Monday, July 9, 2012

Players and their current ranks


Commanding Officer --------------Chris Glasser "Czar"
Officer Under Commander --------Chris Zavadil (Adult Supervisor)
Officer Under Lieutenant ----------Ian Fullinwider "Lyall"

UNDER OFFICER RANKS
Warrant Officer------------------ Josh Godshalk "Mistfit"
Master Sergeant ---------------- Open
Sergeant -------------------------Royce Scott "Shadow"
Specialst -------------------------Open
Private First Class --------------- Open
Private -------------------------   Daris Brown "Keeg",
                                                    Natasha Kellog,
                                                    Carson Warriner "Big Hoss"


Military hand signals

PLEASE PRINT THIS. We will be learning basic hand signals. not all but a few. these are for CQB



THESE ARE FOR FIELD ENGAGEMENTS
Please print both pages
(Drag to desktop, put in word doc. print)

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Sunday, July 8, 2012

Suggested items for officers

So, i made a list of what every player needs and should have... but there is a list of things i need ALL my officers to carry. 

* Multi tool. with screw drivers, pliers, and knives in them. (swiss army knife and such)
* Compass. we need these for organizing precise attacks
* a pair of binoculars. any pair will do as long as they work well
* Extra water, for anyone who may run out in your squad. (** EVERYONE MUST HAVE WATER AND SNACKS**)

* For CQB, a flash light on either your gun or your vest is highly recommended. 
* Someone in EACH squad must have some type of first aid kit. even if its a zip lock bag of bandaids and neosporin. Accidents happen (if the person carrying the med kit gets hit, pass it on to another) 

ALL of these items can be purchased for around 20-25 dollars at wal-mart or sporting goods stores.
I require these items because in order to become a well oiled team, we must have the upper hand in any situation. if anyone has Walkie talkies or other types of communication radios please donate them to the team 

Saturday, July 7, 2012

Rules and Regulations

1: NO cheating. all players must call their own hits. once a player is hit, a red or orange "Dead rag" is to be held up in the air to signify that the player is dead. Dead men tell no tales!!!!!! Hit players are not allowed to speak to other team mates. only words that can be said is "DEAD MAN WALKING" so not to get hit again. Telling team mates enemy positions after you have died is cheating.

2: FULL SEAL GOGGLES REQUIRED. no safety glasses, sunglasses, perscription eyewear, or ski goggles. only airsoft approved head gear. Mesh goggles or masks must be made of stamped steel. NO EXCEPTION TO THIS RULE

3: ALL guns must be under the legal FPS limits.

* AEG's - Cannot exceed 402 FPS with .20 gram BBs
* DMR's - Cannot exceed 450 FPS with . 20 gram BBs
* Sniper Rifles - BOLT ACTION ONLY Cannot exceed 500 FPS with the BBs the player wishes to use.


4: NO pyrotechnics. ALL grenades, mines and simulation explosives must be gas or spring powered. This is the STATE LAW. Use of pyrotechnic smoke grenades will be acceptable for private skirmishes and practices. as well as nearly ALL CQB scenarios. but other than that, NO FIRE

5: Pistols and other gas weapons CAN NOT be run off Red Gas. Red gas is highly tempremental, and illegal in a lot of states. it is not allowed to be shipped due to its explosive contents. GREEN GAS, C02 and PROPANE only.

6: Hicap magazines are allowed for practices and CQB. ASCO does not allow use of hi cap magazines. every player is required to have mid caps and hi caps. Drum magazines are only allowed on SUPPORT weapons. you cannot put a drum mag on your M4 and call it a support weapon. its a carbine. This rule is for Realism. CQB airsoft fields such as DMZ have no magazine restrictions. and i highly recommend RELIABLE hi caps, or drum mags.

7:  NO HARMFUL PHYSICAL COMBAT. Simulated combat is just fine if you wish to use Rubber combat knives, bayonets, throwing knives, or tomahawks. Even sword if you can find a rubber one. ALL melee weapons will be checked before each game to ensure no harmful modifications have been made.

8: FOLLOW ORDERS. If you dont follow orders you will face a firing squad with nothing but the shirt on your back and a full face mask. Unless of course, if your actions end up winning us a victory, or are truly a good decission, than you will be rewarded.

9: ANY damage to another team members gun, it is up to the person who broke it to pay for proper repairs and parts.

10: NO shots will be fired within 10 feet of a player. if you confront a player within this distance, you can say "BANG BANG" and count that as a kill. or ask them to surrender. however, one single player cannot "Bang bang" multiple targets at once. use common sense when "Bang banging"

11: When playing outdoors at an ASCO game, BIO  BB's ARE REQUIRED! no exceptions. When playing indoors however, there are no BB restrictions.

For any other questions or concerns Email me at Taskforce247airsoft@gmail.com

REQUIRED AND SUGGESTED EQUIPMENT AND OTHER BASIC INFORMATION:



Required Equipment - A high performance AEG or Spring power gun. (keep spring guns to sniper rifles please... we have no desire to have our support players using a Spring M60) NO AEG can exceed 402 fps with .20 gram bbs. This is Colorado Airsoft limit for Field weapons. For CQB, no gun may exceed 350 with .20's. For sniper rifles, no gun may exceed 3.0 joules of energy with the desired bb the shooter will be using. the maximum FPS for a sniper that i've seen is 490. anything above 500 is not to be used unless you use heavier bbs to dull down the FPS. 

* Tactical  Vest of any kind is required. if player does not have one, we can set you up with a cheap starter one. (player must pay for it $35).

