29 Reserved Spots, 11 RemainingIn case you missed the first one or just really enjoy an epic battle and want to continue the fight...
Havoc War Games is pleased to announce:
Rise of the Insurgents IV: Battle for Damascus – Part IISaturday January 19th, 2013
8:00 AM to 4:00 PM
Be sure to arrive before 8:30 AM to allow plenty of time to setup and check in. Safety briefing starts at 9 AM.
Location: The Sandbox -
http://havocwargames.com/field/field.htmlCostFree to those who attended Part I or those who paid for part I but did not show the day of the event.
$10 early on-line registration
$20 day of the event
Rental equipment is available. A complete kit (gun, mask, uniform, tactical vest, 2 magazines with 500 bbs) is $40. Or, you can rent each item individually (gun $25, mask $5, uniform $10, vest $5, 2 magazines with 500 bbs $5).
Register and Pay Admission On-line Now: https://sites.google.com/site/havocwargamesSpaces AvailableNavy SEALs – 20
Al Qaeda Operatives – 20
RosterNavy SEALs 4 spots available
Fung Li
Waterboy
Mongoose85051
Cody
Pride
Sigma85051
Svataz
Clem Miller +1
Steven C.
Ryan D.
Derek Rousseau
Jon-Erik Hylle
Chase M
James R
Matt S.
Al Qaeda 7 spots available
Ziggy
Mooncruiser
Exarach
Katana
Spazz
Michael K.
Noah S.
Stuart R.
Mike D.
Firchckn68
Jaime
Bethany C.
Adam C.
Spaces are limited to ensure a better game. As the group gets over 40 people, things tend to get out of control. We are changing event group size to make the games more intimate and cordial.
Uniforms Navy SEALs: brown or tan shemaghs, khaki pants, civilian top (no camoflauge), tactical vest
Al Qaeda Operatives: civilian attire, tactical vest, any colored shemagh besides brown or tan.
Any participant may wear a dump pouch, battle belt, back pack, or hydration carrier to carry extra mags, supplies, water.
Intent of the GameRise of the Insurgents is intended to be war simulation game in which participants engage in role-playing various combative forces. The purpose of the game is to have fun and the outcome of the game is based solely on the participant’s actions and not a pre-planned outcome. The game plot and scenarios have been provided to give participants a framework that they must choose to follow and to what extent. We encourage the participants to engage in activities that would motivate the different factions in order to make the game flow as close to the plot as possible.
Back StoryThe rebellion in Syrian is winding down as the rebels backed by Al Qaeda operatives have pushed the Syrian Army out of Damascus. Recent intel recovered by U.S. Navy SEALs indicates that Al Qaeda operatives have learned the secret location of chemical weapons in a remote bunker near Damascus. The Al Qaeda operatives plan to seize the chemical weapons and smuggle them it out of the country. Alarmed by this new development, the President of the United States has ordered the team of Navy SEALs back into the country, locate the chemical weapons and destroy the stockpile, eliminate any Al Qaeda operatives encountered, and move to a secure location and wait to be extracted by helicopter.
Mission 1: The Arrival
Navy SEALs make their way into the suburbs of Damascus. Disguised as civilians, the Navy SEALs will try to locate remote bunker. The Navy SEALs can try to capture and interrogate an Al Qaeda operative to learn the location of the remote bunker. Only 1 operative knows the location. He must be captured alive and interrogated to reveal the location. Or the SEALs can launch an assault on the Al Qaeda Headquarters and uncover the location of the remote bunker found on documents scattered throughout the complex.
Mission 2: The Ambush
If the Navy SEALs fail to uncover the location of the bunker, then they must wait for the Al Qaeda to try to secretly move the stockpile of chemical weapons from the remote bunker to their secure terrorist compound. The Navy SEALs if given the opportunity, should launch an ambush on the Al Qaeda to gain control of the stockpile and move it to a secure location in Damascus.
If the Navy SEALs uncover the location of the bunker during Mission 1, they may move first to the remote bunker and secure the stock pile and defend it from being seized by the Al Qaeda Operatives, and move it to a secure location in Damascus.
Which ever group gains controls of the chemical weapons and moves it successfully to a secure location in Damascus, will defend their location during Mission 3.
Mission 3: The Siege
If the Navy SEALs hold the stockpile, they should quickly take an inventory and determine the best method to destroy the stockpile so that it will limit the hazardous effects on the surrounding population. They will need to defend their location while determining how to dispose of the stockpile. Once the stockpile has been destroyed they need to move to their primary extraction point (the trenches to the west) or if they are overrun, move to their secondary extraction point (the norther berm across the big wash).
If the Al Qaeda operatives hold the stockpile, they need to defend their location from attack and maintain control of the stockpile.
Hit RulesU.S. Navy SEALs - Any hit on the body counts as a hit and you are knocked out of the mission as a Navy SEAL. You can be captured by an enemy player surrendering you within 10 feet. You are only captured if you agree to the surrender. No one on any team is forced to surrender if asked. It is your judgment call to make. Navy SEALs may only re-insert as Navy SEALs again during a mission if everyone on the team is KIA or captured during the mission. Game Coordinator will confirm all SEALs have been killed or captured before re-inserting the entire team again.
Al Qaeda Operative - Any hit on the body counts as a hit. Once hit you may re-enter the mission from the rebel respawn point.
Chrono Limits AEGs must chrono under 375 fps using .25 bb. For chrono, staff will provide the .25 bb's.
Schedule8:00 AM - Gates Open at The Sandbox
9:00 AM - Safety Briefing
9:30 AM - Event Begins
12:00 to 1:00 PM - Lunch Break
3:00 PM - Event Ends
4:00 PM - Gates Close
Restrictions
The event age restriction is as follows:
18 years old or older, no legal guardian required to be present.
Younger than 18 years old, a legal guardian, parent, or relative must participate with you for the entire duration. No unattended minors. They must be on the field.
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. 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. Spot checks will be made after and possibly during a mission to ensure field safety. If you are caught with a gun firing over 400 fps on the field or after a mission, that gun must be removed from play. If the gun chrono’s over 450 fps, you will be removed from game play and asked to leave. No refunds.
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.