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  • 21-22 Sep 13, Bourne, MA, AS: September 21, 2013
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Author Topic: 21-22 September 2013, AIRSOFT, Operation Devil's Sunrise, Bourne, Ma  (Read 2990 times)
papajoad
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« on: June 25, 2013, 08:23:49 PM »

21-22 September 2013, AIRSOFT, Operation Devil's Sunrise, Bourne, Ma

My name is John Burda. I am the public relations officer at The Ultimate Battleground airsoft field in Bourne, Ma. I had spoken with friend regarding a large event we were working on for the end of this year, and he suggest we email you the details with an invitation to this event.

     The event name is Operation Devil's Sunrise, which is planning to be held on Saturday September 21, 2013 and Sunday September 22, 2013. The game is an alternative story line to the end of WW2 involving Germany and the US. At the present time we have 2 national sponsors that will be attending the game; G&G Airsoft and Valken Sports. I would like to personally extend an invitation to you and your soldiers for this event.

     We are currently working on several perks to this event to make it better such as several vehicles and reenactment groups we would like to have attend. We hope to be able to have your presence at the field and possibly bring your knowledge of WW2, and thereafter. If you feel you are able to attend, or can contribute any vehicles or weaponry, please contact me as it would be of a large help.

     Attached to this email you will find a PDF file with the back story to this event. If you require more information please do not hesitate to contact me at 978.457.1404. You may also find more information about the field and the event including rules and regulations, prices and times at UBGAIRSOFT.COM.

     

Thank you for your time, We hope to hear from you soon.




Johnathan Burda,

Public Relations Officer, Ultimate Battleground LLC.

978.457.1404










« Last Edit: June 25, 2013, 08:25:39 PM by papajoad » Logged

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papajoad
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« Reply #1 on: June 25, 2013, 08:31:02 PM »

