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MIL-SIM in Two weeks!!!!!

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cook-off

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MIL-SIM in Two weeks!!!!!

Post2013-03-25 / 19:13 UTC GMT +00:00

Well very surprised with our low number of sign ups for our Mil-sim coming up! our last two have seen in the 100 sign up Range but we are only at 25 right now? and here I thought you guys want Mil-sims, Mil-sims? :roll:

It is going to be a blast....here is the run down of the game........SIGN UP!!!!

Bases
  1. Swamp Base. (RED)
  2. North Base. (BLUE)

Team ID
  • Regular team members will wear team color tape on both upper arms at all times.
  • Medics will wear same team colors AND white tape on both arms just above or below team marking tape!
  • Commanders will wear team tape and in addition will wear Black tape on both arms in plain site. Commanders will be picked buy the team once it is established on game day.
Tape must be on both arms at all times and not hidden, it is the team's responsibility to replace player's tape if missing.

Communications
  • RED (Swamp) - Channels 5 to 7
  • BLUE (North) - Channels 1 to 3
  • Monitoring enemy channels (SIGINT) is a game violation.
  • Admin or no Duff emergencies - contact commanders through team channels (or have enemy team member contact his CO)

Forward Bases

Forward Bases will be clearly marked. Forward Bases flying your team's colour operate as a re spawn point (there will be a system at the base for you to fly your team color).

If the FB you are trying to use is in the middle of a battle, you cannot spawn there until the battle has moved on, you may however move to another base that your team owns and spawn there.
Bases in play may be guarded and or battled for.

Available FBs:
  • Castle Airmax
  • Bunker
  • Capri
  • Sniper Tower
  • North of crack shack (toward city)


Bleed outs, medics and spawning

YOU MUST AT ALL TIMES HAVE AT LEAST ONE PLAYING CARD TO BE ALIVE! COMMANDERS MUST HAVE 10 CARDS ON THEM TO OWN THE HQ! MEDICS NEED ON CARD AT ALL TIMES!

Each commander will issue players their rations of playing cards.

When hit....you put your kill rag on and wait (5 minute bleed out) before you can move. You must stay where you were hit and not move. Medics can heal you in your bleed out and at that time you can enter back in the game. (MEDIC HEAL IS ONE HAND TOUCH, IMMEDIATE HEAL WHEN CARD IS GIVEN)

When you are alive and in play, you will be carrying playing cards, you must at all times have at least one card on your person, when your are killed and in 5 min bleed out (only then) enemy players may approach you and take all your cards. You must surrender all your cards on your person. After your 5 minute bleed out is up, you now must obtain a playing card to get back in the game. Without cards, you have three options: medic finds you and give you a card; go to a forward base you own and have A MEDIC give you a card; or go back to your HQ and get a card from your Commander! These are the only ways you can spawn and get back in the game.

If Commanders loose their cards, they must retrieve "10" cards again in order to own their or any HQ, They get their cards from any players or medics, once they have ten cards they may own their HQ again, if they choose to give up their HQ, the Commanders may pull their black arm tape off and with "1" card can join in the game as a regular player, but to re own a HQ, a designated player wearing BLACK tape and having "10" cards can become the HQ commander.

Medics spawn the same as any player, 5 min bleed out then find at least one card to return to play.

Once your bleed out has expired and you are moving wearing your kill rag, you can not be stopped and asked for cards!

"Dead" players may use comms with your team to arrange for a medic or card drop rendezvous after you have finished your 5 minute bleed out. YOU CANNOT USE COMMS TO GIVE INTEL ON ENEMY OR THEIR LOCATIONS. (COMMs CAN NOT BE USED WHILE YOU ARE IN 5 min BLEED OUT)

Once you have done your 5 min bleed out and you have no cards, you must be on the move to get a new card, you cannot camp at that spot and wait for a card.

Your team will only have 1 Medic per 7 players. It is up to the team how many Medics they want to use and how many cards they carry at one time!

CARDS

Cards are what you and the game is based on, the cards mean points, the cards mean life to play in the game, cards are the objectives, total cards will mean points for the win at the end of the day.

Each team will start out with a set number of cards.

Team HQ Commander will carry 10 cards at all times. Commanders must stay at HQ, but teams can rotate who is the commander as long as the designated Commander wears on commander markings and carries 10 cards on them.

Medics will carry a supply of cards determined by the Commander to spawn players in the field.

