N.I.A.- Northern Interior Airsoft
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N.I.A.- Northern Interior Airsoft

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PostSubject: Re: Game Style/Type   Game Style/Type - Page 7 EmptyMon 12 Mar 2007, 2:05 pm

Why not just set a general rule? Something like you must have a load bearing or chest rig.. etc. This will all depend on the mission and will be further explained in the briefing. Like I have said over and over again, there is no point on making a stern rule regarding guns, gear or ammo due to the fact that it'll always be changing depending on the milsim. I would say that as long as you have something to carry your stuff in then your good to go. Many milsims only allow what you can bring on your person into the field for the whole 24 hrs.
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PostSubject: Re: Game Style/Type   Game Style/Type - Page 7 EmptyMon 12 Mar 2007, 2:42 pm

beach_boy wrote:
Why not just set a general rule? Something like you must have a load bearing or chest rig.. etc. This will all depend on the mission and will be further explained in the briefing. Like I have said over and over again, there is no point on making a stern rule regarding guns, gear or ammo due to the fact that it'll always be changing depending on the milsim. I would say that as long as you have something to carry your stuff in then your good to go. Many milsims only allow what you can bring on your person into the field for the whole 24 hrs.

Yeah, you are right Beach (dammit, blanket rules seem dumb after awhile), as long as someone has a basic kit, why are we looking to penalize them. I don't understand how discussion of MilSim rules always ends up being the end-all blanket rules. I was only discussing a certain set of ammo rules for MilSim.

I strongly support the flexibility of making your own kit. As long as you have a gun, a BDU, and a load bearing device, you are set. If a MilSim requires elsewise, then do it, but we are not hosting MilSims right now!

I stand stongly against hi-caps but I could care less about them in run&gun games. We have CS rules to dealing with ammo in small games, we will use rules for large games regarding ammo.

Gear is equally difficult to regulate. Small games are not the place to regulate gear rules and large games will always accomidate all gear types due to the division of teams. If someone makes a starship trooper kit and they want to use it, fine, they just can't expect to be placed in whatever team they want. Same goes for the contractor look, most likely they will end up on the terrorist team for most games. What I don't want to see are rules that say their kit is worthless and they have to buy a new one. Reward those who look like grunts and put them on the military team (generally better weapons on that team anyways). But, if I want to dress as Nemesis and use a minigun, I hope that nobody would exclude me from playing (MilSim excluded).

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PostSubject: Re: Game Style/Type   Game Style/Type - Page 7 EmptyMon 12 Mar 2007, 3:02 pm

Also, here for the record, are some modern Iraq conflict photos with the grunts NOT wearing matching Vest and BDU. I see alot of ACU/desert and Woodland mixed.

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PostSubject: Re: Game Style/Type   Game Style/Type - Page 7 EmptyMon 12 Mar 2007, 4:18 pm

pouches aren't a huge deal but the middle pic was in 2003..it's been a little over 4 years...times have changed

most armies wear their tw vest because there are no issued vest in ar
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PostSubject: Re: Game Style/Type   Game Style/Type - Page 7 EmptyMon 12 Mar 2007, 4:21 pm

looks like you would need some serious dental work to look like nemesis, I really wish I hadn't seen that movie.

Dang it I'm wrong, you guys are right. I'm sorry I was so stuborn with this. These rules will be so specific to each milsim that they arn't worth writting down or creating before the event is even being planned.

Some of these rules will depend on who runs the event too. If it's me I'll allow high caps with HUGE restrictions but Doug will just not let them on the field. We can use membership as a gear requirement which guarantee AEG, gear and experience, even if just to be on a certain team for an operation.

Horton's Editing on Mikes editing:

NIA-MILSIM AMMUNITION RULES
-----------------------------
Ammunition
rules for this event are meant to encourage equal footing for all
participants. To do this, each type of magazine (real, low, mid, high)
have a value attached to them. A limit is set for the event, and you
are to determine how many magazines you can carry and of what type
before you hit the limit.

Real Cap Mags (10-30) have a value of '1'
Low Cap Mags (30-80)have a value of '2'
Mid Cap Mags (90-150) have a value of '5'
High Cap Mags (150-400) have a value of '15'
Super High Cap (400-700) have a value of '20'
Box Mags (1000)-Must be on a support weapon value of '20'
HIGH CAPS MAY BE BANNED FROM SOME GAMES

For a 20 point MilSim, this means you may carry 10 standards. Alternatively. You may carry one high
cap, and 1 mid cap mag. You all know basic math so you may figure out
how this works for you. Light machine guns may carry as many box mags
as they wish. LMG's that use hi-caps are limited to one, but may have
as many low caps as they wish. The reason for only one hi is so that
they cannot just give out hi-caps to other players.

