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).

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).

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).

Descent: Operation Collision – 24hr MilSim

Descent 24hr MilSim

Important! – This is a fully-immersive 24hr MilSim NOT A SKIRMISH! Uniforms and weapons are strictly controlled, there will be long periods with no shooting, and rules of engagement/orders are expected to be followed.

The Story:

The Russian attempt to breach the M25 and strike for London has ended, UK Forces barely held the line and on doing so both side have inflicted heavy casualties upon each other.

The scale of casualties has severely impacted both sides offensive capabilities with the war now boiling down into a series of local actions while both sides lick their wounds. Despite this the opposing forces are keen to seek to gain whatever advantages are possible.

Due to the nature of the casualties suffered a full encirclement of London would leave the Russian forces stretched thin meaning at the present time enemy forces from the North of England and Scotland are able to reinforce the front should they make another attempt at an assault.

In order to disrupt and prevent the UK forces from doing so they have given orders to mine and trap these routes as much as is possible and has detached a small force to do so. Their commanders are also keen to find out as much information about the current state of their opposition as possible and to find any means of distrusting their plans.

UK headquarters is aware of the vulnerability of its supply lines to London and is determined to keep them clear. Further to this A potential opportunity has been identified to be able to make a localised counter attack with the aim of cutting off an overextended Russian unit. Because of the heavy casualties suffered in previous engagements HQ is not willing to commit to this action until they are absolutely certain of success.

The Sides:

British:

UK Regulars & Reserves – MTP with a modern, Western weapon e.g. L85, AR15, G36 etc.

Civvies/Militia – Civvies, police uniform, old DPM (preferably desert), black, tan, mixed. Any clothing which is not easily confused with current Russian uniforms. Weapons can be practically any realistic weapon apart from Kalashnikovs.
Please make the effort to look like either a civillian, police or veteran who has grabbed whatever you can find from a surplus store/museum/police station etc rather than a PMC loadout.

Russians:

Current Russian uniforms e.g. Gorka 3, EMA etc. Weapons – Kalashnikovs!

Other info:

Advance ticket price is £85, secured by a non-refundable deposit of £45 with the balance of £40 to be paid on arrival (cash or card). If you are no longer able to attend, you may sell your deposit on to someone else provided you send their details on to us.

Each attendee must provide a unique email address to which a ticket and any additional info will be sent.

Attendees MUST be aged 18 or above. Players aged 16 or 17 may be permitted if accompanied by a playing adult – please check with us before purchasing a ticket!