Forum: Events/AARs
Topic: 6th Annual Fort McCoy _CoA_Redux
started by: Ersatzjack

Posted by Ersatzjack on May 05 2015,21:07
I am mulling over the dates for this year's summer event at Ft. McCoy. Normally we hold this the weekend following the Iola Military show which usually happens around the 7-9th and then play at Ft. McCoy 15-16th.  The problem is that like last year, if we stick to that schedule we lose Troy and Natasha.  Troy likes the blank-fire event in Ohio on the same weekend and likes to charge ashore off landing craft.  Pretty cool and we don't want him to miss that.  So I figure the best next alternative is to hold McCoy before Iola on the 1st of August (Saturday) with arrival and camping on the 31st of July and departure and a Sunday morning game on 2 August.  Troy can make that.  Who do we lose if we ask for these dates?  We need Troy because you can't have armored clash events without (2) pieces of armor.  I hope everyone will alter their schedules and consider the 1st weekend.
Posted by Rekkon on May 06 2015,11:10
Probably me.  July 31st-August 2nd is Gencon.  I have the rest of August open.
Posted by Aldrich on May 08 2015,12:16
I would probably be able to make that date.  I have the rest of August open as well.
Posted by andre on May 10 2015,19:39
Any weekend in August works for me.
Posted by El_Phantasamo on Jun. 10 2015,12:38

(Rekkon @ May 06 2015,11:10)
QUOTE
Probably me.  July 31st-August 2nd is Gencon.  I have the rest of August open.

Same for Cerys and Me, as we will be running a game at GenCon.
Posted by Ersatzjack on Jun. 14 2015,22:17
Okay - hot off the presses.  I was really toying with the idea of moving this event into the fall since several members I felt were key to its success professed schedule conflicts no matter which dates I chose.  I vacillated about submitting my request as a result.  As a small group we need all hands if I have to jump through the hoops I usually have to when holding this.  But Boris's plans have changed and so with them hopefully Gryphon's so that I am going to go forward now and request the dates 14-16 August with the major play date on Saturday the 15th and a morning battle if there is interest (depends on how whipped we are from weather on Saturday).  :)

Mark your calendars and make plans to attend.  Over and out.

Posted by andre on Jun. 15 2015,16:47
Win!  :laugh:
Posted by ba64 on Jun. 15 2015,18:38
I plan to camp on site with the Ba-64.
Posted by Rekkon on Jun. 16 2015,15:35
Woot!  Back on my calendar.
Posted by Ersatzjack on Jun. 24 2015,16:42
We are officially approved for this event so we can advertise it.  We have B-13 area again this year.  Still lots of undiscovered terrain there.  Rekkon, please post the dates on the website and I'll advertise it on the other boards in a few days time.

They were asking if I wanted the village but I declined figuring that might ruin a good thing.  Did I screw up?  :(

Posted by Rekkon on Jun. 29 2015,15:10
Village?  What village?  They have a MOUT site and you declined it!?!

Presumably a MOUT site would be additional work though.  We have to sweep out the buildings we use when the MAA plays on Ripley's MOUT sites.

Posted by Ersatzjack on Jul. 12 2015,23:46
Rekkon - Yes I figured having a MOUT site would complicate things.  Why ruin a good thing.

Dates 14 - 16 August 2015

Okay -  as you all know we are a little over a month from this event.  Time to start recruiting and letting me know if you are coming.  PM or post below please.  Cut off day is 6 August and then I will post the teams.  After that you will need to PM me why you should be allowed to attend since you can't commit.  WWII impressions of somewhat decent shape and WWII weapons only.  Rifles can be used non-period with burlap (VSR-10's/clones).  I do want the pictures to look good and this is not a themed event.  You will not participate if you cannot make some effort.  For those that do - expect a great event.



Use previous years posts to find the location as that information is all in past postings.

Directions -

First, Google Maps "Sparta, WI"

NE of Sparta you will see the La Crosse River State fishery area shown on the map and South of that is Ft. McCoy/Sparta Airport.

Look for Hwy 21 which is the main State Hwy that goes E/W in front of Ft. McCoy and find Ginger Road (you'll have to zoom down).

Going South on Ginger you will right away cross a set of railroad tracks and then look for the first gravel/dirt road on your right and turn in there.  That's B-13.  We'll be camped somewhere along that road or right off the road as you drive down it.  If you are interested and see Middle Ave (unimproved dirt path) then you know where B-13 is.  It is the area surrounded by all the other roads seen.

