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 October 13th (MilSim) - CONQUER

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October 13th (MilSim) - CONQUER Empty
PostSubject: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyThu 06 Sep 2007, 1:01 am

October 13th (MilSim) - CONQUER Conquerci1


October 13th (MilSim) - CONQUER Conquertitle2ql1





GAME DATE - October 13th

DURATION - Day long game. 9:00am show-up. 10:00 am - 6:00 pm game time.

LOCATION - Busters

PRICE - $10 or free if building materials and/or tools are brought.

GAME LEADER - Three leaders needed. One leader for each team on one "secret" leader.

GAME PLAY - MILSIM

GAME LENGTH - Day Long, with timed construction phase

GEAR - Please dress in full gear, refrain from street clothes, no terrorist team this time. If lacking gear, please ask and limited spares are available.

AMMO LIMITS - Though low and mid-caps are preferred as we are aiming for "realistic" load-outs, high-caps are still allowed. Mind you, there will be NO field loading. All loading must take place at your Command Post or Ammo Dump.

TEAMS - Two teams as balanced as humanly possible. May change through-out the event. There may be, depending on numbers, a sniper group.

DOOR PRIZES - If you have 5 games and no patch, a free patch will be given to you at the end of the game (limited to 10 quantity, first come first serve).

AWARD PRIZES - Awards will be given to players who demonstrate outstanding gameplay, work towards realism, and presenting fair play. These awards will be either virtual tags or actual Airsoft gear and items.

Re-spawns - Re-spawn, single release, time varies depending on location or objectives completed.



Award Categories: (Daes is exempt)

-Best Kit, Military. This goes for best looking set-up for Military look.

-Best Kit, Contractor. This goes for best looking set-up for "terror", civilian, contractor look.

-Best Stratagem. Award to leader for best laid out and executed strategy.

-Sniper. Player with the most perceived kills. ie who struck the most fear!

-Target Paper. Who got killed the most.

-Outrageous Kill. Most dramatic or effective kill, Ie player whips out a squad with a cannon burst, or tons of springer kills, etc.

-Ninja. The stealthiest player.





Please read and participate in making this game. Make a killer team, work together in a sim environment, follow team decisions. We are striving for realism here so, if possible, stock up on low-caps, but nobody will be excluded.

Also, there will be a chain of command. This means that once teams start to take form, please nominate squad leaders and eventually team leaders. We are striving for balance so fill in your detailed information so that everyone has a fun day.




CHAIN OF EVENTS (main events, not all posted due to plot)

-Show up to game on time, 9:00 am, please, if possible. If you want, show up earlier to work on your team organization and plot strategy.

-10am start. Teams are given one hour to build a developed Command Post out of brought and surrounding materials. After that time, further construction may continue but the game will be viewed as "in action".

-As the day progresses, plot points will be added and bonus objectives will be brought in. Though the main objective will never falter (eliminate the opponents command post), other objectives and plot will award tools to help you achieve that goal (ie. ammo dumps, artillery).

-End of the game, points will be tallied, prizes given out, awards to commendable plays, and a drive to restaurant of choice.





COMING to EVENT



Horton
Experience: playing for a while
Primary: AUG (340fps) - 6 lows, 1 high
Secondary: 1911 springer - 2 mags
Gear: marpat, woodland, fleck, black, cadpat, white


Daes
Experience: a few years
Primary: M16A3 (needs to be chrono'd [375?]) - 7 mids
Secondary: Walther PPK springer - 2 mags
Gear: Most likely Multicam with CB CIRAS


Buddley
Experience: ~2 years of being a target
Primary: SIG (340fps) - 4 midcaps
Secondary: SOCOM Mk23 NBB 2mags
Gear: marpat, woodland


Spork
Experience: ~2 years
Primary: TM M14 (375 fps) - 7 mid'caps
Secondary: mk23 socom, 1 mag
Gear: O.D.