Each player will start the game with at least 1 card on them. every player and medic must have 1 card to be alive.

Victory Points System

All teams will start out with the same amount of cards.
  • Cards = 1 point.
  • Device = 20 points each (Devices must stay in plain view in HQ at all times)
  • Capture Enemy HQ and Maintain to game end = 30 points per HQ.
(HQ's that are owned, must have a Commander for the HQ and on his person "10' cards, otherwise that is a vacant HQ and belongs to no one to get points))

Team HQ card stashes/surplus are in game play and can be captured if HQ is taken. Cards must remain in plain sight and not hidden.


Game strategies:
  1. Kill enemy team members and collect their cards!
  2. Kill enemy HQ Commanders and take their 10 cards.
  3. Kill Medics and take their supply of cards.
  4. Take enemy devices and collect them.... 20 point per device at the game end.
  5. Take enemy card stash/supply.
  6. Take enemy Base and hold at game end...30 points
  7. ....
Best to avoid having too many cards on you when you are killed since the enemy takes all your cards if you are killed and they capture you in bleed out. Medics should have enough cards to heal, yet not too many when they are killed. HQ commanders want to be guarded and guard their device and any captured devices!

At the same time, don't have too many cards at HQ! A captured HQ could potentially be worth 10 for the commander, 20 for the Device, 30 for the base and however many cards are in reserve or surplus. Maybe 80-90 points?
you went FULL RETARD!!
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Impaler

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Re: MIL-SIM in Two weeks!!!!!

Post2013-03-27 / 23:29 UTC GMT +00:00

can you clarify the last two Forward bases?

Sniper Tower - which location is this?
North of crack shack (toward city) - is this K3 on the map?
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cook-off

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Re: MIL-SIM in Two weeks!!!!!

Post2013-03-28 / 04:58 UTC GMT +00:00

well this will all be fully explained in detail on the day of the sim, but, sniper tower is on the ridge line east of tire fort... the one north of crack shack will be "somewhere" between crack shack and city....
you went FULL RETARD!!
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Bumble Bee

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Re: MIL-SIM in Two weeks!!!!!

Post2013-03-30 / 03:21 UTC GMT +00:00

Just wondering if a map can be posted here indicating the different Forward Bases so we can have a better understanding of the field. :D
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jsae

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Re: MIL-SIM in Two weeks!!!!!

Post2013-03-30 / 05:09 UTC GMT +00:00

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Bumble Bee

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Re: MIL-SIM in Two weeks!!!!!

Post2013-03-30 / 16:23 UTC GMT +00:00

Thanks for your assistance Jsae...
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cook-off

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Re: MIL-SIM in Two weeks!!!!!

Post2013-04-06 / 03:34 UTC GMT +00:00

THREE AMMENDMENTS MADE....ONE TO SPAWNING AT FORWAR BASES AND THE OTHER ON BEING ABLE TO MOVE YOUR DEVISE IF HQ UNDER ATTACK, FORWAND BASE LOCATIONS!!



Bases

1.Swamp Base. (RED)
2.North Base. (BLUE)

Team ID

•Regular team members will wear team color tape on both upper arms at all times.
•Medics will wear same team colors AND white tape on both arms just above or below team marking tape!
•Commanders will wear team tape and in addition will wear Black tape on both arms in plain site. Commanders will be picked buy the team once it is established on game day.
Tape must be on both arms at all times and not hidden, it is the team's responsibility to replace player's tape if missing.

Communications

•RED (Swamp) - Channels 5 to 7
•BLUE (North) - Channels 1 to 3
•Monitoring enemy channels (SIGINT) is a game violation.
•Admin or no Duff emergencies - contact commanders through team channels (or have enemy team member contact his CO)

Forward Bases

Forward Bases will be clearly marked. Forward Bases flying your team's colour operate as a re spawn point (there will be a system at the base for you to fly your team color).

If the FB you are trying to use is in the middle of a battle, you cannot spawn there until the battle has moved on, you may however move to another base that your team owns and spawn there.
Bases in play may be guarded and or battled for.

Available FBs:
•Castle Airmax
•Bunker
•Capri
•Sniper Tower



Bleed outs, medics and spawning

YOU MUST AT ALL TIMES HAVE AT LEAST ONE PLAYING CARD TO BE ALIVE! COMMANDERS MUST HAVE 10 CARDS ON THEM TO OWN THE HQ! MEDICS NEED ON CARD AT ALL TIMES!

