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"Duffy's Rules" - General Information and questions Ask it here

#1 User is offline   Duffy 

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Posted 04 January 2010 - 07:47 PM

MANC-AS Open 2010

Duffy's Rules
With thanks to Matt Belgrove and Anthony "Ovany" Burton.

What is it?
Basically its a milsim(ish) game with a set of rules can be played on any site.

Basic Rules
* No more than 600 rounds can be on a person at one times (you may use any type of capacity magazine) apart from support gunners which is one box mag.
* Support gunner has to use a support gun based RIF, M249, M60 etc
* Medic rule will be in place, each team will hold 10 bandages and share them between the team. Players may be medic'd as many times bandages allow. When used up squad must return to their CP to remove bandages etc.
* FPS Limits: AEGs 350fps max, Bolt action 500fps max (minimum engagement of 35 metres), Semi auto is an AEG...
* There is no set camo that your squad will use or markers to distinguish players.. If you don't know what your own squad looks like you might wanna re-think about playing
* When you leave safe zone you are not to go back there until the end of the day this means that you must take to your CP everything that you need for the day e.g. water, ammo, food, RIFs, gas etc.

Command post
Take time and consideration when choosing a location of your CP. Think about potential entry points around exiting your base, what is the likelihood of it being found by wandering enemy forces and the distance from other potential objectives. I would also look at ways or areas you can booby trap to stop any your CP getting over run. The use of sentries as well as clear exit and entry points for friendly patrols will also make life easier in the defence of the CP. Lastly set up challenges and replies if needed for the just incase.

Eating/drinking
Eating and drinking in the field may be a little difficulty at times. most of the Syndicate members use Jet boils to cook food and get hot water for the brews. As for food in the field you can use Ration packs or the American made MRE but they aren't for everyone, I have been using a variety of Uncle Bens boil in the bag rices as well as tinned fish to eat they only take a few minutes to eat and with the variety of flavors available there is something for all.

How does the game start
Sites may offer suggested CP areas, if that is the case each team will be given a random CP which they are not to share with anyone outside of their team. If they do not offer suggested areas then each team with have a staggered start time ranging between 5 - 20minutes to find a suitable CP area. The team staggaring will be done by "shortest straw".

From the last team moving out there is a 30mins / 1hour (depending on the day) wait time that each team must stay at their CP. This is to setup CP, general comms and plans to be used throughout the day.

Medic rules - how does it work?

Well that question has popped up a few times today, so it might be worth explaining a bit better.

Basically a team gets 10 bandages to disperse how they feel fit, when the bandages run out (per player or per team) they have to return to their CP to remove the bandages and then start again (regen).

You cannot medic yourself, just other people using your own bandages or their bandages. There is a 5 minute "bleed out" if you can not be mediced.

The idea is that you have to work as a team throughout the whole day so you can look after eachother.

If you are in your CP and you all get killed you have to wait until your CP item has been removed and then wait 2 minutes before chasing them down to get it back!

CP (Command Post) - How does it work?
* CP Item must be clearly on show in centre of CP
* Harboured kit / equipment cannot and will not be moved by other teams
* All bandages can be "regened" in the CP
* If you are in your CP and you all get killed you cannot regen your bandages until your CP item has been removed then wait 2 minutes before chasing them down to get it back!

Attacking a enemy CP - Updated 11/02/2010
As the CP is where the enemy can regen we have had to create rules for the actual assault. When an attacking team engage a CP the enemy team cannot regen until 5 minutes after the contact / engagement has finished. Issues can arise from enemy digging in around the CP and stretching out the regen time e.g. 1 minute until regen enemy fires into CP to stop the regen, allowing time for the dead players to regen and come back. This is not allowed.
I can appreciate that this a difficult one to follow, but please use common sense. For sportsmanship the attacking can shout "ASSAULT OVER" or words to that effect, if your an alive player you should walk away with the rest of your team keeping with the milsim attitude of the game.


I've got a CP item, now what?
* Take it back to your team CP for points
* All CP Items have to store together in the centre of the CP
* You cannot under any circumstance hide the CP item and must be placed in plain view

I get hit while carrying the any CP item(s), now what?
* You must make it very clear you have been hit, drop the item and shout "I HAVE DROPPED A CP ITEM"

How to win / get points:
* Steal enemy item from CP and hold on til end of day


Cheating / Marshalling

Some games may have permanent marshalls, mostly all with not. Purely because we believe that the MANC-AS Open games will attract airsofters with a more "mature" attitude to airsoft. In the end we are playing milsim(ish) not a general open day. If there are cases of general cheating then teams / players will be removed from the game, simply. We hope that people that do book on for this type of event appreciate that everyone attending is looking for a "higher" / "harder" game style and will stick to the simple rules in place for the game.

Toilet needs
As per site. Leave kit at CP and walk to nearest toilet with hands in the air.

Why are we doing this?
We are trying to encourage different teams / players to play at more sites and in the end to start a "ladder" of teams. Plus it will be good fun :D

We are hoping to run an event every month at a different site, currently we are organising games with First and Only, Airsoft Skirmish, SWAT Chester. if other site operators are reading this please get in contact to organise a game!

Please ask your questions here :)
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#2 User is offline   wattsy 

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Posted 06 January 2010 - 11:08 AM

hi
just a couple of quick questions from 303 and squirrels

*what are the nessicary team sizes for the event?
*time duration for the games?
*is there going to be any specific costs for each event with it being held at different locations or have you got an accross the board figure?
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#3 User is offline   Duffy 

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Posted 06 January 2010 - 11:22 AM

*what are the nessicary team sizes for the event?