Getting to Sparta and Ginger Road I will leave to you people.


Rules

< http://www.ostfrontairsoft.com/rules.shtml >

Map

< https://docs.google.com/file/d/0B91KB5cEIgp0d3hzTUlXbXo0TlU/edit?pli=1 >

and

< http://img.photobucket.com/albums/v309/Rekkon/SupplyService.gif >

The event is for 18yoa and older and 16 to 18 if parent is present.  Releases are signed.  Donations accepted and returned to a Fort charity and to cover some expenses.  Camping is modern and period but will be segregated for pictures sake.  Bring plenty of food and water.  This is spartan conditions and all you'll have is what you bring.  Arrival after 3pm on Friday is fine at the field.  We'll play Saturday and Sunday morning.

Scenario design will be by individuals  (they know who) this year with members contributing and posting their ideas here so that each scenario will be detailed here in coming days.  Stay tuned.  I'll edit their ideas into this post to keep everything in one place.

Looking forward to a fun time and hope folks can make it.  Don't forget BIO-BB's only.  Come with a Bag/Jar identifying them as such so I know you have them.

Posted by ba64 on Jul. 13 2015,18:26
The Ba-64 and Boris will be camping at B13 Fri. and Sat. nights.
Posted by Rekkon on Jul. 14 2015,15:55
Do we have a full list of vehicles attending?
Posted by Ersatzjack on Jul. 14 2015,17:28

(Rekkon @ Jul. 14 2015,15:55)
QUOTE
Do we have a full list of vehicles attending?

As it stands there is Natasha and the halftrack.  Those are confirmed.
Posted by Rekkon on Jul. 15 2015,13:28

(Ersatzjack @ Jul. 12 2015,23:46)
QUOTE
Rekkon - Yes I figured having a MOUT site would complicate things.  Why ruin a good thing.

It would only ruin a good thing if we screwed it up, which would basically require making a mess of the site and not cleaning it afterwards.  If everyone chipped in, cleaning would only take an hour or two, and we usually have more down time than that Saturday.

Getting access to a military MOUT is a rare opportunity and would let u run scenarios not possible anywhere else (run it in winter and make a better Stalingrad).  If the chance to use it comes up again, I highly recommend taking it.

Posted by ba64 on Jul. 15 2015,18:04
We have some wide trails, gravel roads and some space to drive around on B13. I would be willing to let truly interested armored car drivers have some behind the wheel time with Natasha. With a quick run down on where to kick her and when to pat her nicely, anyone could be a driver. If you have had a thought or two about taking on a military vehicle project for MOA, a test drive with Natasha might help you make up your mind.
Posted by Ersatzjack on Jul. 15 2015,23:57
I advertised this on FB, WWIIAA, and the Minnesota Airsoft site.  The Wisconsin site won't let me though I have posted there before.  Can someone post a link back to this thread on the WI airsoft site who has posting ability there?  Or not.   :)
Posted by Rekkon on Jul. 16 2015,11:13
Posted to the WAA board.
Posted by Ersatzjack on Jul. 16 2015,14:33

(Rekkon @ Jul. 16 2015,11:13)
QUOTE
Posted to the WAA board.

Thanks!  That's a nice job. Vroom, vroom indeed!  :)

Posted by Rekkon on Jul. 17 2015,09:14
Did this get posted to the Illinois board?
Posted by Ersatzjack on Jul. 17 2015,14:26

(Rekkon @ Jul. 17 2015,09:14)
QUOTE
Did this get posted to the Illinois board?

I didn't know that ILL-ANNOY had a site.  Feel free.  My problems with WAA are fixed now but I appreciate you posting there.

Posted by Rekkon on Jul. 19 2015,19:09
Here is my first prototype scenario.  The core idea is a German defense where the Russians get both pieces of armor (all vehicles if we get more than two).  This will let them have their shot at blitzkrieg like we had in 2012.  Defenders obviously get all available AT (balanced relative to attendance).  I will be bringing the Teller mines and wurfmines as usual, and we anticipate at least three panzerfausts being available.  Hopefully we can get the PAK as well.  I want to make that old foundation at the edge of the open field a strongpoint the Russians have to take as their primary objective, conditions permitting (I seem to recall it was filled with water one year).  Defenders inside are immune to BB fire, unless we can build up the sides enough, which I highly doubt.  Bring ze granates.  Ideally the PAK will be inside the “bunker” to hold off vehicles, and as Phantasamo might be bringing the heavy mortar, that could go in there too.  The open field should be a great place for some defensive artillery.  An MG on the Ersatzs’ AA tripod would work well as the bunker’s sole AEG.  Depending on grass conditions, I might allow my light mortar to be used against the bunker.