Each commander will issue players their rations of playing cards.

When hit....you put your kill rag on and wait (5 minute bleed out) before you can move. You must stay where you were hit and not move. Medics can heal you in your bleed out and at that time you can enter back in the game. (MEDIC HEAL IS ONE HAND TOUCH, IMMEDIATE HEAL WHEN CARD IS GIVEN)

When you are alive and in play, you will be carrying playing cards, you must at all times have at least one card on your person, when your are killed and in 5 min bleed out (only then) enemy players may approach you and take all your cards. You must surrender all your cards on your person. After your 5 minute bleed out is up, you now must obtain a playing card to get back in the game. Without cards, you have three options: medic finds you and give you a card; go to a forward BASE YOU OWN and have TEAM MATE give you a card; or go back to your HQ and get a card from your Commander! These are the only ways you can spawn and get back in the game.

If Commanders loose their cards, they must retrieve "10" cards again in order to own their or any HQ, They get their cards from any players or medics, once they have ten cards they may own their HQ again, if they choose to give up their HQ, the Commanders may pull their black arm tape off and with "1" card can join in the game as a regular player, but to re own a HQ, a designated player wearing BLACK tape and having "10" cards can become the HQ commander.

Medics spawn the same as any player, 5 min bleed out then find at least one card to return to play.

Once your bleed out has expired and you are moving wearing your kill rag, you can not be stopped and asked for cards!

"Dead" players may use comms with your team to arrange for a medic or card drop rendezvous after you have finished your 5 minute bleed out. YOU CANNOT USE COMMS TO GIVE INTEL ON ENEMY OR THEIR LOCATIONS. (COMMs CAN NOT BE USED WHILE YOU ARE IN 5 min BLEED OUT)

Once you have done your 5 min bleed out and you have no cards, you must be on the move to get a new card, you cannot camp at that spot and wait for a card.

Your team will only have 1 Medic per 7 players. It is up to the team how many Medics they want to use and how many cards they carry at one time!

CARDS

Cards are what you and the game is based on, the cards mean points, the cards mean life to play in the game, cards are the objectives, total cards will mean points for the win at the end of the day.

Each team will start out with a set number of cards.

Team HQ Commander will carry 10 cards at all times. Commanders must stay at HQ, but teams can rotate who is the commander as long as the designated Commander wears on commander markings and carries 10 cards on them.

Medics will carry a supply of cards determined by the Commander to spawn players in the field.

Each player will start the game with at least 1 card on them. every player and medic must have 1 card to be alive.

Victory Points System

All teams will start out with the same amount of cards.

•Cards = 1 point.
•Device = 20 points each (Devices must stay in plain view in HQ at all times) "BUT CAN MOVE IF COMMANDER IS ALIVE AND BASE IS UNDER ATTACK, DEVISE MUST BE CARRIED IN HAND VISABLE BY COMMANDER TO SAFE AREA"
•Capture Enemy HQ and Maintain to game end = 30 points per HQ.
(HQ's that are owned, must have a Commander for the HQ and on his person "10' cards, otherwise that is a vacant HQ and belongs to no one to get points))

Team HQ card stashes/surplus are in game play and can be captured if HQ is taken. Cards must remain in plain sight and not hidden.


Game strategies:

1.Kill enemy team members and collect their cards!
2.Kill enemy HQ Commanders and take their 10 cards.
3.Kill Medics and take their supply of cards.
4.Take enemy devices and collect them.... 20 point per device at the game end.
5.Take enemy card stash/supply.
6.Take enemy Base and hold at game end...30 points
7.....
Best to avoid having too many cards on you when you are killed since the enemy takes all your cards if you are killed and they capture you in bleed out. Medics should have enough cards to heal, yet not too many when they are killed. HQ commanders want to be guarded and guard their device and any captured devices!

At the same time, don't have too many cards at HQ! A captured HQ could potentially be worth 10 for the commander, 20 for the Device, 30 for the base and however many cards are in reserve or surplus. Maybe 80-90 points?
you went FULL RETARD!!
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cook-off

  • Posts: 850
  • Joined: 2013-02-03 / 09:02 UTC GMT +00:00

Re: MIL-SIM in Two weeks!!!!!

Post2013-04-06 / 03:56 UTC GMT +00:00

print a copy of the game rules!!!
you went FULL RETARD!!

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