Gryph
Experience: couple years
Primary: M14 (??? fps) - 4 lows and 1 high'cap
Secondary: Glock AEP
Gear: Marpat or Contractor


FRAG
Experience: Millennia
Primary: SRC M4 (300 fps) - lowcaps
Primary 2: MP5SD6 (280 fps?) - midcaps
Secondary: Glock 18
Gear: Italian digital desert or Multicam


Ben W
Experience: none
Primary: G36C (280fps?) with 6 lowcaps
Secondary: fists of fury
Gear: woodland, black, cadpat, flecktarn


MasterChief
Experience: 2 years
Primary: UZI 9mm (190fps) 1 High cap 1 low cap
Secondary: hand
Gear: woodland/od


Yuurei
Experience: 3 years
Primary: G36C - 2 low, 1 midcap mag
Secondary: SIG P226 GBB - 2 standard mags
Gear: SWAT


Chinese_Gunman
Experience: Way too much
Primary: C8-A2? (400fps) - more lows than he can carry
Secondary: GBB
Gear: ACU, CADPAT, CIRAS, etc.


TW_Smith
Experience: Been around the block, many a time
Primary: M-14 (stock fps) - bunch of mids
Secondary: GBB's
Gear: DPM, Flecktarn


Chris
Experience: 1 year (6th club game)
Primary: AK (stock fps) - 2 highs, one low.
Secondary: ?'s
Gear: Woodland







TEAM ONE
Leader: Hortons_Heroes

Roster:
    Horton
    Buddley
    FRAG
    Bew_W
    Master_Chief
    Yuurei



TEAM TWO
Leader: Chinese_Gunman

Roster:
    Chinese_Gunman
    Chi_Guest_One
    Chi_Guest_Two
    TWSMITH
    Chris
    Gryph


Not on list:
    Daes-Balancer
    Spork-Tentative
    Spacious-Tentative with Stock AK
    KillSwitch-Weapons Unknown
    Jeff-Coming in from Mactown
    Friend of Jeff-Tentative






PLEASE READ LOWER POSTS

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October 13th (MilSim) - CONQUER Conquertitlepaperbn6
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyFri 07 Sep 2007, 9:01 pm

As long as I dont get slapped on the compressed weekend shift at work I am surely in.
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyMon 24 Sep 2007, 8:42 pm

I'm in.
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 10:17 am

This MilSim is a go ahead, I will be back in PG for the 13th, which seems to be the game day. Though there is lots of work still to be done, I would like to leave this quote from ASC:

MadMorbius wrote:

Many people know exactly what a MILSIM operation is. We also know what a SKIRMISH is. The problem is people who market games as MILSIM when it's not.

I don't need complex objectives. I don't need complex medic rules. Simply put, milsim is MILITARY SIMULATION. Here's the battlefield. Your enemy is out there. They have a base, and you have a base.

It's up to the commanders to set objectives that will lead one side or the other to victory, the victory condition being that your enemy is no longer able to sustain operations in the field and the territory is no longer available to them.

Here's an example. You have two TEAMS. Not SEAL TEAM SIX and THE JIHADISTS, just two teams. For example, WOLFPACK versus COALITION FORCES, or whatever. Both teams have a BASE. The base is their only mechanism of support, and it must be protected at all costs. The commanders will establish base defences and coordinate offensive operations in addition to defence in order to destabilize the other team's operation.

A particular piece of terrain may have tactical or strategic significance. This is not a result of it BEING LABELLED as such, but rather, it really does have significance, like a bridge over a river or a piece of high ground with goold lines of sight and defensive qualities that can be used as a forward command post, listening post, observation post, sniper hide...WHATEVER. The commanders need to sort out wheter the terrain is significant enough, from a strategic perspective, to warrant capturing and holding, while maintaining enough manpower to sustain defensive and offensive operations.

If the other side comes to the same conclusion about a piece of land, then engagements will happen as the operation develops into a war of attrition.

