Full event program. Battle for Normandy 2008 D-Day +2 ‘Glory on the Hinterlands’, Candleston, South Wales. April 19-20 ONLY £65 for the whole weekend Welcome to Gunman Airsoft WW2 battle weekend D-Day + 2 June 8th 1944
It's been two days since the combined allied forces landed on the shores of code named Sword, Juno, Gold, Omaha and Utah beaches. Hundreds of thousands of men and tons of equipment are now being deployed and are beginning to sweep their way inland to liberate Normandy. For the American and British soldiers that landed first, the push forward hasn't yet stopped! The experienced and resourceful 352nd Division is holding and defending the vast Hinterlands, which holds vital supply lines the allied war effort needs to secure and hold. Pill boxes, hedgerows, spotter towers and artillery positions dot the landscape and must be in allied hands by 2pm Sunday D-Day + 4. Can the Allied forces take the Glory or will the stalwart German defence prove too much and repel the allied push forward.
This event will continue on the Saturday where it left of at the last event at 12pm on the Sunday. The battle will kick off 12pm Saturday and finish 2pm Sunday; the weekend will be filled with missions, glory and the very best in game co-ordination. Both marshals and game refs will help to bring this amazing weekend to life. The site has 100s of acres of woodland and scrubland. Perfect for a Normandy weekend, this area around the coast of the Bristol Channel was used for training by ALLIED soldiers during the war and makes the most fitting site for such a game you’ll ever play on. GUNMAN will be providing a number of marshal driven vehicles to be used in the game as well as field artillery, outposts, gun emplacements and the very best props and set dressings. GUNMAN is made up of experienced Live Action organisers that have been running professional events since 1993. So how will the weekend unfold? The clearing of the Hinterlands – Allies main objectives 1200hrs Section 1 – Find and expose the fixed positions and gain intelligence on the enemy. Once all the positions are mapped, an organised attack should overrun the fixed positions and give the Allied effort a chance to set up a forward CP. 1400hrs Section 2 – Organise and assault. Once all 5 of the main German strong holds have been marked and the battle plan formed that battle for the Hinterlands begins. Once a strong hold is taken, supply crates can be issued to these positions for re-supply. Dig in and hold off all counter attacks made by the Germans, but most importantly protect as many of the supply crates as possible. For these supplies will be needed for the next day. If more than half the crates are destroyed before 2000hrs the Allies will be on half ammo all day Sunday. SundayThe German high command has given the order to repel the allied effort back into the sea and claim ‘Glory’ for the Fuehrer and the Fatherland. The Allies will come under attack from heavily armed Waffen SS fanatics and the full might of Generalleutnant Dietrich Kraiss 352nd Division. 2pm Battle for the Hinterlands comes to an end. The casualties taken on both sides will be tallied up and added to the points awarded for completion of missions and siezing of objectives from the whole weekend. This will help to produce the final battle report and say who had the Glory of the Hinterlands. There will be many other objectives and missions for both sides throughout the weekend which will be issued by command. Units The ALLIED forces will be put into Platoons commanded by Lieutenants and they will be attached to Companies commanded by Captains (Marshals). The highest-ranking soldier in the field for the Allies will be the Colonel, Head marshal for that side and an overall game organiser. The platoons will be made up of groups of mates and kept together with the odd guys attached. These are your comrades in arms, your band of brothers. The AXIS will be issued orders direct from the German High Command based at their HQ. CommandAllied command will be run by Col. Pete ‘pumped up’ Everett Axis Command will be run by the CIA high Command. Marshals The Marshall will be playing key roles during the battle weekend to help the refs and Games operations deliver a fluid, realistic weekend and help the players get the most out of the weekend. They will be able to keep in contact with their Colonel throughout the game so the units can co-ordinate attacks and defence. They will be dressed in period kit but carry a marshal radio, whistle, med pack and wear a white MP armband. Radio Packs GMA will be providing all the in game radios for the weekend in the form of backpack radios. No other radio communications will be allowed! D-Day Filmsim rules. All Soldiers start with 2 bandages / hits! Any friendly player can heal the first hit by tying one of the injured player’s bandages to their arm. On the second hit the soldier can only be bandaged by a medic, the third hit is a KIA. When out of hits the wounded player must return to a CP or their HQ and registered as KIA (Killed In Action) then return as a new trooper. Welcome to the FRONT LINE soldier. When shot the soldier makes the load call of ‘HIT’ and must fall to the ground calling for help Medic. A shot player shouldn’t be targeted and cannot return fire until healed!! All wounded players have one minute for a fellow soldier to get to them before they bleed to death and must take a KIA (Killed In Action) Any soldier can return to a CP or HQ and be fully restored to full hits (all bandages taken off and returned to the soldier) Return to combat fresh and ready. 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. Just put your hand in the air and call ‘DEAD MAN WALKING’ and return to your CP. Rules for load outs Each style of soldier has its own category and load out; the load outs are defined below. 