Author Topic: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16  (Read 15686 times)

Offline HWG-Victor

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #45 on: December 11, 2012, 07:28:54 PM »
Under 16 parent or guardian needs to be on site. As far as capture rule, if a SEAL is hit in the plates they can be captured while recovering.

Offline Fung Li

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #46 on: December 11, 2012, 07:29:30 PM »
Go ahead and put me up for seals, I get free entry from the ff game on november 10th. Also, what's the age limit?
Under 16 you need a guardian or parent present, 16+ no parent required
does the parent need to play or does he/she just need to be there to sign something
They just need to be present, read the first post.  It has all of the information.

Offline Fung Li

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #47 on: December 11, 2012, 07:30:15 PM »
Under 16 parent or guardian needs to be on site. As far as capture rule, if a SEAL is hit in the plates they can be captured while recovering.
As far as capture goes, it there a prison/ holding area?  Are we SEALs allowed to attempt an escape?

Offline HWG-Victor

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #48 on: December 11, 2012, 08:37:30 PM »
If a SEAL is captured, they no longer play as a SEAL for the current mission.  The best way to capture a SEAL is to surrender a SEAL at close range (10 ft or less, and the SEAL has to agree to the surrender) or incapacitate the SEAL by shooting them in the chest or back.  While they are recovering from the shock of being hit, you can come up on them and if they are unguarded you may "secure" their weapon.  Once captured, they respawn as a rebel and take orders from the rebel leader which may, or may not be cooperating with the SEALs, depending on the mission. Most likely during Missions 1, 2 , and the first half of 3, the SEALs and rebels should be cooperating.  After the assault on the Al Qaeda safe house, the rebels will turn against the SEALs and try to hunt them down for the remainder event while still battling the Syrian army.

Offline Bob Z Moose

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #49 on: December 11, 2012, 09:16:51 PM »
Thanks for answering that, but still wondering about how suicide bombers work.
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Offline Fung Li

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #50 on: December 11, 2012, 09:21:58 PM »
Thanks for answering that, but still wondering about how suicide bombers work.
I'm tempted to rig up a suicide vest in case I get captured xD

Offline HWG-Victor

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #51 on: December 12, 2012, 08:17:22 AM »
Important Update to the Rules:

Respawn Rules

Everyone will respawn from the same location.  The area directly to the east of the large orange building is the respawn point for all players. You cannot shoot from, shoot into, move through, or use this area for any tactical advantage.  This area is restricted for players to rest, rehydrate, reload, fix gear, etc… Do NOT remove face mask in this area as all weapons are still considered hot. Once you are ready to re-enter the game:

Syrian Army personnel must move directly to the southern perimeter of the town from the respawn point and re-enter the game from anywhere along the southern or western side of the town. The area directly to the south of the town is known as the Syrian Army Controlled Zone. Only Syrian army personnel may move through, occupy, and shoot from this space.  Enemy forces (Rebels, SEALs) may not:

1. Occupy and fire from the southwest corner of the town (outside the perimeter 6 foot wall) into the Syrian Army Controlled Zone
2. Ocupy and fire from any Syrian Army entry points into the Syrian Army Controlled Zone

Syrian Rebels and KIA SEALs must move directly north to the northern perimeter of the town from the respawn point and re-enter anywhere along the northern  or western side of the town.  The area directly to the north of the town is known as the Syrian Rebel Controlled Zone. Only Syrian rebels, SEALs, and KIA SEALs playing as rebels may move through, occupy, or shoot from this space. Enemy forces (Syrian Army) may not:

1. Occupy and fire from the northwest corner of the town (outside the perimeter 6 foot wall)  into the Syrian Rebel Controlled Zone
2. Ocupy and fire from any Syrian rebel entry points into the Syrian Rebel Controlled Zone


Also, if by chance all SEALs are KIA or captured during a mission, they can all re-insert TOGETHER as a new SEAL team.
« Last Edit: December 12, 2012, 06:33:00 PM by HWG-Victor »

Offline HWG-Victor

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #52 on: December 12, 2012, 07:42:20 PM »
Navy SEAL and Al Qaeda Operative rosters are full now. We will only be taking recruits for the Syrian Army and Syrian Rebels.  We really could use more people joining the Syrian Army.

Also, if you want to reserve a spot for any role incuding Navy SEALs for Rise of the Insurgents IV - Part II, Saturday January 19th, 2013, you may do so at the game for $5 cash only. This price is only good for those who reserve and pay at the game this Sunday.

On another note, we will have a limited amount of drinks, chips, and hot dogs available for sale at the game this Sunday. Get all three for $3 or buy any of the items for a $1 each.

Offline wolfenblaze

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #53 on: December 13, 2012, 02:11:05 PM »
Oh man My bad i nearly forgot about this game. Ill have too check how work schedules me on friday but Put me on For Syrian Army Victor. this wolf is going too war.  I was at Red sleighdown with rockit.
FOR JUSTICe and freedom

Offline HWG-Victor

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #54 on: December 13, 2012, 08:07:29 PM »
Current Player Count is about 50. I just had a private party of 5 to as many as 9 people sign up. I had 2 Navy SEALs drop out yesterday. I am going to open these two spots back open but only for paid admission of $20 to help cover the cost of the game.

