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Operation Control I @ Mercer OpOrder and Reg Details

Operation Control I @ Mercer - Registration Information and OpOrder

FB Event page: https://www.facebook.com/events/5622...ilter=upcoming

PLEASE READ THE OPORDER!!!!

Event date: 3/29/14
Event location: Mercer Airsoft Center

With your registration, PLEASE INCLUDE THE FOLLOWING INFORMATION:
- Full name
- Callsign
- Company (Alpha (green) or Bravo (tan))
- Camo

Squad integrity is KEY at this event! You must register as part of a squad. If you do not, you will be placed on a squad within your company. If squads are too small, we will reorganize structure through combining squads. You will, however, be guaranteed to play with those with whom you register!!

Experience has proven that those squads who organize and train prior to this event will succeed - ad hoc squads will not perform as well. This is a team-oriented event.

Pre-registration:
$30 until 3/15/14 11:59pm
$40 from 3/15/14 until 3/28/14 11:59pm
$45 at the gate on the day of the event

Please send your payments either via PayPal to controlgroupmilsim@gmail.com, or contact me via PM for a mailing address (cash or check).

What you get:

- 9 hours of continuous force-on-force Milsim action
- Event patch
- MRE
- Raffle ticket for raffle at ENDEX formation

Note on the raffle: We will have plenty of nice things to hand out to you all, but with a larger number of participants at this event, the better the raffle items will be!

Operation Order (OpOrder) is attached. PLEASE DOWNLOAD AND READ!!!

Thanks everyone and feel free to either post questions below or send them to controlgroupmilsim@gmail.com.

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Currently unable to attach the OpOrder to this post so I will post it here. You can find it for download on the WPA Players' Page on Facebook.

OP: Control I @ Mercer OpOrder
Last Updated: FEB 1, 2014 - SUBJECT TO CHANGE
OPERATION ORDER
Operation Control I @ Mercer
29 March 2014

1. SITUATION:
A. Enemy Forces:

1. Mercer Airsoft Center is an outdoor airsoft facility with a mixture of woods, brush, and building clusters.

2. Weather: Mercer, PA – click here

3. Terrain:
a. See site map and pictures at: (coming soon)

4. Forces: 2 platoons per company with four squads each will be open for registration purposes. Experience has proven that those squads who organize and train prior to this event will succeed - ad hoc squads will not perform as well. This is a team-oriented event.

Company A (94 positions): GREEN
Commanding Officer – 1 position (seasoned Airsoft player)
Executive Officer – 1 position (seasoned Airsoft player)
Available positions at registration = 94
Snipers – 4 positions (2 sniper teams - team is sniper & spotter)
1st Platoon – 44 positions - 4 each squads of 11 (SL + 10)
2nd Platoon – 44 positions - 4 each squads of 11 (SL + 10)

Company B (94 positions): TAN
Commanding Officer – 1 position (seasoned Airsoft player)
Executive Officer – 1 position (seasoned Airsoft player)
Available positions at registration = 94
Snipers – 4 positions (2 sniper teams - team is sniper & spotter)
1st Platoon – 44 positions - 4 each squads of 11 (SL + 10)
2nd Platoon – 44 positions - 4 each squads of 11 (SL + 10)

2. MISSION: Operation Control is a force-on-force, objective oriented, 9-hour continuous tactical simulation.

3. EXECUTION:
A. Intent: Operation Control is designed to provide a premium MILSIM experience through a continuous tactical simulation. Safety and training are the highest priorities in replicating combat scenarios. Our ultimate goal is to provide a positive MILSIM experience through simulation of combat and strategy.

B. Concept of the Operation:
1. Two opposing factions within the community seek to gain dominance over the AO.

2. On Saturday at 1200 units (including sniper teams) move into their starting positions as determined during Mission/Safety Briefing. Command posts are off limits to opposing forces. Command posts will be used as “respawn” areas to regenerate and remission squad sized units. Command posts are the entry points for all resupply activities.

3. Operation Control STARTEX at 1200 Saturday. ENDEX at 2100 Saturday.

4. Objectives will be assigned point values. Each team must develop a tactical strategy to acquire objectives and hold them until the end of the game. High value objectives – such as simulated dignitaries and treasure – will also be designated and assigned point values. High value objectives must be secured and held until the end of the game. High value objectives are not allowed to be moved to the command post. Points will be awarded at intervals during the game - SNAPSHOTS - for objectives and designated items. At the end of the game scores will be tallied and a winner determined.

