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11 Dec

Battlefield 2 Server for Airsoft Skirmishers

:FoT: Illinois Enlisted [20]
68.232.170.22

For you Battlefield 2 players out there…AirsoftMissions.com is sponsoring a Ranked server for beginners. We’re handing our reserved slots for airsoft players, first come first serve. Drop your player nic in an email to us and join up for a game.

The server is running 24/7 but games usually start 12-1p (Central Time) and after 8pm most days until folks get tired.

Rules are simple…don’t be a jerk. That’s it. Friendly Fire is off, teams switch sides and randomize every round for maximum fairness. If you like a map request it and an admin can ad it in.

If you haven’t played Battlefield 2 it’s on sale now at Amazon.com for $8. That’s right $8!!!

That’s a crazy amount of fun for eight clams. See our Amazon link on the lower left and buy that sucker and join in the fray. Winter time is here…what else you gonna do? Go freeze your butt off and ruin your guns?

FRAG OUT!

20 Jul

Airsoft Team Roles Poll Results

Airsoft Team Roles Poll Results

OK skirmishers, the poll for airsoft team roles is now closed. We got enough votes to make some notes about who’s not picking up their fair share of scut work on the battlefield.

Airsoft Team Roles Poll

Airsoft Team Roles Poll

Quick run down, Squad leader came in the number one spot at 30% of skirmishers polled, and Rambo (cannon fodder) came in last just below the lowly and unloved medic at 6% and 5% respectively. Based on the airsoft skirmishes we’ve played, I don’t think this poll is far off the mark. Everybody wants to run their own crew out there and if they don’t they are inevitably sporting a sniper rifle. I was surprised at how few votes Team Commander got, but for those who have done it…you know it’s a shit job. Everybody yells at you, even if your team wins the day.

Keep these results in mind next time you step on a field, not everybody can be a Chief. We need some Indians out there too. I’m looking at you snipers!

~Darn-U-Kids

25 May

Midwest Airsoft Assault Podcast Ep. 1

Midwest Airsoft Assault Podcast

Episode 1

[podcast format="video"]http://airsoftmissions.com/wp-content/podcasts/Midwest_Airsoft_Assault_01.m4a[/podcast]

Dr. Phish takes you through the first ever Midwest Airsoft Assault podcast with Darn-U-Kids from Airsoftmissions.com as a guest to talk about what’s coming up in future airsoft podcasts.

22 Apr

The Wild Geese – With permission from www.Midwestairsofters.com

 

Synopsis:
Based off the 1978 movie of the same name, The Wild Geese tells the true story of a British mercenary team sent into Africa to rescue a political prisoner. Inspired by true events, when President Limbani is overthrown in a coup d’etat, only members from a generation of men who served their country against the world’s greatest evil can prevail. Discharged from service after WW2, they were unable to make peace work, and sold their services in the worlds hottest trouble spots to the highest bidder.

When President Julius Limbani is overthrown and imprisoned, the British Financier Sir Edward Matherson contracts retired British Col. Allen Faulkner. Matherson finances an operation to rescue President Limbani as he has copper mine investments in the region that he wants protected. Col. Faulkner contacts fellow retired brothers in arms; Capt. Rafer Janders, LT Shawn Fynn, and LT Pieter Coetze to assemble a band of “over the hill, but not out of the game” veterans to take on the mission of rescuing President Limbani.

Their story goes on to tell about the viscous fighting of the Simbas, the group that has kidnapped President Limbani, and what they will do to keep him in their possession.

Today you will have to do the same. As a British mercenary you will “parachute” into the region, locate President Limbani who is being held inside of a Simbas’ base. You will have to rescue Limbani, move him to a deserted airstrip, and wait to be picked up by a cargo plane. Should everything go to plan, expect to be home for afternoon tea… should everything go to plan…

Medics
Since one of the coolest characters in the movie was portrayed by the medic, Medical Orderly Arthur Witty, the TOD for this event will be concentrated on medics and medical support in the field. Today we want everyone to try and use the “Wounded player carry/drag” rules and our medic system instead of walking out to a respawn point. Stay together as a unit, pull your wounded to safety until a medic can assist them. The best way to make it out of the area is too stay as one unit, not using medic rules or the medic system will get you separated from your team and might cost them in lives.

