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D-Day 'Carentan pt1' 8-9 November 2008 Expand / Collapse
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Posted Thursday, June 05, 2008 11:06 AM
Heroic Knight

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Last Login: Yesterday @ 6:07 PM
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Welcome to the front Lines!

Gunman Airsoft Proudly Presents…

‘The Battle for Normandy – Carentan pt1’ June 10th 1944

November 8th-9th 2008-06-05
Longmoor training facility
Only £85 for the whole weekend

After the completion of Operation Overlord and the break out into Normandy the next step was to meet up the two Armies of the Utah and Omaha. To do this the 101st Airborne and attached units must break the German resistance and capture the town of Carentan.
Thanks to the efforts of the 47 commando on the Hinterlands, the Carentan road has been made safe and only a few of the many mines planted have hindered the supply trucks and troops.

Can the attacking allied forces capture the west side of town and hold it till they can be re-supplied or will the Germans 6th Parachute regiment and the retreating 352nd Division hold onto the town until re-enforcements arrive from the 17th SS Panzergrenadiers Division.

By 11th June the Allied forces must control 3 of the 5 main positions to oust the German into a retreat and give the troops from Utah a chance of cracking the east side of the town! It’s feared that the counter attack will come swiftly on the 12th June (Carentan pt2 ‘The meeting of two armies’) and the Allied troops need to dug in and re-supplied if they will have a chance success.


This post will be updated as we go
Please Only post here if your coming to the event!
Thankyou

Post #61954
Posted Wednesday, July 02, 2008 6:54 PM
Heroic Knight

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Hi guys, the website is nearly ready but so we can get the ball rolling the booking form has been set up.

http://www.ddayairsoft.com/booking for the booking form

All cheques must be payable to:

Filmsim ltd
20 Norfolk Terrace
Cambridge
CB1 2NG

paypal are still ok to sales@gunmanairsoft.co.uk
Post #65439
Posted Tuesday, August 12, 2008 10:00 AM
Heroic Knight

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Hi all, we are capping Carentan at 120 players.

20 Brit

50 US

50 German

Post #70266
Posted Friday, August 15, 2008 6:50 PM
Champion

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Last Login: 2 days ago @ 10:49 PM
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Do you supply kit like?

____________________________________

As the old robot saying goes "does not compute"

Post #70664
Posted Sunday, August 17, 2008 6:16 PM
Heroic Knight

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If you have none the yes...like
Post #70778
Posted Tuesday, August 19, 2008 6:52 PM
Champion

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right excellent, will see if i have any prior commitments and if not then i'll be attending

____________________________________

As the old robot saying goes "does not compute"

Post #71083
Posted Thursday, August 28, 2008 9:05 AM
Heroic Knight

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Hi all, we need a five man team to run the German Pak38.  Would be realy useful if you could make Ops in October but not vital!

post here or send me a pm!  This is a player group!!

http://gunmanairsoft.co.uk/forum/index.php?showtopic=1275

Post #71636
Posted Tuesday, October 07, 2008 9:32 AM
Heroic Knight

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The basic rules

All Soldiers start with 2 bandages / hits! Any friendly player can heal the first and second hit by tying one of the injured player’s bandages to their arm. On the third hit the soldier is a KIA.
If the soldier has more than 2 hits due to being a veteran, they can take more wounds (carry more bandages for themselves) and can be healed more times before KIA
When out of hits the wounded player must return to their HQ or a controlled CP to re-spawn, only then can they return to the battlefield as a new two hit grunt.

When shot the soldier makes the load call of ‘HIT’ and must fall to the ground calling for help Medic/Sani). A shot player shouldn’t be targeted and cannot return fire until healed!! All wounded players have five minutes for a fellow soldier to get to them before they bleed to death and must take a KIA (Killed in Action) if things are a bit hairy or you’re on your own in the middle of no where you make take an immediate KIA! Just put your hand in the air and call ‘DEAD MAN WALKING’ and return to your CP.
Any soldier can return to their HQ or a controlled CP and be fully restored to full hits (all bandages taken off)
Return to combat fresh and ready. This takes 5 minutes!
Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety! (Medics have their own rule)

Capturing Wounded soldiers
The enemy can capture any wounded player left behind or not reachable by their own side. To do this all the enemy needs to do is medic the wounded player; they will then be considered a POW (Prisoner of war). POW’s must make their way back to there own HQ (out of game) and register MIA (Missing in action) they will then be added to the POW list.
You can also take a KIA at anytime you have been shot if it looks like no one can get to you or your stuck in the middle of a fire fight.
Rules for load outs and Class
Each style of soldier has its own class and load out; the load outs are defined below. If you are not ranked or have not taken a Class you will be classed as a soldier!

