N.I.A.- Northern Interior Airsoft
Would you like to react to this message? Create an account in a few clicks or log in to continue.

N.I.A.- Northern Interior Airsoft

GO TO https://www.facebook.com/groups/158383917586946/ FOR CURRENT NIA UPDATES. THIS SITE IS NO LONGER ACTIVE
 
HomeHome  PortalPortal  GalleryGallery  SearchSearch  Latest imagesLatest images  RegisterRegister  Log in  

 

 Anaconda official debriefing

Go down 
AuthorMessage
=FRAG=
PG MEM
PG MEM
=FRAG=


Number of posts : 274
Location : in the Boonies
Registration date : 2005-10-25

Player Info
Club Status: Member
Geo: Downtown
Tags:






Anaconda official debriefing Empty
PostSubject: Anaconda official debriefing   Anaconda official debriefing EmptySun 29 Apr 2007, 10:15 pm

https://s49.photobucket.com/albums/f257/PGairsoft/Games%20and%20Players/2007/April%2028%20MilSim/

Trying to resume the day events is a hard task, but as the only witness of the global situation that’s my mission.

When I designed the scenario, my main concern was realism so orders and briefings were based on “what you need to know only”. No one knew the number of player in each team, their insertion zone, their task etc… Most of them even didn’t know about a fourth team playing.

The general situation was simple: a normal day in “Resdistan”. This ex-soviet republic was ruled by Warlords and Militia. The UN tried to keep the country under control by mandating Security Company (contractors). The US army plans to launch an offensive to preserve freedom and democracy. The local warlord, afraid of losing his power, hired a team of mercenaries to disturb the UN mission.

So we have the civilians/Militia living their normal life (back from work, partying etc), the contractors trying to control the population (ID check, weapon check etc), the mercenaries studying the contractors to attack them later, and a recon team of the US Army trying to reecee the road access.

Starting by the winning team, here’s what I saw:

Mercenary:

They had to study the contractor team for some hours then destroying them as often as possible. Special rule: they had to destroy the full team without taking casualty to make it count. While interacting with the contractor team, they had this genius move: they persuaded the contractors that they’re part of the Canadian army and could help them in their mission !! They pretended not to be authorised to make arrest but they could escort prisoners. Of course they released every one of them as soon as possible. Then, when it was time to score points, they “captured” some civilians and contacted the contractors to make the official arrest. While the police team was disarming the civilians the mercenaries captured the whole team in two seconds! What a master coup! Now the war was official between the mercenaries and the contractors.
Later on, as the Militia was engaging the Military team, the mercenary team arrived on time to close the trap on the US army and helped wiping out the full team.
From then, the situation was back to the beginning of the game, with the mercs studying the contractors. I saw some great acting (drunk Russians, hockey fans etc…). They put so much pressure on the contractors team that they send them running on the road and I had to call them back!
Then they learn that the Militia didn’t want to pay them so they had a new enemy and had to fight their way killing as many civilians as possible. Some good counter ambush and team tactics.
At the end of the day, an agreement is reach between the mercenaries and the warlord betrayed by his population: they set up a base in Buster 2 and kept a civilian prisoner. When the military team tried to free him they were all killed by, again, a well organised tactic.

It was easy to declare them winner: they almost scored the maximum of points possible, with some bonus for the haircut and the acting.

Civilians/Militia

They had to deal with the contractors, everybody with a different behaviour and keep an eye open for the military team. Again, tons of great acting. Some of the players should think about a career in Hollywood! Between the “Me love America” guy, the “stupid” one, the “no-speak English” etc…I had a hard time not peeing in my pants while the blood pressure in the contractor team was rising to a maximum.
When they detect the military team, they managed to fix them and to destroy them with a minimum of casualty.
Some great acting later, when the mercenary was after them they set up a couple ambushes with great results, the second one was “The Perfect Ambush”.
With their Warlords betraying them, they decided to ask for the US support and help them killing their ex-leader and freeing their friend. But the Army mistreated them before using them, so some of the militias decided to turn their weapons against their new “not so friendly” friends.

Again, easy for me to declare the Militia team second: they scored the maximum of points possible on missions and acting but lost some points on costumes and KIA.