The Germans of course will fortify the heck out of the location.  I have a number of light duty fence posts and am thinking we can pound them in and run twine as simulated wire (no crossing except through gaps).  The Russians can have some simulated wire cutters (scissors if nothing else).  Obviously this would require some time to setup, so it would be great to get started Friday.  Russians respawn to the west; Germans to the east, probably on the other side of the trail that runs past where we usually set up camp.  This puts roads all around the strongpoint, giving the Russians maximum flexibility in deploying their vehicles, including using them to cut off the bunker.

Thoughts?

Posted by ersatzjack2 on Jul. 19 2015,20:52
It sounds like a real fun scenario.  Would there be a limit as to number of Germans allowed in the "bunker" since they are immune to bb fire.  If they're immune, why not put all of us in there on the foundation.  If we're all in the bunker and are all immune, the vehicles aren't going to blitzkrieg much of anything.  So... limit the bunker defenders.  The rest have to set up a perimeter and then I think it sounds good.
Posted by Rekkon on Jul. 19 2015,21:21
I do not think we will need to limit bunker occupancy.  My current thought is to only allow one AEG to fire out of it at a time, preferably a mounted machine gun.  Even without that, I think stacking everyone inside would be unwise.  Hide infantry behind the vehicles and hit opposite sides of the bunker simultaneously.  The PAK can only fire so quickly, and it only takes one guy getting in grenade range.
Posted by Ersatzjack on Jul. 19 2015,22:31
Aldrich has these two scenario ideas and they'll be used as needed.  Read more here:

< https://docs.google.com/documen....t?pli=1 >

Posted by Rekkon on Jul. 20 2015,11:20
QUOTE

Intel Grab


Background:  A German convoy containing a command halftrack was strafed yesterday evening during a German withdrawal.  Scout planes have managed to locate its remains along the road to Byskopol.  The command halftrack contained vital maps detailing the locations of the new German defensive positions.  Both German and Russian search teams have been dispatched to locate and recover the intel before it can fall into the enemy’s hands.  


Setting:  The German and Russian vehicles will be parked on one of the roads in our play area.  To add to the effect of a “strafed convoy”, the vehicles can be parked rifle range distance apart.  Prop crates or items can also be carried along in the vehicles to be strewn over the road and a smoke bomb can be lit to further the “smouldering convoy” look.  A map case will be placed inside the halftrack on the floor.  


Respawn Points:  Both team’s respawn points will be placed along the road with the objective in the center.   The respawn points will not be located on the road, but a small walk off the road so that the respawn area is not visible from the objective or road.  (The idea is to keep things immersive so that people standing at the respawn area will not be visible from the play area.)


Respawn Rules:  Respawns will be infinite, and will work either via waves, or immediate depending on the area of play and distance between the points and objectives.

Win Condition:  The win condition is to be the team holding the convoy once the timer runs out.


It seems a little silly to use our vehicles a static props, but this could be fine if we are going to have an infantry only scenario.  I would suggest making this our rifle-heavy game.

I really hate "who holds this at the end wins" victory conditions, and it seems especially arbitrary in this case.  If the map case is the important thing, you should only need to retrieve it.  Of course, that turns the game into a very short "sprint to objective, grab object, run home."  To that end I highly recommend either:
1.  Change the victory condition to object based.  For example, the vehicles could be loaded with supply props.  Both sides are trying to recover them and take them back to their spawn.  With a large number of props (that you can only carry one at a time), you have to continually fight over the objective, rather than grab one thing and run.  It also takes people from the "winning" side off the objective to carry supplies, making it easier for the other team to flip control.  In theory, things will be more dynamic.
2.  Change the victory condition to be the vehicles themselves.  Say the Germans are trying to repair and recover them, while the Russians try to destroy them before that happens.  One side can have to devote someone to "repairing" for a period of time, perhaps even having to bring up props for that purpose.  The other side could have time delayed satchel charges that must be planted (and defended) until they go off.

