PLAYER COUNT AS OF DEC. 19: 45Marauders Airsoft BIG GAME: Rise of the Insurgents Part 2 (Sponsored by Gearbox Airsoft) is a large scale airsoft battle taking place at the Urban Assault Course between three opposing forces over the course of one day (Sunday December 19th). The BIG GAME is open to players of all ages, but participants 12 and under require a parent or guardian present (but not necessarily playing). Event will include props, vehicles, and pyrotechnics. During lunch, over $1,000 in prizes will be raffled away. Each participant is given one raffle ticket with admission. Additional raffle tickets may be purchased (limit of 15 purchased tickets)
Additional raffle tickets may be purchased as follows:
1 Ticket, $2
3 Tickets, $5
7 Tickets, $10
15 Tickets, $20
Schedule:Gates to the UAC open at 8 AM
Sign In and Admissions begins at 8:15 AM
Chronograph opens at 8:30 AM (All AEGs must chrono under 375 fps using .25 bb's which we will provide during chrono)
Safety Briefing at 9 AM
Deploy for Battle at 9:30 AM
First Act begins at 10 AM
First Break 11:30 AM
2nd Act begins at Noon
Break for Lunch and Prize Raffle at 1:30 PM
Third Act begins at 2:30 PM
Battle Ends at 4 PM
Clean Up from 4 PM to 5 PM
TeamsIranian Agents (Green) Vs U.S. Special Forces (Tan) Vs Iraqi Insurgents (Civilian Attire)
40 Iranian Agents
40 U.S. Special Forces
20 Insurgents
Team Uniforms:
Tan: Desert BDU (Any variety)
Multicam
Anything resembling brown, earth, tan, tanish, something not green
Green: Anything not tan with at least a hint of green
ACU
Forest Green
Olive Drab
Insurgents: Civilian clothing (no camouflage) avoid wearing complete green or tan top and bottom, chest rigs are allowed, shemagh not required, but encouraged.
Admission: $20 General Public Prepaid/ $10 Annual Pass Holders / $40 Day of the Event
Payment and Registration will be accepted at:
Gearbox - BIG GAME sponsor
At any prior MTT event
Over the phone by credit card - email us at
mttstaff@gmail.com to get info
Feel free to post here if you plan on attending and what team you will be joining.
Background Story: Sometime in the near future, after all U.S. military combat forces have pulled out of Iraq and turned over all military operations to the Iraqi Security Forces, the new government of Iraq is having difficulty maintaining law and order across the country. But more recently, the violence has been escalating out of control in the city of Basra. Iranian backed insurgents have forced Iraqi Security Forces out of the city and established a de-facto government more loyal to the Ayatollah of Iran than to the governing council of Iraq. There is widespread fear among those in charge of Iraq's government that this rebellion in the south will lead Iraq into another civil war between the Sunni and the Shia muslims, or even into a cross border armed conflict with Iran, if the rumors prove to be true that Iran is funding and arming the separatists.
In order to stem this local uprising from escalating into a larger rebellion, the governing council of Iraq has requested that an elite team of U.S. Special Forces from a nearby base in Kuwait be covertly inserted into Basra. Their mission has two objectives:
1. Take control of key locations -
Mosque (the green building between the School and Hotel)
Madrassa (AKA the School)
City Hall (AKA the Hotel)
Police Station (the blue building with lots of cinder block)
Television Station (white building next to the City Hall)
Radio Station (green building w/green stripe next to the Police Station)
Power Utility (AKA the Warehouse)
2. Locate the spiritual leader of the insurgents and find a way to persuade him to call off the violence, and allow Iraqi Security Forces to return or have him agree to an exile and leave the country.
Iran, fearing that Iraq may discover the truth; that the uprising is actually an Iranian operation to take control of southern portion of the country and its vital oil resources, has secretly embedded a clandestine military unit near Basra to monitor the uprising and ensure no outsiders try to stop the uprising from growing "organically" into a larger rebellion that will split southern Iraq from the rest of the country. The Iranian agents' goals are to:
1. Stop the Americans' efforts to take control of Basra by any means necessary.
2. Capture or kill the spiritual leader before he reveals the truth of Iranian involvement to the Americans.
First Act: Double Deal ( 90 minutes) Insurgents plan simultaneous meetings with both U.S. Special Forces and Iranian agents at two different locations. If the meeting proves unproductive for either the U.S. Special Forces or the Iranian Agents, both forces have planned a back-up assault on the city of Basra to take down the insurgents and remove their spiritual leader from power.