I'm sick of "search the missile base" or "retrieve the suitcase". These are objectives that are neither realistic nor particularly creative or engaging. This does not mean that objectives of this type have no place in the type of game I'm proposing, where the enemy may have in their position some item or device that may be of REAL STRATEGIC OR TACTICAL SIGNIFICANCE. Again, the commanders will have to decide if such an objective warrants commiting forces to capture it, and if the loss of those forces (which must ALWAYS be assumed) will affect the overall posture of their forces and ability to sustain combat operations.

There are no effin lunch breaks. There are no "bomb up" periods. You hit the field, and you're out there until you're DEAD or the game is OVER. You eat when you can, sleep IF you can, and carry as much ammo as you need. Ammunition loadouts are restricted to real-world equivalents, mags are charged at 30 rounds, and you can carry as many mags as you can fit in your gear. No hicaps, no bags of ammo in the field.

When you're hit, you walk your ass out and wait a predetermined time (like, an HOUR) and reenter with reinforcements EN MASSE, reporting to a command post to receive orders, just like the real world. Real battlefields don't have steady streams of reinforcements who walk on the field as soon as they touch the respawn point. Bringing in reinforcements is costly and time consuming. Allowing forces to deminish for a longer period of time allows for strategic territory to change hands, instead of continuously being under assault while players respawn, are healed by medics, WHATEVER, and get right back in the fight.

You have a commander, and you DO WHAT YOU'RE TOLD. The commander is working out a complex plan that you are usually a minor part of. You need to understand that your personal kill count is unimportant; what's important is accomplishing your objective, and your objective is whatever your commander tells you it is. If that means sitting in a hole for 8 hours, then you happilly sit in a hole for 8 hours because THAT IS MILITARY SIMULATION.

Forcing longer respawn periods makes it more costly to suffer casualties, which forces a commander to weight all options very carefully before comitting to an action. It also creates a repurcussion for getting hit, which is, you're on your ass for an HOUR until you can get back in the fight. When you know you're going to respawn in 20 seconds or you have a medic who can heal you right away, you're more prone to take chances you wouldn't take otherwise, tactics that are neither realistic nor advisable in a real warfare scenario.

If you're shot in a real battle, you're out. You don't come back to the fight in 20 seconds. A medic doesn't touch you on the shoulder and magically heal you.

Game starts at XX:XX. You get there well before start time and sort your shit out. Then you're on the field, and it's GAME ON.

You should never, EVER need to call an organizer to get clarification on an objective. If that happens, then the organizer failed to account for all possible outcomes, which is why the best milsim games don't have organizers who set objectives, they have organizers who set the rules of engagement and the lay of the land. Other then that, they don't need to do anything beyond listening for NO DUFF calls and responding as required.

You are going to WAR. You don't know where you're enemy is coming from, you don't know what tactics they'll employ, you don't know what their objectives are, and you sure as hell don't want to get gunned down.

Scenarios like this create opportunities for specific roles like Special Operations Forces who will provide special reconnaisance or direct action if required. The majority of the work, however, is done by the infantry, who are the bulk of the force that operate at the commander's direction in order to facilitate deployment and action by those forces.

Uniform requirements are STRICT. IFF is important. Communications are a MUST, and that measn proper communications, not chatting on the frequency like schoolgirls on their cell phones.

I have played MILSIM games where I was in the field, without rest, for 48 hours. I was part of a 6-man SF team. The terrain we were operating on was completely unfamiliar to all parties. We carried 75Lbs packs (or more) out to a tactical hide from which to perform Special Operations, where we established a hide and waited for orders. When those orders came, we acted as the tip of the spear while the "regular infantry" did their job.

At the end of the game, we were exhausted, hungry, and filthy. Eaten alive by all kinds of bugs, close encounters with Moose and Deer and Coyotees, in the pitch black of the wilderness with nothing but night vision and compasses to give us a direction.

It was the best game I've ever played.