Either one of these would improve the scenario thematically, as well as making it play better.  The two suggestions could even be combined.

On a side note, if there is a lot of action around the vehicles, we can deploy my light mortar against them as rocket recovery on the road should be acceptable.  If one team starts in possession of the vehicles, the other side can have the mortar to start clearing them out.  

QUOTE

Killing the Beasts


Background:  The battle for Kursk is finally winding down.  Eager to exploit their success, the Russians have deployed armored scout teams to hunt down any straggling or isolated German armored vehicles.  The Germans have deployed their own hunter teams to destroy these incursions.  


Setting:  Each side will have an armored vehicle accompanied by infantry with AT weapons.  The area of play will be the “big triangle” consisting of the main road, the forest road, the camp road, and the field in between.   Players can go outside this area as long as it is a reasonable distance and does not hinder play.


Respawn Points/Rules:  Infinite respawns.  Respawn points will not be located in set locations due to the large play area.  If a player is killed they are to lay dead until the combat has ended or moved on.  Once it has, or if after a brief period of time it hasn’t, they are to discreetly remove themselves from battle in a direction away from the enemy.  Once they are in a spot isolated from any enemies, they may then re-enter the game.


If a vehicle is killed, it must relocate itself to the other side of the field.


Win Condition:  The goal is to destroy the enemy vehicle as many times as possible before the time runs out.  Each team must prioritize between protecting their own vehicle and ambushing the other team’s vehicle.  Each vehicle kill will count as a point.  The team with the most points wins.

For those who were not at McCoy in (I think) 2013 or left early, this is basically what we did for Sunday's scenario and it was a blast, like a giant WWII chess game with pieces moving around to counter each other.

I suggest changing the respawn system so that players have to return to their vehicle and/or infantry squad leader after sitting dead for a period of time.  This prevents ambiguity (eh, go over there for a while) in the system and adds depth to how each team deploys their assets.  You will have to think about how to manage your respawns via vehicle location.  It would also be better if dead vehicles stayed in place while the live one moved away.  This would let the team presumably hit harder some time to recover and reorganize.  It also prevents a bunch of "dead" traffic during the game.

Posted by Aldrich on Jul. 20 2015,18:29
I can agree with these suggestions.  The first scenario was written as a "just in case" idea so that we would have an option if the weather is too hot and we needed to give some overheated engines a break.  That way we could still "use" the vehicles at the very least.  That being said, if I had to vote between the two I would vote 100% for the second one.  Like Rekkon said, it was an absolute blast when we did it at the past event.  I had initially written it so that people could respawn within a 30 ft radius of the vehicles, but I was worried about having the objective also be the respawn point.  Perhaps if the vehicle had to be not moving and not under attack/in a remote location it could help avoid this issue.  For the first scenario I like the idea of having both sides trying to recover items of value from the wreckage.  The theme can stay the same, only the Germans are trying to recover the intel in the face of the Russian advance.  The Russians are trying to stop them by recovering the intel themselves.  The counting down clock can represent the approaching main Russian forces.

For your bunker idea, perhaps we could post two stakes along the foundation to represent a "bunker door".  That way the occupants can't jump in and out from any direction.  It would provide another good incentive not to hide too many people in the bunker since they would be bottle necked if they would need to get outside in a hurry.

Posted by Rekkon on Jul. 20 2015,21:31
Ah, an "overheat backup" scenario is not a bad idea.

Funny you should mention that.  I have a file where I am fleshing out a lot more detail on this, and marking a single "door" for entry/exit is already a listed feature.  Rest assured I have been putting in a lot of thought on how to avoid both sides abusing the "pretend bunker" mechanics.

As some of you have already seen, I made a Facebook event for this event since a lot of the MAA traffic has shifted there.

Posted by Ersatzjack on Jul. 20 2015,23:55
I like how these scenarios are getting some depth.  Good work.  Franz is working tirelessly on our submission - I'm sure of it.  I on the other hand am busy encouraging some of our blank-fire brethren to attend to bolster attendance.  One could almost say blackmailing and there would be some truth but it is friendly and beneficial for them so I believe I'll have a few takers.  More on this at the event campfire - heh-heh.

I like the idea of posting on FB but still, you can't beat a forum such as we enjoy for the sheer volume of information and discussion.  I'm glad we use both.  :)

Posted by ersatzjack2 on Jul. 21 2015,13:09
"Franz is working tirelessly on our submission".

