Author Topic: Fighter Town Milsim, GOLD WAR: THE BEGINNING  (Read 450396 times)

Offline D.RICH.1

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #255 on: November 25, 2010, 11:17:00 AM »
Quote from: "PhoenixShadowCompany"
Quote from: "D.RICH.1"
Quote from: "PhoenixShadowCompany"
Quote from: "Apacolypsio"
Quote
~ Drew W.

Glad to have you on board

Now on a side note I want to know that any vehicle on the field can be fired at. Because at the last game when the Terminator was sitting in front of me unloading on my friends i had my gun aimed at their open windows before i was told that we werent allowed to fire upon the vehicle. It is my personal opinion that if there is a vehicle in play with people riding wherever they want (as they did) they should feel threat not the sheer power of god to unload on people point blank and be invincible because they cant be fired upon. If you vehicle is in the field is it part of the game? and if not why is it there?


Vehicle's can only be destroyed bt a foam rocket. It was covered at the training day and will be anonced at the game.

that didnt answer his question completly tho...i see this being a "point blank" and a so called "invinsibility" issue which it isnt cuz it can be destroyed...more is which that it can unload on people at what he feels is "point blank"...what kind of limits will be put forth for the PSC poeple who will be involved in the battle...driving around with a clear speed advantage? will they have to keep it under 5 mph...and what kind of range will they be able to unload on victims...answer those and im sure he wont have a problem...

to me tho, my personal opinion on that, is the people in side want to shoot people with airsoft guns but to afraid to be shot, so they have to come up with reason to play and not get shot and "hurt"... :twisted: haha...so its cool and part of the game but who ever wants that part is a vahina! :twisted: haha...battle on the field with the rest of us and fight for your honor 8) haha...gonna be a fun ass game! :twisted: :twisted: :twisted:

Quote from: "carbon14c"
as long as the driver keeps the vehicle moving around the field, i don't see a huge problem. as long as the vehicle doesn't turn into an extreme force multiplier, it should be fine


do i need to overnight a 203 for this game?  :roll:


The vehicle's are only permitted on designated roads, and will also be fitted with a governor to prevent speeding. PSC is taking all measures possible to keep this event safe. As far as shooting some one point blank at Xenormoph. That’s kind of hard being that the gunner was on the roof which was about 6 feet off the ground and he no one was getting close to it due to the fact that an apc/tank is a force multiplier. All factions at gold war will have their own vehicles to use so that no faction will be out gunned. The true tactical advantage will be how the faction’s commander decides to use it. He could use it as an apc, a gun truck, moving cover, or a distraction well the rest of his forces move up. To clarify again the only way you can destroy any vehicle is to hit it with a foam rocket from either a 203 or similar launcher. At that point the vehicle is destroyed and the passengers are wounded. They can be revived by a medic or can be executed/captured. At that point the vehicle is down for the remainder of the mission. At the beginning of the next mission the vehicle can be chosen to be brought back in or not. Points will be awarded for a successful destruction of any vehicle. Hopefully this clarifies some of the confusion on the rules.

see now that was more detail and in depth about any concerns...i still think any who wants that posistion though is a major vahina and i will call who ever rides in one a vahina unless other wise proven them selves on the field of battle...in that case they have earned the ride... :twisted:
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Offline D.RICH.1

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #256 on: November 25, 2010, 11:23:01 AM »
Quote from: "xXIceMan316Xx"
Quote from: "WOLFSPEC"
Wow, who the hell is seriously stressing over vehicles??!! I mean, seriously?

HMM, let see, if a vehicle is approaching, then HIDE, or go the OTHER WAY, or join up with people who have GRENADE LAUNCHERS!!!!

QUIT THE FREAKING OUT AND LET THE GAME HAPPEN ALREADY....THE PERSON WHO WROTE THIS GAME IS A LOT SMARTER THAN YOU GIVE CREDIT FOR. THIS GAME IS LEGIT AND WILL BE AWESOME SO COWBOY THE F~*K UP!!!

thank you, I am pretty damn smart.

Okay...... I'm posting this on mine so there is no confusion of who said this.

VEHICLES CAN BE KILLED BY A FOAM ROCKET (Nerf football or tennis ball from a launcher) or a FOAM M203 (not bb shower) THAT IS IT!  We are borrowing the rhino's from the owner of fighter town and he does not want bbs shot at them,  The Terminator ATV for equality sake the same rules apply.  Thrown grenades, thrown into the vehicle I'm sketchy on for safety sake of people running at a moving vehicle.