Navy SEALs 14
Syrian Army 12
Syrian Rebels and Al Qaeda 14
Unknown Team 9 - 13 (most likely forced to play as Syrian Army)
« Last Edit: December 14, 2012, 08:33:30 AM by HWG-Victor »

Offline Bob Z Moose

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #55 on: December 13, 2012, 08:29:27 PM »
Sound like a pretty good game in the making. It'll be interesting to see how the SEALs act as a spoiler in the fight between the rebels and the Syrian Army.
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Offline HWG-Victor

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #56 on: December 14, 2012, 08:23:35 AM »
The event and property restrictions have been updated.  These are basically the do's and don'ts. . Please be familiar with rules, requirement.  We want everyone to have a good time without compromising anyone's safety. Thanks!

The event age restriction is as follows:

16 years old or older, no legal guardian required to be present.
Younger than 16 years old, a legal guardian must be present for the duration of the event.

Waivers will be sent to out to registered participants and must be signed and dated by a legal guardian for those under 18.
Waivers can also be found at: http://havocwargames.com/field/field.html under the section "Please note..." near the bottom of the page.
For those 18 years old and older, you will be required to sign and date waiver if you have never been to The Sandbox. Waivers will be emailed with event information several days prior to the event to those who have either pre-paid on-line and for those who attended BHD, and email their intent to attend Rise of the Insurgents IV for free.
Waivers will also be available at The Sandbox the day of the event, but in order to get through registration as quickly as possible we ask that you fill out the waiver before arriving.

There will be no magazine restrictions, but mid-cap and standard cap magazines are encouraged.

All weapons must chrono at 375 fps and below with .25 BBs that we provide for the chrono. For the event, you may use and size BB. No FPS exceptions, including for sniper rifles.

No Polarstar airsoft rifles. No exceptions.

Do not test fire your airsoft equipment in the staging area. Use the chrono station to test fire all equipment. You must have sealed eye protection or shooting glasses at a minimum to test fire or stand within 20 feet of the chrono area.  Shoot in a safe direction away from the staging area and avoid shooting if anyone is visibly present directly in front of you or within 180 degrees of your firing position.

Keep all airsoft weapons unload, magazines out at all times, guns on safe, fingers out of trigger well, and guns pointed away from people at all times until game time.  Before starting any mission, staff will ensure all participants are wearing sealed eye protection before announcing “Field is hot! Field is hot! Field is hot!” You may load magazines and set weapons to fire.

Do not move or engage targets until staff announce “Mission is a go! Mission is a go! Mission is a go!”
Play terminates when staff announces “Terminate Mission! Terminate Mission! Terminate Mission!” You must remove your magazines, clear all weapons by firing at least three clearing shots, and putting your weapon on safe. Do not remove eye protection until staff verifies everyone has cleared their weapons and set them to safe. Staff will announce “Field is cold! Field is cold! Field is cold!” You may now remove your eye protection.

During the game, if there is a real world emergency, use the code words “Blind Man! Blind Man! Blind Man!” to alert everyone to the emergency. Everyone should stop what they are doing, put their weapons on safe, and take a knee.  Wait for further instructions from staff before resuming the game. If the emergency is false or not serious in nature, the game will resume shortly.  If the emergency is serious (death, significant injury such as eye loss, broken bone, snake bite, etc) the mission will end and players will move to the staging area while staff addresses the issue and determines whether or not to end the event in order to handle the emergency.

No real world weapons allowed on the property. This includes all firearms, knives (more than 4 inches in blade length), machetes, axes, etc…)

Do not step over, go under, cut the barbed wire fence. Use the gated entrance to enter and leave the property.

All guests must park on the outside of the barbed wire fence. Only staff members may drive their vehicles on the property or guest with explicit permission from the staff.

Use the restroom facility to relieve yourself. Do not relieve yourself on the field.

Any violation regarding these posted restrictions or any other stated by a staff member could have you excused from the property depending upon the severity of the infraction.  Any unsafe conduct or behavior determined to be inappropriate in nature as determined by staff may also have you excused from the property.  If staff receives serious complaints about another guest’s behavior such as but not limited to excessive cheating, swearing, malicious intent to hurt someone, destruction to anyone’s property… staff may excuse you from the property. Please be considerate of others and just try to follow the rules and have a good time, and we are sure nothing needs to be escalated to the point of having to ask you to leave.

Offline Mooncruiser

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #57 on: December 14, 2012, 12:27:15 PM »
"No Polarstars" okay!
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Offline Exarach

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #58 on: December 14, 2012, 03:25:05 PM »
"No Polarstars" okay!

I approve haha.
Maybe we could have a non-spray game.
Red sleigh down was like facing a tree of woodpeckers.

I only got out twice, but you guys sure wasted a hell of a lot of ammo doing it.
« Last Edit: December 14, 2012, 03:30:01 PM by Exarach »
\"Friendly fire isn\'t\"
If a speeding pellet in a quiet woods hits a noob in the face, and he cries, does anyone care?

Offline Bob Z Moose

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Re: Rise of the Insurgents IV: Battle for Damascus - Part I Sunday, Dec. 16
« Reply #59 on: December 14, 2012, 04:41:59 PM »
Honestly, I don't know why p*s are excluded, but I can back Exarach up on that. Got shot about 10 times before I could raise my rifle or yell "Hit".
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