Milsim and Overnight Event rules


*NOTICE* Rules may change in the field, Milsim and overnight event rules include, but are not limited to, the following.

 

Event Reminders

  • Watch for: Animals, poison ivy/oak, sharp sticks, holes, etc (this is their home)
  • Be aware, this is not our property. We are allowed to use it, however, no alterations of the land will be accepted. And of course, no littering. Please be respectful of the neighbors, and try not to be loud.
  • Be Vigilant, Watch where you point your weapon, where vehicles are moving, where people are shooting at the range, etc
  •  Please be thoughtful when using your mobile device/keep the use of phones to a minimum 
  • Drink lots of water, always have it on hand
  • If you need to go number 1, find a good tree away from the action, and if possible off the playing field, be courteous of other players. If number two is needed let an event coordinator know you need to use the restrooms and a ride to a restroom will be provided.

 

CODE NAMES

Monkey = Emergency, halt game. 

Highway = Middle road running along the playing field

Bayou = Swamp behind the playing field 

Flats = Flat lands connecting both HQs in the middle of the playing field. 

Objectives will be referred to as their names on the map.

 

Event Rules

  • No profanity will be tolerated 
  • All players, and noncombatants, are required to wear eye-pro during games
  • Keep with a buddy, never be by yourself
  • When not in-game, all participants must report to a Referee before leaving homebase
  • Participants are not allowed to venture beyond homebase after dark without proper authorization
  • The shooting of weapons after 2130 is not permitted
  • There will be no talking, walking about, or lights on after 2230. 
  • All Weapons will be stored under the communal tent at 2130 not to be accessed until 0600

Game Reminders

  • If there is ever an emergency, in or out of the game, use the code word “Monkey” to alert other players and to halt all activities (this Is not a joke, never misuse this word)
  • Listen for whistles, The single blow of a whistle means to halt the game
  • The double blow of the whistle means to continue or start the game 
  • Remember always to have lots of ammo and water on hand, and to share with other players if needed
  • If extra water is needed, please immediately call for a referee and proper arrangements will be made. 
  • Take your time moving about the field, conserve energy
  • Be a good sport. If someone isn't calling their hits, continue to play as normal. If cheating continues, report said person to a squad leader to report to the referees.
  • Please be considerate when using full auto during games.
  • If a gun or equipment failure occurs, immediately tell your leader and nearest referee. From there, proper accommodations will be made.
  • Please remember this is the first overnight airsoft event held by Apra Airsoft. Please be respectful of the rules and policies made. Please be patient with referees and event staff. Please feel free to leave event reviews and improvement suggestions for future events at >matthiasrbecker@gmail.com< we value your input.

 

      ~Overnight Event Game Play Rules~

How the game works: Overnight Events are extended Airsoft meets. When participants arrive Friday evening, they will immediately be separated into two teams. These two teams will stay the same for the whole event unless changed for a specific game mode. Friday evening there will be scheduled smaller games with many different modes. Early Saturday we will continue to play more smaller games. Game modes include but are not limited to the following: point capture, team death match, Trios, Capture the Hill, and VIP. Game modes will be explained to the teams before playing. Game mode rules can also be found under the Game Rules tab. 

 

  • Referees: The referees oversee the game, making sure people are playing fair. Referees will not, give tips as to the other team's location, or advise as to troop movement. One referee will be appointed for each team. The two referees will always be in communication, making sure the games move smoothly. Referees are non-combatant players and are to not be shot at, however, no repercussions will take place if misfires occur. 
  • Team Leaders: Each team will be separated into two squads, with a team leader leading squad 1, and an assistant team leader leading squad 2. The team leader and assistant squad leader have been carefully picked for each team to ensure fair and good play. The assistant leader is to report to the squad leader, and lead squad 2 if the team needs to be separated. Both Team Leaders will carry a Radio/Wakie-Takie during the game. If a leader is killed, there is to be no relaying of information or any talking over the radio until that leader is revived. The Team and Assistant leaders are not to dictate or rule players, team input should always be evaluated or acknowledged. 

Note: If Team leaders are acting inappropriately, report to your team's referee. If necessary team leaders will be removed or replaced. 

PLAYERS: the use of leaders is not to offend anyone, please be respectful of their authority and their appointed position. 

 

Eye Pro will be worn at all times when in game. 

 

      ~ Milsim Game Play Rules ~

How the game works: Both teams will conduct tactical maneuvers in order to secure their objectives. Objectives include the holding and taking of predetermined points. Throughout the day, troops will be able to charge hills, hold bunkers, and clear flat lands. The general movement of troops is conducted by the squad leader of each team. Objectives are given to the Squad leader by the referees. With this given knowledge, the Squad leader will move his troops according to his good conscience, as well as that of his team. Teams will be separated into two squads, with an assistant leader in Squad 2 and a team leader in Squad 1. This game has no victor, so play hard, and have fun. The game will end Saturday at 12:30, regardless of the positions or movements of teams. 