* FULL SEAL GOGGLES REQUIRED. NO sunglasses, safety glasses or ski goggles. ANSI Approved goggles only. If players decide to use mesh goggles, they must be made of stamped steel.

* Some type of GREEN multicam camouflage. NO digital camo. We need to stay looking similar as a team. even though we are a mix of other military sectors. PLEASE wear a camouflage that is green, and matches your represented countries standard uniform. (USA - Multicam / Russia - Woodland tiger) NO RED OR BLUE head wear allowed. NO TAN CAMOUFLAGE OR VESTS

* Your country of origin is determined by your weapon system. if your primary weapon is an M4, your home country is America. AK weapons is Russia, so on and so forth. Preferably ALL weapons should have same country of origin but if you like to mix and match pick your favorite weapon and take its countries patch into battle.


RECOMMENDED ITEMS:

*Extra Magazines
*Multiple Speedloaders
*Camelbacks/hydration equipment
*Backpack
*Tactical Slings
*Side Arms/Secondary Weapons
*Good Pair of Boots
*FULL uniform and tactical gear that represents your country of origin.


POSITIONS REQUIRED:




Task Force 247 is designed to be a rapid deployment, fire and forget strike team made up of many different countries military organizations fighting under one cause. The enemy of my enemy is my friend. and that is exactly what TF247 is. Here is the list of positions we require.

Assault - We need people who feel comfortable blazing the trail and storming the front lines. Weapons include Assault Rifles, Grenade launchers, DMR's, and other Mid-range weapon. All purpose fighters.

Engineers - We need soldiers who prefer the more eccentric combat styles. By this i mean blowing people sky high. (figuratively) Engineers Run with Carbines, SMG's, or Tactical Assault Rifles. These soldiers are also responsible for traps, and pyrotechnics. This means Grenades, (bb and smoke) Claymores, mines, and Anti Tank Equipment such as RPG's and Stand alone grenade launchers (thumpers and multi barreled grenade launchers)

Support - Support is a slow, yet needed position that needs to be filled by AT LEAST one soldier. Support handles Heavy weapons like RPKs, M60's, and Miniguns (if ever provided) and if they are certified, they are responsible for personnel transports such as jeeps, and IFV's (when provided, normally at multi day Milsim operations)

Recon - Recon, or Scout, is a critical role in any battle. If the team only has a limited number of radios, the person running Recon is definately going to have one. Recon is responsible for bringing in information about another teams position and providing long range cover fire via Sniper Rifles. In a CQB environment, Recon will wear ALL black, stick to the shadows, and use SMG's or PDW's. They are still our primary source of information on the field.


SIGNING UP FOR A POSITION:

If you want to submit a request to fill in a certain or multiple positions of the above listed, please email Chris, at Taskforce247airsoft@gmail.com. Give me a list of your ENTIRE load out, and skill level in this area, or why you feel certified to carry out this role.

RANKING SYSTEM (not standard military ranking system)



Once you join Task Force 247 you will become a Private. You must complete basic training to move from a Private to Private First Class.

Once Private First Class is Achieved, you are now allowed to attend pick up games with the team. (Hosted by Airsoft Colorado or "ASCO" for short) If you prove yourself in a pick up game, and bag at least 5 kills with no deaths, you become a Specialist.

From Specialist, its fairly simple from here on out. To Become a Sergeant, you must compete in a MINIMUM of 3 games. Regardless of kill count, or performance. Third game gets you Sergeant. UNLESS... you perform unsatisfactory, (Cheating, not calling shots, or being unsafe) if you are cheating, or being unsafe all games previously played counting towards your 3 game total, are taken away, and it now has gone from 3, to 5 game requirement for Sergeant.

From Sergeant you have the chance to get some real opportunities... You can become a Master Sergeant, and be able to take control of your own squad! to become a Master Sergeant you must Play a total of 6 games, and ONE must be a CQB environment to ensure a basic knowledge and experience of different battlefield situations.


After you have reached Master Sergeant, you can no longer rank up by number of games completed. you must either out-perform and go above and beyond the call of duty, or show tremendous value to the unit. one good way to show your worth, is say for example, a heavy machine gunner is highly needed in a situation, but he gets taken out by a tornado grenade, and you (with his permission) take control of his weapon and follow out in his lead, even though this is an unfamiliar weapon system, that is going above and beyond for the squad. You now may have a chance to get a promotion. After Master Sergeant, you become a Warrant Officer.

Warrant Officers have the ability to take place of command if the CO (commanding officer/captain) is unable to lead. whether he is hit, or just cant make it to the game, the Warrant Officer takes over. Or, the OUC becomes the CO, and the OUL becomes OUC, and Warrant Officer becomes the OUL for this game.


COMMANDING RANKS:

The commanding ranks are as follows,

CO - Commanding Officer - Referred to as "Captain"
OUC- Officer Under Commander - First Lieutenant
OUL - Officer Under Lieutenant - 2nd Lieutenant


All Commanding ranks have FULL power over the unit, but all lower commanding ranks must be overseen by the CO. OUC and OUL's have the power for promotions and demotions. any unfair demotions or promotions, will be reinstated by the CO, and the Officer who wrongly appointed the Demotion or Promotion shall be demoted himself to a Warrant Officer. Commanding ranks can only be reached by playing 5+ CQB matches, 5-7 Field matches, Either a Skirmish or Operation, and must have played 2 or more games on TWO or more DIFFERENT weapon systems in the same environment. (ex. Using a Carbine such as an M4 in  one CQB match, and a Shotgun or SMG in another CQB match)  If an commander wants to promote a Warrant Officer to a commanding rank, it MUST be cleared by the CO.