Escue Airsoft (SQA) http://www.sqairsoft.com/
Address: 1205 Founders Road, Lexington, SC 29073
Google Maps: Click Here
Portajohns will be on site, Escue Airsoft has a complete airsoft store with rentals, snacks/drinks, BBs, battery charging outlets, and all sorts of other airsoft stuff, debit and credit cards accepted, unlimited potable water provided free. Store will be closed once game begins
Saturday, June 9th through Sunday, June 10th (Gates open early for camping on Friday, June 8th)
PRE-REGISTRATION IS REQUIRED AND ENDS MAY 31st
$35 Early Pre-Registration (March 10th - March 31st)
$45 Pre-Registration (April 1st - May 15th)
$55 Late Pre-Registration (May 16th - May 31st)
$45 Optional Meal Ticket (paid in addition and along with your field fee, includes 5 MREs)
$5 off for all active duty military, will be verified at registration so bring your Military ID
1400: Gate opens for camping/setup
0800: Registration and Chrono open
0900: Breifing begins
0930: Faction breifings begin at their FOBs
1000: Game begins
1600: Game ends
1645: Raffle begins in parking lot
1730: Event ends
A small contingent of North Vietnamese are thought to be operating unhindered in a remote area of south western Vietnam, near the Cambodian border. A company of US Army infantry will be deployed to begin gathering intelligence on enemy movements and the local geography for possible operations on a larger scale. They have instructions to assemble at a small Forward Operations Base and begin scouting the valleys until further reinforcements arrive. Initially they must avoid major contact as fire support is unavailable and air support in this part of the country is unreliable at best, especially in the nearby valley (due to weather conditions that impede visibility). Troop strength of the North Vietnamese operating in the area is thought to be manageable, but is presently unknown, as are their intentions. Regardless, engagements will be inevitable once the company of GIs arrive and begin sending out patrols in the area.
This scenario is meant to portray the various strengths and weaknesses of both military organizations during the Vietnam conflict. On the one hand; a vast conventional military with plentiful heavy weapons, all-round superior firepower in any stand up engagement, and the best logistics (though mostly tied to roads and LZs). On the other hand; mostly small arms and rudimentary logistics that relied on human backs; with an emphasis on guerrilla tactics to avoid the conventional military strength arrayed against them.
US forces will be highly unit cohesive (you'll be with your squad every step of the way), with a rigid command structure and a focus on patrolling the AO for contact, holding valuable locations, and attempting to 'find, fix, and finish' any North Vietnamese they come across. Immediate casualty collection is a must as Americans can't simply be left halfway across the globe.
The North Vietnamese will rely on their local intelligence and knowledge of the landscape to set numerous ambushes for patrols, breaking off when at a disadvantage and then massing to surround and eliminate smaller, isolated US elements. Unit cohesion and command structure will be of great importance, but may not be as rigid as the entirely conventional military of the US. With the loyalty of many locals and the likely need to collect casualties under cover of darkness, it is not as immediate of a concern.
This is not your run-of-the-mill paintsoft style 'MilSim' Scenario, this is a RealMil. Make sure you read thoroughly, noncompliance means you don't take the field.
NVA/VC: An historically accurate load out is not required, but it is heavily encouraged that you at least try to resemble something closer to historical accuracy than not. Therefore, please pick a load out and weapon that is at least similar to an historically accurate one if you can, or better yet, one that is historically accurate.
Acceptable pants/shirts/jackets/headgear: Anything that is solid (not a pattern) black, tan, or brown.
Acceptable gear: Anything that does not have a pattern and is not a plate carrier.
Acceptable guns: Whatever you have, though you are encouraged to use some sort of AK variant or similar, or an M16/M4 variant. Basically something that at a glance from a distance doesn't look ridiculously out of place.
What is not allowed in/on your kit: Anything green except gear (green pouches/LBVs/Chest rigs are OK); Camo patterns (DCU, MultiCam, DesPat); brightly colored footwear or clothing, modern helmets, modern optics/attachments.
US Army: An historically accurate load out is not required, but it is heavily encouraged that you at least try to resemble something closer to historical accuracy than not. Therefore, please pick a load out and weapon that is at least similar to an historically accurate one, or better yet, one that is historically accurate.