You can say that for sure.  Mobile defence is a tricky thing to master.  After all, the Germans didn't do it until later in the war.  Yep, it won't be an easy scenario but I'll iron things out and make it fun.  We do want the Sunday game to be what they have been known for, lot's of fun.

Posted by Rekkon on Jul. 21 2015,13:17
Expanded Bunker rules/thoughts:
QUOTE
*Infantry inside the bunker cannot be eliminated by BB fire, only grenades (one kills the whole position).
*Since the foundation has no roof, we will need a mechanism to limit grenade delivery to close range, so they cannot be easily hucked inside.  Perhaps requires grenades to be rolled in just over the edge or we can rig “apertures” through which grenades must pass.  Perhaps something simple like open cardboard boxes on the center of each “wall.”
*Bunker can only be entered/exited by a single marked “door.”  Perhaps use some spare flags.  We might want to build up this area to provide some cover just outside.  Perhaps Troy’s partial wall sections.
*The PAK is placed inside to make it an AT pillbox.  PAK can fire in any direction.  If we do not have the PAK, put at least two panzerfausts in the bunker.
*If available, put the AA tripod in the bunker with an MG.  This will be the only AEG allowed to fire from the bunker.  If necessary, we will limit the number of people that can occupy the bunker at one time, but restricting BB fire from it will probably do the trick too.
*Heavy mortar placed inside the bunker to give it self defense artillery.  Mega Howlers kill infantry in a 25’ radius.  Direct hits kill vehicles.  Hits within 10’ of a vehicle result in a mobility kill.  We will need a mechanic that incentivizes getting out to repair the vehicle rather than just returning to respawn as dead (limited vehicles lives)?  Disabled vehicles can still fire.
*Fence posts will be placed around the bunker and twine run between them to simulate wire.  Tie in with trees where available to stretch post supply.  Wire cannot be crossed; you have to use an existing gap or make a new gap.  “Wire cutters” will be issued to the Russians (scissors?) so they can make holes.  Ideally we make a full circular perimeter around the bunker, leaving only a gap to the rear for German reinforcements.  If this is not possible/practical, wire will be concentrated in the approaches most likely to be used by enemy infantry.

Posted by Rekkon on Jul. 21 2015,13:19

(ersatzjack2 @ Jul. 21 2015,13:09)
QUOTE
"Franz is working tirelessly on our submission".

You can say that for sure.  Mobile defence is a tricky thing to master.  After all, the Germans didn't do it until later in the war.  Yep, it won't be an easy scenario but I'll iron things out and make it fun.  We do want the Sunday game to be what they have been known for, lot's of fun.

I am liking the sound of this.  Makes me think of the Germans lightly defending two points with a reserve force in the rear.  When the Russians attack one, a signal goes up (I am sure Otto would love an excuse to use his flare pistol again) and the halftrack rolls to the rescue.

Posted by Rekkon on Jul. 23 2015,12:08
Dark Zero is in.  I have German kit for him, though if someone has spare Y-straps they would be useful.
Posted by Ersatzjack on Jul. 23 2015,12:49
I'll bring some Y-spare straps.
Posted by ersatzjack2 on Jul. 27 2015,14:36
Ok, I am done with the Sunday game.  This will require some set up so we will start it at 9am.  If the players get out there at 8am, they should have it all set up by game time.

The Russians are attacking a German defensive front consisting of a Pak position and a heavy MG position supporting the Pak.  The two positions are spaced so they can support each other but not right next to each other.  Each has a seperate respawn.  The German defenders have two lives and Russian attackers have four lives.  Exception to this is in the armor rules.

Armor rules - Russians have two lives.  If Natasha is killed twice, the crew can exit her and fight as infantry for an additional two lives.  German armor has four lives.  Both Russian and German armor are tanks.  No shooting at the gunners as they are immune to bb fire.  Tanks must be taken out with anti-armor weaponry.  Also, consider them to be grenade proof.  You can kill them with a bazooka/panzerschreck (one per team) or wurfmines or pak fire.  

Russian artillery barrage.  The Russians have a ten round heavy artillery barrage.  Assume big guns here.  Nerfs kill anyone unprotected within 25 feet.  Assume the Pak and Mg position are dug in though and if so, then only a nerf falling into the dug in position will eliminate the defenders.  Surrounding perimeter infantry though, should be fairly vulnerable.  The barrage once started must continue at a steady pace until all ten rounds are expended.  No firing one or two at a time.