Location: UBG Bourne, Ma 1 Bourne Rotary Circle South Bourne, MA 02532
Dates: September 21, 2013 ~ 0800
September 22, 2013 ~ 1800
Oper
ation: Devils Sunrise
THIS EVENT IS 18+. PLAYERS WHO ARE 16+ WILL BE CONSIDERED IF THEY ARE
VOUCHED FOR
The aftermath of World War II ushered in the beginning of a new era. Nearing the end of
1945, The Potsdam agreement, a basic policy to occupy and reconstruct Germany, was
accepted by the UK, USSR and US. Soon thereafter, as a result of the seemingly everlasting
war, in an effort to avoid further world wars, establish peace and provide a platform for future
dialog, the United Nations was formed to replace the League of Nations. With the creation of the
Postdam Agreement and now the UN, Germany feeling outraged with personal attack, believes
they are witnessing the cessation of their Country. Now, only years after Germany’s surrender,
tensions have begun to stir once more. Refusing to accept defeat, this country has begun to
reform its armies and is hastily becoming a potential threat to civilization once again.
Despite their role in the Postdam Agreement the USSR, has proclaimed due to the tense
relationship with the US during World War II and the blatant refusal to treat the USSR as a
legitimate part of the international community, they do not wish to pursue any further involvement
with the US towards Germany. The Soviets remain content with their decision as the perception
of what was once a unsteady alliance, has now spawned into a discernment of distrust and
enmity. With the removal of Hitler’s presence in Germany and discussions of their aspiration for
peace, rumors have spread that the USSR is willing to revisit the MolotovRibbentrop
Pact.
In the light of all that has occurred, Germany is standing by their choice that resolution for
conflict must be sought out in a manner to which the US is not involved. They seek an alternative
course to reconcile from the events which took place during the war. Germany is known for its
fierce relentless armies, its strength in command and ability to adapt to situations that do not
provide favoritism nor tranquility . They are not unprepared for a conflict, and will do what it takes
to push back any resistance to which they feel will endanger their country further. Though time
and supplies have been limited they are tenacious in their choice to change history by
introducing some modifications to its military with the provision of better camouflage, weapons
and tactics.
Beginning in early 1945 an extensive amount of American combat troops around US
occupied German territory had already been sent back home had been granted discharge from
armed service. Afraid of a history repeat the US has quickly redeployed reinforcements to
Europe in hopes to extinguish another war. The US has taken into consideration the last time
they came face to face with this tyrannical enemy and has also made some modifications to its
military to provide a counterbalance to what the opposition has provided for their own.
Unfortunately with the decision to confront Germany again, the US must stand alone. While this
nation has decided to step back into the Devils Sunrise, other countries that were once so
inclined to help have since chosen not to involve themselves. Intel provided has led the US to
deploy troops to the border of USSR occupied Germany. The once quiet territory of Coburg has
become the primary place of insertion and operation to remove the threat of militant presence in
Germany. The US has decided to contain this matter by moving towards Lauterberg,
approximately 8 clicks NorthEast of Coburg. A fragile conflict now lies before the world with
many watching, bankrupt and helpless as a continuation of bloodshed is within realm of
possibility.
This
game is inspired by World War II and is designed to continue the storyline for what has
already taken place. Please understand we cannot be 100% accurate, but it will be 100% fun..
This game will have a uniform regulation that will be upheld and will be following along the
national airsoft rules guidelines. We encourage all players obtain period specific gear, clothing
and weapons. This game will be tailored to allow players who do not have a huge budget to play,
however incentives will be offered to those who show up with correct gear. This game is being
put out there months in advance to allow people to obtain what they need should they feel
interested in attending.
Teaser video http://
youtu.be/lDYKPtRQ418
Plenty of good US and German Clothing and gear can be found cheap online. Do not discourage
yourself from planning to attend because you do not have a period specific weapon or clothing.
This game will not be one to miss. We have some BIG things in the works for this game that will
be posted as soon as they are confirmed. Rules, Details, Timelines and preregistration
information will be made available shortly. Rosters will become available for viewing in the
upcoming weeks.
For those players who have never been to our field, here is a little history of The Ultimate
Battleground. We opened for airsoft in early 2009, and have been running airsoft games ever
since. Approximately two years ago, the owner purchased Cape Cod Paintball, effectively adding
to the business.The field is approximately 150 acres, equipped with parking, outhouses,
Airsmith, Hobbyshop, and Snack Stand. We have roughly 12 staff who help at the field, 3 of
which are licensed medical personnel.
For more information feel free to follow us on facebook at Ultimate Battleground LLC, or
www.ubgairsoft.com. Any questions you may have please do not hesitate to contact me
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papajoad
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« Reply #2 on: June 25, 2013, 09:10:58 PM »

