Red Mist 1: Operation Statant

Red Mist 1: Operation Statant

1985 – Germany

October 6th – NATO begins to conduct its largest military exercise to date known as Red Mist, the aim of the exercise is to simulate a response to an outbreak of military conflict along the Inner German Border (IGB) WARPAC responds by denouncing the exercises as an act of aggression and places its forward units into a heightened state of alert in response.
October 10th – A USAF F16 is shot down and its pilot killed near Helmstedt on the IGB, WARPAC alleges that the aircraft had violated their airspace and when challenged had failed to respond, something which NATO strongly denies and accuses WARPAC of deliberately targeting the aircraft.
October 12th – “Vytegra” a Soviet Border Guard ship sinks in the Baltic sea, WARPAC claims that the vessel was attacked by a NATO craft operating in the area,
October 15th – 3 German BGS officers are killed and 8 wounded during an exchange of gunfire with East German Grenztruppen at Marienborn, The DDR refuses to state whether any of its personnel were casualties, both sides deny initiating the engagement.
October 16th – An missile strike occurs at Falkenberg Airbase, WARPAC accuse NATO of a dangerous escalation, NATO denies and alleges a false flag operation.
October 18th – NATO satellites spot signs of WARPAC troop movements towards the IGB.
October 21st – Artillery Fire erupts between NATO and WARPAC near Helmstedt resulting in some materiel losses and light casualties. Both sides accuse each other of initiating the engagement and claim victory.
October 23rd – Operation Statant Commences
NATO has decided to put into action Operation Statant which is a preliminary strike across the IGB targeting WARPAC military assets.
Tickets are £90 per person for the weekend this is payable by a £50 deposit with £40 payable on the day. However we are able to offer an early bird discount to everyone who pays by 31st May 2022

Stalkers Pt1 “Hell’s Kitchen”

Stalker 1
Location. San Andres 2022
Safe Zone Astraeus
After huge portions of the San Andreas fault collapsed due to the catastrophic and terminal destruction of the many Nuclear plants built beside it during the great 90s global nuclear collapse, teams of Stalkers have finally started to scavenge some of the outlying towns for supplies and equipment. Moving into a very unknown area means they have no maps to reference but there is an established Safe Zone on an old long abandoned airfield. There are three inhabited settlements that need chits dropped to them and their officials have placed chit boxes near the Safe Zone.
Its game on…
Stalker groups of renown.
To help get the first game going and help secure the stalker teams, there will be 6 teams you can book onto. This means if we get single players or small groups booking on, we can make sure we get full teams. All the teams will be encouraged to use a private group on facebook to organise themselves and let us help craft your teams together.
1. Dragons
2. Eagles
3. Snakes
4. Bears
5. Wolves
6. Hounds
These stalker groups can have whatever set up you want as long as one takes the command role (no one needs to be in charge, but they get the radios) and a Tinker Engineer, otherwise you won’t be coming home with loot.
Any period camo can be used but we have added some simple ideas to help get the feels. Each member will get a badge for the team there in and remember….it has to be camo from 90s or civilian!!
example…
Dragons – Green trousers, British woodland smock
Commander, Glock 17 with two mags holding 12 rounds in each, 2 two way radios, rucksack with water, 1 days rations, sterilised water, bottle of alcohol (medicinal) some pegs and rope 30ft. Old brit 58 patter canvas webbing with mixed pouches for quick stashing and two extra respirator filters (3 B Grade 20 min filters) to give him an extra 40 mins in the field and a compass. Also extra gels and respirator just in case his other one gets damaged.
Engineer, Revolver with 6 rounds and a pump shotgun with 10 shells, small toolbox and a few battery powered tools. Respirator with 3 grade b filters, large rucksack for stash. Wrench and crowbar. Also has some electronics and a small gas-powered stove. Also using 58 pattern webbing, these pouches are filled with all sorts of lubricants and oils in small plastic jars. Water and a 1 day ration pack.
Other than guns and ammo, filters and radios, all the other supplies in the bags are owned by the players in case they come in handy.
IMPORTANT – The game has a mechanic for ammo and filters. Its important
EVERYONE PLAYS with the real steel ammo limits loaded in mags. We have a load of cartridges which can be found in game or gambled with and will be worth x when traded in at a trader for more usable ammo. We have chosen dollars as it was a damn site easier to get hold of as a prop.
Currency in the game is easy to.
$ Dollars or Bullets(Cartridges) which we will be suppling!!! Use these to buy chits and supplies.
WANT TO LEARN MORE…?
Go here https://www.facebook.com/groups/489830145820791 and join our group.