5. The “MEDIC RULE” or HIT RULE will be used to maintain unit integrity, provide a fluid tactical scenario and reinforce squad tactics based on fire and maneuver. Squads will remain together throughout Operation Control. There is never a reason for a player to leave his/her squad. Squads will ALWAYS move as a unit. Players separated from their squad will be disciplined (see Discipline).
a. Each squad will have two medics designated, one per fire team. Medic role may be transferred from one “LIVE” player to another “LIVE” player ONLY at the faction’s CP at the discretion of the Squad Leader.
b. When a player is “hit”, a medic can regenerate the “wounded” player once a bandage is tied onto any limb of the wounded player. If a medic is “hit”, another medic can regenerate the “wounded” medic once a bandage is tied onto any limb of the wounded medic. A player may NOT regenerate another player. If both medics in a squad are hit, then the squad must withdraw to the command post or get a medic from another squad to regenerate the wounded medic. A medic from another squad may use the bandages from the wounded medic to regenerate the wounded medic.
c. There is no time requirement for a medic to regenerate a “wounded” player. The medic must get to the wounded player and as soon as the bandage is tied the wounded player is back in the fight.
d. Each medic will be issued eight (8) bandages for use within the squad – total bandages per squad is sixteen (16). Bandages must be tied to the wounded player’s left arm. When all bandages have been used the squad must move to the Command Post or Field Hospital for resupply. There is no limit on the number of times a squad may be resupplied with bandages. This is a MANDATORY WITHDRAWAL.
e. If an entire squad is “wounded” or a squad has used all of its bandages, they must move as a squad to their respective Command Post to be regenerated after 10 minutes and then remission. This is a MANDATORY WITHDRAWAL.
f. Wounded player(s) must remain in place when hit. Another player(s) must simulate dragging the wounded player(s) out of the kill zone to a medic. If the tactical situation prevents retrieving the wounded player(s) from the kill zone – too many additional casualties would be caused – then the wounded player bleeds out after 3 minutes. After the 3 minute bleed out period, the wounded player(s) may move on their own back to their squad. Once rejoining the squad a medic can regenerate the player by placing a bandage anywhere on on the wounded player’s body. Bleed out times may be adjusted prior to the start of the event to accommodate the number of participants.
g. Squad leaders must report Readiness Condition (REDCON) to their Command Post at required intervals as determined by the Executive Officer, upon request from the Executive Officer or when the squad reaches the following thresholds. This is important information for your Commander and replicates actual military reporting requirements, although the thresholds have been modified for game purposes. When reporting, Squad Leaders must identify the reason their squad is at a certain REDCON level – personnel, weapons, ammunition or water – and your ability to fix the problem. This allows the Commander to determine the correct course of action for that squad – resupply, reinforce, relief in place or withdrawal. In some cases it may be advantageous to withdraw a unit to the CP for 5 minutes and send a REDCON 1 squad back into the fight.
*** REDCON 1 *** Squad is 100% mission capable on personnel, weapons, ammunition and water. (11 squad members are ready)
*** REDCON 2 *** Squad is 75% mission capable on personnel, weapons, ammunition or water. (10-8 squad members are ready)
*** REDCON 3 *** Squad is 50% mission capable on personnel, weapons, ammunition or water. (7-5 squad members are ready) REPORT THIS LEVEL TO COMMAND
*** REDCON 4 *** Squad is 25% mission capable on personnel, weapons, ammunition or water. (4-1 squad members are ready) REPORT THIS LEVEL TO COMMAND
*** REDCON 5 *** Squad is 0% mission capable on personnel, weapons, ammunition or water. (0 squad members are ready) If a squad suffers 100% casualties they must disengage from the area they were defending or attacking with red flags on their heads and move to their respective Command Posts for regeneration and remission. THIS IS A MANDATORY WITHDRAWAL for personnel, weapons, ammunition or water.
h. A red flag or GREEN Chemlite designates wounded/withdrawing players for A Company. A red flag or RED Chemlite designates wounded/withdrawing players for B Company. A red flag or BLUE Chemlite designates OCs and STAFF.
i. Individual movement during Operation ****** is NOT authorized – squads must remain together and move as directed only by their faction’s Platoon Commander or higher or under MANDATORY WITHDRAWAL conditions.
j. Opposing forces are not allowed to capture each other – NO POWs.
k. Withdrawing squads will not ever remove their red rag or Chemlite until they’ve regenerated at their CP. VIOLATIONS of this rule will result in a 1-hour benching at their CP. Those members of the squad who removed their flag and Chemlite will have their names written on the wall of shame whiteboard in front of the TOC.
l. Physical contact between participants is prohibited.
m. An indigenous/terrorist force is operating in the area as part of this operation. The implementation and use of IFF procedures will be crucial.