Acceptable pants/shirts/jackets/headgear: M81 woodland BDUs, period correct 'Duck Hunter', ERDL, Mitchell, OD fatigues, tigerstripe fatigues, period or closely resembling period correct helmets
Acceptable gear: Anything that is not a plate carrier and is not a modern camo pattern like MultiCam or MarPat, etc.
Acceptable guns: Whatever you have, though you are encouraged to use some sort of AR variant or similar, or an M60/M249 variant. Basically something that at a glance from a distance doesn't look ridiculously out of place.
What is not allowed in/on your kit: Anything tan/brown/black except gear (tan/brown/black pouches/LBVs/Chest rigs are OK); digital camo patterns (MarPat, etc.); brightly colored footwear or clothing, modern helmets, modern optics/attachments.
A contest will be held for the best individual historical loadout from either side, and another one for the best team historical loadout for either side. Prizes TBA.
Staff Officer: Spends half their time at the TOC (Tactical Operations Center), and half their time getting in on some action. US staff will be comprised of; CO/Admin, XO/Admin, S2 (Intel), S3 (Operations), S4 (Logistics), S6 (Comms). North Vietnamese staff will be comprised of; CO/Admin, XO/Admin, S2 (Intel), S3 (Operations). If you are interested, you must be at least 18 years of age and be an experienced airsofter. A significant field fee reduction is provided due to spending half of the time not actively engaged in a combat role.
Squad Leader: The leader of a cohesive unit of 8-12 for the entire duration of the game. Answers directly to command staff, responsible for everyone under his command and the execution of all orders from command staff. Must be competent and wholly devoted to the oversight of the men under his command and the direction of his superiors. One of only two people in his squad that can carry a radio in game.
RTO: The only person besides the Squad Leader that can carry a radio in game. An important asset to his squad, he is responsible for relaying information via radio between his Squad Leader and command when out in the field. Must be able to speak clearly and follow basic comms etiquette.
Medic: Usually two per squad, depending on numbers. They will be responsible for carrying and applying bandages to wounded players. Bandages will be supplied by support staff and will be limited.
Support Gunner: One per squad max, carries a support weapon.
Rifleman: Seven per squad max, carries an assault rifle or DMR.
Sniper/Spotter: Must have a legitimate (100' MED w/accuracy mods) DMR or SWS and be competent in field craft. Each faction will have no more than 2 sniper/spotter teams of 2 persons each, they will report directly to command. One person in each of these teams may carry a radio.
Extended Operations Units:
There will no longer be special extended operations squads. All squads on both factions are expected to be prepared for extended patrols and bivouacking. To that end, see the recommended items below.
Game-specific rules that apply:
-It is your responsibility to understand and comply with all rules and regulations at all times.
-You are REQUIRED to bring with you the following items in addition to what you would normally need for airsoft:
a reliable timepiece on your person at all times
glow sticks (at least 2) for a nighttime deadrag
a flashlight you can use in the field
semi-auto capable gun for use at night
spare batteries and charger (this is a long game)
spare radios/radio batteries so you can let your squad leader or RTO borrow them when the ones they bring die
changes of underwear/socks and fatigues if you have them
enough BBs for 50+ hours of airsoft
a small notepad and pen for notes during a pre-mission briefing
camping supplies, etc.
-All players are heavily encouraged to bring the following items:
Quality boots and socks that keep your feet dry (NO 100% cotton socks, etc.)
Bivvy sack or shelter half (something to keep you dry if it rains while you are asleep)
Waterproof jacket/clothing (to keep you dry if it rains while you aren't in your sack, GoreTex recommended, DO NOT buy PVC/vinyl material that doesn't breathe)
Rucksack (w/frame preferable)
Large Clear Zip Ties (to take PoWs)
First aid kit
-Due to the heat, many people have a habit of removing their blouses in game, this is fine so long as your under shirt matches your faction color scheme. E.G.: If you are on the US faction and want to remove your long sleeve blouse of the appropriate camo type (listed above), but your undershirt is black, you WILL NOT be permitted to do so as it would cause IFF problems. Plan accordingly and come prepared.