Medic Rules
Each player will be supplied with a short piece of rope, when hit, a player must call for a medic. When a medic arrives he will have a stack of cards on him. The wounded player will draw a card, dependent on how many numbers are on the card indicates how many knots the medic must tie in your rope. you may continue to play until you have three knots tied in your rope.

If no medics are available you are required to stay where you are hit for a period of 5 minutes in order to bleed out, after 5 mins, you may walk back to your respawn point.

Examples:
1. You are hit and draw a “3″, the medic ties three knots in your rope and you are back in the action, the next time you are hit you must return to your base to re-spawn.
2. You are hit and have 2 knots tied in your rope, if you draw a 1 you may continue to play, if you draw a 2 or 3 you must return to your base in order to re-spawn.
3. You are hit and have 1 knot tied in your rope, if you draw a 1 or 2 you may continue to play, if you draw a 3 you must return to your base in order to re-spawn.

At anytime if you draw a card marked “KIA” it signifies a head shot and you are dead and must return to your base to re-spawn.

After you reach three knots, you must re-spawn at your base when you are killed, upon re-spawning, you will untie your knots.

Medic Cards:
4 types of medic cards will be used for this event in order to depict the severity of wounds.
1. Card marked with a 1, indicates a superficial wound
2. Card marked with a 2, indicates a moderate to severe wound, most likely an limb
3. Card marked with a 3, indicates a torso wound
4. Card marked with a KIA, indicates a head shot

Wounded Player Drag/Carry:
Any live player may carry any wounded player back to a medic or away from direct action. To carry a wounded player you will need to grab the player by the shoulder and escort them. While carrying a wounded player the live player may continue to fire his weapon, the wounded player may not. At anytime if the live player breaks psychical contact with the wounded player, the wounded player must stop moving, he cannot move under his own accord. Live players carrying wounded players may not run, they must walk. We the staff at Midwest Airsoft Guerillas would like to see players actually dragging wounded players back to safety, since we cannot enforce an actual “drag” rule, we simply recommend that if the wounded player wishes to be dragged for realism, then please, feel free to try it out.

Teams:
British Mercenaries
Simbas

Camo/Uniform Regs
British Mercs – Woodland/DPM ONLY

Simbas – Anything else

Character Roles Include:
British Mercs
Col. Faulkner
Capt Rafer Janders
LT Shawn Fynn
LT Pieter Coetze
RSM Sandy Young
Medical Orderly Arthur Witty

Simbas
Col Mboya


04 Apr

The Most Dangerous Game

A cat-and-mouse airsoft game where the prey is you. Submitted by reader Urzu16 of TUAC.

(Minor edits by Darn-U-Kids)

Mission Type: Minor

Mission Length: 60 minutes

Field Type: Woodland works best

Requirements: A lot of space

Concept: A classic game of hunters and hunted

Teams: One hunted (clearly marked by civilian clothes etc.) versus the rest hunters

Objective: A player is thrust into a “deadly” game of cat-and-mouse. He must avoid all other players for 60 minutes before evac arrives. The hunters must of course hunt and tag their prey and escort him to a marked safe zone. The hunter to bring the prey in wins but after time runs out and the hunted is not within the possession of a hunter he wins.

Rules: Hunted is given 5 minutes to take the field. He may be equipped with a pistol or a small SMG (AEGs will be accepted). The prey should have very limited ammo to make this work. After 5 minutes the hunters take the field simultaneously and the hunt begins. Important note: Hunters are on their own. Each man is his own team, and only one man can win. You must tag the prey to capture him. Once captured they prey moves with you on the field. If you are shot by fellow hunter during escort, the prey is considered free and can take off again. You get no points or bonus for shooting the prey, but he can shoot any hunter on the field in defense. Once captured by any hunter, the prey can no longer fire his weapon until he is “free”. Hunters without captured prey may shoot each other but get no points for doing so, and respawn as normal.

