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

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.

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
_______________________

NATO JTF SPECIAL FORCES Team
=====================

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
=====================

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)
====================

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.
.
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).

County Wars 2 : Springs of Montana – Wild West Airsoft

County Wars 2

Filmsim Events proudly present ‘County Wars 2’…

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.

 

etting.
Mining town of New Springs, Montana
THE STORY
Its 1884 and small wars rage all over the counties of the United States of America. Three main GANG factions stand out. The Lawdogs, a faction that has access to unique jobs and strives to keep the peace whilst breaking it. The Mexicans Bandits who lawless activities are now hidden under a cartel of businessmen and the Cowboys, made of hundreds of families across the whole country, these tough, rough warriors of the west are unlimited in their plans and scheme. There’s Trouble brewing and these three factions are about to show their hands…
The Lawdogs – Black neck chiefs – Start the game with unique jobs and are the only faction that can claim the alive reward on opposing factions wanted rewards and make arrests.
The Mexicans – Blue neck chiefs – These organised criminals have friends in low places. They can pull two cards and discard one when doing a card pull and get +1 token for a jail break.
The Cowboys – Red neck chiefs – Get two bandages but can’t have a Doc in their posse. They can still use the one in town or buy the services from another factions doc.
Hideouts.
The Lawdogs gang will work out from a fixed hideout location just outside the town. Any other gangs will work from mobile hideouts. These hideouts can be moved around the site. The posse takes their camp flag down, puts it in their stash box and must set it up at a new location. It MUST remain at its new location for at least 60 mins. Every location will have a clock to work from including hideouts.
Each Hide out will have a faction flag/marker, a clock, a robbable ‘stash box’ and a locked safe box. Only gang members can open and use anything in the locked safe box. But all in game items in the stash box can be robbed. The box itself can’t be moved by anyone other than gang members.
All gang members must return to their hideout if they pull a black card pull to ‘regen’. If the hideout is under attack. You can however help to defend it.
So, what’s County Wars all about then?
County wars is a nonstop 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 warn for show and unloaded. We can help out with clothing and have some revolvers we can lend out too.
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. These boxes can be raided.
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 $10
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. Mk4s 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 are needed if you have more than one weapon.
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 influence of the battlefield. This is achieved by buying influence chips from the bank or earning them from jobs and depositing them in ballet boxes set up at 3 to 5 key location. You make cash through jobs, robbing and gamberling.
RULES OF COUNTY WARS
Howdy Y’all. Welcome to County wars. A weekend of wild west battlefield style gaming with airsoft guns.
The idea of the game is to take control of the battlefield through public popularity. There are many ways to do this, cash, jobs and capturing locations to name a few. These (influence) poker chips are the taken to one of 3 to 5 ballet boxes set up at kry locations and deposited.
Capturing control locations and chips.
There will be key locations dotted all over the site. Each location will have a ballet box, a control post and a team flag. If you take control of this area (place you flag on the control post (if you don’t control it already) the location is taken, you can then put a colour poker chip of your team into the ballet box. At the end of the game, we will count up the chips to see who controls what. There are missions that also give you chips to put into ballet boxes to help boost you control and you can buy chips from the bank with in game cash.
The next one is job.
Jobs will include wanted posters (which will be a player) the wanted dude/s must survive for a fixed time and have a value. If the wanted dude survives, they can return to the bank and claim the reward for being ‘Falsely accused’!!. If captured and arrested or killed, the reward goes to the capturing side and again, is paid out by the bank.
Rob/Protect the payroll – the pay roll objectives becomes live at a fixed time no matter what else is going on. The lawdogs must try to escort it into town safely. If they succeed, they get paid. If robbed and then delivered by a different faction to the bank, they can claim the finders fee reward.
Mining and Claim jumping Mine strikes
To mine a strike you need a miner, you must defend the fixed mine strike location for 30 minutes. Clocks are set up at all the mine strikes and a box of gold bags will be there too. If successfully defended for 30 minutes, the miner can take 2 bags of gold. Once delivered to the bank, they receive payment for said bags of gold. If it’s a miner they will receive 20 x the pull of a card.
Claim jumping- Anyone however can try to claim jump a mine (not be a miner) the same rules apply however, after the 30 minutes, they can only take one bag of gold.
Anyone can hand in a bag of gold for 10 x the card pull.
Each player starts the game with a random posse card which if stolen, can be replenished for the posse locked box at their hideout. These cards can be looted from a downed players ‘loot pouch’. When enough Looted cards have been captured to make a 5-card stud hand, they can be taken to the bank and used to play against the banker. If you beat the banker, you receive $200
The Jail
If you get caught with more guns than the one you start the game with and don’t have a permit for these extra guns, the sheriff will arrest you and put you in the jail.
Also if you are wanted and get arrested by the lawdogs, they must escort to the jail too. To arrest someone, just put their bandage on them and say im arresting you. Once arrested the player puts their wrists together as if bound and must follow any simple instruction given until delivered to the jail.
You will keep all your guns on you as they would have been taken away however, no fast ones are allowed and you must play in the spirit of the game. If a friendly gang member can get to you and must pretend to cut your bonds. At that point you become free again. If killed by an enemy gang during the journey, that faction can try to claim the reward.
All players must remain in the jail for 20 minutes.
Jail break out.
Jail breakouts are allowed, and are very simple. If your gang members can take out the Jail guards, they can spring you from jail. If you can return to your hideout alive, you can take 2 chips from your gang lock box for the papers love a good breakout.
AND many more….
THE BANK
The way money works is simply, the bank will trade $ for in game items, permits or chips. The bank can be robbed. There will be a ‘Rob me’ box in the bank, if empty, someone has beaten you too it. However, other than for card pulls, the bank will close for 30 minutes. If the bag is returned, they is a $300 dollar reward but the stolen bag must be taken and put in the posse stash box at their camp for 30 minutes before it can be taken back in.
Buying chips of influence costs.
100 $ is 1 chip
200$ is 3 chips
300$ is 5 chips
The Saloon
Gambling is another way guys can try their luck and out play each other or try against the dealer in black jack. Games cant be rigged and if caught CHEATIN will be thrown out and forfeit the game. Not sayin don’t though The saloon cannot be robbed, and they can be no shootin in or out of it at any time.
However, when the main shootin game ends during the day, from 7pm on, the gambling house will be opened. Here in game cash is used to chance cards and make for cash for the following moring bank opening and chip buyin.
ABSALUTLY NO ALCHOLIC DRINKING DURING THE GAME!!!!!
Sheriff’s office.
Wanted posters and lawdog missions will be organised through the Sheriffs office. The Sheriff cannot die and always pulls a black card, however if ‘knocked out of the game’ must take 10 mins to regen.
Finally….REGEN
Regen is a simple process done after a card pull at the bank, if you pull a black card your back, you must immediately return to your hideout and cant get involved in any other part of the game. You can take your bandages off however until you have seen a doc. If you pull a red, your dead and hand over all your in game money and items to the bank/undertakers and start as a new dude.
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. for every member run out of town, the faction will lose 5 chips from their overall influence.
Player LOOT pouches.
Every player must have a loot pouch/pocket that all their stealable in game items must go. Cash and their posse card.
Other 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 STEAL! 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 Vanquish 2