-In game missions will be given to your squad leader, he will be briefed by command staff at the TOC (Tactical Operations Center) prior to going out on mission. Your squad leader will then brief you and conduct a PCI (Pre-Combat Inspection) before you step off. If you have any issues or questions at any time, report it up the chain of command.
-Specialized roles like Medics and Radiomen cannot be swapped between players anywhere except the TOC.
-In addition to the obvious admins in the field (wearing bright colors and out of play) there will be embedded admins playing alongside and against you. Your CO and XO will also be admins. If you have an issue in the field, call it up the chain of command to your CO/Admin, or if an out of play admin is near, ask them to address the issue. Violation of any rules and/or refusing to comply with the direction of an admin are both grounds for immediate dismissal from the event without a refund.
-Upon being shot, players may either call for a friendly medic if there are any live ones available in the area, or wait AT LEAST 7 minutes (5 for VC) until they have bled out, at which point they must head back to their TOC (after having bled out players are 'walking dead' and may not interfere with the game world) and report to command staff as KIA, they must then wait to link up with their unit until directed by command staff. DO NOT just walk back onto the field by yourself after having bled out and making it back to the FOB. Players are required to time their bleed outs accurately.
After the FIRST time you are hit, if any friendly player has a bandage (provided) and is able to apply one to you before your 7 minute (5 for VC) bleed out has elapsed, you are back in the game. If, after the SECOND time you are hit, a friendly Medic or Staff Officer (NOT just any friendly player) has a bandage (provided) and is able to apply one to you before your 7 minute (5 for VC) bleed out has elapsed, AND has an IV sack (provided) that they give you, then you are back in the game once it has been "drained". Bandages must be applied to the upper arm between the elbow and shoulder. If one bandage has already been applied, the second must be applied to the opposite arm. After being bandaged two times, you must bleed out the next time you are hit, unless you have body armor (see below)
Any player wearing real body armor (this can include real ballistic helmets, kevlar jackets, plates, etc.) has the option of receiving a third medic heal. This heal would be administered just like a second heal (a friendly Medic or Staff Officer (not just any player) has a bandage (provided) and is able to apply one to you before your 7 (5 for VC) minute bleed out has elapsed, AND has an IV sack (provided) that they give you, then you are back in the game once it has been "drained".) This third bandage may be applied to either ankle/shin. In order to be elgibile for a third heal, your body armor and/or ballistic helmet MUST be PERIOD CORRECT or close enough to pass as such.
The 7 minute (5 for VC) bleed out time is mandatory no matter where you are when hit, unless you are 'healed' prior to the time having elapsed. Hit players may not talk except to yell for a medic, and may not use a radio in any way, even to call for a medic. Hit players may not move unless "dragged" by a live player. If a live friendly "drags" you, the two of you can limp; if two live friendlies drag you, all three of you may walk quickly.
-The "New Life Rule" is in effect. Think of yourself as a role player, if you are KIA then you do not remember anything that happened before you died. This means that all intelligence relative to the game world is lost when you bleed out.
-All players may carry unlimited midcaps/lowcaps, and NO Hicaps of any kind EXCEPT for support weapons, there are no restrictions on mags for support weapons. There are no limits on M203 shells, claymores, grenades, or pistol mags. You will be checked during PCIs.
-Though you may bring extra BBs with you in the field, players may NOT reload ANY magazines/grenades/etc. UNLESS they are either; at their TOC/FOB; or are sent a "resupply drop" by command. If you run low on loaded mags and you are out on mission, ask your squad leader to approve a request to command for a resupply drop.
-NO private vehicles in the play area during game on will be allowed. The entire field, except the FOBs will be considered IN PLAY. Leave your car in the parking lot, but make sure that EVERYTHING you will need during the event is at your FOB before game on. Once the game starts you will not have access to the outside world, including your car. Your supply officer will bring you water and recharge your batteries for you offsite.