Boundaries - Two of Rekkon's flags will be used to mark to the right and the left of the German defensive positions.  (probably about fifty yards or so)  If you go to the right or left of those flags you are out of bounds.  I don't want the positions to be encircled or outflanked from behind.  Assume this is part of one long frontal assault and swinging wide won't do you any good.  (Sorry Chris)

If a German position is overrun, it is lost and if the Germans assigned to it still have lives they may support the other position.

Battle ends at 11am.  Germans win by holding at least one position.  If they have lost both but still have lives they may counterattack until they are out of lives or out of time.

I gave the German armor more lives to try to give the feeling that the German armor was better.  Think Tiger/Panther tank here.  Time is 1943.  Oh... and the Germans will be fighting with interior lines.  Russians will have to wisely use their artillery and their infantry and armor will have to probe carefully without getting too decimated.

Looking forward to another good year.

Posted by Ersatzjack on Jul. 27 2015,15:27
Bravo!  A stupendous scenario.  I salute you Franz.  :D
Posted by Rekkon on Jul. 27 2015,20:29

(ersatzjack2 @ Jul. 27 2015,14:36)
QUOTE
Ok, I am done with the Sunday game.  This will require some set up so we will start it at 9am.  If the players get out there at 8am, they should have it all set up by game time.

The Russians are attacking a German defensive front consisting of a Pak position and a heavy MG position supporting the Pak.  The two positions are spaced so they can support each other but not right next to each other.  Each has a seperate respawn.  The German defenders have two lives and Russian attackers have four lives.  Exception to this is in the armor rules.

Armor rules - Russians have two lives.  If Natasha is killed twice, the crew can exit her and fight as infantry for an additional two lives.  German armor has four lives.  Both Russian and German armor are tanks.  No shooting at the gunners as they are immune to bb fire.  Tanks must be taken out with anti-armor weaponry.  Also, consider them to be grenade proof.  You can kill them with a bazooka/panzerschreck (one per team) or wurfmines or pak fire.  

Russian artillery barrage.  The Russians have a ten round heavy artillery barrage.  Assume big guns here.  Nerfs kill anyone unprotected within 25 feet.  Assume the Pak and Mg position are dug in though and if so, then only a nerf falling into the dug in position will eliminate the defenders.  Surrounding perimeter infantry though, should be fairly vulnerable.  The barrage once started must continue at a steady pace until all ten rounds are expended.  No firing one or two at a time.

Boundaries - Two of Rekkon's flags will be used to mark to the right and the left of the German defensive positions.  (probably about fifty yards or so)  If you go to the right or left of those flags you are out of bounds.  I don't want the positions to be encircled or outflanked from behind.  Assume this is part of one long frontal assault and swinging wide won't do you any good.  (Sorry Chris)

If a German position is overrun, it is lost and if the Germans assigned to it still have lives they may support the other position.

Battle ends at 11am.  Germans win by holding at least one position.  If they have lost both but still have lives they may counterattack until they are out of lives or out of time.

I gave the German armor more lives to try to give the feeling that the German armor was better.  Think Tiger/Panther tank here.  Time is 1943.  Oh... and the Germans will be fighting with interior lines.  Russians will have to wisely use their artillery and their infantry and armor will have to probe carefully without getting too decimated.

Looking forward to another good year.

Where do you plan to run this scenario?  The range of locations where I will use my mortar is limited.  Rocket recovery is difficult enough in open areas.  Also, If the heavy mortar shows and we use it on Saturday, there might not be any air left.  I only have two tanks.

Individual "life" respawns are pretty suboptimal.  A better option would be a token system that feeds the entire team, and the attackers get twice as many tokens.  That way no single player can be quickly eliminated and have to sit out the majority of the scenario.

Posted by ersatzjack2 on Jul. 28 2015,09:10
I am considering two areas.  I want to relook at the terrain once I get there.  It should be open enough and armor friendly.  We'll consider the newer savannah area, possibly by the hill and if I don't like that we'll go back to the older savannah area nearer our camp.  

If we don't have air for the mortar on Sunday I will give the Russians another edge of some kind.  Perhaps an additional panzerfaust if we have one.

I'm ok with your token idea.  It can be utilized easily so we'll just do that.