Contractors

They had, by far, the most difficult task: dealing with hostile civilians, mercenaries, EID, VIP etc…They were under stress the whole game! But they did their job. And that wasn’t easy : being tricked by the mercs, dealing with drunk people, checking Russians ID, escorting VIP in a war zone with 2 teams hunting them…They scored some good points by completing their missions and lost some by sometimes losing control of the situation and “not so good” tactics as well as “cheating”. BUT again, they had the most demanding task and for having been in their situation after months of specific training I could appreciate their way of “playing”.

Military

Their mission was to reecee the road without being detected. They also had some hidden objectives to complete during the game. Sounds simple but it wasn’t.
After being detected some hours after their (late) insertion the full team was destroyed and had to restart for the beginning. As expected it wasn’t too fun. Then, running late on their schedule, they missed the actions and the “extra missions” prepared for them. when it was time to attack the warlord and his mercenaries they launched a “slow, noisy and frontal” assault and the result was logical.
As for scoring, they didn’t scored anything and lost a lot of points on tactical aspects.
But that was expected, at least by me! Playing a military team is extremely demanding especially when the judge was trained to be a SOB!


So I want to thanks everybody, it was a great experience and as I often said along the day: I couldn’t dream better. That’s good news for the club: 28 players, a MilSim and a success!!

See you next time on the field, but this time I’ll be armed!!

=FRAG= proud Game Master !


Last edited by on Sun 29 Apr 2007, 10:42 pm; edited 1 time in total
Back to top Go down
=FRAG=
PG MEM
PG MEM
=FRAG=


Number of posts : 274
Location : in the Boonies
Registration date : 2005-10-25

Player Info
Club Status: Member
Geo: Downtown
Tags:






Anaconda official debriefing Empty
PostSubject: military briefing   Anaconda official debriefing EmptySun 29 Apr 2007, 10:16 pm

=MILITARY TEAM=

[BT]
You're part of the 3rd recon team of you regiment and your task is to reccee the zone where a deployment is planned in the future.

General situation


The Redistan is ruled by warlords, terrorising the population and breaking all rules dictated by the UN. There's no political or military organisation but almost all men own a weapon and support the warlords, by fear or interest

In the name of freedom and democracy, our country (US) decided a full scale invasion.
Your regiment is planned to be deployed in the zone known as "Buster". The lack of Intel forces the HQ to send your team for a reccee before the official invasion.

Mission

Map the Buster access roads

Execution

-You'll be deployed by helicopter to your insertion point.(LZ1)
-From there move to the starting point (POC) and start the mapping.(GPS coord will be given before boarding)
-It's crucial that no one is aware of your presence in the area.
-Avoid contact at all cost. If detected, expect hostile reaction from civilian and militia.
-Reach extraction point on time

Friendly forces:

Others team are working east and West of your position (10km).Expect no support from them.
UN and NGO missions are in the area, escorted by civilians contractors, they are not aware of your mission and could be hostile.
Consider civilians as hostile

Enemy

No regular army, local militia with light weapons, civilians are armed.
Good communication network.
Motorized patrols are possible (Madmax or Technicals)

RoE:

Self defence only
DO NOT engage. Break contact if detected.


Communication:

Maintain contact with HQ. Report SITREP every 20mn
Freq: Channel 07.000
TacCom Channel 08.000
Call sign: Bravo 6
HQ: Alpha 4
NO scanning

Team composition

Bravo6: Team leader + surveyor: in charge of mapping
Bravo62: 2iC + x troopers: protection

Equipment:

Light reecce gear-
Radios
.Survey equipment

Game rules:

The team must stay together (50m radius) and follow the mission.
Team leader works with surveyor to do the mapping and is in charge of the main strategy and timing.
2iC is in charge of the protection.

Kill SOP

Armour rules (+1 hit), no real hit.
In case of KIA the full team must break contact "carrying" the KIA. When clear wait 5mn, drop a Life marker and start again. If another casualty during the pull back the full team go back to the LZ1. The team leader must write on the Life marker the position of the KIA (trooper, 2IC, surveyor or leader)

KIA rules:

Team Leader: come back as trooper, 2iC take command, a trooper become 2iC
Surveyor: come back as trooper, 2iC become surveyor, trooper becomes 2iC
2iC: come back as trooper, trooper becomes 2iC
Trooper: come back as trooper

Team Leader and 2iC are in charge of making sure that everybody knows the chain of command.