1. Soldier - Load out
Can use a Sub-machine gun 330fps (Thompson, Mp40/44)
Single shot rifle 350fps (Garand,K98)
Can carry 600rds
Can use grenades

2. Sniper – Load out
Can use a single shot bolt-action rifle up to 500fps with a .2 bb
Can carry 150rds
Can use grenades

3. Support – Load out
Can use a mobile support weapon firing at 350 fps (BAR)
Can use a static MG firing at 370fps (.30cal/MG42)
Can carry 2000rds

1. Lieutenant – In command of up to 15 men - Class
1 Radio to HQ
Ammo depends on load out!
Can use grenades

2. Medic – Class (up to 2 per unit)
Call sanctuary. The medic has got to a wounded soldier and places one hand on their shoulder, when this is done the medic calls ‘Sanctuary’, neither the medic nor the wounded soldier being rescued can be targeted until the medic begins to heal the wound (put a bandage on). Medics cannot open fire until the bandage is on! However they only need to use one hand to move a wounded soldier to safety.
Medics can carry up to 6 red bandages into the field; these bandages represent 1 healed wound. To heal a wound the medic takes off the white bandage of an injured soldier and hands it back to them, then replaces it with 1 of the red ones. Only a visit to an HQ (not CP) can replenish red bandages.
Ammo depends on load out!
Can use grenades

3. Engineer – Class (up to 2 per unit)
Can set charges and defuse bombs.
Use artillery and mortars.
Can use a Bazooka to take out enemy vehicles and can repair damaged vehicles in the field. This takes 5 Minutes per hit taken on the vehicle and the vehicle must be fully repaired to become active again.
Ammo depends on load out!
Can use any pyro!

Vehicles at GUNMAN

Only a person that has held a full drivers license for 5 years may drive Vehicles in the game. All vehicles will be marshalled. All 4-wheeled+ vehicles are considered armoured and will be awarded a certain amount of hits. Only strikes on the wheels or marked targets on the vehicles will count as a hit.
So there is no confusion we will be using magnetic flags attached to the side of the vehicles to show who’s in control at the time.

Command Points ‘CP’
The style of CP will vary from event to event it may be a number of REFS on foot, a mobile vehicle or a fixed bunker. The CP is where you reload your mags or re-spawn after a KIA.

The HQ in all cases is ‘OUT OF THE ACTION’ and cannot be attacked unless by order from your command (top brass).

Supplies in the field - optional

Some events will employ the supplies in the field rule. This can only be done if a ‘LIVE’ ammo crate reaches the troops on the line. Once opened the troops must be within 10m of the ammo crate to reload. Example: a soldier has used 450 rds and can reload back up to 600rds! Command may also set up ammo dumps in the field to make it easier for the troops to get hold of their ammo.


Capturing hidden supplies.
If you find a crate in the field and its ‘Live’ you can use it to re-supply your troops and deny the enemy of its supplies.
‘LIVE’ crates will have red tape around their lids, to use the crate the tape must be taken off! Each crate will have 20 ammo tokens. Each man takes 1 token (only) to reload; when all the tokens are gone the ammo crate is empty.

Attacking a CP
During an assault on a CP re-spawns and the re-load of Magazines are frozen until the attack is over. A Ref will announce when the attack begins and when it’s over. An attack will finish when all the soldiers on one side are killed or the attack looses it momentum and is no longer pushing forward onto the CP.
To take a CP 5 live men must hold it for 60 seconds with out taking fire to claim it and place thier flag in the area.
A red flag for Axis and a blue flag for Allies will show who controls the CP.
Post #76361
Posted Wednesday, October 22, 2008 9:39 AM
Heroic Knight

Heroic Knight