Tactical Scenario

The Drive to Arnhem: US and Commonwealth forces are driving to link up with Airborne forces dropped well behind enemy lines. German forces are sowing disorder as much heavier than expected resistance is mounted all along the route. German Forces.training, resting and refitting throughout the area are moving to establish hasty defenses to drive back the invaders. All along the advance route small skirmishes between small units providing security for the Allied armoured columns are coming into contact with German units cast into the fray to delay the advance.

The scene is chaotic with no defined fronts and pockets of resistance popping up at every turn.

This year's scenario will feature a fluid battle of fast engagements and no set piece defensive positions for either side.

The Tactical Portion of the event will be broken down into chapters with an overall operational theme to the chapter. Each chapter is timed with a beginning and an ending time All missions within the chapter must be completed within the time allotted.


Each member of the Resistance, or the Allied forces or German Forces will have ONE LIFE for each chapter. This means that if you are Wounded and not extracted to an aid station by your own forces and decide to “bleed out” and become DEAD and return to your HQ you may not re-enter the battle until the next Chapter begins. You may assist with Headquarters Tasks such as communications or transferring messages forward but you may not re-enter the battle as a combatant ( you may re-enter as an unarmed medic )

Ammunition Loads are restricted for each Chapter with a ammunition Load not exceeding 200 rounds for each rifleman and not exceeding 1500 rounds for each Light or heavy machine gun. Machine guns may be reloaded in the field ONCE PER CHAPTER if 2 ammunition cans are carried to accompany each Machine gun. If you run out of ammunition you will have to be replenished from your unit’s unexpended ammunition. WATCH your ammo!

( if ammo supplies become critical a resupply may be permitted, any reloading must be done in the HQ area )

Cold Smoke Grenades burning WHITE smoke may be used

Dummy Grenades may be used . if a grenade is thrown it must be preceded with a call of “grenade!” and a shout of ‘BOOM” after a delay of not less than 3 seconds. Anyone within 4 meters of a grenade and not behind HARD COVER is deemed wounded

Pyrotechnic grenades may be used with the permission of the property owner on the day of the battle depending on field conditions. Anyone within 4 meters of a pyro grenade detonation and not behind HARD COVER is deemed Wounded ( hard cover is earth or solid walls , not a bush or a sheet of plywood )

Rubber Knives may be used to KILL - a touch in the body of an ALIVE person with a knife results in that person being KILLED. WOUNDED persons can not be KILLED with a Knife. ( so you can’t go around knifing wounded people) ( see the RULES regarding what the various states ALIVE, WOUNDED and KILLED mean )

This Event will require all participants to meet basic authenticity standards

WWII Impression and weapon required. kit authenticity is expected, blatant disregard for authenticity will not be tolerated. Unit integrity is required; i.e. squads or larger must be of same historical unit affiliation. Individuals from other services or nationalities may be attached to these core squads

SO THAT THERE IS NO MISUNDERSTANDING, IF YOU DO NOT HAVE A CONVINCING ALLIED, AXIS OR CIVILIAN IMPRESSION THAT CONTRIBUTES TO THE IMMERSION OF THE EVENT YOU MAY BE DENIED ENTRY PAST THE GATES OF THE PERIOD ENCAMPMENTS. MEANING YOU WILL BE BARRED FROM THE BATTLEFIELD.

I have no desire to exclude anyone from this event, but with a year to prepare there is no reason that anyone would show up without a solid, basic impression.

Modern gear and equipment is not permitted you are expected to have a complete impression. Complete

First time participants should review the information at this page before committing to attend

For AXIS players

There are many AXIS weapons Available, there is no reason to not have a period appropriate airsoft gun.

Non period appropriate guns will be approved on a case by case basis.

Every effort should be made by all players to have a period appropriate WWII gun.

for partisans - Any simple stock, "hunting style" bolt action rifle with iron sights ( no telescopic sights permitted unless they are WWII reproduction affixed to a proper WWII gun ) Any allied or AXIS weapon may also be used by Partisans

Pistols - any 1911, Browning High power, Luger, PPK, modern "plastic pistols" such as GLOCKs not permitted Modern Coloured pistols are not permitted

( more may be added to this list )

AMMO RULES

MAX FPS 450 with .20

ALL MAGAZINES loaded to REALCAP

( some WWII guns only have highcap magazines.. if this is the case the magazine may NOT be wound while in the gun. the magazine must be removed from the gun to be wound)

ALL Riflemen will carry a Maximum of 200 rounds

All Submachinegun users will carry a maximum of 200 rounds

All Machine gunners may carry a maximum of 1500 rounds.

Grenades - non pyrotechnic only ( unless pyrotechnic grenades are approved by the field owner ) Inert grenades will be in use

RELOADING - no loose ammo may be carried in the field unless it is part of your 200 / 1000 round loadout

If you carry loose ammo no loader may be used, you must reload by hand.

Reloading in a rear area or base is permitted, loaders may be used in base

When in Defence in field reloading may be permitted- Ammo must be transported from rear area to forward lines in a ammo can- 1 bag of ammo per can.

Actions on being hit, Once hit fall where you are hit, you may call for help, you may not use your weapon. If a member of your friendly forces comes you may be extracted to an on field aid station and return to the fight right away. If an enemy force comes you may be captured as a prisoner. To move a wounded person you must assist them as if they have a leg wound. One man helping you may move at a walking pace, with two you may move faster. If no one comes to help you after a minimum 5 minutes you may pull out your red kill rag, wave it get up and walk back to your main camp. While out of play you may not speak to anyone other than saying "dead man walking" until you reach the main camp. If the fight is raging around you wait until the fighting subsides or moves away before standing up an moving to report your death to your main camp. To avoid getting "re-shot" while hit, CONTINUE TO CALL HIT, POINT YOUR GUN UP- roll onto your back and place your gun on your chest, AND DISPLAY YOUR RED KILL RAG.

You may wait longer than 5 minutes for extraction if you like to avoid the long walk back to your main camp. ALL KIA reenactors must report to their main camp before they may re-enter the field. You may not re-enter the field once DEAD until the next timed chapter starts.

Action on taking prisoners: all prisoners must be taken to the capturing forces Rear camp area, their names recorded and then they may be released. Upon release make your way through the safe zone back to your camp to be reunited with your unit as a reinforcement. Do not re-enter the battle without reporting to your camp.

FULL HISTORICAL IMPRESSION REQUIRED: what does this mean?

everything you are wearing is historically accurate, you do not have to have a 100% complete impression, but whatever you do have is correct. "quality" not assessed, cheap reproductions are still an impression

this does not mean that you can mix modern and historical clothing. This does not mean you can wear what you normally do to skirmishes and just "throw on a smock to cover it up" This event is an historical reenactment first and foremost, and an airsoft Tactical event second. There is no such thing as "good enough for airsoft" for things like boots, "period appearance" is ok, so for the most part, leather low boots or mid hight boots are ok, and East German marching boots ( rubber soled jack boots ) are ok. Running shoes and modern nylon tactical boots are not ok, Surplus army low "ammo boots" are cheap and easily found, there is no reason not to have acceptable boots.low cost Asian import reproductions has radically lowered the cost of putting together a pretty passable impression. getting set up complete with a weapon for less than $1000 is certainly attainable. Once purchased your impression will be used over and over and the cost per use will reduce. Start now.. and you can spread the cost over the months leading up to the event.