After much consideration, we regret to announce that we will not be able to move forward with the planned MilSim event.
We encountered several challenges during the planning process, the most significant being securing a suitable venue. Despite reaching out to various fields and locations, we faced obstacles such as venues unwilling to allow BBs on their grounds, prohibitively high costs, and difficulties in booking laser attachments. Additionally, many of the available fields were too small to accommodate the event as envisioned.
Moreover, there has not been enough interest within the community, and we did not receive a sufficient number of suitable applications to make the event viable. While April may seem far away, organizing an event of this scale requires extensive planning and substantial operational costs that need to be arranged and paid for well in advance.
We want to express our sincere gratitude to everyone who took the time to submit applications. Many of the applications were highly detailed and well-prepared, and we truly appreciate your effort and enthusiasm.
For now, we have decided to put the concept aside, though we may revisit it in the future if circumstances change.
Thank you for your understanding and continued support.
New Tactical Game Day Announcement
As a compromise, we are going to work on a Tactical Game Day! This will feature a series of longer, sequential games with a strong focus on tactics and immersive gameplay. Unlike regular skirmishes where the goals are to press buttons, get a certain number of kills or collect something, this event will emphasize the in-depth use of equipment, strategic planning, and team coordination—offering a more engaging experience than traditional “shoot-and-go” games and making the items on the field have a purpose.
Details for the Tactical Game Day, including dates, structure, and requirements, will be shared soon. We hope this alternative provides an exciting opportunity for players to experience a more advanced level of gameplay while keeping it accessible and fun for everyone.
Thank you for your understanding, and we look forward to seeing you on the field!
Game Concept
Details for the Tactical Game Day, including dates, structure, and requirements, will be shared soon. We hope this alternative provides an exciting opportunity for players to experience a more advanced level of gameplay while keeping it accessible and fun for everyone.
Thank you for your understanding, and we look forward to seeing you on the field!
Rule Changes
The rules will be adjusted from our regular games to suit a more tactical approach.
Fire Selector
This is chosen by the team/squad leader when they call “weapons free”, you are authorised to go full-auto.
(Does not apply to LMG users)
Hit Calls
This will be the biggest change as a simple hit will not be a matter of raising your hand and leaving the field.
Hit Location | Effect |
Headshot | Instant Death |
Plate Carrier / Armour Shot | Downed Stage 1 (see below) |
Limb Shot | Tourniquet Applied (see below) |
Body / Neck / Groin Shot | Downed Stage 2 |
Weapon / Equipment Hit | Unusable (see below) |
Instant Death
Player is immediately out and must remain in place until physically carried back to base. Dead players must be limp and offer no support in carrying them.
Downed
The downed state differs slightly, but players can still use their weapons for defence purposes
- Stage 1
Player is grounded and can only shuffle on the floor, go prone or sit against something, player cannot stand until checked over by the team’s medic.
- Stage 2
Player is grounded and cannot move, the medic must perform a full evaluation and treat the affected area.
Note: the second time a player is downed, their tourniquet must be applied. Any further injury results in death.
Tourniquet
A tourniquet must be applied to the affected limb and players must behave in accordance with an injury (limping, limited limb use etc.).
Equipment Damage
Damaged equipment can only be repaired on base or at an outpost. If the primary weapon is hit, players must switch to their secondary weapon. If both weapons are hit, players can borrow a secondary firearm from a squad member.
Base / Outpost
Rather than the game master selecting a checkpoint. Forming an outpost will be handled by each team’s leader. Teams will be broken into smaller squads of 4-5 players.
At a base/outpost you can:
- Refill ammunition
- Remove and repack dressings & tourniquets
- Return from death (in-game deaths only)
- Reorganise loadout and equipment.
However, individuals cannot break formation, an entire squad must return to base if they need to go back.
In addition to the above, bases and outposts can be raided by other teams. This can include
- Ammunition theft
- Magazine & equipment theft
- Device Sabotage
In addition to completing objectives, the enemy position must be watched to protect the outpost from potential raids.
Game Types
Games will be changed to incorporate a more tactical system and go through stages. Rather than simply running around and shooting each other, they will take a more team based tactical approach and props will be utilised to their fullest and be much more complicated than simply pressing a button. You will have wires to remove, connect, take them apart, build them etc.
Potential Game Modes
- Search & Destroy
- Hostage Rescue
- Recon Operation
- Outpost Assault & Defence
- Supply Runs
Each game will take place at random times. While one squad could be capturing a hostage, the others could be planting a bomb. Meanwhile their opponents might be doing a supply run or recon operation.
Wildcards
Another aspect to maintain balance and also test each team will be their ability to call in support.
These limited aspects to the game will be random and can either be used to an advantage or hinder progress.
Support Types
- Deliveries – Call in a delivery of ammunition
- Sniper – Call in a a sniper that will shoot at the enemy team.
- Juggernaut – Call in an unstoppable force for a limited time.
Whichever support call you use can be used in multiple ways. The juggernaut can be used as a shield to get in close to the enemy or used to suppress them. The sniper can be used to take out key targets. Perhaps if you are low on ammunition, a supply drop can be delivered to your nearest position.
Venue
At the moment we are looking at holding this event at Seals.
The varied design and mix of forest, villages and houses as well as hangars and such give the field a diverse feel that can be well utilised for different skirmish types. In addition the walkway through the centre would be an ideal place for HQ to setup and overlook operations for the day.
Choosing an outpost should ideally have a tactical advantage as well as strategic defence in order to protect from raids.
Equipment Requirements
While any weapon is permitted, a primary and secondary weapon will be essential. In addition, players will need to prepare the following:
- Primary weapon (Assault Rifle, SMG, Marksman Rifle, LMG, etc.)
- Primary weapon sling
- Secondary Weapon (a handgun)
- Secondary weapon holster
- Mid-cap magazines (no winding magazines)
For LMG’s there will be an ammunition restriction of 1000 rounds (250g) - 0.25g BB’s Please bring one bag each, these will be a shared resource)
- Backpack
- BB Loaders
- Notepad & Pencil
- Tourniquet
- Radio Transceiver (we do have some we can rent)
Many of you will already have a lot of these. But they will be essential for the games.
Also, please make sure to either label or have your items clearly marked.