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tonkpilsmaggot666
Probation until 4/2/06



USA
Member Since:

Posted - 02/05/2006 :  1:34:12 PM  Show Profile  Visit tonkpilsmaggot666's Homepage  Send tonkpilsmaggot666 an AOL message  Send tonkpilsmaggot666 a Yahoo! Message  Reply with Quote
Date: Sunday, March 5

Time: 10:30-11:30 Gear up and admission.
11:30-12n Game briefing, team assignments and team briefing.
12n game starts!
We will not wait for you!!!!!

Location: Futureball's outdoor field, located at:
9269 9 Mile Rd
Whitmore Lake, MI 48189
COST: 15 dollars
SIGN UP TODAY: EMAIL - SEMIA-OPs@hotmail.com

CAMO REQUIREMENTS:
RA: Camo pants and t-shirt or sweatshirt. Another option is a camo shirt and jeans.

DA: Full Camo, pattern at your discretion. Preferably US Woodland. NO WL MARPAT!

MEU: Woodland MARPAT.

FULL SEAL GOGGLES ARE REQUIRED, NO EXCEPTIONS!


DA: 23 players
Ambassador: 4 players
RA: 33 players
MEU: 6 players
*SUBJECT TO CHANGE*

Story:
Op: Redout

72 hours ago a communist uprising began in Nubrushia. Since then, the country has erupted into civil war. For the time being, the democratic government and its supporters have been able to prevent a complete take over. It is unknown how long they will be able to hold on before being overrun.

Shortly after hostilities began all U.S. personnel in Nubrushia were ordered to leave the country as soon as possible.

69 Hours ago the USS Nassau was redirected to aid the evacuation of U.S. personnel in Nubrushia.

52 hours ago, all non-essential U.S. personnel have been removed from Nubrushia and are safely on their way to the United States.

40 hours ago the U.S. Ambassador to Nubrushia completed his pre-evacuation protocols; A helicopter from the USS Nassau was dispatched to retrieve the ambassador and his remaining staff. With fighting now able to be seen on the horizon of the embassy, the Ambassador’s evacuation was timely to say the least. Unfortunately, it wasn’t soon enough. Shortly after departing the embassy roof, the USS Nassau received a mayday from the Ambassador’s helicopter. His exact location is unknown. We must assume the worst, he and the crew are likely down behind what is now revolutionist controlled territory. It is believed the embassy has been overrun.

38 hours ago, elements of the 22nd Marine Expeditionary Unit were dispatched from the USS Nassau to attempt a rescue of the ambassador and the flight crew. Due to increasing revolutionist hostility, the 22nd MEU was unable to reach the ambassador’s last known location by helicopter. They have continued the search on foot.

30 hours ago Nubrushia’s capital was overrun by revolutionist forces. The majority of Nubrushia government, military and supporters have retreated to a small village approximately 50 miles southeast of the capital. The revolutionists seem to have quieted somewhat since the capture of t Nubrushia’s capital. Our intelligence reports, however, say the revolutionist are preparing their forces for a final assault on the democratic government’s position.

2 hours ago satellite reconnaissance has shown the revolutionist army has begun to move. They will be upon the village within a matter of hours. If the revolutionist army is able to defeat the democratic forces there, the revolutionist army will likely gain full control of Nubrushia.

Elements of the 22nd MEU have located the down helicopter, no sign of the ambassador or crew were found. Their whereabouts are currently unknown. It is possible they have been captured by the revolutionist army. If this is the case, the ambassador must be rescued before the revolutionist army has the possibility of acquiring sensitive information from the ambassador.

Objectives:
MEU:
1) *CONFIDENTAL*
Will be briefed on the day of.

2) Retrieve the Ambassador and successfully exfiltrate out of the hot zone (Bonus if Crew is all alive)

3) Retrieve valuable Helicopter equipment, and destroy the rest.

4) *Optional* Aid the DF in fighting the RA

Revolutionary Army (RA):
1) Defeat the DF

2) Capture the Ambassador

3) Destroy the Embassy

4) Capture DF General (CrazyCanuck)

5) Secure usable equipment from U.S Helo crashsite

6) Secure as much land as possible

Ambassador Team:

1) Escape and Evade

2) Link up with MEU forces


Democratic Forces:

1) Repel RA attacks

2) Attempt to prevent capture of US ambassador

3) Defend the embassy (Persuade the Americans to help)

4) Capture RA general (El Phantasmo)

5) Salvage equipment from US helo


AMMO LIMITS

Option 1 -> 680 round MAX limit in ANY configuration of standard magazines. (30,68,80 rounds each)

Option 2 -> 680 round MAX limit in ANY configuration of mid-cap magazines. (i.e. G&P 100,110,130,150 rounds each)

Option 3 -> 680 round MAX limit in ANY combination of a standard + mid-cap assortment.

Option 4 -> (1) – High-Capacity magazine. If you choose your load out to include a hi-cap magazine, you are only permitted to carry ONE. Your load out is then not to exceed a maximum of 600 rounds. Example, you use a MP5 hi-cap (200 rounds), you then can make up the difference in ANY combination of standards or mid-caps. If you own an AK and choose to use a hi-cap, you are already at the 600 round limit with just ONE hi-cap.

-MEU will have an 850 round limit
-Snipers will have a 60 round limit, with no automatic firing capabilities
-Squad Support players can carry 3000 rounds


Capturing:
Important people are as follows: El Phantasmo (RA General), CrazyCanuck (DF General), Ambassador (Matt), Supersix Pyschosis Knief (Ambassador Crew) All of these people are capturable, They will be sporting a yellow rag (When they are hit, they expose the flag and must wait 5 minutes to respawn, unless they are taken prisoner. During the 5 minute period, they may NOT be healed, only after the 5 minute period they can be.) To take a VIP prisoner simply place your hand on them, and they must follow your orders. In addition VIPs can be negociated for trades (I.E If the RA captures the DF general, and the DF captures the RA general, they can trade.) Also these VIPs will carry vital information, some more than others depending on the position they hold.


FLAG SYSTEM:
In the game, in points of tactical importance, flag poles will be planted, it is the DF and the RA's job to secure as many spots as possible by attaching one of their flags to the pole. Each team will be give plenty of flags. If the flag of the other team is already on the pole, take it off and carry it with you. If you are killed while carrying the flag of the opposing team, you must drop their flag where you are killed. This objective is continuous throughout the entire game


MEDIC SYSTEM: Medics will have a deck of cards (Given), The medic will go to the wounded (The wounded player may not be wounded for more than 5 minutes, after the period of 5 minutes has passed the player has been considered KIA), will draw a card. If the card is a 10, Jack, Queen, King, or Ace, then the person is automatically dead. If not then the medic must wait one minute with the wounded player (To simulate healing). Once the minute is up the player is considered heal. Once you use the card, you can NOT use that card again, at least for that particular game. We need people willing to be medics. The Ratio of Medics to Soldiers will be 1:8. So PM DamoDK if you wish to be a medic.

This event is for Michigan Airsofters and anyone near buy or willing to play...
This will also be my first MAJOR airsoft event.
~maggot
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