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D-Day: End Game

D-Day: Battle for Arnhem Day3
Filmsim Events proudly presents…

D-Day – End Game

£65 pre book, with a £25 deposit to be paid. £85 on the gate.
This is a full on camping event with a social on the Friday and Saturday night.
Event times.
Arrival from 3pm Friday.
Registration 8.00am 
There will be no stop action so you will have to eat in the field during the game.
Saturdays End ex will be around 4pm depending on light.
Sunday kick off at 9.00am and finish no later than1.00pm.
There will be full catering on site, Airsoft shop and battery charging if needed.

Vietnam September – Return of the Boogie

Nam airsoft
FilmSim Events in association with Gunman Airsoft proudly presents…
June NAM – Return to Fort WIlliam.
3-4 September 2022
Operation Boogaloo pt 2 – ‘Return of the boogie’
Event History..
Location. South of the DMZ
Camp Trent, Military Radio and communications Assets. Also the broadcasting location of the prestigious US ‘Bang Bang’ Radio Vietnam station.
(Fictional)
The early hours of 12th June 1969. Uncle Ho has decided its time for the propaganda machine and the morale boosting station to stop broadcasting. Element of VC are already imbedded inside the civilian population in the small town of Tang yu, just east of the US military compound of Camp Trent. There are three main Radio masts dotted around the nearby countryside which if knocked out will help to stop the broadcasting, however, the main mast is in the actual compound which will be a lot harder to knock out.
THEY SUCCEEDED!!
Pt 2 Operation Final Cut.
In response to the radio station being shut down and the morale across many of the US camps being at its all time low, US command has ordered the hunting down and finale demies of Uncle Ho. This agent of enemy has been a thorn in the side of the US efforts in Vietnam since the very beginning of the conflict. Though his identity is not known, its believed he might be a French Mercenary with a very strong vendetta against the SASR operating alongside the US, though he’s also been possible linked to a US colonel who’s mind was lost in early operations before the war started.
A company of veterans has been assembled to hunt him down. But before that, they need to find his location. CIA operatives on the ground think they have a link to his whereabouts. Could this be the one.
Objective list will get added soon.

US tickets £75 prebook with a £35 part payment with the balance to be paid on the day when registering.
NVA/VC tickets £55 prebook with a £15 part payment with the balance to be paid on the day when registering.
£45 Saturday only day ticket with a £25 part payment with the balance to be paid on the day when registering.
Non-booked spaces subject to availability are £85
For booking please visit www.filmsim.co.uk
40 US weekend tickets
60 NVA/VC weekend tickets
10 single day per side.

Please note that Sunday is a shorter day and is a continuation of Saturday’s story and events. As the day will start with only a very short recap on the previous day’s story events, we do not sell tickets for Sunday only.

Hi all and welcome to another Namtastic Filmsim airsoft adventure. As with all Filmsim events, there is a theme that we play out with role play and a setting to make it feel like you’re in a movie. This will be no different. Each events missions will follow on from the last and no matter who won the battle historically, we look at these events as something that might of happened even though in the end the victors will be the victors.

GI Battlefield Europa Weekender – August 2022

Battlefield Europa – Operation Dark Sphere
Westwood Equestrian Centre
Gunman Herts
August 27-28
The Faction Objectives and mission briefs will be released the week before the event.
IMPORTANT!!! Team recognition is acheived by displaying your faction’s colours prominently on your loadout at all times. This can be in the form of head or neck wear, armbands, t-shirts or other obvious highlights to your kit.
Be proud to represent your faction by displaying your colours! Do not soil your look with strong colours from a different faction.

Battlefield Europa

Operation Dark Sphere.

After 2 months of fierce fighting in the Ardennes Sector, the last few weeks have been quiet.         The Blue Hammers have now established a Fixed HQ and control the Fuel depot with a number of hard points defending it.         Mean while the Red Drakes and The Dark Faction (Purple) have not been idol. Both have been digging tunnel systems and have several entrance way Hatches to use.         These work the same as field packs for reload and regen. However enemy engineers can destroy them with a grenade. If the hatch is open, its live, closed, its shut.

After the success of the Mercenary unit, more mobile mercs have shown an interest and have started to offer their help for fuel.