Look at it this way, when you are looking at the 82NDs ATV you are seeing a STRYKER, OLA you are seeing a BMP, Renegade PMC......eh.....a......SUV with armor or something.  Bullets will not penetrate them, and no, you do not have armor piercing rounds in your mag (i knew you were gonna say that)!!!  If you are on a real battlefield armor is generally something you RUN AND HIDE FROM unless you have the means to destroy it..... such as say.....a rocket :o ???  If you are facing a BMP and all you have is your M16 you are NOT going to sit there and shoot at it you are going to take cover until the Airforce comes and bombs the s*** out of it..... I suggest you do the same in gold war!

jeeze folks, everyone needs to stop stressing about the rules...  We are gonna have 100+ people shooting each other on an awesome field and a good scenario.... its gonna be fun!

exactly....take cover...is all anyone needs to do...and would do in the real deal...if the nukes fall you know there are gonna be people rolling around in trucks and you would hid behind a wall to duck and cover from being killed by them....i like the idea of a tank rolling around the field it adds a side of realism ive been looking for since the begining...gives me the training ill need to stay alive after the nukes fall....lol  :twisted:
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Offline xXIceMan316Xx

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #257 on: November 25, 2010, 11:33:01 AM »
Quote from: "D.RICH.1"
Quote from: "xXIceMan316Xx"
Quote from: "WOLFSPEC"
Wow, who the hell is seriously stressing over vehicles??!! I mean, seriously?

HMM, let see, if a vehicle is approaching, then HIDE, or go the OTHER WAY, or join up with people who have GRENADE LAUNCHERS!!!!

QUIT THE FREAKING OUT AND LET THE GAME HAPPEN ALREADY....THE PERSON WHO WROTE THIS GAME IS A LOT SMARTER THAN YOU GIVE CREDIT FOR. THIS GAME IS LEGIT AND WILL BE AWESOME SO COWBOY THE F~*K UP!!!

thank you, I am pretty damn smart.

Okay...... I'm posting this on mine so there is no confusion of who said this.

VEHICLES CAN BE KILLED BY A FOAM ROCKET (Nerf football or tennis ball from a launcher) or a FOAM M203 (not bb shower) THAT IS IT!  We are borrowing the rhino's from the owner of fighter town and he does not want bbs shot at them,  The Terminator ATV for equality sake the same rules apply.  Thrown grenades, thrown into the vehicle I'm sketchy on for safety sake of people running at a moving vehicle.

Look at it this way, when you are looking at the 82NDs ATV you are seeing a STRYKER, OLA you are seeing a BMP, Renegade PMC......eh.....a......SUV with armor or something.  Bullets will not penetrate them, and no, you do not have armor piercing rounds in your mag (i knew you were gonna say that)!!!  If you are on a real battlefield armor is generally something you RUN AND HIDE FROM unless you have the means to destroy it..... such as say.....a rocket :o ???  If you are facing a BMP and all you have is your M16 you are NOT going to sit there and shoot at it you are going to take cover until the Airforce comes and bombs the s*** out of it..... I suggest you do the same in gold war!

jeeze folks, everyone needs to stop stressing about the rules...  We are gonna have 100+ people shooting each other on an awesome field and a good scenario.... its gonna be fun!

exactly....take cover...is all anyone needs to do...and would do in the real deal...if the nukes fall you know there are gonna be people rolling around in trucks and you would hid behind a wall to duck and cover from being killed by them....i like the idea of a tank rolling around the field it adds a side of realism ive been looking for since the begining...gives me the training ill need to stay alive after the nukes fall....lol  :twisted:

Personally i want to absorb enough heat and radiation to become a ghoul.... maybe a glowing one....hmmmm
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
-Mike-
Team Comedian ;)  As usual.

So Ladies and Gents, without further ado:
_______________________________________________________________________________

Gold War Practice Notes:

These notes are for Carbon14c and CBDennis on the Airsoft Arizona forums, neither of which could make it to the Gold War practice game on Sunday, Nov. 21st

They’re also reminders for myself, to study up on before game day.