Respawn Rules: Hunters may respawn twice with a two minute break period.

Scoring: Win/Lose: The hunter who brings in the prey wins, if at the end of the time the prey is still on the field, he wins.


+1 Difficulty: The number of hunters increases.

-1 Difficulty: The number of prey increases.


27 Mar

Tag Collector

Tag collector is a fast every-man-for-himself airsoft game that’s a great way to start off a day’s match. Airsoft game rules for the speed mission “Tag Collector”.

Mission Type: Speed

Mission Length: 15 minutes

Field Type: Any

Requirements: Dog tags or lanyard for every player

Concept: See who can collect the most kills

Teams: Every man for himself

Objective: Tag collector in a variant on Last Man Standing that values more aggressive game play than Last Man Standing. The objective is to collect the most dog tags from other players on the field and take out the strongest players.

Rules: Each player is issued a set of dog tags (of something resembling it) that can hang around a player’s neck or wrist and easily be taken off during play. Players all take the field simultaneously and fan out, players are given 5 minutes to get into position. The match is started by signal at the 5 minute mark and players have exactly 15 minutes to eliminate as many other players as possible. When a player is hit, they remove their dog tags and hold them up in the air. The first player that gets to them grabs the fallen players tags and adds them to their own tag(s). If a player is killed with more than one tag, they hold up ALL of the tags they have collected so far, and ALL of those tags are now up for grabs to the first player that gets to them. Killed players must stand up and hold their position until their tags have been collected, once the tags are taken they leave the field for the safe area. The challenge here is two-fold, 1) be aggressive enough to make lots of kills 2) get to your kills to collect tags before someone else does, even when they are out in the open.

Warnings should be given at 5, 3 and 1 minute left. Players leave the field and return to the safe are to count tags, the player with the most tags wins the round. Killed players who’s tags were not collected at the end of the round do NOT add to anyone’s score. In order to claim a tag you have to actually have it in your possession, no matter how many players you kill you get zero points for tagging and bragging. This may be a hard concept for snipers to understand…speak slowly.

Respawn Rules: No respawns

Scoring: Win/Lose, the player with the most tags wins, everyone else loses.


+1 Difficulty: Limited ammo, one gun with one midcap mag per player only.


18 Mar

Extraordinary Rendition

Extraordinary Rendition is an airsoft game with the usual good guy/bad guy kidnapping roles reversed. A great airsoft mission for inclusion in big multi-day events or as a side mission in a multi-hour slugfest.

Mission Type: Minor

Mission Length: 30-45 minutes

Field Type: Any

Requirements: Non-playing bad guy(s) to extract

Concept: Pluck a bad guy right from his den of villainy

Teams: Two roughly equal teams, small squads make for better game play

Objective: This airsoft game is essentially a reverse-”Escort the VIP”. Good guys have to enter the field, progress to the enemy stronghold, and kidnap an enemy VIP. Once in their control they have to escort the enemy VIP back to the good guy safe zone for extraction. This is a great side mission for larger battles, especially when used as a surprise element in the middle of an already raging firefight.

Rules: This airsoft mission is classified as minor because it takes a little more setup than a speed mission but the actual game should be fast. Renditions should be fast and brutal, and if it gets drug out by camping or timid good guys the bad guys should win by time default. The non-player target is chosen and escorted onto the field by his/her defenders. Defenders get to choose their defensive position, once chosen the target can not move out of the area (10-20 meters is fine) except when tagged by the kidnappers. Defenders get 10 minutes to setup. Match is started by signal and good guys/kidnappers take the field. For game play purposes the target can NOT be killed by gunfire but should not be used as a shield. Kidnappers have until time runs out to get to the defenders position, tag the target and escort him/her back to their safe zone. There is no bonus for enemy kills here so the objective is not to kill all the defenders just get close enough to tag and run. The target changes sides by being tagged, so it is possible for the defenders to get the target back if they eliminate the kidnappers en route to the safe zone. Target should do a fast walk with whichever side they’re on at the moment. Time warnings should be given at 5, 3 and 1 minute remaining to coordinate final actions for both sides. If the target is safely returned to the kidnappers safe zone, the match is over.

