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WW2 Rules |
World War II Airsoft
Scenario Rules
These are the current rules for playing
WW2 airsoft with the Athens, GA group. These rules are dynamic and will
change from time to time based on needs and observations.
WEAPONS
SQUAD STRUCTURE
OPTICS
AGE LIMITS
FIELDGEAR
RADIOS
WEAPONS:
You may use any AEG you own, WWII era or not. Yes
you with the G36 bring it, no problem.
Semi auto only on most AEGs People who have WWII style
weapons that represent an automatic weapon(i.e. Thompson, MG42, M3,
etc.) will have first consideration (This helps simulate the actual
weapons mix of the era.)
MAGS ~ You may use one hicap for your weapon or
as many as 10 midcaps. Extra ammo to be left at respawn or your rear
base or off the field. You can reload when you die. This takes
everyone from seasoned vet to new player into consideration.
CREW SERVED MG's ~ MG42's, & .30 cals may
have box mags. There are very limited spots for these weapons and they
are to be used as 2 man team weapons. No run and gun fire from the
hip. Lay down deploy bipod or tripod. hook up your box mag and fire
away. Need to push ahead to support your team? Unhook boxmag get up
run to new spot and hook up again. This is the way it was done then
and we would like to simulate that.
SQUAD STRUCTURE:
You will be broken down into appropriate Axis or Allied size squads
with appropriate numbers of riflemen, MG crew, and SMG amongst your
squad.
Example:
Axis squad
is up to 10 man:
1 MG s 2-man crew (Reserved for actual SAWs if available)
2 SMG gunners
Up to 6 Riflemen shooting Semi-auto only
Allied squad is up to 12 man:
1 MG 2 man crew (Reserved for actual SAWs if available)
1 SMG gunner
Up to 9 Riflemen shooting Semi-auto only
OPTICS:
No night vision devices.(Goggles, scopes, cameras etc.) No
M203s(but you can use the shells in ww2 prop weapons such as mortars.)
No red dots, lasers or any other modern-type optics. If your AEG
has a built on factory red dot or scope you may put a piece over the
lens
Scopes are only to be used on bolt action sniper
rifles.
AGE LIMITS:
Younger then 14 and we have to know you and it will be on a case by
case basis.
14 - parents sign waiver and parent playing
15 - 17 waiver signed by parent.
18 - sign your own waiver
FIELD GEAR:
Do not use any modern vest or field gear made
during or after the Vietnam war. Exception is the use of pouches on a
web belt. or belt holsters. This is not SWAT or DELTA. You are playing
the part of a 1939-1946 era warrior do your best to look the part. It
can be done cheaply.
USE any
era
Suspenders
Web belts
Backpacks/Buttpacks/Breadbag
Holsters
Pouches
Canteens
NO
tactical or LBV vests
Camelbaks ( hide them in a older era
pack, mussett bag or breadbag)
RADIOS:
One RTO per squad is allowed
UNIFORMS
AXIS
ALLIED
HELMETS
You do not have to be 100% uniform accurate but you must
stick with colors given. ie. You may use modern black or grey BDU's if
that's all you have, but not your new MARPAT's.
We will not make exceptions for modern BDU's
Do not ask! Our uniform
standards are very liberal for historical gaming. WW2 airsoft staff
will make the final call on it.
NO GO's
No - BDU CAMO PATTERNS OTHER THAN WHAT IS STATED UNDER YOUR
SIDES UNIFORMS.
No - TIGERSTRIPE, WOODLAND, DPM, ACU,
MARPAT, SWEATPANTS or SWEAT SHIRTS
No - TENNIS SHOES(because someone will skirt it if we don't
put it.)
NO ANYTHING ELSE THAT WE HAVE NOT LISTED HERE.
THIS IS THE SUM TOTAL OF YOUR CHOICES. THIS INCLUDES PANTS AND
TOPS.