-Thunder Bs, TAGINN, Tornado grenades, and similar airsoft grenades are allowed. If one of these detonates inside a mostly enclosed building/structure/trench section/etc., everyone inside is dead (in multi-roomed buildings, it affects only the room or hallway in which it detonates, use common sense). If thrown outside of a structure, a BB must make contact with a player to kill them. Any other device such as claymores, mines, M203s, etc. must fire a BB to cause a "kill". The exception to this are "land mines" provided in game. They consist of clay disks with metal glued underneath. If you break one, you are dead. Metal detectors will be issued in order to clear minefields. Hits from any of these devices are hits, no matter who placed them or got hit by them (because friendly fire always counts).
-Camping is allowed the night before the game begins, and is required during the game. There are designated camps for each faction, you will be required to drop your gear at your designated camp (FOB), and then move your car to the parking area and leave it there. Each squad in each faction will have a designated section of the FOB, and while the FOB area will be 'cold', it is still considered an in game area and part of the AO. The TOC will be at the FOB and will be staffed by command 24/7. There will be one campfire per FOB, so that it can be continually monitored. Be respectful of others in the vicinity in regards to noise, etc. Any illegal activity on the premises will be prosecuted. There is plenty of firewood to be gathered on the premises. Portajohns will be on site. While at your camp you are still considered in the game world.
-Only players 16 and up are allowed to participate unless an exception is granted. Exceptions may be granted to family members of other attendees or players that can have their maturity vouched for. If you will be less than 16 years of age at the time of this game and wish to participate, please contact me.
-If you are expressly ordered by command staff to take prisoners, you may do so with the procedure detailed below. Do not attempt to capture other players without permission from your squad leader AND your command staff. If you are attempting to take a prisoner and the enemy player in question is alive, you may demand their surrender. If they choose to do so, continue as detailed below. If they choose not to surrender, engage them and then once they are hit continue as detailed below. Once the enemy player in question has surrendered and/or been hit, approach them and apply a single zip tie to a piece of gear on the top of their shoulder (so that it is visible). This is an indication of a search and seizure. For practical purposes, they are then considered "restrained and disarmed", but may still carry their weapons so as to protect their personal property. They may only attempt an escape or engage in combat if the zip tie on their shoulder is cut by a friendly player that is "setting them free". If the player was hit prior to applying the "restraint", they must be given "medical attention" as you would a friendly player. Once a prisoner has been taken, they are your responsibility. Report captured enemy personnel to command immediately. Command will not allow "prisoners" to be held for long periods of time so as not to deprive them of play. Prisoners ordered "released" by command staff will then be considered KIA and bled out and will proceed as such.
If you are taken prisoner, try to stay in character (within reason). Do not engage in any hostile actions or escape attempts, remember that in the "game world" you are totally disarmed and restrained. Remember that if a player friendly to you manages to kill your captors and cut your "restraints", you may then proceed as normal. If you have been hit and bled out, you may not be captured. If you have been hit and have no medic heals left, obviously you may not be healed, and therefore may not be captured. Use common sense.
-Armored vehicles will be in play at some point, though not at night. Do not attempt to touch a vehicle, stick a gun (or anything else) into a vehicle, throw a grenade into a vehicle, throw smoke in/adjacent to a vehicle, etc. Use common sense and stay safe. Armored vehicles are impervious to small arms fire (BBs). You may disable a vehicle by firing at it with an AT gun firing a Nerf pocket vortex or similar soft projectiles and hitting any part of it directly. Launchers and projectiles must be approved by admins. Additionally, these projectiles will cause a 'hit' on anyone inside a confined structure if it goes into it or hits it's wall directly, for multi roomed structures this applies only to the room it hits. At the direction of your command staff, anti-vehicle barriers may be constructed and/or removed. The occupants of a vehicle hit by AT are considered hit, but can be pulled out and given medical attention per above medic rules. A hit vehicle must stay in place (and inactive) for 15 minutes. During this time if the crew is pulled out of the vehicle and healed, and at least two crew members 'repair' (make physical contact with the outside of the vehicle while outside of it, as if repairing) for a minimum of 10 minutes, the vehicle will be considered repaired and operational again. If this does not happen, the vehicle will return to it's respawn once the 15 minutes has elapsed, and will wait there an additional 15 minutes before it can come back into play. A vehicle that was repaired in the field and is hit again may not be repaired a second consecutive time.
