WARGAME OKLAHOMA - rules and MECHANICS

WARGAME 101

Factions will typically start on opposite sides of the battlefield and are given resource points that can be used to deploy units, repair/rearm vehicles, call in airstrikes, deploy special units, and more. Following initial deployment, players must gradually hold and secure additional designated zones on the map by deploying special command units and supporting forces to them. Holding these zones award the faction with additional resource points over time, allowing them to bring in additional assets throughout the course of the battle.

GENERAL RULES

CAMPING

  1. Toxic, unruly, or criminal behavior is not tolerated in camp or on the field. Don't be a dick. Period.

  2. Real weapons of any kind are not allowed in camp, on the field, or in the vendor area.

  3. Participants must be 12 or older and minors 15 and under must be accompanied by an adult or group who will assist/watch them.

  4. Participants must adhere to these camp/facility rules.


SAFETY/SPORTSMANSHIP RULES

  1. Participants must have full sealing ANSI-rated eye-protection. Safety-glasses and mesh goggle systems are not allowed.

  2. All persons on the field should have a waiver on file.

  3. All players must have a dead-rag.

  4. All players must use BIODEGRADABLE BBs.

  5. All players must read and comply to these safety rules. Players will be quizzed.


BLINDMAN

  1. In the event of a player losing their goggles or being injured, every player within the vicinity must call “blindman”.

  2. Upon hearing “blindman”, each player is to cease play, safe their weapon, take a knee and repeat calling “blindman”. Do not move, do not fire.

  3. Play shall resume once event staff have cleared the situation and all players are safe to continue.

  4. In the event of a player losing their goggles, the player must cover their face and keep their head down until another player or staff can assist them in recovering their eye protection.


GAME RULES

FACTION CAMO GUIDE

  1. Factions are identified by green and tan based uniforms in approved green/tan patterns.

  2. A uniform consists of at MINIMUM pants and a shirt in an approved green/tan faction pattern.

  3. All headgear MUST be in an approved green/tan faction pattern.

  4. Equipment does NOT have to be in the color of your faction, however, your choices can attract friendly fire if not in your faction green/tan pattern. Do not be upset if friendlies shoot you when wearing a color combination that is not clearly distinguishable in the field.

  5. Players must abide by this faction pattern guide.

MAGAZINE AND RELOAD RESTRICTIONS

  1. Players may carry a maximum of 8 mid-cap magazines or 2 high-cap magazines for their primary weapon system.

  2. Players may carry a maximum of 3 mid-cap magazines or 1 high-cap magazine for their secondary weapon system.

  3. Box-fed magazine systems are allowed for squad support and vehicle gunner roles only.

  4. Reloading magazines is only allowed at your faction FOB and speed-loaders in the field are not allowed.

AIRSOFT FPS RESTRICTIONS AND CLASSES

  1. Players may carry one primary and one secondary airsoft weapon system.

  2. Primary airsoft weapons must adhere to the rules/restrictions of their intended squad role (rifleman, support, designated marksman, marksman, medic, anti-tank, etc.)

  3. Players must adhere to all minimum engagement distances and velocity restrictions set by the venue/promoter.

  4. Additional CHRONOGRAPHED weapon systems and equipment can be left at your faction FOB for backup/kit change.

RIFLEMEN

Rifles must be chronographed under 400 FPS with 0.20g BBs and hop-upturned off. No Minimum Engagement Distance (MED) is required for such weapons. Examples of RIFLEMEN class weapons are: M16s, M4s, Tavors, AUGs, Etc.

DESIGNATED MARKSMEN

Designated Marksman Rifles (DMR) have a max 450 FPS limit with 0.20g BBs and hop-up turned off, and a Minimum Engagement Distance of 50 feet. DMRs must be incapable of firing full-auto. DMRs cannot be used to engage targets within the same building. Examples of DMRs include: M16s, M14s,G3s, SVDs.

SNIPERS

Sniper Rifles have a maximum 550 FPS limit with 0.20g BBs and hop-up turned off, and a Minimum Engagement Distance of 100 feet. Sniper Rifles must be either bolt action or single action and incapable of semi or full-auto operation. Sniper Rifles cannot be used to engage targets within the same building.

SQUAD SUPPORT WEAPONS (MACHINE-GUNNERS)

Squad Support Weapons (SSW) have a maximum of 450 FPS with 0.20g BBs and hop-up turned off, and a Minimum Engagement Distance of 50 feet. SSWs may use full-auto operation, but not in excess of 30 rounds per second. SSWs cannot be used to engage targets within the same building. SSWs may use any number of High-Cap magazines that carry a maximum of 3000 rounds combined (1x 3000rd, or 2x 1500rd, etc). SSW examples are: M249 SAW, M240, M60, PKM, RPK, etc.

LAUNCHER AND HEAVY WEAPON OPERATORS

Launchers consist of simulated grenade or rocket launching weapons, such as RPG-7, AT4, M-72 LAW, M203, M320, orGP-25. A player may only carry one Heavy Weapon, and may carry up to 8 grenades/rockets for that weapon. Heavy Weapons have a Minimum Engagement Distance of 100 feet. Any soft tipped or foam rockets may be used upon approval by admin control. All Launchers and launched projectiles must be inspected by Event Staff before being allowed on the field.

Launchers must abide by the launcher rules or they CANNOT participate.

ELIMINATIONS, MEDIC ACTION, ENGINEER ACTION

  • Any BB that strikes a player is considered an incapacitating hit, including anything worn by the player such as bags or gear, but excluding their weapons.

  • There are no enforced surrender/safety kills at this event, however, it is considered good sportsmanship to offer a surrender to an unaware opponent and it is honorable to call that hit. Rubberized training knifes may be used for a light-tap elimination.

  • Any Anti-Personnel hand grenade, or grenade/rocket from a Heavy Weapon that detonates within 20 feet of a player, and that player has clear line of sight, is considered an incapacitating hit, regardless of whether the player was hit with a BB or not, unless a man made structure blocks the players line of sight to the ordinance.

  • Any player that receives an incapacitating hit is considered “wounded”. Upon being wounded and as long as they are in a safe position to do so, the player must “play dead” and produce a Dead Rag (red cloth) to wave/cover themselves. A wounded player may call for a Medic.

  • A wounded player has 3 minutes for a Medic to reach them before they “bleed out” and are completely eliminated.

  • A player can be “dragged” from a hazardous spot, to one where a Medic can safely “treat” them, by another player. For safety reasons, the wounded player may crawl, or hop along with the assistance of the “live” player, so long as the “live” player keeps a hand on the wounded player.

  • A Medic may treat a “wounded” player by wrapping a bandage of 3 feet of ace/fabric bandage around the player’s arm. Only two bandages may be applied to a player.

  • If a player is hit for a third time, and already has two bandages applied to them, they are considered eliminated and must immediately return to a rally point (respawn). Upon reaching a rally point (respawn), bandages may be removed, and if possible, returned to a Medic.

  • If a Medic is unable to reach a “wounded” player, the player may call themselves eliminated at any time and return to a rally point (respawn).

  • A Medic cannot revive themselves, only another Medic can revive them. Medics are designated by a medic-card given to them by their commanders.

  • Engineer units may erect Mobile rally points, repair disabled vehicles, or complete a number of other special demolition/recovery objectives. Engineers are designated by a engineer-card given to them by their commanders.

VEHICLES

  1. Both factions have access to command mobility vehicles, light fighting vehicles, and heavy fighting vehicles. The rules for these vehicles can be found here.

  2. To ensure game balance, all vehicles must register with a special unlock code given to the vehicle commander by game staff upon vehicle approval. These codes are first come, first serve and the amount of codes available depends on player-turnout.

  3. The vehicle commander must provide the game staff with pictures of the vehicle that prove the vehicle is insurance and game-compliant. (admin@mudcrabmilsim.com)

  4. All vehicles/factions must provide a permanent walking guide who watches the vehicle at all times. This person does not pay for a ticket and must attend a safety orientation.

  5. Vehicles must abide by the vehicle rules or they CANNOT participate. It is the responsibility of the vehicle commander to adhere to these standards. (FULL RULES!)


SPECIAL ROLES (MEDIC, RTO, SQUAD LEAD)

Special roles will augment your experience on the field. They may not always provide the most pew pew time, but they can provide many unique experiences. They are critical to both your faction and your fellow player.

SQUAD LEADERS

Responsible for transferring information up the chain of command, implementing things down the chain of command, and generally keeping the players in their squad informed and organized. They should also uplift their fellow players (positivity) and encourage things like healthy hydration. Squad Leader's must be able communicate under pressure and be aware of their surroundings.

MEDICS

Responsible for keeping your fellow players in the fight! Medics are the only role in the game who can heal other players that get hit. They can often determine the difference between the success or failure of an engagement. Expect a lot of running, but also a lot of smiles when you bring someone back up to continue pew pewing the enemy.

RADIO TELEPHONE OPERATORS (RTO)

Responsible for relaying communication between platoon command and the squad leader. This is essential to allow the squad leader to focus on the moment and the squad's organization. This role is great for those who enjoy working with their tech and honing their radio speaking skills. [You will be required to provide your own radio for the event]

CHAIN OF COMMAND

  1. Both sides are organized into a 1-1 company-level command structure.

  2. Both sides have 4 different types of platoons for players to choose from. Units are largely organized through Facebook groups at this time.

  3. Each platoon has its own set of duties and some have special restrictions due to the nature of their purpose.

  4. Platoons are based on real military formations from across history and the world, but players are not required to have authentic uniforms in any way. See the unit list here.

  5. All player-commanding officers must/will adhere to the Wargame Oklahoma Officer Standards.

FIELD LOCATIONS AND OBJECTIVES

FORWARD OPERATING BASES

  1. FOBs for each faction are situated approximately at either end of the playing field.

  2. FOBs may not be attacked and do not count for points. A no-fire zone of 100 yards surrounds all FOBs.

  3. Players may position coolers, gear-bags, and other assorted items at their faction FOB through their chain of command. Players are responsible for their own equipment.

  4. FOBs may be used as a headquarters by the player chain of command.

  5. Vehicles and players may reload and respawn at the faction FOB.

  6. With the exception of airborne strikes, units will be walked or trucked by the staff or their chain of command to their FOB during deployment.

MOBILE RALLY POINTS

  • Once a player is eliminated, they must return to a Mobile rally point (respawn) or their FOB.

  • A typical player may only re-enter the game as a “live” player from an MRP. o MRPs have a “touch & go” instant respawn.

  • If an MRP comes under direct enemy fire it may no longer be used as a respawn and all eliminated players must move to an alternate rally point.

  • If an MRP is dismantled by an enemy player, that spawn point is “destroyed” and must be moved back to a depot or airfield.

  • Mobile Rally Points may only be moved by commanders and combat engineers.

  • MRPs may NOT be deployed on top of objectives or in a way that is unsportsmanlike.

  • Respawn rules subject to change depending on player turnout.

CONTROL SITES

  1. Control sites are zones of the playing field that the players fight to hold for their faction

  2. To capture a control site a faction must get a command element and supporting troops to that location.

  3. Holding a control site generates resource points every hour for that faction.

  4. Some control sites, when held, will offer special assets such as nuclear/biological strikes, bridge/crossing control, etc.

  5. Some control sites can be destroyed to deny both factions access to its resource points or special abilities.

BRIDGES

Bridges deny the enemy the ability to cross vehicles and respawns passed a specific phase-line. Bridges can be scuttled by engineers to deny all sides the crossing until repaired.

ANTI-AIR

Anti-air assets deny the enemy the use of airstrikes, nuclear/biological strikes, and airborne insertions in a specific area.

AIR-CORRIDORS (AIRFIELDS)

Air-corridor/airfield assets allow the holding faction to use drones, air-strikes, and hourly airborne insertions.