The following are Drew W.’s experiences with the lessons learned on Sunday, Nov. 21st at Fightertown:

What We Covered:
•   Practice Mission 1:  Siege of Casa Del Oro
•   Practice Mission 2:  The Convoy
•   Stress Test:  Medic System
•   Stress Test:  Vehicle Rules
•   Stress Test:  Chain of Command
•   Stress Test:  Radio Frequencies

Medic System:

If you’re a soldier, and you’re shot:
1.   Sit down.
2.   Put your hand up.
3.   Shout MEDIC!  Keep shouting it.
4.   Wait for the medic to revive you.

Special Note:  

You are not “Dead” yet, so you can still give Intel to your team.  “I.E:  There’s 3 OLA inside the tan building!”  

You just can’t move or shoot.

To be revived, a medic needs to:
1.   Get to you without getting shot.
2.   Tie a bandage around your arm.
That’s it, you’re in the fight.

If you already have a bandage around your arm, and you get shot again:  

You’re dead.  Go back to the staging area (tables), and start loading up ammo for the next mission.

Special Note:
If you’re waiting for a medic, DON’T SHOUT MEDIC YET!  Look around you, and see where you got shot from first.  

You’re judging whether it’s safe for a medic to come get you.  Remember, you can still talk to your team.  So if you’re surrounded by bad guys, it’s probably better to tell your Medic / Team to “Stay Back!”  

Remember, they could be using you as bait for an ambush.  In that case, it’s better to let them “execute” you, or “capture” you.  In the latter case, you still have a chance to escape or be rescued later.

If an enemy soldier is “Downed,” and you’re nearby:
1.   Check to see if the area around them is clear.
2.   Move up to them.
Option A:
   2-hand touch them on the shoulders.
      Say “Executed”
      Now they’re dead.
   Option B:
      Have a Medic / CLS use their bandage to revive them.
      They are now captured.  Take them to your team’s POW camp.
      Be warned:  they can escape or be rescued before the mission’s over.

If you’re a medic / CLS, and someone’s shot:
1.   Listen for “MEDIC!”
2.   Tell your Squad Leader where you’re going.  
3.   If you need cover fire to move, point out the target’s location.
4.   Move low and fast towards the soldier calling “MEDIC!”
5.   STOP before your reach him.  Take cover.
6.   Ask the soldier where he got shot from, and if there are enemies nearby.
a.   If the area’s clear:
Move to him.
Tie a bandage around his arm.
He’s back in the fight.
b.   If an enemy has an angle on him (and thus, you):
Tell a nearby teammate where the enemy is.
Ask him to suppress that target while you revive.
Once he’s suppressed, move to the soldier.
Tie a bandage around his arm.
You both run back to cover FAST!
Tell the covering soldier you’re “set.”  He can stop firing now.

Special Note:
On the 82nd Team, every teammate is a CLS: Combat Life Saver.  This means that each of them can do everything a medic can do, except:
•   They can only do it once.  Medic’s have 10 bandages, CLSes have only 1.
•   They cannot go back to the team HQ and grab more bandages.  Only Medics can resupply.  A CLS has only their one bandage for each mission.
This CLS system is a huge asset to the 82nd team, and they should use it to increase their staying power.  (Note though:  The other teams have their own advantages as well).

If you're a Medic, and you've run out of bandages:
•   Go back to your team's HQ.  It's where the Command Element will be located.  There will be a big box lying on the ground nearby, and it's packed with spare bandages.
•   Grab replacement bandages as often as you like, but remember:
•   You can only carry 10 at any one time.  If you have 5, and go to grab more, you can only take out 5.  Etc etc...

[/b[If you're a Medic, and you're shot:[/b]
•   Rules for you are exactly the same as for every other soldier.
•   Sit down, hand or weapon raised, and shout "MEDIC!"  Shout intel to your team if they're near.
•   Another Medic, or someone with CLS will use a medic bandage to patch you up.
•   If you get "executed" by an enemy, you're dead for that mission.  Go to staging are and load up for the next one.
•   If you get "captured" by being revived by an enemy medic / CLS, then they take you to the POW camp.  Look for an opportunity to escape or be rescued: you're not dead yet.  ;)
•   If you've already been revived once, and you're shot again:  NOW you're dead, go to the staging are and ready up for the next mission.