-Light skinned vehicles will be in play at some point, though not at night. Do not attempt to touch a vehicle, stick a gun (or anything else) into a vehicle, throw a grenade into a vehicle, throw smoke in/adjacent to a vehicle, etc. Use common sense and stay safe. Light skinned vehicles can be disabled by small arms fire (BBs). You may disable a L.S. vehicle by shooting at the driver or SIDE (not the radiator) of the engine. You may destroy a L.S. vehicle by firing at it with an AT gun firing a Nerf pocket vortex or similar soft projectile and hitting any part of it directly. Launchers and projectiles must be approved by admins. The occupants of a L.S. vehicle hit by AT are considered hit, but can be pulled out and given medical attention per above medic rules. A hit vehicle must stay in place (and inactive) for 15 minutes. During this time if the crew is pulled out of the vehicle and healed, and at least two crew members 'repair' (make physical contact with the outside of the vehicle while outside of it, as if repairing) for a minimum of 10 minutes, the vehicle will be considered repaired and operational again. L.S. vehicles hit by AT and CAN NOT be repaired, but those hit by small arms fire can. If it is not or cannot be repaired, the vehicle will return to it's respawn once the 15 minutes has elapsed, and will wait there an additional 15 minutes before it can come back into play. A vehicle that was repaired in the field and is hit again may not be repaired a second consecutive time.
Standard rules that apply:
Dominum wrote: Article III; Game Rules:
*The following game rules apply to all AOSC games unless otherwise noted.
Rule #1: A "hit" or "kill" occurs when a BB makes contact with any part of your person excluding your weapon. This includes backpacks, pouches, camel backs, headgear, etc. Upon being hit you MUST loudly announce you are hit, and IMMEDIATLEY don a "dead rag" on top of your head. A dead rag must have a minimum perimeter of 32 inches, and a bright, neon color that does not match any part of your gear. You cannot talk or communicate in any way when you have been hit. The only exception to this is to call for a medic. Giving information concerning game play or talking on radios while hit is strictly prohibited. BBs known to be "ricochets" do not count as a hit. This is any time that you are certain that a BB has hit an inanimate surface or another player prior to bouncing off of them/it and then hitting you. This being said, always remember: "When in doubt, call yourself out!".
Rule #2: Blind firing is not allowed. Blind firing is any time you are discharging your weapon without looking down the barrel or sights of your weapon, or are not presenting some form of viable target to your enemy. Examples would be shooting over or around a wall, shooting behind you, shooting through a small crack or hole, etc.
Rule #3: A "safety kill" MUST BE CALLED when players engage each other under their minimum engagement distances. A safety kill is when you point your weapon at another player and announce "safety kill" or "surrender". Safety kills must be accepted at or under ten feet. A safety kill may only be called if you have "the drop" on someone, meaning you have them in your sights and they do not have you in theirs. You may never fire under your MED even if you call a safety kill that is not accepted. You may not call a safety kill at more than thirty feet, and you may not call one without an airsoft gun aimed at the target. Use common sense concerning this rule, if you happen upon another player at close range and you both have your weapons up, call "parley" and consider both of yourselves hit.
Rule #4: A "stealth kill" occurs when another player kills you by making some form of physical contact, either with a rubber knife, muzzle, or anything else in their possession, even their bare hands. This is intended to replicate knife or bayonet kills, and thus is the same as being hit with a BB, with the exception that, though you must immediately acknowledge it and dawn your deadrag, you may NOT make any sound until they are a minimum of fifty feet away. Stealth kills are nonnegotiable. You must have line of sight to stealth kill.
Rule #5: Any person leaving bounds, wearing a dead rag, or otherwise indicating they are no longer in play (ex: saying they are looking for something, etc.), are no longer in play, and in order to reenter game play must return to their respective respawn point pursuant to the respawn rules in effect at said game.
Rule #6: Pyrotechnics, pneumatics, or devices of any kind (whether homemade or store bought) that are not considered a normal airsoft gun will only be permitted at the field owners discretion. If allowed, you must have it approved by an AOSC Representative before the start of the game. No lasers over 5mW are permitted. Use common sense with lasers and powerful flashlights, as there can be some safety risks associated with them. Though it will happen once in a while on accident (and that is understandable), intentionally and repeatedly shining lasers in people's eyes will be treated as unsportsmanlike conduct and may result in removal from the game or further action.