AXIS Uniforms (German, Finnish, Japanese, Axis leaning partisans,
ETC.):
100% Repro or original Axis uniforms
Grey
Black
Flecktarn
Austrian Pea dot
San Marco
Khaki or Tan only if playing in a PTO scenario
Black or brown boots (Hiking, Combat or work
boots) ALLIED
Uniforms (US, British, Soviet, Allied leaning
partisans, ETC.):
100% Repro or original Allied uniforms
OD Green(Not bright green)
Pacific Marine camo
Khaki or Tan
Cocoa Brown
Black or brown boots (Hiking, Combat or work
boots) HELMETS, HATS,
CAPS:
Headgear is the best way to mark the different sides during a
battle. Period headgear of your sides specific use will be
Required. You may use a replica soft cap if
you are on a budget. Cheap German helmets under 20.00 are available
from a multitude of sources including our friends at http://www.cushmanpaintbal.com/
It should be the first article of a uniform you should
consider.
ARMOR
ANTITANK
DEMO
ENGINEERS
ARTY SIMS
GRENADES
MEDIC RULES
ARMOR:
Tanks or armored vehicles will be included sometimes in our games.
They can only be taken out with an antitank weapon firing a nerf
rocket. These will be provided to the teams to use against the tank/s
that we use. We will determine How many tanks will be on the field and
how many anti tank weapons will be issued to each side. If you bring
your own prop antitank, tanks or artillery guns they must pass
our safety and inspection to be used by you on the
field. Tanks must be hit twice for a kill. First hit immobilizes the
tank but it may still fire. Second hit will kill the tank. At which
point it immediately drives back to the respawn and waits 15
minutes at the respawn to respawn. A tank marshal will stay with
the tank at all times to determine hit's and misses and inform the
tank crew when they are hit or dead. Only an engineer can fix an
immobile tank by spending 10minutes with his hand in contact with the
tank. You will not fire your main cannon with nerf rockets at players
only objects. You may have antipersonnel rounds provided to you that
can fire sabots of BB's
ANTITANK, DEMO:
If you want to use our anti tank props you will need some training
by us before we allow you to skip merrily around the field with it.
This training probably takes 15 minutes at most but you will want to
spend some time experimenting with it and getting used to the range
and such. WW2 antitank weapons had a relative short range so be
prepared to get up close and personal. You will not fire nerf rockets
at players only objects and tanks. You are also the Demo guys and you
may carry satchel charges or demo charges. You and you alone can blow
bases or bridges you may use your antitank weapons to blow bridges and
bases by shooting them. A ref will place a red flag marker on the
destroyed object to mark it. Players can play around the outside of a
bunker but may not get inside something that is destroyed until it is
put back into play by an engineer.
ENGINEERS:
You can restore tanks to mobility by placing your hand on an
immobile tank for 10 minutes. You can restore bridges and bunkers to
use by spending 10 minutes with your hand on any object that has been
demo'd. Objects that are demoed will have a red flag placed on them by
a ref.
ARTILLERY
SIMULATION:
This goes for Arty guns and
mortar pits. With 1 or 2 ammo boxes. As long as you have live players
at these locations they can call in one arty strike per Arty site
every 15 minutes. Hit and miss will be decided by a roll of the dice.
Evens you hit, Odds you miss. An arty control ref will randomly call
out players(4 or less at a time) in the area you select via grid
coordinates. If you do not control the Arty site (meaning you have no
live players in them.) you do not get a shot from that one. You may
move your mortars (but not arty guns) but at no time will more than
one mortar reside in your respawn. Do not lose peices or legs an
incomplete mortar or the loss of the ammo crates makes them
disabled.
HAND
GRENADES:
Each
player may carry a single tennis ball or other grenade replica on them
to represent a grenade. The grenade may only be used once per
scenario. The uses of the grenades are also limited. Grenades will be
used only against bunkers. Players are responsible for providing
their own "grenade" if they so wish.