Vehicle Rules:

There will be several vehicles in play throughout the game.  Now, to be honest, I wasn’t entirely certain how the vehicle rules were laid out when the game ended.  I think there was still some confusion, at least for me.  

So if you want ABSOLUTE, 100% ACCURATE Clarification about what the rules are regarding vehicles… please reply with a question for “PhoenixShadowCompany”, or PM the question to them (same account name, no quotation marks).

That said, here’s what I thought I understood:

•   Do NOT shoot the driver.  You are not allowed to shoot the driver of any vehicle.  Very simple reason for that:  if he gets distracted by getting shot, then he might run someone over.   So very important, do NOT shoot the driver!

•   The following addition is a correction by the Gold War game designer, directly quoted:
Quote
xXIceMan316Xx wrote:  VEHICLES CAN BE KILLED BY A FOAM ROCKET (Nerf football or tennis ball from a launcher) or a FOAM M203 (not bb shower) THAT IS IT! We are borrowing the rhino's from the owner of fighter town and he does not want bbs shot at them, The Terminator ATV for equality sake the same rules apply. Thrown grenades, thrown into the vehicle I'm sketchy on for safety sake of people running at a moving vehicle.

Look at it this way, when you are looking at the 82NDs ATV you are seeing a STRYKER, OLA you are seeing a BMP, Renegade PMC......eh.....a......SUV with armor or something. Bullets will not penetrate them, and no, you do not have armor piercing rounds in your mag (i knew you were gonna say that)!!! If you are on a real battlefield armor is generally something you RUN AND HIDE FROM unless you have the means to destroy it..... such as say.....a rocket  ??? If you are facing a BMP and all you have is your M16 you are NOT going to sit there and shoot at it you are going to take cover until the Airforce comes and bombs the s*** out of it..... I suggest you do the same in gold war!

•   You are only allowed to shoot passengers of the vehicles when certain conditions are met:
o   The vehicle is stopped.
o   The passenger you’re shooting at has already dismounted.
o   They have both feet FIRMLY PLANTED on the ground.
o   They are at least 10 – 15 feet away from the vehicle.  Either under cover or moving to it, no closer.

•   Now, passengers are supposed to move 10 – 15 feet away from the vehicle before they engage the enemy.  Meaning DON’T use the vehicle as a shield.
But, we’ve all been at a game where someone forgot that, and did it anyway.  So if a player is fighting too close to the vehicle, and they target you:  go ahead and fire back.
BUT:  Just don’t hit any other players who are embarking or disembarking too close to the engaged player.  And it might be better if you just retreat to cover, and force him to seek you out away from the vehicle.  Problem solved.

•   You ARE allowed to shoot passengers who are riding the vehicle, while it’s in motion.  Just be warned that they might not be required to call their hits (not sure about the game rules, please double check on that).
•   You are NOT allowed to shoot passengers who are climbing into the vehicle.
•   You are NOT allowed to shoot passengers waiting in line to climb into the vehicle, if they are within 10 – 15 feet of it.  If they’re waiting to climb in, but are still far away, under cover, and actively fighting… then it’s okay to shoot them.

Now, I might not have gotten these rules perfectly understood.  So in order to ensure that they make sense, I’ll explain the reasons behind them.

Any action that results in a player getting injured during the game is not only bad for that player, it’s also bad for PSC, Fightertown, and Airsoft as a whole.  Plus no one wants to walk away with a broken ankle.

And the potential for injuries jumps up 10-fold when vehicles are in play.  Vehicles are multi-tonned, fast-moving projectiles.  Essentially they have the potential to be giant bullets, and if something goes wrong then they can REALLY f*ck up your day.

So, PSC has come up with these rules to ensure the safety of every player on game day.
•   Drivers are not to be shot at, because they might flinch and swerve into a player, running him over.
•   Players climbing down out of vehicles might get shot at, loose their footing, and land on their leg wrong: breaking their ankle.
•   Players climbing into vehicles face the same danger as those climbing out of them.
•   Players should not use the vehicle as a shield while it’s stopped, because they might draw fire that cuts too close to other passengers that are getting on or off the vehicle.  Remember what I said about broken ankles?
•   And for goodness sake, when a vehicle is driving towards you:  GET OUT OF THE STREET!!!  I know that it’s something we teach elementary school children, and we all probably know it anyway… but it never hurts to say it just in case.  