I drew this up hoping for 18-25 players.  Otherwise I don't think it would work very well.  Gotta stay flexible.  If things change, we'll change.

Posted by Nightwitch on Aug. 04 2015,13:51
I may be in on this, after a crazy six month stretch at school.
Posted by ersatzjack2 on Aug. 04 2015,19:36
Fine.  We'll put you down for a firm "may be in for this" eleven days out from the event.  As an event organizer it would be nice to get some degree of commitment and the sooner the event is posted, the better.  It doesn't build a lot of excitement if I post 14 maybe's a week out from an event.  Sitting on the fence for these things may accomodate one's own schedule but does nothing towards growing our club and our hobby.
Posted by gryphon on Aug. 04 2015,20:12
I have a scenario idea for after dark on Friday or Saturday, if enough folk are interested on either night:

The Cover of Night

Timed Scenario, No Respawns, Begins 30 min-1 hr after sundown, runs 1 hr minimum - longer if all agree beforehand.

August '44: Romania is about to fall, the Germans are in retreat everywhere and morale all across the Ostfront is shaky. The Germans begin the evening in camp, while the Russians set up a field HQ anywhere they like in the strip between the main entrance road and the railroad tracks. Before Game On is declared, each German must draw a card from a stack I will supply. No one else should be shown the card each German draws! If the German's card is black, he is still loyal to the Reich; if, however, the card is red, that German is secretly planning to desert by hopping a freight train sometime this evening. If a red-card German can make it to the edge of the railroad tracks and stay there undiscovered by either side until the end of the scenario, the deserter wins the scenario by escaping. The loyal Germans are under orders to rest in camp for the night in anticipation of a move in the morning, so they are tasked with posting sentries to raise the alarm to defend the camp and shoot any deserters if necessary, while the Russians are a unit of razvedchiki tasked with capturing one or more live Germans for questioning by any available means. No more than one-third of the total number of Germans in the camp may be deployed as sentries at any one time, although the sentries may be relieved by replacements at any interval the German commander chooses, and the Germans may also send out night patrols if desired. A Russian live-captures a German by sneaking up behind in the dark and laying a hand on the German's shoulder; the German then MUST surrender without a sound and accompany his captor back to Russian HQ unless one or both of them are shot in transit. Captured Germans may be rescued or shot as deserters by German sentries or night patrols at any time. The Russians win if they have at least one live German in custody at the end of the scenario; the Germans win if the Russians have no live prisoners and all deserters have been shot, or all of the Russians are dead. No respawns for this game - if you are shot out, return to camp for the night, keep your mouth shut, and try to stay out of the way of the live players.

BTW, I'll be there Fri-Sat-Sun for sure, while Maddy and a guest player are a maybe - sorry I can't be more definite regarding their participation.

Posted by Nightwitch on Aug. 04 2015,20:32

(ersatzjack2 @ Aug. 04 2015,19:36)
QUOTE
Fine.  We'll put you down for a firm "may be in for this" eleven days out from the event.  As an event organizer it would be nice to get some degree of commitment and the sooner the event is posted, the better.  It doesn't build a lot of excitement if I post 14 maybe's a week out from an event.  Sitting on the fence for these things may accomodate one's own schedule but does nothing towards growing our club and our hobby.

If you don't want me to be there, say the word.  Growing the club and the hobby is also not served by discouraging people from doing their best to attend in spite of busy schedules which prohibit definite answers.

In fact, I've changed my mind.  I won't be coming.  Life is too short to be spent in the company of people who don't want your company to begin with.

Posted by ersatzjack2 on Aug. 04 2015,22:24
Todd, your game sounds like fun.  Very original concept.
Posted by gryphon on Aug. 04 2015,22:43
Nightwitch, please come out if you can make it. We Russians would love to have you back in our ranks again.
Posted by Ersatzjack on Aug. 04 2015,23:56
Gryphon - your scenario sounds like it will be very interesting.  I look forward to it.  I wonder what the moonlight conditions will be.  Clouds?  Hmmm?

Nightwitch - Steve's making general observations about an organizer's pet peeve and not directly remarks against you personally.  We barely know you.  I think you are reading an awful lot into his post.  You're welcome to show as Gryphon states.  In large, I think its generational.  I mean that's why apartment construction is up and single family home construction down.

