COMBAT OP - Sat 25th Oct: Booking Open NOW!

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NEXT COMBAT OP - SATURDAY OCT 25th

OPERATION - TALISMAN

6 HOUR "GROUND WAR" OPERATION

JTF vs MILITANTS

BOOK NOW

OPERATION - TALISMAN

Situation Report:

Militant forces have pushed into the borderlands of the failed state of Harlingstan seizing control of several former military outposts and the nearby village of Harlova. The militants are using these locations to take delivery of weapons and further project their influence on the region. While most of the civilians managed to flee the village several hours before the militants arrived human intelligence reports a small number of civilians were unable to flee and the militants are using them as human shields to prevent JTF intervention.

JTF forces posted at a nearby Aid Distribution Point have been tasked with pushing back Militant forces to provide security for the remaining civilians and disrupt the dispersal of weapons to militant forces.


Ground War

Fight for control of multiple positions to control the borderlands.


Side Missions:

Side missions will be available to earn additional points throughout the game. Each team may only accept one side mission at a time from the team commander and will not be able to accept a new one until either the current side mission is completed or failed. 

Side missions range from infiltration recon missions, raids, hostage rescue and others.


PRICES:

Walk-on (use your own gear): £35 per person (Members £30)

Rental: £55 per person

Includes:

  • Safety Mask & Vest
  • Weapon Hire & Mags
  • Ammo (3000 rounds)

(Upgrade on the day for an extra £15, limited availability)

What is a Combat OP?

A Combat OP is more tactical type of game using larger game areas, restricted ammo limits and respawn rules are put in place to enhance the realism. Sitting somewhere between a traditional Battle-Sim and Mil-Sim.


The aim of a Combat Tactical OP is to immerse you in an experience where you are a part of a larger story and play a small part in aiding your team complete a larger objective.


Combat Tactical Ops require you to work with others in a team to achieve the wider objective, there is no room for lone wolves on this type of event and can have severe consequences for your entire teams’ goals and objectives.

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FACTIONS & UNIFORM REQUIREMENTS

BLUEFOR J-TAC FORCES

REDFOR MILITANT FORCES

REDFOR MILITANT FORCES

J-TAC: BLUE FORCES

Uniform:

MultiCam, Desert, Tan uniform only

NO CIVILIAN CLOTHES

Equipment:

No restrictions

Check out the recommended kit list here

BOOK UN FORCES

REDFOR MILITANT FORCES

REDFOR MILITANT FORCES

REDFOR MILITANT FORCES

MILITANTS: RED FORCES

Uniform:

US Woodland, DPM, Green, Black uniforms only

NO CIVILIAN CLOTHES 

Equipment:

No restrictions

Check out the recommended kit list here

BOOK MILITANT FORCES

BOOK ONLINE NOW

Combat OP Rules & Info

Below is a summary of the additional rules used during Combat Op events. These are in addition to the general safety rules which will be fully explained during the main brief at the event. These rules are put in place to make the event more realistic and immersive compared to a traditional skirmish style game.

General Point

Combat OPs rely heavily on player honesty to work. By booking onto this event you are agreeing to follow the rules set out for the event and play with the level of sportsmanship expected. 

Any players found to be consistently breaking, ignoring the rules, acting in unsportsmanlike fashion or unsafely will be ejected from the event immediately without any possibility of refund! 

You have been warned. 

Timings

We aim to start the game at 10am to do this the site will be open earlier than normal for chrono.

Sign in & Chrono 7:30am - 9:00am

Rental Briefing 8:30am

Sign in closes 9:00am for main briefing

Main Safety & Objective Briefings 9:00am at team HQ's

Game runs 10:00am - 4:00pm continuously

Uniforms

Combat Ops require specific camo to be worn to identify your team and hostiles to make the event more immersive. Please check the uniform requirements for your team above before booking. If you turn up in the wrong uniform for your team you will be asked to changed.

Ghillie Suits

Combat Op events try to maintain a sense of realism to immerse players in the scenario. Ghillie suits are only to be used by players actively operating in a dedicated sniper role or as a sniper pair i.e. not a group of 10 players running round in ghillie suits and LMG's!

Ghillies will be the only exception from the uniform rule, however if you attend as a ghillie sniper you accept that there is much greater risk of you being engaged by friendly forces.

Weapon & Ammo Limits

BIO-DEGRADABLE (PLA) BB's ONLY MINIMUM WEIGHT 0.20g

All weapons must be chrono-graph tested before they can be used in game using the weight bb you intend to use.


Assault Rifles/SMG's capable of full auto: MAX 1.14 Joules 

Ammo Limit 900 rounds or less (7 x 120 round midcap mags or 3 standard 250/300 round high caps)


LMG's/HMG's: MAX 1.14 Joules

Ammo Limit 1 box mag, must be deployed with bipod or in a static kneeling or prone position, NOT fired from the hip or while running/moving.

Real world LMG's only like M249, GPMG, RPK, PKM etc not M4's with a drum mag!


Pistols/Shotguns: MAX 1.14 Joules

Ammo Limit 2 standard mags, no extended mags or adaptors.


DMR Semi Only Rifles: MAX 1.88 Joules with a 20m minimum engagement

Ammo Limit 600 rounds or less (4 x 120-150 round midcap mags or 2 standard 250/300 round high caps)

Real world DMR's only such as SR25, SVD, SPR, HK417 etc not a basic M4 that has been semi locked.


Sniper/Bolt Action Rifles: MAX 2.32 Joules with a 20m minimum engagement

Ammo Limit 4 standard mags, no extended mags or adaptors.


Players can swap weapons at any point throughout the day but must have new weapons chrono-graphed by a member of the marshalling team before using them in game.


RESUPPLYING AMMO

The above ammo limits on weapons are the max you can carry in game at any one time. To top back up to the max limit (resupply) you must do so at either a HQ or a designated resupply point. Resupply rules will be detailed during main briefing.


Medic Rules & Respawns

MEDICS & REVIVAL RULE

Each team will have designated medics. Medics are the only players allowed to revive downed (injured) players. 

Medics will carry max 6 med-kits (Yellow Armband) when expended they must resupply on med-kits at HQ.

MEDICS CANNOT REVIVE THEMSELVES


1st Hit - Player wounded: Wait min 5 mins for a medic if no medic arrives you have bled out and must respawn. If a medic does arrive they must administer med-kit.

2nd Hit (after a medic revival): Instant death - Go to respawn

If you are revived and receive a med-kit make sure to deposit it at your HQ so your team medics can restock.

Grenades, Artillery (when used) and Knife Kills no medics - Go to respawn


DEAD RAGS

You will be required to use a dead rag on Combat Op events, this is to show other players you are out of play when moving to a respawn. A dead rag is a piece of red cloth approx. 30cm x 30cm. It is to be clearly visible whenever you are out of play. 


RESPAWNS

Several designated respawn points will be placed on the game field boundaries.

Respawn points are NEUTRAL areas and can be used by both teams.

Respawns ARE NOT resupply points, do not reload at respawn!

Respawns will operate on a clock system, you can only respawn when the hand of the clock is on your teams colour. Red respawns on red, Blue respawns on Blue, Nobody respawns on Yellow!

Observe a 20 meter no engagement zone around all respawn points NO SPAWN CAMPING!!

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