 

 

  • Eye pro must be worn at all times  
  • Referees: The referees oversee the game, making sure people are playing fair, and respawn points are moved accordingly. Additionally, referees will inform team leaders of their objectives. Referees will not, however,  give tips as to the other team's location, or advise as to troop movement. One referee will be appointed for each team. The two referees will always be in communication, making sure objectives are delivered and spawn points are reset, as well as ensuring respawn times are fair. Referees are non-combatant players and are to not be shot at, however, no repercussions will take place if misfires occur. 
  • Team Leaders: Each team will be separated into two squads, with a team leader leading squad 1, and an assistant team leader leading squad 2. The team leader and assistant squad leader have been carefully picked for each team to ensure fair and good play. The assistant leader is to report to the squad leader, and lead squad 2 if the team needs to be separated. Both Team Leaders will carry a Radio/Wakie-Takie during the game. If a leader is killed, there is to be no relaying of information or any talking over the radio until that leader is revived. The Team and Assistant leaders are not to dictate or rule players, team input should always be evaluated or acknowledged. 

 

Note: If Team leaders are acting inappropriately, report to your team's referee. If necessary team leaders will be removed or replaced. 

PLAYERS: the use of leaders is not to offend anyone, please be respectful of their authority and their appointed position. 

 

  •  Team Gunners: Team gunners are pre-appointed soldiers trained and trusted to use the unit LMG. The team Gunner will carry a unit bandolier equipped with six extra team Magazines. The gunner will be the only soldier authorized to use the unit LMG during gameplay. The team gunner will use a heavy LMG to support troop movements during battle
  •  Assistant Gunners: Much like the team gunner, the assistant team gunner will support the main gunner by carrying extra ammo and supplies. The Assitant gunner will be authorized to retrieve supplies from home base (with the team leader's permission) during gameplay. The Assistant gunner will also be authorized to carry and use the team LMG.
  • Deaths: If a player is hit, he will call “HIT” and lay on the ground. After which, he will pull out his dead rag, drape it over his gun or head, and call for a medic. If a player is killed, there will be no relaying of any information to other teammates or the other team. Once hit, the dead man will wait to be carried back to respawn by their team's medic. Once at Respawn, the dead player will wait a certain period of time, anywhere from 0-5 minutes. Once revived, the player will be permitted to return to battle as normal, first reporting to the team leader.
  • Respawn: Respawn times may be increased or decreased to keep the flow of the game moving smoothly. If a team is dying too fast to take an objective, that team may take shorter respawn periods while the defending team may take longer respawn. There will be no shooting of players respawning or waiting to respawn.  The orange respawn polls will be moved with the teams by the referees. Respawn polls will be kept a few hundred feet behind the team leaders. 
  • Medics: The role of the medic is to carry dead players back to respond. The medic will not carry a weapon of any kind and is free to roam about moving dead players to respawn. Medics can neither shoot nor be shot. The medic is a neutral player assigned to a team to help respawn players and track respawn time. Medics will come to the aid of wounded players when called upon. From there, the medic will place a hand on the killed player allowing the player to stand and follow the medic back to respawn. There will be no intentional shooting of the medic or the wounded players being moved by the medic. 
  • Cheating: If someone is caught cheating, (venturing out of bounds, not calling his hits, playing unfairly, etc) he will be immediately counted as a casualty and sent back to respawn. Respawn times will increase according to offense and repetition. 
  • Bang Bang: To avoid unnecessary pain of other players, if within 5-10 feet of an enemy player shout bang bang. If the enemy player did not notice or see you before, this will count as an immediate death of the enemy player. If a disagreement between two players is created evolving this rule, both players are considered casualties unless one one player takes the hit. 
  • Team formations: Players will not venture out on their own, nor be ordered out by themselves during the game. Teams are expected to stay together. If confusion involving intertwined units occurs, referees may order temporary retreats to re-establish front lines.  
  • Ammo use: If a player runs out of ammo, other teammates should share ammo. If a team is running low on ammo, elements (such as the assistant gunner) or the team as a whole may return to their home base to resupply. Permission from the referees must be obtained first. 
  • Grenades and Special Weapons: Standard bb-loaded grenades may be used by participants at any time during the game. Players will be considered dead if hit by bbs propelled by the grenade. Flash grenades, sound grenades, and smoke grenades will not be permitted at any time during the event. All grenade remnants must be picked up and retrieved after destination. Other special weapons such as grenade launchers, airsoft bazookas, and heavy guns must be reported to event coordinators and approved before use. 

 

Leaving games: Never leave your squad or team without the permission of your team leaders and the approval of your team's referee. If leaving your team is necessary, a referee or fellow teammate must accompany you. Someone should always know where you are.

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