Respawn Rules: Standard 5 minute respawn

Scoring: Win/Lose, If Kidnappers return the Target to the safe zone before time runs out they win. Scoring: 50 points for possession of the target at the end of time, 10 points for every 5 minutes for possession of the target.


+1 Difficulty: 2-1 ratio defenders to kidnappers.


13 Mar

WARNING: NEVER take your airsoft guns to school..

this is why! Were we not clear in the SAFETY section? How stupid do you have to be to think that this would be a good idea? Read on…

ATTENTION: ALL VETERAN AIRSOFT PLAYERS YOUR HELP IS NEEDED

I got a notice hand delivered from my elementary school son yesterday from the desk of the Principal. It seems that our small town elementary school was placed on “CODE RED” lock down yesterday morning for 20 minutes because someone spotted two individuals with weapons in the high school parking lot next door to the elementary school. If you’re a parent of an airsofter or a veteran airsofter yourself, you know what I’m about to tell you.

That’s right, two <insert your own derogatory names here> decided that it would be a fantastic idea to bring airsoft guns to school and trade them out in the parking lot before school. They were spotted (DUH!) and both schools went on immediate lock down and the police were called in. The cops discovered the weapons were airsoft guns and the alert was called off, and the individuals dealt with.

Let me tell you that these <insert your own derogatory names here> were lucky they live in a very small town where the cops are reasonable people and everyone knows everyone else. If this had been a busy suburban or urban school, these guys would have been shot or severely “curbed”. And you can bet there would be angry parents on the 5 O’Clock news enticing ambitious legislators to outlaw airsoft guns. The sport of airsoft does not need this kind of bad publicity.

Incidents like this should be a wake up call to airsoft veterans and parents of airsofters. We are NOT doing a good enough job teaching these young kids about the safety involved in airsoft. We have to do better or this sport will be taken away from us by anti-gun crusaders who see an easy target for banning.

Read more about the bans and restrictive laws in other countries HERE on Wikipedia.

Here is the notice with most of the info redacted. This didn’t hit the mainstream media here and I’d like to keep it that way. If this can pass under the radar but still get noticed in the airsoft community then this post will have been worth it.

04 Mar

Hazardous Transport

Hazardous Transport is an airsoft game designed for hot summer events when you really need to get smashed with a water balloon. A fetch and carry mission with precious cargo for large groups on large airsoft fields.

Mission Type: Major

Mission Length: 2 hours

Field Type: Woodlands

Requirements: Large number of water balloons

Concept: Safely transport WMD-precursors to the extraction point.

Teams: Two roughly equal teams

Objective: The scenario is this: A rogue state has been successful in manufacturing the precursors to a deadly chemical weapon delivery system. You and your SpecOps team must infiltrate the Chemical Supply Depot and retrieve a minimum sample of the deadly precursors to waiting UN inspectors on your carrier battle group. Once the minimum sample is retrieved your group must destroy the remaining precursors to deny the Rogue state the chance to further develop them. The catch: the precursors are highly toxic and very fragile, any exposure to the contents of the precursor spheres will result in death.