Also, with the war raging on, the local populous are suffering and need constant supplies of aid.         All three factions are trying to help via a chit system. There are three aid stations where chits can be dropped off and used for food and supplies by the three settlements. All three teams have the chance to try and win the support of these settlements by supplying the most chits in the deposit boxes.

Finally, with the success of the Recon elements via Quads, each faction will get a quad again to use in the field. See rules as to how they can be used.

This will be an epic weekend of crazy august bank holiday pew pew. Roll on Operation Dark Sphere.

County Wars 3 : Moonshine – Wild West Airsoft

County Wars 2

Filmsim Events proudly present ‘County Wars 3’…

A Flying Lead inspired game.

£75 prebook with a £35 part payment with the balance to be paid on arrival

£45 Saturday only day ticket with a £25 part payment with the balance to be paid on arrival.

Non-booked spaces subject to availability are £85

15 Cowboys
15 Lawdogs
15 Mixicans

Event story. to be continued from pt1

So what’s County Wars all about then?

County wars is a non stop weekend or rootin, tootin airsoft set in the wild west.  We have chosen our game to be place around 1884 and will be set in different counties each game.  All players will be part of a gang or posse and have a camp or hide out somewhere on site.  The game is all about making money for the Boss, then pissing it up the saloon wall with whiskey and gambling in the evening.  The Boss is the chosen head of the gang.

The games won’t be historically accurate all the time but will feature historical things from funs.  Costume needs to be of a good standard and only Airsoft Guns and larp weapons are ok to use.

 

NO BLANKS unless worn for show and unloaded.  We can help out with clothing and have some revolvers we can lend out for £25 for the weekend.

 

Weapons allowed

Revolvers in keeping with wild west

Lever action rifles

Single or side by side Shotguns.

Single shot, period looking bolt actions (meaning you can only load them with one round at a time)

Period looking larp weapons.

HARD RULES for combat.

All Dudes start with 1 bandage/ 2 hits, Its consider all first hits ‘Just winged ya’ and a bandage is enough. On the second hit the dude needs to be seen by a Doc (red Bandage put on) or taken back to the ‘camp/HQ’ for a card draw to see if they’re gonna die/KIA from their wounds. Any player can heal the first hit by tying the injured player’s bandage to their arm. For in game reasons some players may get more bandages to use before a bead draw is needed.

  • When shot the player calls out ‘I’M HIT’ and must fall to the ground. If they call for ‘HELP’ They must not be targeted and have surrendered out of the fight until healed (bandaged). Please try to re-act to location hits for effect.• A shot player shouldn’t be targeted UNLESS they have called ‘I AINT DONE YET’ or try to crawl to safety. If shot whilst crawling you must call it, slump and stay on the ground for 10 seconds, then move off calling KIA. There is no limit to how far you can crawl however; you will bleed out in 5mins!

If they call out ‘I AINT DONE YET’ they may fire whilst prone or propped up next to a tree. If shot again, they will need a card draw and considered out of the game.  You cant call this if its your last hit!

• Any dude can return to the camp or visit a Doc to be fully restored to full hits (all bandages taken off) but that will be at a cost.

• Dead players cannot give in game information to other players.

• If things are a bit you may take an immediate KIA! Just put your hand in the air and call ‘DEAD MAN WALKING’ and go get a card draw.

Getting back in the action

• If a dude can get to you they must tie one of your bandages to you wrist to make you live again.  Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety! (Docs have their own rule)

• All bandaging must be stationery and if either player is hit during the Medic or during the move, both must take another wound.

• A hit is anywhere on the body or the gun and ricochet must also be taken.

Explosive Pyro Affects – wounds ya!
• Small structures 5m x5m Whole building is cleared – inside only
• Large buildings – 5m hard cover has affect including floor to floor stair wells and corridors.
• 5m away – hard cover has affect – outside only

All wounded players have five minutes for a fellow dude to get to them before they bleed out and need a card draw or can crawl!
CREW MAY STILL RETURN FIRE AFTER BEING SHOT UNTIL DEAD!

THE TOWN

This is the hub of of ‘County Wars’ and is where the game breaths from.  Here you will find eatin and drinkin houses, offices, the bank and many more in game plot threads such as the wanted board.  The Town cannot be attacked and is classed as a safe zone.  Unless ‘THE TOWN IS IN DANGER’ All guns must be left outside camp in the shack whilst the camp is ‘AT PEACE’!!