Operation Vanquish 2

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.
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 offered Mason and his merry band of mercenaries a permanent position in North Dongya, working for him.
Dongyan scientists have pioneered a method of creating unlimited Lithium from seawater. With the growing demand for electric vehicles, there is a world shortage of the right grade of Lithium, so it could be very lucrative for North Dongya, who see a readymade export market through China and world domination of the Lithium market.
Mason has discovered that in a country that imprisons anybody who disagrees with the Supreme Leader, there is a plentiful supply of lucrative spare body parts and with the rich in the developed countries clamouring for new vital organs to prolong their miserable wretched lives, he can see a way of making a quick buck on the side.
There is just ‘one fly in the ointment’. The natives are growing restless and a sinister and ultra-secretive revolutionary movement known as “Dragon” has risen within the North Dongyan Army. Some within its ranks resent the sudden fame of the mercenaries and their film star wages. Some 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.
Rumours in the villages say that a team of NATO special forces are living up in the mountains and spreading information from ‘outside the wire’. Can they be believed? could they really offer salvation for the poor and enslaved of North Dongya?
Operation Vanquish 2 is the second 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 twelfth 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
_______________________

NATO JTF SPECIAL FORCES Team
=====================

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
=====================

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 Army (NDA)
====================

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 not allowed in this first game.

