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Post by alpha11 on Sept 7, 2014 13:36:09 GMT -5
I hyperbolize, but thank you for volunteering. I am going to explore options closer to me first as the US CO is as much game coordinator as player (same thing I do no the VC side). A reliable radio is a must, as we need to communicate to start scenarios and adjust them on the fly if necessary. I will keep you in mind. In other news, tomorrow is the last day to pre-register. We have the same number of people on the roster that we did at this time last year, so assuming a similar number of walk-ons, we should have about the same number of players as last year. I am also pleased to announce that at least one scenario will include an individual flying an FPV (first person view) tri-copter. Can you hide from the eye in the sky? Nice! Looking forward to seeing it in use. And it looks like those people who said they might come, will not because of some RL things that came up and can't get away. So only 5 are coming with me so far and they have already registered. Still got a few others I hope can come, but at this rate, if they do come, they will most likely be walk-on's. And I'll have a good radio, if need be. I could have 2 on me if need be, one for my side and one for us to communicate with.
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Post by Rekkon on Sept 9, 2014 21:01:52 GMT -5
It will be unusually cool for Rice Paddy, but assuming this cold snap does not knock down all the leaves, it looks like we will have pretty good airsofting conditions Saturday.
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Post by Rekkon on Sept 10, 2014 13:52:06 GMT -5
Better late then never, scenario details have been posted. I apologize it too so long, but it was not until this past Monday that I was able to walk the field a second time to finalize all the details.
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Post by alpha11 on Sept 10, 2014 16:06:58 GMT -5
It will be unusually cool for Rice Paddy, but assuming this cold snap does not knock down all the leaves, it looks like we will have pretty good airsofting conditions Saturday. I would rather it be a little cool, then hot, IMO. Less problems that way, and most likely less bugs also! And the scenarios look good!
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Post by Rekkon on Sept 11, 2014 15:29:17 GMT -5
First post updated with UAV rules. They are very simple. Do not shoot it or the operator.
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Post by alpha11 on Sept 11, 2014 21:01:49 GMT -5
First post updated with UAV rules. They are very simple. Do not shoot it or the operator. Figured it would be something like that. And I tried my best. But it looks like it will be just me, and the 5 who registered already. So unless a miracle happens, that's all that will be coming from my way. Hopefully we will get 5 or 6 walk on's.
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Post by Rekkon on Sept 12, 2014 9:40:58 GMT -5
It sounded like up to 6 people from the MAA board, so we could hit 20 players total, which is not great, but not bad either. It is always a toss up how many walk-ons actually show. If it becomes a persistent problem, I just quit running the event.
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Post by Rekkon on Sept 12, 2014 12:23:27 GMT -5
As usual, I will be leaving for the field around 0530 tomorrow morning, so if you have any final communication, send it before then. I may or may not have my cell on me during setup, and you can try to reach me via radio if you are on the field (channel 1). Please do not enter the field without permission as I will be placing various surprises.
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Post by GoforthGeorge on Sept 12, 2014 14:06:20 GMT -5
Ok I purchased a new gas gun shooting around 400-450 can I still come only 30rd mags
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Post by GoforthGeorge on Sept 12, 2014 14:32:33 GMT -5
I'll come in as a sniper on the VC side
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Post by Rekkon on Sept 12, 2014 14:34:46 GMT -5
The size of the magazine does not matter, only the muzzle velocity. You can bring shotguns, but they have to chrono at 400 FPS with .20g BBs like everything else. You can bring your new weapon, but the chrono will say if you can use it or not. It would be wise to have a backup in case the shotgun is not legal.