NIA-GEAR AND GUN RULES
--------------------------------
-Gear and guns are mission specific. They will change depending on the milsim and the scenario.
-Weapons must match the gear type (No AK's with Cadpat)*
*Note:
Some exceptions may apply, for example, an upgraded tactical AK could
be used. Please PM Hortons Heros if you have any concerns)

---EXAMPLES OF GUNS AND GEAR---
-Tiger Stripe-Armalite, MP5, LMG
-Team Terror UZI, AK, LMG (AK varient LMG's)
-Flectarn G36, AUG, LMG
-ACU Armalite, M14, M249
------------------------------------------

-BDU's
must match, or be have the same color bases (BDU=Tops, Bottoms and some
sort of issue type headdress. Boots are a must, but can just be boots)
-Gear like LBV, Ciras, SAAV, Chest rigs, Weesatch, Drop-leg holsters...etc can be any color.
-These
rules are here because teams will be broken up by specific gear
requirements (example Digital, street clothes, miss matched, green
based, desert based, where's Waldo shirts and glasses)

For the guns and gear not listed please PM Hortons Heros to verify that they may be used.
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PostSubject: Re: Game Style/Type   Game Style/Type - Page 7 EmptyMon 12 Mar 2007, 4:26 pm

We are looking at two different things here, the ammo and gear rules of the NIA and the tags that go at the top of briefings to let players know what a day will consist of. If nooone has any other thoughts on these then I will post and lock them away somewhere so we can use them.

Is there any info that players should know about to help them get a reading on a day. These would be required field for a day to run. Example being that if there is noone to run the day then it doesn't run.

IDEAS

-------------------------------------------

-Open Games
Basiclly run and gun styles of games. Not much structure, run by anyone who shows up.

GAME LEADER-whoever attends
GAME PLAY-Spur of the moment short games
GAME LENGTH-none
GEAR-none is required
AMMO LIMITS-none
TEAMS-Pending on numbers and what is decided on the moment
OTHER INFO-none

Training Games.
Exactly
as they sound, be prepared to learn and to spend the day working on
specific skills that relate to the sport of Airsoft. *May soon become a
requirement to attend Milsims. If you are unable to attend then a
course or a run through by a recognized club president will do.
GAME LEADER-Recognized trainer
GAME LEADER-Specific games to work on specific skills and group tactics
GAME LENGTH-Various
GEAR-Pending on trainer
AMMO LIMITS-Mission Specific
TEAMS-TBA
OTHER INFO-none

Operations
Much
more structure. More planned movements, team objectives are given and
required to perform certain tasks. If your coming to shoot lots then
this isn't the game for you.

GAME LEADER-SPECIFIC PERSON-example Daes and Chinese
GAME PLAY-1 or 2 slow paced games that have specific objectives
GAME LENGTH-Mission Specific
GEAR-Mission Specific (will be included in briefing)
AMMO LIMITS-Mission Specific (will be included in briefing)
TEAMS-Mission Specific (will be included in briefing)
OTHER INFO-None

Event
Largest
Milsim, be ready for one long game. Due to the amount of people and the
amount of organizing that takes place many of the rules are mission
specific. Tactical movements, working as a team and performing large
and various objectives. SIGN UP THREAD IS A MUST!

GAME LEADER-Specific Person for each team
GAME PLAY-1 slower paced game
GAME LENGTH-Mission Specific
GEAR-Mission Specific (will be included in briefing)
AMMO LIMITS-Mission Specific (will be included in briefing)
TEAMS-Mission Specific (will be included in briefing)
OTHER INFO-None


Last edited by on Mon 12 Mar 2007, 5:12 pm; edited 1 time in total
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PostSubject: Re: Game Style/Type   Game Style/Type - Page 7 EmptyMon 12 Mar 2007, 5:09 pm

Wow, now that is nicely detailed but covers all bases at the same time.

MilSim rules seem to be complete. I will mention elsewise if I find anything but they seem good. I realize that people may complain about gear/gun matching but if you have evidence to support your kit, then go for it, just let the organizer know.

Excellent division between the 4 games, my one notice is that OP's games can have a lot of shooting, but yeah, prolly not as much as open games (I prefer to can them open games over skirmish games because I am all about semantics Razz ). Other then that, I doubt there will be much confusion, hopefully.

-Doug
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PostSubject: Re: Game Style/Type   Game Style/Type - Page 7 EmptyMon 12 Mar 2007, 5:12 pm

This is Mikes copy and wording (I like it better than mine) .

I'll make the skirmish change
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