Survey

Your POC and POT are represented by orange and yellow ribbons marked POC and POT.
You have to follow the main road but draw all pertinent information. To make sure you survey the road, you will find orange and yellow ribbons along the road. Check these ribbons and note the word written on it.
When you reach the POT proceed to the LZ2

Timing

0930: Final orders. Team leader & players check with Game master
0945. Beginning of the game
1000: On the LZ1- Start of your mission
1700: On LZ2 for extraction

Homework

The team leader organise his team
Box for Life markers
Life markers


I’ll need an hour with your team to explain the survey process and GPS use.
Let me know when do you want do to that




Military team scores points by:

-Completing the mission
-Staying undetected.
-Respecting the orders

Loses points by:

-Not completing the mission
-Being detected
-Engaging enemy
-Losing the team leader or surveyor.
-KIA
-Not respecting orders

Bonus points for good initiatives and “MilSim behaviour”.
Back to top Go down
=FRAG=
PG MEM
PG MEM
=FRAG=


Number of posts : 274
Location : in the Boonies
Registration date : 2005-10-25

Player Info
Club Status: Member
Geo: Downtown
Tags:






Anaconda official debriefing Empty
PostSubject: Militia briefing   Anaconda official debriefing EmptySun 29 Apr 2007, 10:16 pm

=MILITIA=

[BT]
Our country may be under attack by a powerful army very soon, stay alert and be ready to defend our way of living.

General situation

We have rumours saying that an invasion is planned. Nothing we can do about this.
Keep an eye open for unusual activity

UN and NGO missions protected by civilians contractors, we tolerate them but accidents can happen.

Communication:

Warlord in charge of comms
Whistle communication
Channel 02.000
No tactical comms in Code Green and Code Yellow
Organise your own network
Scanning authorized in Code Red

Team Composition

You work as individual in Green
Team of 2 in Yellow
Warlord organise his forces in Red only

Equipment

Radios
Whistle
No matching gear
Costumes

Game rules: one hit one kill.

Beginning of the game (first hour code green):

Stay on trails, no team, weapon in safe mode (on shoulder for ex). Just walk randomly on roads and trail, NO tactical mode. Just stay alert.
If you detect the infidel try to ID them (approaching and speaking a foreign language) when ID as US military forces you can engage or retreat.
If killed, walk back to the respawn point, drop a life marker, wait 3 min then walk again on roads and trail, DO NOT look for contact at this point. Consider yourself as an other civilian.
If you detect enemy activity further than your weapon range: DO NOT engage but call your friends, make noise, call their position etc stay on road, engage if closer.
You can move in the direction of a contact.
Mid Game (or on order “code Yellow”):

You can leave the roads and look for enemy but by 2 maxi: no team work; No camping, no ambushing, active search only.
You can move in tactical mode if close to a contact

Same rules if killed but you can now leave the roads

End Game (or on order “code Red”)

You work as a team (militia), warlord is the team leader
No tactical restriction
Your main mission is to destroy the military team and the contractors as often as possible.

On order you can be asked to switch code (ex: from yellow to green for 20 mn)

Special rules for contractors

When dealing with the contractors, speak a foreign language, bad English etc…When by 2 or more use an interpreter. Confuse and distract them, make them uncomfortable etc…
Everybody has a different behaviour with the contractors (one is friendly, one is aggressive but do not shoot, one try to speak with them and steal their equipment etc)
Has to be decide from the beginning of the game

Timing

0940: final orders. Team leader and players check with the game master
0950: Start of the game

Homework

Life markers
Box for life markers (Warlord)
Whistle code on paper for all players (warlord)
ID: every player must arrived with a home made piece of ID (cardboard) with exotic names, address etc…
Foam stick and piece of foam (see your leader)

Militia scores point by:

Respecting the scenario
Killing military team

Loses points by:
Not respecting the rules,
KIA

Bonus points for good acting, costumes
Back to top Go down
=FRAG=
PG MEM
PG MEM
=FRAG=


Number of posts : 274
Location : in the Boonies
Registration date : 2005-10-25

Player Info
Club Status: Member
Geo: Downtown
Tags:






Anaconda official debriefing Empty
PostSubject: Contractor briefing   Anaconda official debriefing EmptySun 29 Apr 2007, 10:17 pm

=CONTRACTORS=

[BT]

You are a team of ex-military personnel, hired for your experience by a British security company. This is your first deployment in the “Redistan”, a third world country where warlords and insurgents make the laws.
The UN has deployed troops and tries to install a stable democracy in this country.

General situation

Your company is mandated by the UN to patrol the region and play the role of police.