Rules: Teams are split into 2 roughly equal groups, US SpecOps and Rogue Guards. Rogue Guards will take the field first and defend pre-loaded “Chemical Depots”. The water balloons are the key to this missions fun factor. Event planners will need enough water balloons for 3 times the number of players in the game (plus a few extra for slack ~5-10). Water balloons should be filled to the brim and fairly easy to pop. Before the match starts split the water balloons into 3-4 batches and distribute to marked “chemical depots” on the field. Both teams should have a map marked with these locations on them. These should be pretty far away from the entry point for the SpecOps teams so that they have to be carried a good distance and need to be away from the Rogue Guard respawn points a good clip too. SpecOps Team must retrieve and carry safely to their safe zone, 1 balloon for each member of their team. Not every man has to carry a balloon, if one guys carries 3 balloons that’s fine. Rogue Guards must have 2 balloons left in their possession for every member on their team. Since they start in possession of the balloons and start on the field their goal is higher. There is no limit on how many balloons a single Rogue can guard

Here’s the fun part. Balloons in tact are valuable, balloons when popped are toxic. If a balloon pops in your possession you are dead. If you fall on it, drop it, smash it against a tree, shoot it or get it shot, doesn’t matter…if you get splashed by a single drop you’re dead. The really fun part…this works for both sides: if your team has extra balloons you can chuck them at enemies for a nice big splash kill. Be careful though, if you’re one below your minimum your team loses. You don’t want to be the guy responsible for losing for your entire team (even though smashing someone with a water balloon may be worth it).

If your are shot while carrying a water balloon, you are dead as usual but must place the balloon on the field where you stand without popping it. At that point anyone can retrieve it or destroy it.

The Rogue Guards have 5 minutes to take the field and secure positions, match will start with a signal and SpecOps may enter the field from the safe zone. Respawn zones should be at opposite ends of the field, once a balloon has been delivered to the safe zone by SpecOps it is counted and now out of play. Match ends when SpecOps has safely delivered 1x balloons to the safe zone and destroyed all enemy balloons or time expires. Signals should be given at 5, 3 and 1 minute remaining for last ditch efforts.

Respawn Rules: 2 minute for normal kill, 10 minutes if killed by balloon.

Scoring: Win, Lose: If SpecOPs retrieves 1x balloons and destroys enemy balloons they win. if Rogue Guards prevent SpecOps from delivering minimum # of balloons and safely guard 2x balloons they win. Points: SpecOps, 100 points for retrieval, 50 points for destruction, 5 points per balloon destroyed. Rogue Gaurd, 100 points for delivery denial, 50 points for safe guard. 5 points per intact balloon.


+1 Difficulty: Chemical “Kills” are permanent. Players killed by balloon bursts do NOT respawn.

-1 Difficulty: Start with 5x(# players) balloons. This allows for more leeway in destruction of balloons.

EVENT PLANNERS NOTE: Some players get pissy about water getting on their gear, especially if they are fielding expensive guns. Be aware. We’ve played in light rain before with no ill effects on equipment. You may have to remind players that the US Marines don’t wait for warm sunny days to take out the bad guys. You may want to publicize this game type in advance so players can bring secondary guns that they aren’t opposed to getting splashed.

27 Feb

Man with the Golden Airsoft Gun

An airsoft version of the classic assasin’s duel. A mission for small groups with airsoft pistols in close quarters battles. Submitted by Urzu7

(with minor edits by Darn-U-Kids)

Mission Type: Speed

Mission Length: 30 minutes

Field Type: CQB

Requirements: Pistols only

Concept: Who’s the best assasin.

Teams: Every man for himself

Objective: Be the last man standing in the field.

Rules: Success favors the bold. Get out there and make something happen. Your objective is to take out all of the other hitmen/women to get the reward. Players start with one pistol and no other weapons. Ammunition should be limited, either one clip only or one BB per person in the field (judges choice) Don’t miss! Players draw straws for starting times and enter the field at 30 second intervals until all players are on the field. Gameplay starts with a signal, and ends when there is only one player left or time expires.

Respawn Rules: No respawns

Scoring: Win, the last airsoft warrior on the field is the winner. Points, 20 points per kill per player.


-1 Difficulty: Unlimited BBs

Shoutout: To the Decatur, Texas Urzu Airsoft Clan. Rock on!


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