Old style weaponry like M16, SVD, AK47’s, SLR, WW2 rifles – Vietnam and Cold War weapons are ideal as the NDA have very old rifles obtained before sanctions were imposed.

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.
.
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 – Namtastic Operation Hawk

Operation Hawk
Location: Pang Hill,Tan Mon, DMZ
Date: Sept 1969
NORTH
The enemy is on the run. After defeats during the Tet Offensive, the invaders are resorting to any way for victory. Enemy sappers with help from Australian warriors have manged to divert waters and attempting to flood the vast and needed Rice fields of Tan Mon. We must gather strength and help stop this vital resource, otherwise the whole crop could be in jeopardy. However, the enemy knows this and the infamous 25th Infantry have been spotted crossing the DMZ and moving up the Pang Hill. The peasants of Tan Mon are not all our friends, so we must be cautious who we trust. The Civilians must be protected.
US and South ARVN
Operation Hawk is a panicle operation and will lead to the very controversial Operating Piper, that starts in a few days. We must take our elements into the DMZ where are specialists have diverted water and are trying to flood a vital food resource of the enemy. Our job is to set up sweeper teams and stop the NVA for trying to redivert the flooding gates, but keep the local population fed and watered with our aid supplies. We will be operating out of a temporary Camp known as ‘The Nest’.
Booking, Arrival and game times.
Please try to get your tickets before the game as the ON THE DAY price will be £10 extra to the normal ticket price.
You can arrive anytime from the Friday after 2pm to set up tents and ‘GET IN THE NAM’. Gates will close Friday night at 10pm.
Game registration will start at 8am Saturday with briefings at 9.30am.
Sat endex will be no later than 5pm Saturday.
Sunday will start at 9.30am briefing finishing no later than 1pm Sunday.
We have FREE loan kit and rifles for £25 a Day or £40 for the weekend.
PLEASE MAKE SURE YOU READ THE GAME RULES.

Advance ticket prices are £75 for the weekend or £45 for Saturday only, secured by a non-refundable security deposit with the balance to be paid on arrival by cash or card.

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.

Vietnam – Aircav

Vietnam June 2021

 

Advance ticket prices are £75 for the weekend or £45 for Saturday only, secured by a non-refundable security deposit with the balance to be paid on arrival by cash or card.

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.

May 17th 1969

Location. Dong Ap Bia, South Vietnam

Temporary LZ, Designated Camp Alpha, Sau Valley.

Its two days since the battle of ‘Hamburger Hill’ and the bodies still need to be evacuated. Lt Col Huneycut has had his victory over the PAVN 29th Infantry and his enemy has vanished into the countryside. Hunter platoons have been sent out for the last 36hours trying to locate and eliminate VC elements that are still lingering and causing problems for the MASH teams.

The one thing Huneycutt didn’t plan for was the sheer amount of wounded and dead that would need airlifting. In the end a MASH team was deployed at Alpha to try and save as many lives as possible. A unit of Australian SAS have linked up with the 1St infantry to help with the LZs security but its still not possible to get all the causalities lifted.

The Air Cav are at their limit and a new threat has appeared. Poi Ho, son of the notorious Uncle Ho has arrived in country with the Veteran 4th PAVN and the infamous 32nd regiment of Vietcong. They have brought with the RPGs and have started to target the Air Cavs Medical Choppers. The glorious but costly Victory in the Sau Valley teeters on a possible disaster if Major Smith cant establish safe LZs and get the wounded lifted.

Now the battle really begins…

 

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.