Cost of game
Both Days$
50
One Day$
30
$5 OFF and free raffle ticket for preregister
payment
Additional, or stand alone ,2 free raffle tickets who are in era correct gear.
Players are more than welcome to Camp overnight Saturday into Sunday at no cost.
Players wanting to camp overnight Friday into Saturday, please contact me.
Time Frame:
Day 1
—————Arrival
Time: 0700
Registration Opens: 800
Chrono Opens:0915
Briefing: 1000
Game Start: 1045
On Field Lunch Pause: 1300
Lunch Resume: 1400
Game Stop: 2000
Day 2
—————Game
Start: 0830
Lunch Pause: 1200
Lunch Resume: 1300
Game End: 1845
Raffle: Following end of game
Lunch will be available on Sunday for $5. Lunch will consist of 2 slices of pizza, chips and a drink
The game will not break off field for lunch on Saturday. There will be an hour break in the game
for lunch, ON FIELD.
Age Restriction:
This event is 18 Plus only, 16+ may be considered, HOWEVER you must contact me prior to
the event. No players under the age of 16 will be allowed to play at this event. 16+ will not be
allowed to register alone.
Chrono:
All weapons will be chronoed with .25g bb’s prior to use on the field. All weapons will be given the
ammo to chrono with. Please do not bring your own ammo to the chrono station as you will be
asked to empty it.
Safe Zone:
The “Safe Zone” includes the staging area, parking lot, other fields not related to UBG airsoft,
any area occupied by a player not wearing safety goggles etc. The netting in which you enter the
field begins the marking of the safe zone. While exiting the playing field you must remove the
magazine from your gun, clear the chamber, engage the safety mode, and have a barrel bag on
the muzzle of the replica at all time. No discharging of replica firearms at any time in the safety
zone, or any publicly displayed area, or where there are any participants/nonparticipants
not
wearing “ANSI” rated safety goggles. This is the only area that you may remove your eye
protection safely.
Eye Protection:
Any players under 18 years of age are required to wear full face protection (ie. paintball mask,
ironman mask). When entering the playing field you are required to have your full seal ANSI rated
eye protection on at all times. 18 + must wear full seal ANSI rated eye protection must be worn
at all times while playing airsoft.
Teams:
Axis (Germans)
Acceptable Colors:
Grey, Grey Green
Tan (Africa camo)
Flecktarn (Wood/Desert)
Any period Specific camo, or uniform unique to German Forces.
NOT ALLOWED
OD, Brown, Black
Notably if a period specific uniform contains OD or Brown it, it is acceptable
———————————————————————Allies
(US)
Green (OD)
Woodland EDRL (Given the alternative timeline it was plausible it would have been used)
Any period Specific camo, or uniform unique to American Forces.
NOT ALLOWED
Brown, Khaki, Grey, Black
Notably if a period specific uniform contains Khaki, Brown, Grey, or black in it, it is acceptable.
Multicam, digital camo, ATacs, ACU, and other camo not listed here will not be permitted.
Questions about camo should be forwarded to UBG
A players uniform must match. In example, your pants, jacket, shirt, and headgear must be of
the same color for your team. Headgear must be the same color, and no modern day helmets
will be permitted. The color of your gear does not matter. No civilian clothing is permitted (ie
jeans, sweaters, hoodies, ect) This is to keep the teams more structured and make each player
more visible as to what side they are on. UNIFORM REQUIREMENTS WILL BE UPHELD! NO
EXCEPTIONS FOR UNIFORMS! Please understand we are trying to get as close to a national
event as possible. You are expected to show up with proper camo for your team. While we want
to make this event as accurate as we can, we have to remember that some may find certain
things offense. Swastikas, and other offensive emblems will not be allowed at this event.
Equipment Structure:
Being as this is a WW2 based series we have implemented rules regarding the equipment you
carry.
–Molle rigs are not allowed, however depending on the type of rig and amount of molle, an
exception may be made. IF APPROVED BY EVENT RUNNER its only to carry mag pouches,
hydration and one misc pouch. Please do not overdo it
–Battle belts, backpacks, alice gear, and non MOLLE gear is permitted.
Radios, can be carried by any player for emergencies or contacting staff, however will not be
permitted for GAME PLAY. Radio contact will be restricted between SL, and CO’s. This is to
avoid radio confusion, and allow to make the game more realistic to the time frame.
Weapons and Ammo:
Weapons will be permitted:
All Period Specific Weapons from WW2 (Full Auto)
AK47 (Semi)
M14 (Only due to its appearance to pass as an m1) (Semi)
Other MG weapons (M249, M60, M63 and so on), due to the lack of WW2 MG weaponry. (Full