Rule #7: The following is a list of minimum engagement rules. A minimum engagement distance is the closest you can get to another player and fire upon them.
Night Game Rules (In effect after sunset and before sunrise):Rule #9: Your gear's predominant color must match your outfit's predominant color UNLESS you have headgear of some form and sleeves that go at least to your elbows that are the same as your outfits predominant color. If you do not meet these requirements and your gear has a different predominant color than your outfit, you will be required to strip your gear. Weapon colors and paintjobs have no bearing on faction affiliation.
If you choose to wear headgear, it must match the predominant color of your uniform and/or you factions color schemes. This means that you may not wear green headgear with a tan uniform, and vice versa. If your headgear is a balancer camo (ACU for example), you may only wear it if ACU has been assigned to your faction, i.e. if ACU has been assigned to Alpha as a balancer at a particular game, than someone on Bravo may not wear ACU headgear. Additionally, red/orange headgear or any headgear easily mistaken for a deadrag may not be worn except as an actual deadrag.
Rule #11: Guns/Deployable Items in Safe Zone:
Safe Zone: any location that eye protection is not mandatory during game time.
Game time: from time the first player on game or camp location until the last person leaves the property.
Gun: any item that discharges a BB by the means of a trigger pull.
All handguns must be holstered during any movement in the safe zones. All loading and unloading of handguns must be done in a safe direction away from any person. At no time is a handgun to be displayed in an unsafe manner, i.e. pointing at any person, property, or non-cleared area.
All rifles, shotguns, SMGs, PDWs, and any other removable magazine fed gun must have magazine removed, selector switch on safe, and the chamber should have been cleared prior to leaving the field of play or previous to showing up to a game.
All box fed magazine guns must have a barrel blocking device on in the safe zone OR must have the feeding tube disconnected from the receiver.
All guns must be pointed upward or to the ground. At no time is a gun to be pointed at any person in the safe zone.
All deployable items, i.e. claymore, mines, grenades, and other items in this fashion, must be loaded and unloaded 50 feet from any person or property and with full eye protection. That deployable item must be secured in a complete closed pouch, were no bb can escape, if accidentally deployed.
It is the player’s responsibility to police themselves and assist in reminding all others. If a player does not respond in the proper way then two players must notify the game host or their assistants of non-compliances. At that time it is up to the game host to take disciplinary action against said player.
-EVERYTHING on the field will be SEMI-AUTO ONLY during the night portion of play EXCEPT anything that has a 0 MED (under 300 FPS w/.25gs) AND is firing glowing tracer rounds.
-A colored glow stick (chemical or electric) is required to participate (it will be your dead rag)
-A flashlight of some kind is required (in case you or someone near you needs to be able to see in an emergency situation)
*This is NOT the map we will be using. You will be issued game map(s).
How To Attend:
1: Read, understand, and comply with this entire thread.
2: The following information must be submitted with payment:
Your full name as it appears on your picture ID
Your faction choice (US or VC)
The squad you'd like to be in (if a vehicle operator or staff, please specify)
The position you'd like, if applicable (Staff Officer [specify], Squad Leader, RTO, Medic, etc.)
The category of your primary armament (Rifleman, Support Gunner, Designated Marksman, etc.)
Whether or not you have a military discount (subtract $5)
Whether or not you would like the meal ticket (add $45)
3: PayPal your field fee ($35 until March 31st) plus $45 for the meal ticket (optional), minus $5 if you are Military (present your ID at registration to verify) to firstname.lastname@example.org. If you choose not to use PayPal, you may remit cash in person to Dominum at an AOSC game (in an envelope with the above required info written inside), or mail a check (with info above included in a letter, and the check made out to Henry Williams) to:
1792 S. Lake Dr.
Ste 90 - 1337
Lexington, SC 29073
If you have questions or concerns that require a detailed explanation, feel free to call or text me at 803-six zero nine-7681.