These things are giant, slow bullets.  And if the driver is distracted for a second, and you’re adrenaline’s pumping and you don’t notice it’s coming at you… well it won’t be pretty.  
•   
•   So even if there are no vehicles nearby, it’s always a good practice to not linger in the street.  Move across and find some cover far away from any paved roads.  Also… don’t go prone in the middle of the street.  That’s just asking for treadmarks across your back.

Finally, if you’re not sure about what’s a rule and what isn’t:  just use the above reasons and apply common sense.  “Is what I’m about to do going to put another player in serious risk?”  “Is there something else I can do that will accomplish my mission, without risking injury?”  

[/b]If you do that, you’ll be just fine.  ;)[/b]

Chain of Command:

The Chain of Command wasn’t really explained… probably because it’s fairly straightforward.  
•   Each team has a Command Element that makes decisions for the entire team.
o   Which objectives to go after, and which objectives to ignore.
o   What strategy to use for achieving those objectives.  (Who goes where, etc).
o   What advantages the team will “purchase” with points, at the start of every mission.
•   They’re also worth points themselves, at least to the enemy team.  Protect them from assassins and capture teams.
•   The Command element will communicate the above to their side’s Squad Leaders via the radios.
•   Each team has 2 – 3 Squad Leaders, all of whom have a radio.  Those squad leaders receive objectives and locations from the command element.  Then they lead their squad to that objective and take it.
•   From there, the Chain of Command is up to the Squad Leader.

o   He can just direct his squad like a giant mob towards a certain direction.  Useful if the teammates are new to airsoft or don’t know each other well.
o   If he has a 2nd In Command he can trust, he can break his squad down into 2 elements.  One suppresses the enemy, the other flanks them from the side.  (The player with a SAW or any other high-capacity AEG should probably be on the Suppression element).
o   If he has 2 experienced 2nd In Commands, he can have each of them lead an element as an independent fireteam.  Then he just plays conductor, directing which team should go where.  Same tactics as Fire and Maneuver (above).
o   Players can each choose a buddy and form a whole squad of Buddy Teams.  5 buddy teams of 2 players each can cover a lot of ground, or swarm the enemy from multiple directions.  
1 player decides where to go.  The other player follows and protects his buddy’s flanks.  The Medic would probably buddy up with the Squad Leader, and only part from him to revive a squadmate further away.

During the practice game, we really just ran the first 2 missions of Gold War:  Siege and Convoy.  This gave us the chance to practice the Chain of Command at the single Squad level.

For most of the missions, the Squad Leader liked to split the team into 2 groups.  This would usually be to cover 2 different directions on defense (1 group cover left, other group cover right).  It was also used to attack from 2 different directions at once, when on the assault.  (1 group attack from the trench, other group attack from the gas station).

Another interesting tactic that was used:  one group would attack the enemy from one place, trying to drive them into the opposite direction (towards their extraction).  The other group went sneaky, taking the long way around towards that extraction.  This forced the enemy team to run towards their safety… and right into an ambush.

We stop them from reaching their extraction, they were just too quick and trigger happy… but we did manage to tag quite a few of them during the mad dash.  A very exciting game.

It might be an idea to assign such tactics to 2 separate squads.  The Squad Leader’s assign directions and tasks to each other over the same radio frequency, and agree to attack at the same time (using radio, synchronize watches, whistle, etc).  That way each squad can still keep their medic nearby for revives, increasing their longevity.

One thing I noticed during registration.  Some squads are composed of 2 separate airsoft teams.  Each team is a self-contained unit of friends who play together frequently, and would be familiar working together.  It might be an idea to keep those teams together, each led by their most experienced member (or team leader).  Even if the numbers are a little off, 1 team being bigger than the other.  It would probably help squad cohesion if the SL allowed each of these “cliques” to play with each other.  BUT, the leader of each fireteam should be actively communicating with each other, and with the squad leader.  

Fire and Maneuver only works if each team actively protects the other one.  There’s too great a risk of each team going off and doing its own thing if the SL doesn’t pay attention.  This rips the squad in half, and also rips its effectiveness in half.

Food for thought.  ;)

Radio Frequencies:

THIS was a fun time, hehe.

During Mission 2:  The Convoy, our team was on defense.  We had to stop the enemy from reaching a flagpole, deep in the southern jungle area of the field.  Our best bet was to split our squad in half and each cover a side:  left and right.  2 members of the defense stayed with the flag pole, using a bolt action sniper rifle to cover it from a distance.