 

THE CAMPS/HIDEOUTS

Camps/Hideouts are the base of operations for each Gang.  These can be attacked and robbed.  These are places where you can get returned to the game if shot out or simply plan your next action.  All in game loot other than cash MUST be stashed until the end of the game.  Then they can be returned.

 

DYING

If your reduced to zero hits and would die, you get a chance to pull a card from the deck at the bank.  Red your dead, Black your back.  Back still means you need to role play being shot the hell out of or stabbed, but you don’t loose everything and need to take it easy for the rest of the event.

 

If you DIE the bank secures all your wealth and you need to start again with a new dude.

Starting Load outs

To keep thing fair and fun, each player starts with a ‘loud out’. These loadouts can be added to as the game progresses but are ridged when a player begins.  You can buy Permits from the bank or travelling salesmen (CREW).  You simply cant carry any more then you have permits for.

1. Gang member – New recruit
Starts with 1 Pistol permits.
Start with $20

2. Sharp Shooter –Rancher
Starts with a Rifle permit.
Starts with $5

3. Lawman – Badge wearer/ Government officials.
Starts with a rifle or a pistol permit.
Starts with $20

4. Doc
Doc can carry red bandages on them in their medic bad; these bandages represent 1 healed wound. To heal a wound the medic takes off the white bandage of an injured Dude and hands it back to them, then replaces it with 1 of the red ones. Only a visit the Sutlers Store can replen

By all means charge for your healin!
Starts with $20 and three red bandages.  ONLY DOCS CAN TAKE BANDAGES OFF.

5. Miners – Must have 1 miner to take ore out of the ground.
Starts with a Permit to use Dynamite
Starts with a Permit for a Spade/Pick Axe (Larp)
Starts with $10

Dynamite
1 stick of Dynamite will injure (cause 1 wound) anyone within 5m of it. Mk5s only and they need to look like Dynamite!
For blowing stuff up a value will be allocated to how much Dynamite is needed, only a Miner can assess this ability.

Weapon Permits – you cannot carry a weapon unless you have a permit for it! RULE!! But can use one momentarily if in a fight (picked up melee weapon ONLY). See the Banker for permits.
Weapon Permits costs
Pistol – $30
Rifle – $50
Shotgun – $30
Melee – Knife/Tommahawk FREE up to 12inches
Melee – up to 2ft – £15
Melee – up to 3ft – £20
Melee – over 3ft – £25

 

Larp weapons must look period, will be checked for safety and MUST NOT target the head! When hit with a larp weapon it is the same as being hit with a bullet and the dude ‘spang’d with a spade’ falls to the ground calling for help or will need help back to the camp.

How do you make Cash!!
All dudes start with some money and can use it for personnel gain or invest it with other dudes.  The winning posse is the one with the most cash at the end of the game.

 

The Bank
Cash is made through doing Jobs, working strikes, trade, deeds, robbing and of course gambling. All of these will be made available in the game for the taking. When you’re ready to cash up, the bank is always safe. The bank can’t be robbed as it’s a game mechanic, but that don’t mean other banks are safe from the clutches of Law Breakers.  The bank has ledgers that can be used to OPEN accounts, this makes moving large sums of money a lot easier and also means we can keep an eye on the money in the game.

Upkeep.
All players have upkeep to meet every event (cost of living) Which is only $25 but if they spend all their money and can’t pay it at the end of the event they will be run out of town.

Strikes
Strike or CPs are fixed locations that if a posse of 4 dudes, one being a minor, sits on the claim for 30 minutes, they can take a bag of ore to trade in at the bank. Red, ya got nothing, Black you get 10x the card value you pulled – 50% to the bank.

 

Panning – Cost 50% of what you make.  All done on a cards draw.

Like mining you must spend an30 minutes before returning to the bank and then make a card draw to see if you got anything. Red, ya got nothing, Black you get 10x the card value you pulled – 50% to the bank.

Gambling
All Gambling must be done with in-game money, be it cards, dice or casino.

Players working together.
Groups will naturally form from mates and like-minded dudes, however everyone needs a slice and no one works for nothing. Posse’s can be made and broken but don’t make a habit of it of you’ll find no one will work with you.

Real world stuff.
There may be themed saloons and kitchens being run off the backs of those doing it so please make sure you support them as much as poss. The food will be out of this world and booze will be served in keeping…yeeehaw. Real world money will be needed for this in the manor of honesty jars…DON’T TAKE THE PISS!!