Bunkers: In order to
limit the incidents of excited, point-blank shooting within bunkers,
each player may carry a semi-soft item to represent a
grenade. (We have found that a tennis ball painted olive drab
works fairly well.) When engaging people inside a bunker,
instead of rushing in or shooting you toss the "grenade" into the
bunker and yell "GRENADE!". This is to draw attention to the
fact that a grenade has just been employed. Any players in the
bunker with the grenade are then dead. Each player may carry
only one grenade and use it only once per scenario/game.
Grenades cannot be picked up off the
ground and reused during the scenario. (You may pick them up to
recover them but do not reuse it during that scenario.)
If for some reason you are
throwing grenade from inside a bunker, fumble the throw and the
grenade lands inside of your bunker, all inside the bunker are
dead.
If you throw a grenade at a target and
miss, then the grenade is expended.
These are the only ways in which
grenades will be employed.
Q: Why can't
grenades be used in the open?
A: Because
that just opens a can of worms that does not need to be dealt
with. We do not want to see arguments about how far from the
grenade that someone was.
MEDIC RULES:
Medic Requirements:
Deck of Medic Cards.
Medic Bag. (Any sort of period bag that can look like a medic pouch
or bag.)
Procedure:
First thing a player needs to do when he is hit is to call out
hit and remove his headwear. Any player without a hat or helmet
is considered wounded or dead and should not be fired upon
When a player is hit, he sits in place or kneels. He may call out
for a medic for 5 minutes. After 5 minutes he bleeds out and must
respond. He MUST bleed out the entire 5 minutes, no suicide and
respawn allowed. When a medic notices he is needed, he goes to the
wounded player, or another player may drag the wounded player back to
a safe spot with one hand allowing wounded to WALK or two unwounded
players can put a hand each on the wounded player and can jog. If the
rescuing player is shot while trying to get the wounded player to a
safe spot then they both stop and call out for medic. The medic is not
Invincible in combat. The medic may try and drag the
wounded player to a safe spot but if he is hit he is wounded like
anyone else would be. When the medic makes it to the wounded player,
he opens his medic bag. Inside the bag are the Medic cards with random
fates on each. The medic must draw from the cards blindly. Depending
on the card, the medic spends the corresponding time as printed on the
card with one hand on the wounded player. If the player draws a death
card the wounded player is called dead and must walk to respawn at
this point. The medic than puts the card back in his bag, shuffles
them up, and is back to action.
DISARM
SEARCH
CAPTURE
These rules are for
covering when a player is captured and his/her captors decide they wish
to disarm and search them. Obviously, some people would be highly
opposed to actually being frisked and/or having their weapons taken from
their person. In order to provide a solution to this issue we have
devised the following rules.
DISARMING:
In order to disarm the player the
captor must place their hand on the players shoulder and state "I am
disarming you.". At this time, the player that is being disarmed must
remove the magazines from all weapons and fire any chambered rounds
into the ground. All weapons must then be placed on safe and
re-holstered, slung, or carried in such a fashion as to be rendered
non-threatening such as over the shoulder etc. All magazines must be
placed in a pocket such as pants cargo pocket, ammo pouch, pocket or
wherever the player wishes. The magazines may not be placed back into
the weapon/s however. Any other miscellaneous weapons that the player
is carrying also become non usable, such as hand grenades, launchers,
explosives etc.
SEARCHING:
In
order to search a prisoner for any items that that may be of interest
such as maps, intelligence documents, orders or any other game-related
items that the player may be carrying, the captor places their hand on
the prisoner's shoulder and tells him/her "I am searching you.". At
this time the searched prisoner must give up all game related items
(Not personal items such as wallets etc.) for the captor to see. The
captor will then decide what is of use and what is given back to the
prisoner
CAPTURING:
When a
player is hit the first time they are down until a medic revives them,
they are evacuated to the command post or bleed out. If a player
is hit and an enemy soldier can get to them before a medic and before
they bleed out then they can be captured. They are wounded and
will have to follow the wounded rule of
movement.
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