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Post by Rekkon on Sept 17, 2014 12:55:00 GMT -5
Thanks to everyone that attended. It was a little chilly in the morning, but by the afternoon things had warmed enough to be perfectly comfortable if you kept moving. Total player count was 21, though we lost two after the second scenario and one midway through the third, which is pretty typical. The first scenario was a rehash of one from RP III that had the US team patrolling down a series of trails. The VC team was placed for two ambushes, but as they did not get respawns, they could only delay the US, not stop them. There was no air support this mission; everyone was on foot. I had a dozen landmines buried on the center trail, as well as three tripline Shocker Thunder B grenades. Along the final stretch there were six anti-tank mines that had to be disarmed. The catch was that they were all rigged with anti-tampering devices that would “explode” if someone simply picked up the mine. Four Americans died before Ken worked out how to disarm the last two devices. I was able to get a bit of video from this scenario. www.youtube.com/watch?v=bzjfzQvd1FAwww.youtube.com/watch?v=yFTsVWNzDEsThe second scenario was an evolution of “Chasing Ghosts” +from last year. I like the idea of giving one team a reason to avoid combat, but simply having the VC hide did not work out particularly well. With so few players on a large field, people could avoid contact virtually indefinitely. It was frustrating for the US and boring for the VC. So this year I forced the VC to move around the field. Each VC player was given a map showing them the location of six supply caches they had to move to their respawn flags. The extra twist was that all the supplies were color-coded and had to go to a particular flag. The two caches nearest each flag only had supplies for the other two flags, and each cache had a mix of colors, so recovery was not a straightforward task. The US team respawned at a location in the middle of the field. They were tasked with killing VC players and confiscating their supplies. To this end each VC player was issued an intel envelope. They could be searched when killed, and each envelope contained a map that showed the general location of one supply cache. The US team got air support from the “Huey” ATV and something new we tried for the first time. Ezra brought an FPV tricopter to fly during this scenario. It was unarmed, but the hope was he could buzz around the field, spot VC players and direct US forces (particularly Jeremy carrying people on the ATV) to intercept them. There were some communication difficulties (Ezra needing three hands to fly and use his radio being one of them), but the UAV seemed to work as intended until the wind blew it into a bush after about 10 minutes. This scenario started a bit slow for the US team. I heard from at least one player that never saw any VC for the first 40 minutes or so. It picked up after they started to recover some intel maps, but by then sneaky VC had managed to move over half the supplies to safety. To help counter this, several times I had Jeremy deliver US players to me at a VC flag where I gave them permission to one-time steal supplies, though they had to be returned on foot. In the end, the US recovered 9 of 21 items. Three items were worth extra points, making the final US:VC score 10:15. Overall this scenario was much improved from last year, but it was still biased toward the VC, so there exists room for improvement. Next time I may give both sides cache maps at game-on. At endex, each team got to open their supplies, which contained granola bars, beef jerky and Gatorade. Why fight over empty boxes? The final scenario had the US team defending the firebase at the far end of the field with VC forces respawning at flags on either side of them. They got the Huey as air support, but it had to pull double duty because the only way for US players to respawn was via helicopter. Conceptually the firebase was surrounded, so men and materiel could only get in by air. Players at the firebase could not reload magazines either. I had my mortar in reserve, as I was a bit worried the VC would have difficulty making progress, which goes to show how far off the mark I was. The respawn cycle took longer than anticipated, so as soon as the US started taking casualties, Jeremy got locked into perpetual transport duty, and the US team lost their air support. US players did a good job defending the perimeter initially, but they were ground down until Connor shot down the Huey, and then it was only a matter of time until total collapse. Midway through the scenario, I halved the distance the Huey had to travel, and several times I let all the dead US come back into play at once, but it was still a tough fight for them. VC players that got into the firebase, hit a clicker to record their infiltration, then went back to respawn. I did not want the VC to take and hold the firebase, because the US would never have been able to retake it two men at a time. Thanks to everyone that helped take down the firebase and haul props back to staging. You saved me a lot of time. Hope to see you all next year.
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Post by Rekkon on Sept 17, 2014 12:56:02 GMT -5
Also, I am short one .50 cal ammo can. I checked all the cache and base locations, so my guess is someone hid or dropped it in the woods and never went back for it. If you did, please let me know where so I can go recover it.
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Post by alpha11 on Sept 23, 2014 23:34:37 GMT -5
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Post by Rekkon on Sept 24, 2014 9:02:17 GMT -5
Ya, they take a while. Thanks for sharing, I cannot wait for the one in the minefield. In other news, we found the missing ammo can.
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