We also set up phase lines.  Our forward phase line was near a cluster of campers and a boat.  If either side got overrun, we would call “falling back” out loud, and move back to our middle phase line.  

Our middle phase line was a semi-circle of dirt road, with a raised curb on each side.  We’d go prone and fire back at the campers.  If either side got overrun, both sides would fall back to our final phase line.

Our final phase line was a huge berm of dirt on the opposite side of the road I mentioned above.  This thing was about 10 feet tall, directly facing a huge open area to the north.  Whoever stood on top of it had a scenic view of any enemies making a suicide rush across the open area in front of it: certain death.

It was a good plan… except the enemy team had already started the game about a minute before we did!  They were already at our first phase line at the campers, and had taken up shop before we got there.

Once we realized the game was on, we made a mad dash towards the campers, where we were promptly cut down by enemies utilizing our own cover!

Now, I’m not suggestion the enemy team cheated.  They didn’t, the game really HAD started.

I’m saying that we never realized it did until it was too late.  

The reason we didn’t:  The radios were breaking up, and I’m fairly sure some of us weren’t on the correct frequency.  In fact, we had to answer “what frequency are we on” style of questions at several points throughout the game.

But, that’s why we have this practice session: to iron out any of these issues well before game day.  So, here are some tips that we can pass on:

BEFORE the game, every team gets a standard frequency.  My recommendation is this:
o   Game Administrators:      Channel 1 (No sub-channel)
o   82nd Airborne:         Channel 2  (No sub-channel)
o   Oro Liberation Army:      Channel 3 (No sub-channel)
o   P.M. Contractors:      Channel 4 (No sub-channel)

Each of these channels should be agreed upon ahead of time, and then put down in writing.  Write it on the forums, write it in the mission packets posted on these forums, and also write it down on a big piece of poster board and duct-tape it to the side of the Fightertown fence, facing the staging area tables.  

Because I guarantee, you will be asked “what frequency are we on” if you don’t.  ;)

Game Admins should also have the ability to broadcast over every single channel at once (Isn’t that called “Universal Net”?).  This will help with “Blind Man” calls if there is an emergency.

Okay, that’s pretty much it.  Like I said, I’d still like to make sure I’m correctly interpreting the vehicles rules.  I might very well not be, so if any PSC members or Iceman himself reads this… please correct me if I’m wrong.  ;)  The last thing I want to do is mislead someone because I wasn’t paying attention.

But that IS the gist of it.  Thanks for reading everyone.  It should be a great game coming up.  Can’t wait to see you all there.

Good Luck and Have Fun Mates!  See you on Dec. 4th.

~ Drew W.
« Last Edit: November 25, 2010, 08:52:37 PM by Drew W. »
~ Drew "StudMuffin" W.

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Offline ranger-j

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #259 on: November 25, 2010, 07:57:28 PM »
Sorry about being kind-of difficult. I was just wondering if it would behoove me to go buy some foam grenades incase I came across an enemy vehicle. But it probably is just better to go the other way if see an enemy vehicle barreling down upon my position guns blazing.  :lol:
P.S. Drew nice notes, they were very informative.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline Drew W.

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #260 on: November 25, 2010, 08:17:15 PM »
Quote
Apacolypsio wrote to Drew W.
Glad to have you on board
Thanks Apac. It's good to be here. And thanks for your PM response, it was very informative. You got one back.

Quote
Carbon14c wrote:  do i need to overnight a 203 for this game?
Hehe, I actually would Carbon, just in case.  Since rockets are apparently the only way to "kill" a vehicle, every squad should have at least 1 Grenadier handy.  

Quote
ranger-j wrote: P.S. Drew nice notes, they were very informative.
Thank you Ranger-J.  Hehe, better late than never I suppose.  

And you're not being difficult at all.  Honestly, I would probably get at least 1 foam rocket or nerf zocker.  I think I read that tennis balls are allowed, but maybe something softer wouldn't hurt the vehicle passengers as much.  The softer the better.  

Maybe someone will loan you a foam rocket on game day, ask around ;)
« Last Edit: November 27, 2010, 03:31:18 AM by Drew W. »
~ Drew "StudMuffin" W.