Though there are different points that we may all agree or disagree with (I thinks good props do help), it would be nice to give this a proper try.

This also means that, if possible, could people bring in scrap wood, pallets, shovels, sand bags, anything to create hard-cover!

Also, and MOST importantly is the balancing of teams. Nobody likes playing stacked games where one team has superior guns or experience. So, if, this is a go ahead. It would be nice for everyone to post what experience they have and the guns and gear they will be using so we can make an effort to balance out teams. ALSO, for *&#@'$ sake, DO NOT SHOW UP LATE!!!! If someone is not signed up, last minute addition, fine, but if you are signed up, please make an effort to show up on time. Ha ha, time will be announced.

-Doug
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 12:16 pm

I agree with some of that, but the 1 hour respawn is bull. I don't drive for 3.5 hours so I can get shot in the first ten minutes and then sit on my ass for an hour. I can see his point about it not being realistic, but if I had to wait for an hour after every time I got shot, I'd get about an hour of playing time in a day which makes the trip to PG kind of pointless. Plus we aren't running games with 70 or 80 players where we can afford to have half the guys sitting around waiting for a respawn.
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 2:05 pm

Heh heh, yeah, maybe some more discussion on this is good. It would be really nice to put together what everyone is looking for.

Mind you, I really agree with no field loading, it really ruins the atmosphere for me (big white bag being poured into a highcap... urgh...) If you want to load, go back to base to reload. If it takes you 1000+ rounds to do anything (sans coverfire) you really need to practice aiming.

Smith, I really do agree with you there, especially when it comes to people not taking hits. If you are honest and sit for an hour while the other guy cheats and plays, it really ruins the day.

So yeah, anyone have any views and opinions, Smith makes a very valid point.

-Doug
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 2:10 pm

If anyone needs rentals please let me know now.
Ben W has reserved and I think that Killswitch has reserved.

Would we say no highs allowed or go with the points system?

What are you thinking for teams?
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 2:55 pm

Umm, I really would like to see more feedback before any decisions are made. Though many conversations have been made before regarding these ideas, we seem to have a whole new set of players now so I guess the old convo's are defunk'd.

As for Teams, I would really really like to see something balanced. As nothing has been set in stone it is up to people to post what they have going for them. I have nothing against people wanting to be on the same team though, ie MIA or Quesnel wanting to stick together. Though it would be really nice to get groups of similar camo type together, but it is not possible. Unfortunately it seems that many people are still in the early stages of building multiple kits.

Any recommendations for team groupings? I find that classing people all under one kit tends to create unbalance (geardos vs. newbies). Maybe that added mud/variety of gear will create a situation for operations and create a better command atmosphere (more realistic, friendly fire if people ignore command briefings).

Also, I would like to see the strict enforcement of fair play. We are all here to have fun, if people are repeatedly caught cheating (talking while dead, ignoring hits) they will be chastised. Please, we are playing Sim, the dead don't talk and we aren't bullet proof.


Soooo, if possible, create a quick post of either yourself, or your "team" that wants to be added.

ie:



Bobinator
(Robert Dole)
2 months game experience

Primary:
TM AK-47: stock internals (280fps), 2 hicaps, 3 lows
Gear: Woodlands BDU with Alice rig.



or



Team Flecktarn
(George Bush [Dunceman], Dick Chenney [Dickman], Hillary Clinton [HillDog])
18 months game experience total

Dunceman:
Primary: Kracken M4, 360fps, 5 low caps
Secondary: Walther PP, 330fps, 2 mags
Gear: ACU with OD Weesatch


Dickman:
Primary: Kracken AK-47, 370fps, 8 low caps
Secondary: none
Gear: ACU with OD tac-vest


HillDog:
Primary: CA M249, 350fps, 3000 rnd box mag
Secondary: CA M4, 360 fps, 6 lows, 1 high
Gear: ACU with CB RAV




You get the idea. It will make things much easier to organize hopefully.