5 - 10 people per squad, nothing stopping you having multiple squads which could work together but then would have to fight it out in the end to win individually.

*time duration for the games?

Time duration is per game, per site basis. If a site operator offers 24hrs it could be 24hrs, though majority will be 1 day events with usual start / end ex times.

*is there going to be any specific costs for each event with it being held at different locations or have you got an accross the board figure?

Again, we hope to keep it to a normal site fee. Check the game booking thread for times, costs, services on site.
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#4 User is offline   Duffy 

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Posted 06 January 2010 - 10:33 PM

Adding:

* When you leave safe zone you are not to go back there until the end of the day this means that you must take to your CP everything that you need for the day e.g. water, ammo, food, RIFs, gas etc.
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#5 User is online   Ovany 

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Posted 06 January 2010 - 10:34 PM

I am guessing you will also need to take all batteries you will need as well.
Some see the glass as half full, some see the glass as half empty. what I want to know is who drank the other half.
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#6 User is offline   Cool Breeze 

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Posted 08 January 2010 - 11:51 AM

Ammo limit is 600 per person at one time total? Would this include any secondary rif's/sidearms?
(snipers needing to engage inside MED with pistol/secondary)

Ammo resupplied from CP? Is there a limit on resups or common sense? As in not blasting off 400 rds then running straight back to rearm...
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#7 User is online   Ovany 

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Posted 08 January 2010 - 01:15 PM

You can carry 600 rounds with you at any one time in mags so NO loose ammo. If you need more ammo or need to reload you can only do that within the confines of your CP so NO sending a runner to collect ammo for other team mates. think of this event as a marathon and not a sprint, You will find the game play will rely a lot on stealth and the possibility of sparodic firefights which may be very intense :(
Some see the glass as half full, some see the glass as half empty. what I want to know is who drank the other half.
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#8 User is offline   Duffy 

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Posted 08 January 2010 - 01:24 PM

As per what Ovany said
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#9 User is offline   fiasco 

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Posted 08 January 2010 - 02:06 PM

An ammo limit for the event would be a good idea - i.e the amount you have for the whole game as a team.

say "X" number of rounds per hour - thus keeping to the not a sprint comment ovany made.
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#10 User is offline   Cool Breeze 

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Posted 16 January 2010 - 10:27 PM

Something that's been discussed at OpTac before is the 'silent/suppressed kill'
basically if you don't see or hear the shooter and RIF you don't shout 'hit', just acknowledge the kill and stand fast until bleed out or found by your team.
Just an idea but since this is milsim?...
Speaking from experience, it's a pain in the face to spend ages sneaking about then make a kill with a quiet/suppressed gun only to have the 'killee' yell 'HIT, MEDIC, (colour) MEDIC!!!'
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#11 User is online   Ovany 

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Posted 17 January 2010 - 01:13 AM

It may be a silenced kill but how you going to know where and what from without seeiong the shooter it could be a socom or it could be doc from 100+ metres. I would just aknowledge the hit as usual.
Some see the glass as half full, some see the glass as half empty. what I want to know is who drank the other half.
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#12 User is offline   Cool Breeze 

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Posted 17 January 2010 - 09:06 AM

Yeah, probably not the best written explanation, sorry. In my defence it was late.
I doubt the 'give away' issue will crop up anyway, with so many seasoned players.
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#13 User is online   Ovany 

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Posted 26 January 2010 - 11:45 AM

Just to add If you steal an enemy CP item but you don't get it back to your base before End ex the item doesn't count it needs to be in your CP when the final whistle goes.
Some see the glass as half full, some see the glass as half empty. what I want to know is who drank the other half.
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#14 User is offline   Duffy 

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Posted 11 February 2010 - 04:27 PM

Attacking a enemy CP - Updated 11/02/2010
As the CP is where the enemy can regen we have had to create rules for the actual assault. When an attacking team engage a CP the enemy team cannot regen until 5 minutes after the contact / engagement has finished. Issues can arise from enemy digging in around the CP and stretching out the regen time e.g. 1 minute until regen enemy fires into CP to stop the regen, allowing time for the dead players to regen and come back. This is not allowed.
I can appreciate that this a difficult one to follow, but please use common sense. For sportsmanship the attacking can shout "ASSAULT OVER" or words to that effect, if your an alive player you should walk away with the rest of your team keeping with the milsim attitude of the game.


Updated rule
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#15 User is offline   arlins 

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Posted 11 February 2010 - 04:50 PM

we ran a similar set up a few times at the old lightfighter urban with the stirling lads , worked very well ( time to dust off the minimi methinks)
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#16 User is offline   Duffy 

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Posted 11 February 2010 - 05:20 PM

http://www.manc-as.c...?showtopic=7814 - if you looking a team or starting one :)
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#17 User is offline   arlins 

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Posted 11 February 2010 - 05:52 PM

duffy you might want to limit pyro
we found some players made up for the ammo limit by bringing a sack full of pyro
i think we limited it to 2 per player and resupply at the cp
now young faces grow tired and old
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#18 User is offline   Duffy 

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Posted 11 February 2010 - 05:56 PM

Not a bad point :)
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#19 User is offline   Redmenace 

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Posted 21 February 2010 - 10:37 AM

why not seperate the respawn/insertion point from the cp? or have say four set bases were you can set up cp's but respawn at all? (excepting the enemy cp.) this could lead to games where one side has to fall back and set up secondary defense of whatever.
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#20 User is offline   Duffy 

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Posted 21 February 2010 - 02:50 PM

We've thought it through and having random RVs cause more problems then they are worth.
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