All pistols must be holstered and rifles put in a safe place outside of shooting times.
No heavy drinking and no drinking alcohol during shooting time and anyone out of order or out of hand will go home and not be allowed back so be sensible guys ;(
All Airsoft guns must be unloaded and put away during the social nights. I for one will replace my Airsoft pistol with an unloaded blank firing revolver.

AMMO LIMITS
Every man starts the game with 20 shots – Bullets/shells for shotgun etc…

Ammo restrictions. REAL STEEL! Means if your gun would only hold 6rnds then that’s all they can hold. NO speed loaders push the rounds in by thumb only.

 

No Guns can fire over 350fps.

Most importantly, have a bloody good time!!!

Okto Eight Milsim – Operation Scimitar 3

Operation Scimitar 3

Please note – this is a MilSim, NOT a skirmish. Please do not book a place unless you are able to comply with the uniform, weapon and ammo limits, as well as understand and accept that you may spend long periods without shooting anything.

PRICE £85
In all cases, team places must be reserved with a £45- non-refundable deposit – no walk on available.
A unique email address must be submitted for each player as tickets and further information will be sent direct to each player.
Players must be 18 years of age or over – we may ask for proof.
Children aged 16 and over are allowed to play providing they are accompanied by a playing parent or legal guardian.

Story:

We revisit Tizzit 12 months after the tribal war between Tizzit and its Libyan warlord neighbour, Almukhtar, came to a close. You may recall that Almukhtar won a great victory over the Tizzit people, capturing their lucrative oil fields and breaking the heart of its ruler, by killing his only marriageable daughter.
Almukhtar has since grown wealthier selling Tizzit oil, whilst the Tizzits live a dust-bowl life, growing dates and making use of their plentiful water supplies for their plantations. It doesn’t generate the profits of oil extraction but it’s a living for the Tizzit people!
NATO still keeps a small contingent of soldiers out at the airport, but being stationed in Tizzit is considered a poor posting and most soldiers can’t wait to do their time and move on. Tizzit is a fly-blown backwater where not much has happened since the war last year.
However, it has been one of the driest winters in history in that part of North Africa.
Almukhtar faces a revolt from his people over the lack of water. Every household has been rationed to just a few litres per day and the citizens of the region of Libya that he controls, are growing restless.
His Tizzit neighbours have a large lake network and dam which provides irrigation for their date plantations, but he cares little for that.
Almukhtar decides that if he could divert the Tizzit water, it would satisfy the people in his region and remove the threat of an uprising.
The wars in other parts of the world have seen him lose his Russian Warner mercenaries to other conflicts, so he has hired Phoenix PMC again as he has heard that they had to evacuate from North Dongya after its CEO, Mason Granger was shot by a sniper.
Furthermore, with world events, the NATO countries are greedily eyeing the Tizzit reserves once more, which are now controlled by Almukhtar.
Approached, he has also made it quite clear that he will not sell oil to them, lest it upsets his existing customers.
When Almukhtar starts to tamper with the Tizzit water supply and suddenly the Tizzits are in drought and stand to lose their only source of revenue, it becomes a humanitarian crisis.
The West decide to send a peacekeeping force to restore order and save the Tizzits in the water crisis. They can’t directly break the new ceasefire, or control the flow of oil, but what if a privately financed group of mercenaries arrived to fight with the Tizzits?
Operation Scimitar 3 will be another adrenaline-fuelled weekend of tactics, asymmetrical warfare and role-play and is to be the fourteenth game in this exciting Bad-To-The-Bone series.

Loadouts and Ruleset
_______________________

NATO JTF SPECIAL FORCES (CRUSADER)
==========================
Trousers or Tops in any camo except M81, DPM or DDPM. Note top or bottom, but not both.
If you wear camo tops, you can wear jeans or plain tactical or civilian trousers. If you wear camo trousers, you can wear plain tee-shirts, plain polo shirts or loud floral Hawaiian shirts.
Assault vests and chest rigs can be matching camo or solid green or tan – plate carriers ideal.
Boots to be tactical – no trainers.
Weapons can be eastern bloc or western, but think military or law enforcement
Headgear required – helmets, camo baseball caps or boonies only.
Note: try to avoid dark camo that could be mistaken for a plain colour at distance.
Phoenix PMC/Russian Freelance
=====================
Top and bottom in solid colours such as green/olive drab, grey, black or tan.
100% Russian Camo (nothing Russian resembling DPM or MTP)
Casual style – cargo or tactical trousers with fleece, T-shirt or soft-shell jacket – no jeans.
Boots to be tactical – no trainers.
Headgear – baseball caps only – must be plain.
Plate carriers, chest rigs or assault vests.
Weapons can be eastern bloc or western, but think military or law enforcement – no gold AK’s.
Tizzit Loyalist Army
=============
Top and Bottom in matching DPM, DDPM or M81 camouflage – load bearing equipment, plate carriers, assault vests and chest rigs can be matching camo or solid green or tan.
US and NATO weaponry such as M4 is ideal – AK47’s and derivatives also allowed
Headgear required – Berets, helmets, boonies, patrol caps or local headwear (no baseball caps).