-Doug
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 3:38 pm

I can't make this game, so my opinion shouldn't count for much anyway. Smile
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 3:42 pm

Horton
playing for a while
Primary:AUG-6 lows, 1 high
Secondary:1911 springer-2 mags
Gear: marpat, woodland, fleck, black, cadpat, white
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 4:11 pm

No worries Wayne, at least you are still active. Voice away.

Also, Horton, what is your FPS?


-Doug
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 4:25 pm

depends...what do you want it to be?
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 4:44 pm

Bwa ha ha ha, now you're getting into the spirit of modding! Ummm, what do YOU want it to be? I guess just wait for a little while until we get this all sorted out unless you want to fullfill a prefered position (ie high fps marksman).
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyTue 25 Sep 2007, 4:46 pm

I am the Spork Killer...I see him...I kill him....that is if he doesn't kill me first like he usually does.

I will be going for around 340 but that's weather depending.
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyWed 26 Sep 2007, 9:46 pm

My wife says I can go...for now

buddley
Experience ~2 years of being a target
Primary SIG (340fps) 4 midcap
Secondary SOCOM Mk23 NBB 2mags
gear marpat woodland
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyWed 26 Sep 2007, 10:24 pm

excellent, more Marpat, could almost put a squad together out of PG players. Now we just need some Tigerstripe to show up Smile
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyWed 26 Sep 2007, 11:10 pm

Doh, forgot that Gryph had that earlier post, added. Bill, any chance I could grab your fps?
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyWed 26 Sep 2007, 11:50 pm

Spork
Experience: ~2 years
Primary: TM M14(375 fps) - 7 mid'caps
Secondary: mk23 socom, 1 mag
Gear: O.D.

M4 is down but if it majically starts working il play with it, it needs cronod
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyWed 26 Sep 2007, 11:54 pm

M14? Ooohhh, you sneaky boy...

October 13th (MilSim) - CONQUER HPIM0490

This one by any chance?

-Doug
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyThu 27 Sep 2007, 12:03 am

you bet, id love to play my m4 but the hop up is totally buggered
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October 13th (MilSim) - CONQUER Empty
PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyThu 27 Sep 2007, 8:33 am

Primary - M-14 fps? stock (NEEDS Cronouging)
Secondary - Glock AEP.
Gear?
Lost cadpat shirt in wash. so try to have sniper gear ready in time. If not then would marpat pants, Marpat chest reg and a tan shirt be acceptable?
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptyThu 27 Sep 2007, 8:39 am

Gryph wrote:

Lost cadpat shirt in wash. so try to have sniper gear ready in time. If not then would marpat pants, Marpat chest reg and a tan shirt be acceptable?

For sure. I hope that the tag order is in on time too, it would be interesting to see what the kit looks like. Are you getting the suit or the weapon dressing?

Also, how many mags do you have?

-Doug
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptySat 29 Sep 2007, 5:06 pm

I have 4 low caps about 75-90 rounds each. and one high.

Not sure what the kit comes with it wasn't very specific, but it sead some stuff about great for guns and finishing off head gear. I just wanted to see what the quality is manely. Oh and stopped at the army surplus so I now have full marpat as well.
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptySun 30 Sep 2007, 10:37 pm

Even if it is enough to ghillie the M14, that would be interesting to see.


Also, updated EVENTS, shows a basic timeline and idea of what will unfold.

"Door Prize" is also added to people needing patches.

Award prizes will be listed soon... Give you something to works towards for the game.

-Doug
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PostSubject: Re: October 13th (MilSim) - CONQUER   October 13th (MilSim) - CONQUER EmptySun 30 Sep 2007, 11:32 pm

For now I'm in cheers

M4 SRC 300fps (low caps)
MP5SD6 mid caps
Glock 18

Bdu : name a pattern !! but I'll probably play in Italian digital desert or Multicam


I'm against one hour respawn but vote for points on gear/low cap Razz
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