The team that holds Basra successfully at the end of 90 minutes must defend the city in the second act. To successfully capture the city, Green or Tan must hold at least 4 of the 7 capture points*.
* For each capture point held at the end of acts one and two, Green and Tan will also be able to acquire special bonuses. Seven bonuses are available for purchase.
Available Bonuses:
Grenades (Available to both teams at a cost of 1 point)
Smoke Grenades (Available to both teams at a cost of 1 point)
Vehicles (Available to both teams. 1 point for each vehicle)
Medics (Available to both teams, at cost of 1 point per medic. Medic heals up to 10 soldiers per mission. Teams can have more than one medic.)
Mobile Reinsertion Point (Available to both teams 1 point for each mobil respond point.) Mobile Reinsertion Point can be captured and destroyed if the position gets overrun by any other opposing force. To be captured and destroyed, an opposing force has to be able to touch the reinsertion point. If wounded forces are reinserting into the battle from the mobile reinsertion point and it is being overrun, wounded players may no longer reinsert from that point any longer, or they risk instantly being hit upon return to the game. Hint: Place Mobile Reinsertion Point in a good defensive position.
Use of Insurgents as hired guns (Available to only one team at a cost of 3 points in the Third Act)
Air Strike (Available to both teams, 1 Air Strike costs 2 points each. One air strike can destroy one building. When an air strike is called, the team that calls for it must wait until 2 staff members approach the building and conduct the actual strike. Staff members will announce that ALL PLAYERS inside a building that have been hit with an air strike must clear the building and are considered "dead" and must move away and rejoin the game from any reinsertion point. If the building that was hit with an air strike contains or has a reinsertion point within 100 feet, players may NOT reinsert from that point but must find the next closest reinsertion point. After an air strike, the team that called it in has 2 minutes to take over the building without interference from the opposing forces).
Second Act: Basra Under Siege(90 minutes)
After gaining control of Basra, the defending force (now either Iranian agents or U.S. Special Forces) must repel both ambushes by insurgents within Basra as well as assaults being staged by the insurgents from a neighboring village, and must also defend the city against another series of staged assaults from the unsuccessful attacking force from the previous mission. These staged assaults may be coordinated attacks from multiple locations or a large scale assault from the entire enemy force from one direction. It is up to the leader of this force to plan his strategy effectively.
The defending team must successfully control Basra by holding at least 3 of the 6 capture points (the madrassa is no longer a capture point in this act ), as well as the 1 capture point of the neighboring village for total of 4 capture points.
The unsuccessful attacking team from act one may also coordinate assaults on the defending team with insurgents by forming an alliance if they successfully locate the insurgents' spiritual leader and convince him that they can only take back their lands if they work together. The spiritual leader is known to roam the "Ruins", the "Forgotten Mosque", or possibly be preaching his word at the local "Madrassa aka the School".
Third Act: Assault on the Madrassa...There Will Be Blood (90 minutes)
Insurgents have been pushed back to their center of power, the large orange building known as the madrassa. The battle will end with a final assault on the madrassa for the last hour of Act Three. Iranian Forces will surrounded the compound and attempt to gain control of the building, find the spiritual leader, and imprison him in the north end of the compound.
U.S. Special Forces will attempt to rescue the spiritual leader from the madrassa by eliminating the Iranian agents who have cornered or imprisoned the spiritual leader inside of the compound.
For the last ACT, special hit and death rules apply.
Insurgents - If you are a hit during the first 15 minutes you are to retreat to the madrassa and prepare for an assault by the Iranian agents during the last hour. If you are hit during the Iranian assault, you are to retreat to the north end of the madrassa (the gray portion of the compound) and await rescue by U.S. Special Forces.
