question should fit into my schedule nicely. I hope to hear from you, but if you would prefer more experienced player, hey no hard feelings.
Dirtybadjim - just let me know what side you want to play on. You need one of the uniforms listed and full seal goggles (no shooting glasses allowed).
Crow - Ghille Suits are not allowed for this game.
I would like to be GAME ON no later than 1000, and ENDEX at 1400.
EVERYONE - PLEASE BE ON THE FIELD AND READY TO BRIEF AT 0930!!!!
again, because it must be repeated for everyone...
FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!! FULL SEAL GOGGLES ARE REQUIRED. NO SHOOTING GLASSES ALLOWED!!!
Thanks Stormy, Sounds great to me. I've got Green Tiger Stripe BDU's so sign me up for the AR team. I would assume that paintball mask & Goggles are acceptable? With my lack of experience, I'm defaulting to the rules as listed on the Airsoft Colorado website. This sounds like fun, I can hardly wait to get out there and become cannon fodder.