Auto)
With this being an alternative timeline, please recognize the plausibility of the AK47 being used.
We understand that no everyone can afford new equipment, with this being said we would like
players to make an effort, however exceptions can be made. Please contact us prior to the
event with questions. If an exception is made for a weapon, it will need to be wrapped in burlap,
which can be found in any fabric store for $3.99 /yd. On top of this the team you are on will
recieve an automatic point deduction for incorrect gear.
With the exception of support gunners, only WW2 period specific weapons will be able to shoot
full auto. All other weapons must shoot SEMI ONLY.
Players can reload
as many times as they wish on the field, BUT ONLY AT THE CP (respawn).
Trips to the parking lot will not be permitted for reloading or to obtain supplies UNLESS given
permission by staff on field.
Weapon attachments will not be permitted for use at this event and must be removed from your
rifle (ie flashlights, lasers, holosights, scopes etc), with the exception of scopes for designated
snipers. No Bullpups or RIS (except for bipod mounts on MG’s, Nonremovable
RIS
PREFERRED TO BE covered with cloth wrap).
NON MG Players are permitted to carry (1) HICAP or unlimited mid/low cap magazines. No
exceptions
Support gunners can carry a total of (2) Box magazines and (1) hicap. Box magazines are only
permitted to be on a support weapon that is a direct replica of a real support weapon ( ie M249,,
M60, Mk63 and so on), due to the lack of WW2 MG weaponry. An M4 with a box mag is not a
support weapon. Support gunners may shoot on Full Auto however are restricted per team, per
side. The MG is limited in its movement. In order for an MG to move, another player must
accompany the MG and must carry an AMMO box remaining within reason of the MG during
movement. Once movement is complete the ammo box must remain with MG but player can
freely leave. MG’s are also limited during firing. An MG cannot fire unless the MG is mounted (ie,
on a rock, on a bunker, in a window, or deployed via bipod …ect. This is to limit the action of
“running and gunning”). Any questions about support weapons can be relayed to staff Prior to
event.
Special Weapons that fire nerf rockets such as rocket launchers, bazookas, are permitted.
When in use the kill radius for these weapons is 10’” from where the projectile comes to a rest.
Only Nerf mortars, if used, will have a kill radius 10’’ from where the Nerf rocket strikes.
Pyro is not permitted for use at this field at any time. Grenades which use no projectile (Thunder
B’s for example), have a 10’ kill radius from where they go off. Grenades which use projectiles,
such as tornado grenades, must hit the player for that player to be considered wounded.
Smoke grenades may be used, but must be pull pin only. No strikes.
Vehicles:
We have some players that were nice enough to bring some vehicles to our field to make the
game experience even better. These vehicles may not be period specific, but they are only
several years off, and due to it being an alternate timeline please keep an open mind. Please DO
NOT shoot directly at the vehicle with BB’s. Nerf rockets may be used to disable said vehicles.
These are not our property and need to be treated with integrity and respect. Make sure you are
aware of your surrounds when in the vicinity of, in or on a vehicle. If permitted, please do not exit
or enter from any vehicle while it is in motion. Safety in and around the vehicle must be
maintained at all times.
Point structureCompleting
objectives, capturing structures, strategic locations and finding supplies will earn
your team points. Every objective has similar points, however some are worth more than others.
Every objective is open for a decision. In example, yes:no, capture:destory. locate:don’t locate.
To every objective decision no matter how big or small there is a consequence or reward. Each
side will not be given their opposite teams score in game. Objectives will be given on a need to
know basis. Even if it feels like your team is losing, we implore you to play the game until the
end, You may be surprised. Players must remain with their team on the field at all times. Players
will not be permitted to return to the parking lot to get ammo, or further equipment. Any
equipment you require needs to be brought onto the field with you. Only medical reasons and/or
special permission of staff are you to leave the field. If a player gets caught off field without
permission, or not with their team ,that player will cost their team a point deduction. All point
deductions are staff discretion. We understand that no everyone can afford new equipment, with