My Obsession Collection:
- CA G36C AEG
- G&G M4A1 AEG
- DE M3 Shotgun (Tri-Shot)
- DIY RPG Launcher (PVC Pipe + Caulk Gun)

Offline carbon14c

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #261 on: November 25, 2010, 09:00:53 PM »
awesome job on the recap drew, i really appreciate it!

i'll see what our squad can do about the 203, see everyone on game-day
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
see you space cowboy...

Offline WOLFSPEC

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #262 on: November 25, 2010, 09:46:56 PM »
Ok guys, before everyone goes out and buys their own rocket, it's really not that bad, really...JUST HIDE OR GO THE OTHER WAY......Trust me, for as many people that will be at the event running around, you will have your hands full stayin alive let alone worrying about a vehicle....The vehicles are the last thing you should be worried about.... :twisted:
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline carbon14c

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #263 on: November 26, 2010, 01:14:36 AM »
i doubt anybody is going to go and pick up a 203 just for this event, and this isn't the first event using vehicles


it's not about being worried or scared, but if taking one out will gain some extra points for my faction i would rather take one out rather than let it drive by.. js
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
see you space cowboy...

Offline xtremeairsoft

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #264 on: November 26, 2010, 08:57:44 AM »
just put me, my guest 1, and guest 2 on OLA
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
Zach Parks

Offline PhoenixShadowCompany

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #265 on: November 27, 2010, 09:36:52 AM »
We have a Confirmed 10 coming from New Mexico.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline HWG-Victor

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #266 on: November 27, 2010, 10:47:29 AM »
Receive and extra raffle ticket for the prize give away for the Marauders Airsoft BIG Game if you sign up and pay for the BIG Game at Gearbox by December 4th, or at the Gold War being held at Fighter Town. Marauders Airsoft will have a booth set up at the Gold War where you can pay for your admission to the BIG Game or buy other gear. Also we will have rental M4s ($20) , masks ($5), chest rigs ($5), uniforms ($10 both top and bottom, or $5 for just one, desert BDUs only), and 8.4 V batteries ($5) available. If you know for certain you will need to rent an item before hand, please email Marauders Airsoft at mttstaff@gmail.com to reserve an item to ensure we have enough on hand.
 
Some of the Items Available for Purchase at the Gold War:

.25 bbs 5000 count bag, $20
100 count speed loaders, $5
tactical mesh caps, $15
3 Liter Camelbacks, $40
Kevlar and Nomex Gloves, $35
Single Point Rifle Slings, $20
Shemaghs, $12
Sniper Veils, $12
Various Molle Pouches $5 - $20 (radio, M4, pistol, grenade, etc...)
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline Spicoli

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #267 on: November 27, 2010, 01:03:52 PM »
Quote from: "MTT-Victor"
Receive and extra raffle ticket for the prize give away for the Marauders Airsoft BIG Game if you sign up and pay for the BIG Game at Gearbox by December 4th, or at the Gold War being held at Fighter Town. Marauders Airsoft will have a booth set up at the Gold War where you can pay for your admission to the BIG Game or buy other gear. Also we will have rental M4s ($20) , masks ($5), chest rigs ($5), uniforms ($10 both top and bottom, or $5 for just one, desert BDUs only), and 8.4 V batteries ($5) available. If you know for certain you will need to rent an item before hand, please email Marauders Airsoft at mttstaff@gmail.com to reserve an item to ensure we have enough on hand.
 
Some of the Items Available for Purchase at the Gold War:

.25 bbs 5000 count bag, $20
100 count speed loaders, $5
tactical mesh caps, $15
3 Liter Camelbacks, $40
Kevlar and Nomex Gloves, $35
Single Point Rifle Slings, $20
Shemaghs, $12
Sniper Veils, $12
Various Molle Pouches $5 - $20 (radio, M4, pistol, grenade, etc...)


How much will admission to the BIG Game be at the Gold War?
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline Greaser

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #268 on: November 27, 2010, 03:44:51 PM »
Put me down for the 82nd
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline HWG-Victor

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Re: Fighter Town Milsim, GOLD WAR: THE BEGINNING
« Reply #269 on: November 27, 2010, 03:57:43 PM »
You can pre-pay for the BIG GAME at the Gold War. Early registration is $20 for the general public. Entrance fee at the game is $40.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »