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DTSTART;VALUE=DATE:20261107
DTEND;VALUE=DATE:20261109
DTSTAMP:20260817T202709Z
CREATED:20260817T202709Z
LAST-MODIFIED:20260817T202709Z
UID:10000133-1794009600-1794182399@filmsim.co.uk
SUMMARY:WWII Ops Weekend - Operation Sting
DESCRIPTION:FilmSim and Gunman Airsoft is proud to present…\nWW2 Operations weekend\nOPERATION STING\nNovember 2-3 2026\nGunman airsoft Tuddenham\, Suffolk\n£75 weekend ticket £35 deposit\n\n30 German (mixed units)\n20 Allied (mixed UK/US forcers)\n10 free France\n\nThese tickets will be non refundable but you can sell them on via our FB ww2 group or other medias. They can also not be change from weekend to single day on the day.\n\nStory\nIts France June 1944. The war for Europe has begun and the fighting across Europe is a barrage of artillery\, mortars and machine gun fire. UK and US Airbourne units have met up outside Sainte-Mère-Église and a secret mission\, operation sting has been devised. Foot elements of both amies have also met up and key elements have been diverted to rendezvous with the airborne elements to support operation sting. This mission is to find the location of any German occupied airfields leading to the main one at Carpiquet Airfield outside Caen.\n\nGerman elements of the 30th flak regiment have had to relocate their equipment after the fall of Sainte-Mère-Église a few weeks prior\, using old and bombed out Luftwaffe airfields to operate from. In support are mixed elements of SS\, Luftwaffe ground crew and Wehrmacht soldiers. This band of German defiance has caused a lot of damaged to allied aircraft and needs to be stopped.\n\nOperations events come in three small operation style actions. All are narrative lead and after the first may see the direction change.\nWe use a historical background as the back drop but un like a scripted style allow the players to steer the potential outcome.\nIf in history\, one side had won that battle but at the event the other prevailed\, they just won in their section of the battle but the historical victory remains.\nWith fictional operations\, like black ops\, history can be fickle so we have a creative license.\n\nFREE loan KIT\, see below.\nEvent Info.\nWe will provide all the radio packs for the units and map cases for organising troops.\n\nArrival and Event times.\nFriday\, gates open at 2pm so come and set up your camps.\nSaturday game brief at 9.30am\nSat Endex will be around 1pm.\nPlease make sure you bring everything you need to be comfortable in the field\, including Water\, change of socks\, camping equipment\, food and beers.\nToilets provided.\n\nThese event tickets are non refundable but can be sold on to other waiting players.\n\nFREE UNIFORMS if needed.\n\nCan everyone try to run bolt action rifles rather than AEG death. We will have around 20 spring bolt-action rifles £10 each for the weekend if needed.\n\nWELCOME…\n\nHi all and welcome to the next incredible and awesome WW2 scenario.\nIf this is your first WW2 game\, welcome to the FilmSim experience. FilmSim is all about the story and how people react to situations in game. Its very role-play and the action (using airsoft) is normally fast and furious. We will be using the full FilmSim rules and 300 rounds loaded in mags.\nTo all the regular players\, huge thanks for your continued support of these games\, it’s been a few years since we have the right site come up for the right game.\n\nFILMSIM rules WW2\nThe focus as always is pushing more of a role-play element in the battles; guys making an effort to scream out when shot and play dead for a while whilst troops move over their corpses will add to everyone’s emersion.\nAlso playing in the spirit of the game is the order of the day\, guys that play with an Airsoft skirmish attitude will be asked to leave as it will be ruining the effort made by the rest of the field. Don’t play for the win\, play for the experience and remember\, everything you do is part of everyone else’s experience.\nStandard Game Rules FILMSIM\n• When shot\, a loud call of ‘HIT’ or ‘Agrrr’ should be made and the player is considered out of game.\n• When hit the player must place a ‘HAND’ in the air to show they are no longer live. Please try to re-act to locational hits for effect.\n• Immediately fall to the ground and call ‘Medic’ if Allied or ‘Sani’ if Axis. If no one gets to you or all your bandages have been used you are dead.\n• A shot player shouldn’t be targeted and cannot return fire until healed\, UNLESS they 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!\n• Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety! (Medics have their own rule)\n• Any soldier can return to their HQ or a controlled CP and be fully restored to full hits (all bandages taken off)\n• Dead players ‘DO NOT TALK’. Exception to use the call ‘DEAD MAN WALKING’\n• If things are a bit hairy or you’re on your own in the middle of nowhere you make take an immediate KIA! Just put your hand in the air and call ‘DEAD MAN WALKING’ Otherwise you must stay on the ground for at least 2mins. There is NO limit to how long you stay dead in the field however.\nGetting back in the action\n• If a live team mate can get to you they must tie one of your bandages to you wrist to make you live again. To move a wounded player\, place your hand on their shoulder.\n• All bandaging must be stationery and if either player is hit during the Medic or during the move\, both must take a KIA and head back to a CP or HQ!\n• A hit is anywhere on the body or the gun and ricochet must also be taken\, if you think you’ve been hit\, take it as your back in the game almost immediately.\nBB Mines\nIf you set one off and are hit by the bbs it a ‘HIT’ (wound)\nExplosive Pyro Affects\n• Small structures 5m x5m Whole building is cleared – inside only\n• Large buildings – 5m hard cover has affect including floor to floor stair wells and corridors.\n• 5m away – hard cover has affect – outside only\nIf hit by a pyro you are HIT\nINCENDIARY GRENADES (RED SMOKE)\n• Outside only – 5m radius area denial. If an incendiary grenade goes off within 5m of you\, it’s time to run away before you burn to death. Don’t worry where the smoke blows\, you just need to stay out of a 5m circle around the pyro until it has finished smoking.\n\nArtillery strikes\, 10m away\, cover has no affect.\nRestrictions.\nNO reloading in the field (must be a CP or HQ) unless it’s by hand (no thumb loader) or at a live ammo crate.You get 1 bandage in the field and a second if you wear a steel helmet.\n\nStanding Orders\nNo man goes to war alone! If you find yourself alone or your squad dwindles to only 2 men\, you can’t advance on a position or complete any tasks\, you should go to ground and wait until re-enforcements arrive or fall back to your Squad flag or your HQ.\nYou can only leave a CP (after regen) if you have at least 2 live team mates to push off with so a squad of 3! (Hopefully they will be your squad members that have returned for you.) The only exception will be Snipers.\nOfficers can move around friendly positions on their own (at their own risk) but are still bound by the restrictions of the standing orders.\nOne of the best pieces of equipment you can carry in the field is a small notebook and pencil\, so the game rules can be cut and pasted in and any addition tasks\, maps etc be carried into the field. It’s only a suggestion but could also be used as a diary of your battles over the years.\nRules for load outs and Class\nEach style of soldier has its own load out; the load outs are defined below. If you are not ranked or have not taken a special role you will be considered a soldier in the field!\nLoad outs\n1. Combat Soldier – Load outCan use a Sub-machine gun/assault rifle 350fpsSingle shot ONLY rifle 370fpsCan carry 300rdsCan carry 4 grenades\n\n2. sharp shooter– Load outCan use a single shot bolt-action rifle up to 400fps with a .2 bbCan carry 150rdsCan carry 2 grenades\n\n3. Support – Load outCan use a mobile support weapon firing at 350 fps (can be shot from the hip)Can use a static MG firing at 370fps (must be deployed)Can carry 2000rds loaded in mags but can carry bags of 500rnds to reload from when empty.\n\n4. SniperCan use a bolt action rifle at 500fps and can move alone.If killed\, must return to HQ (no regen in the field100rnds\n\nHIGH CAP MAGS – non MG/support\neveryone is asked to make sure they only run mid caps if possible; however some rifles aren’t released with the option. If so you must bag up 300rnds and will be restricted to SINGLE SHOT ONLY!.If you’re found poring ammo into your magazine in the field or using full auto\, you are cheating!!\n\nSpecial rolls\n1. Lieutenant – In command of up to 15 men – ClassThe Officer has access to a radio pack and is responsible for issuing commands in the field.Can deploy a Squad cp. See squad CPs.\n\n2. Medic – Class (1 per unit of 8men)Medics cannot open fire whilst applying a bandage!Moving wounded – Medics only need one hand to move a wounded soldier to safety.Medics can carry up to 12 red bandages into the field; these bandages represent 1 healed wound. To heal a wound the medic takes off the white bandage of an injured soldier and hands it back to them\, then replaces it with 1 of the red ones. Only a visit to an HQ can replenish red bandages lost but you can take them off dead men at a CPs. Only 1 red bandage can be applied to a soldier.\n\n3. Engineer – Class (1 per unit of 8 men)Can set charges and defuse bombs. – will need a tool kitCan use a Bazooka to take out enemy vehicles and can repair damaged vehicles in the field which takes 5 Minutes per hit taken on the vehicle and the vehicle must be fully repaired to become active again.\n\nVehicles at GUNMAN\nOnly a person that has held a full drivers license for 5 years may drive Vehicles in the game. All vehicles will be self marshaled by the driver. All 4-wheeled+ vehicles are considered armored and will be awarded a certain amount of hits. Only strikes on the wheels or marked targets on the vehicles with Anti Tank (AT) weapons will count as a hit.If the driver is hit\, they are hit and must stop driving until bandaged or return from regen.