this being said we would like players to make an effort, however exceptions can be made.
Please contact us prior to the event with questions. If an exception is made for a weapon, it will
need to be wrapped in burlap, which can be found in any fabric store for $3.99 /yd. On top of this
the team you are on will receive an automatic point deduction for incorrect gear. Players who
show up with correct gear will earn their team Pregame
points.
Medic rule for Players:
When a player is hit by a BB in his person or gear, the player then is considered hit. Gun hits do
not count for this event. The player is immediately obligated to LOUDLY, VERBALLY and
VISUALLY confirm that hit, but SHOUTING “HIT HIT HIT” waving ones arms, and displaying either
a RED RAG or a CHEMLIGHT if
its dark(
preferably red, but other colors are allowed except
BLUE.)
It is the RESPONSIBILITY of the target to IMMEDIATELY AND CLEARLY call their hits, not of the
shooter. Hits should be recognized even if the target is running or ducked behind a doorway or
corner. If behind cover, wave the rag or chemlite over or around that cover.
Once the player is hit, they enter what we called WOUNDED STATUS or BLEEDOUT.
WOUNDED PLAYERSMUST
drop any game items on the ground, and place a dead rag on
their head indicating they have been hit. Dead players may not provide cover or shielding for live
players, and are not allowed to communicate beyond calling out MEDIC or alternately MEDIC
NO, but without any other information.
That player has TEN (10) minutes to receive a bandage from a medic. Medics MAY NOT change
positions. Once a medic, that player remains a medic for the game, unless changed between
players with staff knowledge.
IF the player receives a bandage in under 10 minutes, (a colored band tied to the left arm) Then
that player may come back into the game immediately. IF the player does not receive a bandage
in 10 minutes, they are now GHOSTED, and must remain within 75′ of their squads, but must
remain silent, may not interact with players, and will not come back into the game until the
ENTIRE SQUAD returns to their CP and remissions.
Players will be allowed to wear no more than 2 bandages before mandatory ghosting. meaning
your hit after your second bandage means you are ghosted no matter what. Bandages must be
on the left arm, so that referees and players can verify how many “lives” the player has used.
These rules are designed to foster teamwork, reward honesty, punish misdeeds, and prevent
one sided blowouts or sketchy situations where a pile of bandages materializes.
Medic Rules Vehicle:
When a vehicle is deemed “DISABLED” The vehicle is immediately obligated to VISUALLY
confirm they are disabled, by displaying their red FLAG. Once the vehicle is deemed hit,, they
enter what will be called “Disabled status”. If an engineer makes contact with the disabled
vehicle for Sixty (60) seconds without breaking contact, then the vehicle may change to “live”
status. If an engineer from the opposing team repairs a vehicle, that vehicle now becomes part
of their team. IF no engineer has repaired the disabled vehicle within Ten (10) minutes, that
vehicle may return to the CP and respawn after an additional Five (5) minutes respawn time.
Engineers MAY NOT change positions. Once an engineer, that player remains an engineer for
the game, unless changed between players with staff knowledge.
Safety Kills:
These are not a tactical tool, but rather a common courtesy. In order to commit a safety kill you
must have a player whom is not facing you dead to rights (at close range) you may say Safety
Kill or try to (without touching, physically harming, or verbally abusing the other player) persuade
them into surrendering. That player does not have to honor the surrender of a safety kill. They
may at any time attempt to fire at you but this gives you the full right to eliminate your opponent if
you feel threatened by them. However, once they verbally claim that they have been eliminated,
your opponent has agreed to honor the safety kill and is the not allowed to eliminate you until they
have respawned.
You may not safety kill multiple players with a single call, or safety kill a player
who is facing you, with their weapon up. In these instances you should always play out the
encounter.
Ref’s:
All refs being used are from an outside source other than UBG. No UBG field ref’s are being
used to staff this event.
Please show these people respect as it is the first large event they will be helping us with. Any
issues with ref;s can be brought to the attention of the Head Ref and/or owner.
Special Thanks to the Staff at Maasf, Neasg, and several members from both for help with rules
and regulations.
Rules are subject to change, so PLEASE…continue to check them
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