1. Lieutenant – In command of up to 15 men 1 Radio to HQ Can carry 600rds and 2 grenades. 2. Soldier Can carry 600rds and 3 grenades. 3. Sniper Can use a single shot bolt-action rifle up to 500fps with a .2 bb Can carry 150rds and 2 smoke grenades. 4. Medic Call sanctuary. The medic has got to a wounded soldier and places one hand on their shoulder, when this is done the medic waves a flag of truce and 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. Can carry 600rds and 2 smoke grenades 5. Support Can use a support weapon firing at up to 370 fps with a .2bb Can carry 2000rds 6. Engineer Can set charges and defuse bombs! The Engineer can use a Bazooka to take out enemy vehicles! and can repair damaged vehicles in the field by waiting with the vehicle for 5 Minutes per hit taken until all the hits are fully repaired and the vehicle will become active again. Vehicles can also be repaired at a CP. If the vehicle is capture from the enemy, the magnetic Allied star or German Cross must be change to the current controllers emblem. Can carry 600rds and unlimited grenades. All soldiers can carry up to 100rds of pistol mags 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 slapped on the side of the vehicles to show who has control of the vehicle at the time. UNIFORMS All uniforms must look the part the key here is effort. No modern camo!! ALLIES should be wearing either authentic uniforms or: British: Olive Drab (OD) with a berry or helmet – British fabric flag on the arm. American: Dark Tan/OD trousers, a green jacket and helmet. – American fabric flag on the arm. French Resistance: Period civilian clothing. (1 hit soldiers, no Mod kits or medics) AXIS should be wearing either authentic uniforms or: German: OD trousers and Austrian Flectarn parker, Grey Tunic and trousers, Cap or Helmet– German fabric flag on the arm. GMA can provide all the uniforms if needed for £20 or most certainly help with individual items. WEAPONS All weapons need to be period or heavily disguised. No Blatant modern weapons please. Disguise your non-period weapon with scrim netting and/or OD paint. All Magazines for the weekend should be standard/midcap non-wind on. Exceptions are for support guns, which can use high cap magazines or box mags. Example of weapons: MP5 = MP40 or Sten auto M14 = Garand/G43 semi-auto M14 / bipod must be used deployed = BAR auto AK47 & AK74 with full stock = MP44 auto AK47 & AK74 folding stock = MP40 auto Any bolt action sniper without scope = K98/M1/Enfield single Any bolt action sniper with scope = K98/Springfield/Enfield single M249 or M60 must be used deployed = MG34/43, Bren or M1919 30cal FPS Limits all with 6mm .2bbs AEG submachine guns/assault weapons 330 fps AEG Support Machine guns 350pfs AEG modified to single shot only rifles 400 fps, Min engagement range 10m Spring/gas Sniper rifles 500fps, Min engagement range 20m All single shot side arms can by used! CAMPING This is a camping event. All in-game tents must be green or brown canvas tents, from 20/20 centre ridgepole marques to small 2 man bivy tents. If you wish to set up a modern tent there will be an out of game area for you to do so. Gunman owns a lot of canvas, but not enough to sleep everyone. We can also get 2-man bivies for £15 if you wish to order one. The CP and out of game area are the only place players are safe to sleep, no sleeping in game!!! Platoons may be sent out on missions during the night, but the main game will stop at 10pm and resume at 8am. Giving up to 10 hrs for those that need to sleep, drivers etc (we don’t want people driving long distances home on Sunday over tired and dangerous) CPs will be operational all weekend. DON’T FORGET YOUR CAMPING GEAR!!!!! FOOD AND DRINK We hope that all that take part will try to keep in the theme of the weekend by surviving on military ration packs, however we have catering in the morning and evening and a fully Licence BAR set up in a 1940s theme. All will be expected to cook and eat in game, however those that want to leave the line and game may do so. Both sides will have 5 units which will rotate one off 4 on the line, so all will get a chance to eat. NO ALCOHOL DURING GAME PLAY!!!!! Command Points ‘CP’ The style of CP will vary from event to event. The CP is where ammo supplies; medical teams, field radios and maps are located. The CP may be a number of REFS on foot, a mobile vehicle or a fixed bunker. The CP will be taking note of KIA’s and forwarding reports of information on to the HQ. All IN GAME admin and missions are administered at the fixed HQ. Supplies All Supplies (ammo crates) will be located at the CP and you can rearm back to your starting quota of ammo at any time whilst there. You will also get re-supplied in the field by order of your field captain (Marshal) allowing you to reload mags. This can only be done if a ‘LIVE’ ammo crate reaches the troops on the line and the troops must be within 10m of the ammo crate! At this point you may reload your mags back to the amount your allowed. Example: a soldier has used 450 rds and can reload back upto 600rds! Command may also set up ammo dumps in the field to make it easier for the troops to get hold of ammo. Capturing hidden supplies. If you find a crate in the field and it’s ‘Live’ you can use it to re-supply your troops and deny the enemy. ‘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 only 1 token and snaps it in half to reload; when all the tokens are gone the ammo crate is empty. Attacking a CP When a CP is under attack it cannot issue re-spawns or ammo re-loads until the attack is 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.
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