Mission

Control the local population (ID check).
Make arrest if necessary
Report equipment and militia groups
Try to deal with civilians to get Intel and check their equipment level. Make report.
Stay alive: you're here for the money only.
Keep track of events in your zone

Friends & foes

The UN suspects the local warlord of using mercenaries to help him destabilizing the region. These mercenaries can be dangerous and a real threat to your security.
There are also rumours of a possible US deployment in the region.

RoE

Self defence only by UN orders
Your company says:”Stay alive, we’ll deal with the UN”

Communication

Monitor channel 07.000 & 02.000

Team composition

4-6 contractors

Equipment

Radios
Paper & pens
Contractor look

Game rules

Control the civilians, talk to them if possible, control and report equipment and events (on paper)
In case of dangerous situation protect your life
If KIA the full team go back to the respawn point and wait 3 mn then starts again as a new team. The KIA drops a Life marker in the box.

Contractors scores points by:

Their reactions to different situations
Staying alive
Collecting Intel, making reports
Completing missions for the UN

Loses points by:
Not respecting the scenario
Inadequate reactions

Bonus points for initiatives
Back to top Go down
=FRAG=
PG MEM
PG MEM
=FRAG=


Number of posts : 274
Location : in the Boonies
Registration date : 2005-10-25

Player Info
Club Status: Member
Geo: Downtown
Tags:






Anaconda official debriefing Empty
PostSubject: Re: Anaconda official debriefing   Anaconda official debriefing EmptySun 29 Apr 2007, 10:22 pm

=MERCENARY TEAM=




You are a bunch of ex-military guys, looking for money and adventure. You’re last contract brings you to the “Redistan”, third world country, ruled by Warlords and small guerrilla.

You are paid by a local Warlord to help him controlling his province : the United Nations and No-Governmental Organisation are all over the place trying to shut down all the lucrative business (drugs and weapons smuggling etc). So you’re paid to do all the Warlord dirty jobs. But as mercenaries you don’t mind going in your own little war for profit, and the respect of the local population isn’t one of your concern, in fact you’re famous for brutalities and looting.

General Situation

The U.N. try to control the situation by sending teams of civilians contractor to do their police job. These contractors are usually on the roads and control the population, make arrest when necessary, and protecting convoys and VIP. None of this is good for the Warlord business.
There are also rumours of a military intervention by the US.

Mission

Keep the roads open for business. Study and destroy the contractors teams.

Execution

- One by one, or by small group, acting like the local population, study the contractors, their equipment, way of working etc…then report to the Warlord
- On his order ambush them and destroy them.
- You can be asked for an assassination mission on a target of opportunity.
- Keep an eye open for an eventual military deployment.

Enemy force

The Contractors are, like you, ex-military personnel but they have a big disadvantage: working for the UN means a respect of the RoE (rules of engagement). They can open fire only in self defence. It means you can approach them, test them, even speak with them, insult them if you want, they won’t shoot. This should make your job easier. But remember : they are the new police, so they can arrest you if they feel threaten.

Communication

Monitor Channel 02.000 (Warlord channel) Can be scan by the Contractors, so ComSec
Stay in touch with the Warlord: he can give you some missions and Intel.

Team composition

MIA

Equipment

Radio (1 minimum)
Mercenary look

Game rules

You will probably outnumbered the contractors team, so to make things a little more difficult for you here’s a special rule : to gain points in combat you will have to destroy the whole contractors team without taking casualty on your side. If you’ve got a KIA the full team pull back until out of visual contact ( or minimum 150m). Then the KIA walks back to the respawn point, drop a Life marker, wait 5 mn, then rejoin the team. The team can’t attack during this time but can move.

Timing

0940: final orders. Team leader and players check with the game master
0950: Start of the game

Homework

Life markers
Box for life markers (team leader)
ID: every player must arrived with a home made piece of ID (cardboard) with exotic names, address etc…

Mercenaries score points by:

Study the contractor team
Destroying the contractors team
Respecting the Warlords orders
Completing missions

Lose points by

Not respecting the scenario
KIA
Back to top Go down
=FRAG=
PG MEM
PG MEM
=FRAG=


Number of posts : 274
Location : in the Boonies
Registration date : 2005-10-25

Player Info
Club Status: Member
Geo: Downtown
Tags:






Anaconda official debriefing Empty
PostSubject: Re: Anaconda official debriefing   Anaconda official debriefing EmptySun 29 Apr 2007, 10:22 pm

=HIDDEN OBJECTIFS=







MID-Game:

2 or more civilians arrested by the contractor team. contractor team must escort them to the prison. The population is aggressive but doesn’t shoot at the team (can shoot in the air).Pull back 150m from the prison. One of the prisoners carries a hidden grenade

A VIP must be escorted from A to B by the contractors team. If the VIP is killed, the full team goes back to the respawn point and continue with the previous mission. If a contractor is killed, goes back to the respawn point and wait for the rest of the team


SF soldier is in the area. Military must find him, then he join the team.