Iranian agents - same reinsertion rules apply, until your team has successfully taken control of the madrassa. Once the compound is under control, your team will surround the compound on the outside and defend it from the U.S. Special Forces attempt to rescue the spiritual leader. You will have 15 minutes to fortify the outside of the madrassa by moving barrels, crates, and vehicles to created defensive positions. Once you are hit, you retreat to the inside to reinsert into battle, and must now stay on the inside of the building. If you are hit again, you are now dead and must leave the building through and exit door on the north east side of the building.
U.S. Special Forces - same reinsertion rules apply, until your team makes the final assault on the Iranian agents inside the madrassa. Your team has unlimited reinsertions from the outside, but once you enter the madrassa and you are hit, you are now dead and must leave the building and exit through the south end (where you entered from). During the assault on the madrassa, U.S. Special Forces may only enter the building through the entry points located on the south side of the building. Do not enter through Iranian agents exit point located on the north east side of the building or through the doorway located on the north wall of the compund (the gray area attached to the madrassa).
Note: The spiritual leader of the insurgents will be clearly identified in the third act so that both teams know exactly who they are searching for. The spiritual leader can be captured or injured in the first and second acts, but cannot die until the third act. If the spiritual leader is captured in any of the acts, the capturing team MUST incarcerate him in the police station. He may only be set free by the leader of the capturing team, by a jailbreak from insurgents or the opposing force not holding him, or by deception (shoots his way out by obtaining a weapon or maybe a bribe). If the spiritual leader is injured in the first or second act, and he is not captured by either force within 2 minutes of being shot, hit by an air strike, etc...) then he is free to reinsert into the game from the insurgents reinsertion point of his choosing. Capturing the spiritual leader and holding him for 5 minutes in either acts 1 or 2 is worth 1 extra point each time.
Insurgent Reinsertion Points: Act One - Neighboring Village (AKA the Afghan village)
Acts Two and Three - The Madrassa (AKA the School or Large Orange Building)
U.S. Special Forces Reinsertion Point: The intersection of the little and big wash - All Acts
Iranian Agents Reinsertion Point: The south end of the little wash near the Staging Area - All Acts
Hit Rules:Gun hits
Do Not count.
Do not call other players' hits.
Any hit on the body counts as a hit.
If you are an insurgent and you are hit, call yourself hit and remove yourself from the action and move to a reinsertion point. Wait at least 1 minute to re-enter the battle.
U.S and Iranian Forces - Once hit, you may call for a medic, if one is available. You don't have to call for a medic if you don't want to be revived. If a medic cannot revive you within 1 minute, proceed to your reinsertion point. Wait at least 1 minute to return to the battle.
Note about medics: If you have been revived by a medic after being shot, you may not be revived again if you are shot a second time. You must return to your reinsertion point to re-enter the game. Once you have returned to the battle via the reinsertion point, you may be revived by a medic again if one is available. Remember only medics may revive players, and medics only have enough supplies to revive a total of 10 players per Act. Also, don't forget, that teams may have more than one medic.
Grenades, Missile Strikes, IED kills, etc are immediate kills for all teams. You cannot be revived by a medic. You must reinsert from a reinsertion point to get back into the game.
Note about Grenades: Grenades can only be used to kill players inside of buildings or behind walls. Grenades cannot be thrown over the top of buildings but must enter through a door, window, or crawl space. Grenades may be thrown over 6 foot tall walls. Grenades only kill players in the room that the grenade lands and stops in. Any player that can see the grenade when it stops is killed. Players may not pick up and throw back grenades. Leave them where they lie. If a grenade is thrown in a large room or behind a wall, the effective kill blast is 15 feet from the point of where the grenade stops. Remember, you must call your own hit. Players who throw grenades cannot call other players' hits.
There are unlimited reinsertions by all teams except where otherwise noted (end of ACT 3).
Participants inside of vehicles or in the bed of a truck cannot be killed until deployed from the vehicle. You may shoot at vehicles but players inside of vehicles are immune from hits
until the vehicle comes to a complete stop, passengers deploy, and are at least 10 feet away from the vehicle or once they assume a firing position using the vehicle as a shield. A firing position is any where the passenger who deployed from the vehicle raises their weapon to shoot. They do not have to be shooting in order to be shot at.