RULES

A full ruleset will be sent to each player by e-mail once deposited but a simple overview with primary rules listed for game assessment is as follows:
Players must be 18 years of age or over – we may ask for proof.
Children aged 16 and over are allowed to play providing they are accompanied by a playing parent or legal guardian.
No Two Tone Weapons
Only Single Shot (semi-auto) should be used. Full auto is only allowed for real world LMG weapons. Weapons offering programmable bursts on a single trigger pull are allowed providing they fire no more than three BBs per trigger pull.
All weapons must fire within our standard limits (based on 0.2g ammo) which are:
<350 fps – All guns including hand carried support weapons
<370 fps – Fixed/mounted/deployed MGs
<420 fps – Single shot DMR (real world, not an M4 with a scope)
<500 fps – single shot Bolt Action (Electric should have a mosfet delay fitted)
Engagement range for qualified weapons over 350 fps is 30m.
Players are allowed to carry a maximum of 600 rounds loaded in magazines (low-caps and/or mid-caps only – no high-caps allowed) or a maximum of 1000 rounds loaded in a box magazine for an AEG support weapon. Box Magazines are only allowed if they are used on Support Weapons such as Minimi/M249/GPMG/M60 etc.
No more than 60 rounds should be loaded in each rifle magazine.
Players may carry up to 3 Pistol magazines on their person.
Pyro’s must not be thrown at a live target and players shouldn’t touch any pyro not owned by them.
ANY heavy cased pyro’s must be under arm rolled or dropped ONLY!
BB Claymore and powder mines must not be set up to hit above 3ft from the ground.
No homemade Pyro’s are allowed.
Mark 5 Thunderflash or Reusable grenades using 9mm blanks only.
Electrically activated maroons are allowed, when detonated by radio or pressure plates. Trip wires are not allowed. Pyro should be no larger than Mk3 for this. Areas where they are activated should be clearly marked by minefield cautions or “Danger” tape on stakes surrounding the area.
All players are allowed a single personal bandage which they should bring with them.
KILL RAGS will be supplied and used.
Use of radios is encouraged and radio nets will be maintained by the organiser.
Players wishing to participate should bring a personal BaoFeng radio or similar.
YOU MUST BRING YOUR OWN BANDAGE (we will still supply a kill rag if you don’t have one from previous games).

Vietnam – Operation Boogaloo

Nam airsoft
FilmSim Events in association with Gunman Airsoft proudly presents…
June NAM ‘ Operation Boogaloo’
11-12 June 2022
US tickets £75 prebook with a £35 part payment with the balance to be paid on the day when registering.
NVA/VC tickets £55 prebook with a £15 part payment with the balance to be paid on the day when registering.
£45 Saturday only day ticket with a £25 part payment with the balance to be paid on the day when registering.
Non-booked spaces subject to availability are £85
40 US weekend tickets
15 Diggers weekend tickets
50 NVA/VC weekend tickets
10 single day per side.
Location: Gunman Eversley ALPHA
Event story.
Location. South of the DMZ
Camp Trent, Military Radio and communications Assets. Also the broadcasting location of the prestigious US ‘Bang Bang’ Radio Vietnam station.
(Fictional)
The early hours of 12th June 1969. Uncle Ho has decided its time for the propaganda machine and the morale boosting station to stop broadcasting. Element of VC are already imbedded inside the civilian population in the Small town of Tang yu, just east of the US military compound of Camp Trent. There are three main Radio mats dotted around the nearby country side which if knocked out will help to stop the broadcasting, however, the main mast is in the actual compound which will be a lot harder to knock out.
The US security is very switched on and a number of Australian Units are operating out of Camp Trent. The objective is clear….The US must keep the music playing, The PAVN must silence it.
As with all Namtastic events, there will be a list of main objectives for both sides as well as a number of secondary missions.
Game on……’Operation Boogaloo’

Okto Eight Milsim – Operation Vanquish 3

Operation Vanquish 3

Please note – this is a MilSim, NOT a skirmish. Please do not book a place unless you are able to comply with the uniform, weapon and ammo limits, as well as understand and accept that you may spend long periods without shooting anything.