END-Game:

Mercenaries found out that they won’t be paid : open war with civilians.

1 or 2 contractors are captured by the warlord. Contractors join the military team. Military team & contractors must free them and escort them to the LZ
Special rules: KIA civilians play dead until there’s no fighting 50m around them, and then respawn. Military and contractors are dead until the end of the game.
Back to top Go down
=FRAG=
PG MEM
PG MEM
=FRAG=


Number of posts : 274
Location : in the Boonies
Registration date : 2005-10-25

Player Info
Club Status: Member
Geo: Downtown
Tags:






Anaconda official debriefing Empty
PostSubject: Re: Anaconda official debriefing   Anaconda official debriefing EmptySun 29 Apr 2007, 10:22 pm

Military team :

Completing the mission -mapping: 500
Back on the LZ on time: 200
Completing the mission 2 : Find the SF soldier 200
Undetected: 300
Completing the mission 3- assault: 500

Compromised by civilian (under fire) -200
Team leader or surveyor KIA: -200
2IC or troopers KIA : -100
Engaging combat: -200
Missing radio contact: -50
Chain of command: -50
No TacCom -50
No Camo -50
No tactical move : -200
Cheating : -500

Civilians/Militia

Respect of the scenario: 500
Detecting the military team: 100
Killing a team leader or surveyor: 300
Killing a 2IC or troopers, contractors 100
Costumes: 100
Acting: 200
Bonus for grenade in prison 200

KIA: -100
Rules violation: -200
Cheating: -500

Contractors:

Dealing with civilians: 300
Completing mission 1:arrest 500
Completing mission 2: escort 500
Reports: 100
Costumes: 100

KIA: -100
Inappropriate behaviour with civilians: -300

Mercenary

Study the contractors 400
Destroy the contractor team 600
assassination 300
Killing military 100

KIA -100
Rules violation -300
Cheating -500
Back to top Go down
=FRAG=
PG MEM
PG MEM
=FRAG=


Number of posts : 274
Location : in the Boonies
Registration date : 2005-10-25

Player Info
Club Status: Member
Geo: Downtown
Tags:






Anaconda official debriefing Empty
PostSubject: Re: Anaconda official debriefing   Anaconda official debriefing EmptySun 29 Apr 2007, 10:23 pm

Pre-deployment orders Military team

Rules changes:

Team leader, 2IC, surveyors keep their position for the whole game.
Survey is now just drawing a map of the road with notes on covert, obstacles, slope etc…You still have to find the yellow & orange ribbons and note the word on it.

Enemy: Unknown numbers of civilians. Suspected mercenary activity under the Warlord command.

Timing: 0930 Team must be ready to move on LZ1. Last check by the game master.
Team must not be seen by other players moving to their starting point.
Start the mission on order.


Pre-deployment orders: Contractor team

Intel update: we suspect a group of mercenaries operating in the area under the Warlord orders. Size unknown for now.

Timing: 0940 your team must be ready on P1. Last check by game master. Start the mission on order

Pre-deployment orders: Militia team

Timing: 0950 team must be ready on C3. Last check by game master.

Pre-deployment orders: Mercenary team

Rule change: do not engage contractors before 1200 or orders from the warlord.

Timing: 0950 team must be ready on C3. Last check by game master
Back to top Go down
Sponsored content





Anaconda official debriefing Empty
PostSubject: Re: Anaconda official debriefing   Anaconda official debriefing Empty

Back to top Go down
 
Anaconda official debriefing
Back to top 
Page 1 of 1
 Similar topics
-
» April 28th - 1st MilSim - Operation ANACONDA
» Debriefing the CQC 08
» Rod and Gun Day Official!
» Official Games?
» Official Squads

Permissions in this forum:You cannot reply to topics in this forum
N.I.A.- Northern Interior Airsoft :: Tactical :: Debriefs-Pics-Lost and Found-
Jump to: