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 Post subject: AAR Op Flashpoint 2, ET Paintball
PostPosted: Sat Oct 29, 2011 12:34 pm 
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Marksman, Field Marshal, Gun Tech
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I'll lead off by saying this was one of the best games Ive been to, for multiple reasons.

First off, it was "serious business" as far as airsoft goes. The game started very close to the posted time, there was very little grab-ass being played in the staging area, and people were generally of like mind in that they were there for a milsim event.

The field rules were what made the game great in my opinion. First off, it was midcap only. This is a must for more mature games, especially anything you want to call "milsim". Each squad had members playing designated roles. There were 2 medics per squad, 2 SAWs, and the rest were riflemen. Riflemen and medics were limited to semi-auto only. At first this seems like it would be a hindrance, but what it really did was give the SAWs a real role and made them (and the people carrying them) much more valuable.

Under no circumstances was a player allowed to wander further from their squad than sight or hearing would allow. If you were caught by a ref you would either be warned or escorted from the game, depending on if it was an accident or if you were intentionally trying to lone wolf. When hit, players had a ten-minute bleedout time. If a medic got to the wounded player within the ten minutes they could be revived by having three minutes (none of that thirty second BS) of constant contact. If you bled out, you would rejoin your squad and you would have to find a medic. Only if your entire squad was wiped out would you return as a group to respawn after everyone bled out. It sounds like it would be hard to do, but in practice with a three minute revive time, after a couple casualties it was quite possible your crew could get wiped out completely.

There were missions, submissions, and outcome-dependent objectives. They were well thought-out and made the game really interesting. Eternal of PATCOM was our CO and did a fantastic job utlizing my squad, which was comprised of some Blanco Boys and team TBD.

There were some really spectacular, large-scale firefights. Honorable players everywhere. Issues with arguments or bullshit were practically nonexistent. In the end, our team (Tan) were the victors. Most of you know I dont go in for fancy pants patterns like multicam, so before anyone says it yes I look weird wearing it. I had to borrow it, since I dont own any tan camo to speak of. Here are some pictures from the day.

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 Post subject: Re: AAR Op Flashpoint 2, ET Paintball
PostPosted: Sat Oct 29, 2011 12:59 pm 
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Squad Leader of Infantry
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Joined: Mon Feb 08, 2010 9:28 pm
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Sounds like it was well thought out. After HTB, I was sorta nervous about going to Ops. Skirmishtan had its high points, But HTB really had me feeling like the travel time and entry fees weren't worth it.

Looks like the Medic rule finally has a good base. To often I hear about a confusing a medic rule and that it makes or breaks a game. Every OP I've gone to has had the same problem.

I'm sorry I missed this one. I honestly didn't know it was happening until shortly after it happened.

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 Post subject: Re: AAR Op Flashpoint 2, ET Paintball
PostPosted: Sat Oct 29, 2011 2:22 pm 
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Marksman, Field Marshal, Gun Tech
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No. Everyone understood the rules because if you were observed not following them, you were simply off the field. That's the way it should be done.

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 Post subject: Re: AAR Op Flashpoint 2, ET Paintball
PostPosted: Sat Oct 29, 2011 5:05 pm 
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Squad Leader of Infantry
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Agreed. Maybe we can somehow incorporate that in games held here.

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th3tech wrote:damn, looks awesome.. I miss all the good days


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 Post subject: Re: AAR Op Flashpoint 2, ET Paintball
PostPosted: Sat Oct 29, 2011 8:47 pm 
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Joined: Sat Sep 11, 2010 11:50 am
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Damn I should've went!

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 Post subject: Re: AAR Op Flashpoint 2, ET Paintball
PostPosted: Sun Nov 06, 2011 8:50 am 
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TheGrayMan wrote:....... After HTB, I was sorta nervous about going to Ops. ....... But HTB really had me feeling like the travel time and entry fees weren't worth it.


Honor the Brave 2 was a charity game, your entry fee went to soldiers in need. Was that worth it?

The game play was determined by the Commanders of the teams, they were responsible for missions.
Rules were posted on-line and announced at the brief.

Beeze made some improvements to his game and by enforcing the rules more stringently he was more successful than HtB2, unit integrity worked well because squads registered, not individuals. The missions he wrote were good too. He upped his game from Flashpoint 1


I enjoyed Flashpoint 2 as a rifleman, but I'm bringing my M60 for Flashpoint 3


....and don't worry, HtB3 will use a similar ruleset.

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