Posted by Rekkon on Aug. 05 2015,04:25
I am still working on getting Adam/Stashless to attend.
Posted by Rekkon on Aug. 05 2015,17:26
For reference, it looks like sunset is around 2000.  Starting an hour afterwards and running for an hour takes us to 2200.  Keep this in mind when scheduling Sunday's scenario.
Posted by Rekkon on Aug. 06 2015,21:03
How are field conditions looking for pyro usage?  I can also bring some flares for signaling and/or night illumination.
Posted by Fritz Moos on Aug. 07 2015,06:37
I will attend

Nightwitch, as others have said, you are a valued valiant member of our troop and are more than welcome and would be missed if you choose not to attend.

At the risk of being brought up on charges for gross insubordination I do sympathisize with Nightwatch that discouraging and critical judgement as to why our members cannot attend, does less to attract members and grow our great organization than someone's difficult schedule.

I seem to recall something about attracting with honey rather than vinegar :D
With respect,

Fritz

Posted by ba64 on Aug. 09 2015,19:32
The use of flares on the fort may not be a good idea with the near by airport and Blackhawks that sometimes fly overhead.

If there are people in need of affordable Russian uniforms and gear...chime in soon. There will be items for sale that will be needed for next years Ostwind.

I will have a display of the gear needed for Russian heavy marching order.

Posted by Rekkon on Aug. 10 2015,09:46
Flare use is of course conditional on field conditions and organizer/base approval, but Otto used some at a previous event.
Posted by ba64 on Aug. 11 2015,07:39
Support the Motherland!
Boris is looking for a turret gunner and rear door gunner for the armored car.  
The Russians will need some halftrack killers.
Men and Women of fighting age are encouraged to sign up now!

Posted by Rekkon on Aug. 11 2015,17:13
How are the numbers looking?
Posted by Rekkon on Aug. 11 2015,20:07
Bleh.  Forecast in the low 90s, and a good chance we will get rained on Friday night.  Prepare accordingly.
Posted by ersatzjack2 on Aug. 12 2015,10:08
Fort McCoy 2015 Cancelled.

Primary reason is weather.  The forecast calls for clear skies, bright sunlight and nineties temperatures.  That's ridiculously hot and not conducive to safe play.  Furthermore, interest in the event doesn't warrant the cost in time and money in our view of transporting vehicles and equipment.  I apologize to those few who looked forward to attending but the interest just isn't there.

Attendance list for this event which was confirmed "I'm coming responses" is:

AXIS

Franz
Otto
Wolfgang
Matthias
Fritz
Dark Zero

ALLIES

Andre
Boris
Cpl Mills

To be fair there were several others that expressed an interest but we had no promises.  That makes maybe 10-12 players in all assuming no cancellations which with the impending forecast is pretty unlikely.

We also looked into the possibility of a venue change to Crane Lake where the temperatures are going to be mid-80's and accommodations are more readily available.  Also, the 222 armored car would be in play though not painted yet. But on such short notice, this is a poor alternative because it adds driving distance and again, we'd lose folks.

Hopefully this is enough advance notice for attendees to make other plans.  We will of course look forward to the next event.

On a positive note, at Iola, we made a connection with a landowner near Steven's Point who is considering sponsoring an October event on his 100+ acres and if anything comes of it we'll share the details.

Posted by Willi_Dreier on Aug. 12 2015,16:49
Otto..Franz... look forward to next event invite..stay cool..heard Mosquitos are terrible up there too. Wilhelm D.
Posted by Fritz Moos on Aug. 12 2015,22:57
Truck is packed, including braunsweiger, wasabrot,  bratwurst , homemade sauerkraut and field stove.
I just completed a second splinter zelt set and express shipped some loaner field gear and boots to Mathias.
My Maruzen P38 to replace my Tanaka Luger was delivered last Saturday to complete my sniper gear.

Worst thing is the wife made a double batch of chocolate covered Rice Krispie treats to share with everyone and now I am going to have to eat them all myself.  :p

I can either unpack or figure out where to invade :laugh:
Fritz

Posted by Rekkon on Aug. 13 2015,13:47
Sad panda.
Posted by Cpl_Mills on Aug. 14 2015,23:03
90 degree is perfect weather for the gas/C02 guns, I was really looking forward to testing out the k98 in combat. :(
Posted by andre on Aug. 15 2015,14:59
I went out to Big Lake today for their open session and can safely say that running around out at Fort McCoy all day would have been very taxing on us all.

As much as I hate to admit it the right decision was made.

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