PRICE £85
In all cases, team places must be reserved with a £45- non-refundable deposit – no walk on available.
A unique email address must be submitted for each player as tickets and further information will be sent direct to each player.
Players must be 18 years of age or over – we may ask for proof.
Children aged 16 and over are allowed to play providing they are accompanied by a playing parent or legal guardian.

Story:

Mason Granger likes North Dongya!!!
He has finally found a country to retire to, that ticks all his boxes and reminds him of his childhood, growing up in Washington state. Wide open spaces, vast expanses of forest, hot summers and cold winters. Furthermore, it has bonuses. Widespread corruption, easy money, and extreme violence.
Its dictator, Supreme Leader Sun Moon Li has given Mason and his merry band of mercenaries a long-term contract in North Dongya, working for him.
After an assassination attempt on the Supreme Leader by NATO infiltrators, Granger and his men managed to secure him a heart transplant, saving his life.
You may recall that the Supreme Leader claims to have Masons’ long-lost brother, Wes, under lock and key after a cyborg-type upgrade and says only he knows his location.
Mason has heard a rumour that Wes is being housed in the feared Zing-Zing prison. This is the main North Dongyan high security prison where all subversives and enemies of the state are kept. Many prisoners are completely innocent, but have upset the Supreme Leader in some way or pose a security risk.
Mason Granger decides to find out for himself and leads his gang of “killers for hire” to the prison.
The only problem is that the natives have grown restless and a sinister and ultra-secretive revolutionary movement known as “Dragon” has risen within the North Dongyan Army. They resent the sudden fame of the mercenaries and their film star wages and are starting to doubt that the Supreme Leader is always right and that ‘red’ is the only true colour in the spectrum, as they were taught at school. In the last game, they rose against the Supreme Leader, ably assisted by a team of NATO special forces. The Dragons disabled the Lithium production plant and are winning favour amongst the people in the villages, creating civil unrest.
Mason is not the only person who has heard that Wes might be in Zing-Zing.
The Dragons also have their ears to the ground and the last thing they need is two Grangers in their country! They also mobilise towards Zing-Zing and anticipate a dust off with Phoenix and the prison guards.
However, Zing-Zing is a “pandoras box” of a prison and once the lid is lifted, nobody has any real idea what they might find lurking underneath…nothing is as simple as it seems.
Operation Vanquish 3 is the third part in the multi-episode mini-series and will be another adrenaline-fuelled weekend of tactics, asymmetrical warfare and role-play and is to be the thirteenth game in this exciting Bad-To-The-Bone series.
If you are a fan of Vietnam or Cold War games, this could be for you, too. The Dongyan Army is large as it comprises of conscripts and if you want to eat, you join up in North Dongya, but they have some dated uniforms and weaponry that you may recognise.

Loadouts and Ruleset
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NATO JTF SPECIAL FORCES Team
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MTP
Multicam (arid, alpine and black not acceptable)
Tropic Multicam
Flecktarn
Concamo
AOR1
Top and Bottom in matching camouflage – assault vests and chest rigs can be matching camo or solid green or tan – plate carriers ideal.
US and NATO SF weaponry such as M4, HK416/7, SCAR is ideal.
Headgear required – helmets, camo baseball caps or boonies only.

Phoenix PMC/Russian Freelance
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Top and bottom in solid colours such as green/olive drab, grey, black or tan.
100% Russian Camo (nothing Russian resembling DPM or MTP)
Casual style – cargo or tactical trousers with fleece, T-shirt or soft-shell jacket – no jeans.
Boots to be tactical – no trainers.
Headgear – baseball caps only – must be plain.
Plate carriers, chest rigs or assault vests.
Weapons can be eastern bloc or western, but think military or law enforcement – no gold AK’s.

North Dongyan Dragons (NDD)
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Top and Bottom in matching DPM or M81 camouflage – load bearing equipment, assault vests and chest rigs can be matching camo or solid green or tan – plate carriers are now allowed in this game.

Old style weaponry like M16, SVD, AK47’s, SLR, WW2 rifles can still be used, but we can also accept modern US and NATO SF weaponry in this game.