\nTypes of vehicle.\nTransport – vehicles used to transport troops can only fire from a fixed MG\, not soldiers being transported and they must not be targeted or return fire unless deployed (got out of the vehicle and 2m away) Unless vehicle is switched off and being used as cover and have an armor of 2.\nLight vehicles – Scout vehicles and bikes have NO armor and can be grenade x2 or anti vehicle x1.\nMedium Vehicles – Armored cars and light tanks have armor of 3.\nHeavy vehicles – large armored vehicles have an armor of 4.\n\nMines – Anti Tank (AT) and Anti Personnel (AP).\nAT MinesIf pyro\, the pro must be set up underneath the mine and easy to set off (Mk5 ONLY). A mine detector will negate any effect of a mine if held of the mine for 20 seconds and then an engineer must take a further 20 seconds to move it. If this is not done and the mine goes off\, all with the 5m is KIA. Any vehicle that drives over\, sets off or is within 5m of a mine is destroyed. The vehicle must remain in place with an orange smoke deployed. After the orange smoke is finished the vehicle can return to HQ for regen. AT mines can only be set up on roads or open fields.\n\nAP MinesAnyone caught within 5m of an AP mine is KIA. Please stay on the floor until after any action takes place or when you’re ready to get up. AP mines will come in many flavors and have to be dealt with be an engineer. After 20 seconds the engineer can defuse the mine with no affect (if it goes off\, they can ignore the affect) ONLY BFG 9mm blank and bb mines count as AP mines.\nAnti Tank (AT) weapons.\nBB firing moscart AT weapons do 1damage (you know you’ve been hit because your vehicle will be covered in 100s of BBs).\n\nNERF/foam missile does 2 damage.\n\nPryo AT weapons do 3 damage but must be self ref’d by the driver (if you see an AT gun firing at you\, consider yourself hit)\n\nOrange smoke is ONLY deployed to show a vehicle has been take out! Do not use it otherwise. Destroyed vehicles cannot be repaired and must return to HQ for 30 mins after the orange smoke has run out or can be abandoned in the field.\n\nTHERE IS NO CAPTURING ENEMY VEHICALS!!!\n\nCommand Points ‘CP’\nFixed CP (FCP)Fixed CPs are usable by both sides of a battle and can be captured by either side.During an assault on a CP all re-spawns and the re-load of Magazines are frozen until the attack is over. An attack will finish when all the soldiers on one side are killed or the attack looses it momentum and is no longer pushing forward onto the CP.Too take control of a CP\, 5 live men must hold it for 60 seconds without taking fire to change its allegiance.\n\nSquad CP (SCP)These CPs aren’t fixed but can be deployed by LTs in the field. They represent the squads extra ammo and medical supplies and act as a fixed CP except they can only be used by the side that controls them. If an enemy comes across a SCP they can destroys the equipment and remove the if from the game. To get the SCP back\, the flag must be taken back to the HQ (supplies regained) so the squad can use it again.The SCP must be tied up and visible for it to be active and if found and destroyed\, simply untied and dropped on the floor. DONT HIDE THEM!!! Only an LT can deploy a SCP but anyone from the squad can take it down (gather the equipment) for re-deployment.\n\nMobile CP (MCP) or Supply Vehicle.MCPs are vehicles that have been assigned the role of a CP and will have a flag flying from them. They have all the rules of a FCP and must be stationary for them to be used. It takes 5 mins to set one up and it be useable. They have armor of 1 and if captured (like a FCP) must return to the HQ for 30 mins before a new supply vehicle can be issued.\n\nThe HQ in all cases is ‘OUT OF THE ACTION’ and cannot be attacked unless by order from your command (top brass)\n\nSupplies in the field – optional\nSome events will employ the supplies in the field rule. This can only be done if a ‘LIVE’ ammo crate reaches the troops on the line. Once opened the troops must be within 2 meters of the ammo crate to reload. Example: a soldier has used 250 rds and can reload back up to 300rds! Command may also set up ammo dumps in the field to make it easier for the troops to get hold of their ammo. Vehicles can carry supply crates but they must be deployed on the ground to be used.\n\nCapturing hidden supplies.\nIf you find an enemy crate in the field and its ‘Live’ you may use it to re-supply your troops but can’t move it from its location.\n\nUniforms restrictionsWe ask all participants to make as much effort as possible on these battle weekends (no modern kit!) All uniforms must be period in look\, we can provide clothing (Free rental) if you have; webbing must be canvas and leather only.\n\nMost importantly\, have a bloody good time!!!
URL:https://filmsim.co.uk/event/wwii-operation-sting/
LOCATION:Gunman Airsoft Tuddenham – Suffolk\, Gunman Airsoft - Tuddenham\, Cavenham Road\, United Kingdom
CATEGORIES:WW2
ATTACH;FMTTYPE=image/jpeg:https://filmsim.co.uk/wp-content/uploads/2026/08/ww2-ops-tudds.jpg
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