Headgear required – strictly old-style helmets like M88 or M1, patrol caps or fur Ushanka.

RULES

A full ruleset will be sent to each player by e-mail once deposited but a simple overview with primary rules listed for game assessment is as follows:
Players must be 18 years of age or over – we may ask for proof.
Children aged 16 and over are allowed to play providing they are accompanied by a playing parent or legal guardian.
No Two Tone Weapons
Only Single Shot (semi-auto) should be used. Full auto is only allowed for real world LMG weapons. Weapons offering programmable bursts on a single trigger pull are allowed providing they fire no more than three BBs per trigger pull.
All weapons must fire within our standard limits (based on 0.2g ammo) which are:
<350 fps – All guns including hand carried support weapons
<370 fps – Fixed/mounted/deployed MGs
<420 fps – Single shot DMR (real world, not an M4 with a scope)
<500 fps – single shot Bolt Action (Electric should have a mosfet delay fitted)
Engagement range for qualified weapons over 350 fps is 30m.
Players are allowed to carry a maximum of 600 rounds loaded in magazines (low-caps and/or mid-caps only – no high-caps allowed) or a maximum of 1000 rounds loaded in a box magazine for an AEG support weapon. Box Magazines are only allowed if they are used on Support Weapons such as Minimi/M249/GPMG/M60 etc.
No more than 60 rounds should be loaded in each rifle magazine.
Players may carry up to 3 Pistol magazines on their person.
Pyro’s must not be thrown at a live target and players shouldn’t touch any pyro not owned by them.
ANY heavy cased pyro’s must be under arm rolled or dropped ONLY!
BB Claymore and powder mines must not be set up to hit above 3ft from the ground.
No homemade Pyro’s are allowed.
Mark 5 Thunderflash or Reusable grenades using 9mm blanks only.
Electrically activated maroons are allowed, when detonated by radio or pressure plates. Trip wires are not allowed. Pyro should be no larger than Mk3 for this. Areas where they are activated should be clearly marked by minefield cautions or “Danger” tape on stakes surrounding the area.
All players are allowed a single personal bandage which they should bring with them.
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KILL RAGS will be supplied and used.
Use of radios is encouraged and radio nets will be maintained by the organiser. Players wishing to participate should bring a personal BaoFeng radio or similar.
YOU MUST BRING YOUR OWN BANDAGE (we will still supply a kill rag if you don’t have one from previous games).

D-Day: Battle for Arnhem Day 3

D-Day: Battle for Arnhem Day3
Filmsim Events proudly presents…
D-Day – Battle for Arnhem Day3
£65 pre book, with a £25 deposit to be paid. £85 on the gate.
GMA Alpha, Hampshire
Tuesday 19th September 1944 Day 3.
The Battle for Arnhem Bridge and its town is well under way, but due to poor allied communications and misleading intelligence the operation is still uncertain. The only positive for the allied effort is that the German command is still unsure of what enemy forces are where and reports that Nijmegen is also under attack by US airborne troops has lead to a large number of units including the 10th SS division to be pulled away from Arnhem.
For the 156th and 10th Para’s, the high ground north of the Oosterbeek railway line is their objective. Unknown to them a Kampfgruppe has been task with the defense of the high ground as it has potential for a flack battery as well as being a good observational position. Also, south of the Train Line Polish troops are being dropped and scattered all over. One glider has found itself off course and has landed behind the German defense line far North from the allied lines.

The morning has started badly for the allies and isn’t getting any better. DZ’V’ is also in the hands of the German and due to broken communications, the RAF haven’t been advised. If the DZ isn’t in partial control by the afternoon, this vital supply drop will fall straight into German hands. Only guts, team work and cunning will help see an allied result by the end of the day.
Welcome to the unwinnable battle. (Objectives will get posted closer to the time)
This is a full battle weekend, with CPs in the field, objectives for both sides to complete and only a small part of the big picture. History has told us who wins and how they did it, hence these battles don’t represent the big picture, but take us down to ground and focus on how them men in this part of the battle faired. It means we can have un-historical wins without re-writing history.
This is a full on camping event with a social on the Friday and Saturday night.
Event times.
Arrival from 3pm Friday.
Registration 8.00am 
There will be no stop action so you will have to eat in the field during the game.
Saturdays End ex will be around 4pm depending on light.
Sunday kick off at 9.00am and finish no later than1.00pm.
There will be full catering on site, Airsoft shop and battery charging if needed.