C. Subunit instructions: Operation Control I @ Mercer STARTEX AT 1200 SATURDAY. Operation Control I @ Mercer ENDEX at 2100 Sunday.
Saturday 0800 – 1000 Registration and Chrono
Saturday 0900 – 1000 MANDATORY Command Group Meeting Squad Leaders and above
Saturday 1000 – 1100 Gear up and final preparations
Saturday 1100 – 1200 Formation & safety briefing
Saturday 1200 – 2100 Operation Control I @ Mercer (area of operations)
Saturday 2100 – 2300 Formation, Policing, & Raffle

4. SERVICE SUPPORT:
A. General: Combat Trains are located in TOC

B. Material and Services:
1. Class I – Subsistence
a. Saturday Breakfast – Bring or purchase your own
b. Saturday Lunch & Dinner – One (1) MRE and one (1) gallon of water will be issued to players during registration for use during the game. All participants should plan for and bring additional food and water based on personal usage and need.
c. All participants should bring extra water with them. One (1) gallon of water will be issued to each player at registration.

2. Class II – Clothing and Individual Equipment
a. This is a woods game and care should be taken to tailor your gear to the terrain.
b. Weather appropriate clothing is recommended.
c. Typical MILSIM/Airsoft load out is recommended.
d. Company A (GREEN) should review the patterns in the HIGHLIGHTS section for this Op. The following list is intended as a guideline for ALPHA camouflage patterns for shirt and pants uniform:
Woodland
Woodland DPM
Woodland MARPAT
AOR2
Kryptek Mandrake
Flecktarn
Jungle Tiger Stripe
Woodland CADPAT
Vegetato
FG ATACS
Olive Drab
Ranger Green
Foliage
Gear color DOES NOT have to match uniform.
e. Company B (TAN) should review the patterns in the HIGHLIGHTS section for this Op. The following list is intended as a guideline for BRAVO camouflage patterns for shirt and pants uniform:
ACU
Desert Camouflage Uniform (DCU)
Desert MARPAT
AOR1
MultiCam
Kryptek Nomad
Arid CADPAT
Arid DDPM
Desert Tiger Stripe
Desert A-TACS
Coyote
Tan 499
Gear color DOES NOT have to match uniform.
f. All participants must have a red rag to designate wounded status. All participants must have a CHEMLITE or similar to designate wounded status during night operations.
A Company = GREEN CHEMLITE
B Company = RED CHEMLITE
Indigenous Force = BLUE CHEMLITE
STAFF = BLUE CHEMLITE
g. All participants will be spending the majority of Saturday in the field as part of the game operations. Recommend bringing a poncho liner or blanket.
h. Plan on packing a bag or ruck for use during the operation. There will be a staging area for personal equipment at each Company CP for resupply activities
i. All members of a squad must be in the same uniform.

3. Class III – Petroleum, Oil and Lubricants
a. All participants are responsible for their own fuels – vehicle, generator or stove.
b. Cold weather lubricants should be used in all Airsoft weapons.

4. Class IV – Construction Materials
a. No construction materials are provided.
b. There is debris and deadfall throughout the site that can be used for hasty fighting positions.

5. Class V – Ammunition
a. Establish resupply point in each Company Command Post.
b. There will be a vendor on site in TOC for the purchase of additional pellets.
c. FPS limits are 400 for AEGs and 450 for SAWS and 550 for Sniper Rifles using .25 BBs.
d. Thunder B’s must be loaded with BBs in order to count as a kill.
e. No foam or tennis ball simulated munitions are allowed. Only simulations that eject BBs are allowed.
f. Each fire team may designate one (1) grenadier. Grenadiers may carry any shell type weapon - 203 or shotgun.
g. AEGs are SEMI only for this event. This is to emphasize the role of the support gunner (i.e., M249 SAW or equivalent machine gun).

6. Class VI – Personal Demand Items
a. Participants are responsible for their own personal hygiene items.
b. No alcoholic beverages or illegal substances are allowed at this event.
c. Porta-Potties will be located at the TOC.
d. In the field, CAT HOLES are NOT authorized.

7. Class VII – Major End Items
a. Vendors will be located in the vicinity of the TOC for the purchase of Airsoft weapons and equipment.
b. Participants should bring extra batteries. All players should establish a plan to carry spare batteries with them on the field.

8. Class VIII – Medical Supplies
a. All participants should have a first aid kit.
b. Participants who are qualified MD, RN, LPN or EMT should bring their respective kit bag.

9. Class IX – Repair Parts
a. A vendor/airsoft technician will be located in the vicinity of the TOC for maintenance and repair parts.
b. Participants should bring common repair parts with them.

10. Class X – Non-Military Programs
a. Not provided.
b. Participants should bring their own entertainment.

11. Transportation
a. All participants and staff are responsible for their own transportation to and from the event site. Carpooling is highly recommended!
b. There is plenty of parking available on site.
c. Once at the event site all movement will be by foot – unless in vehicles provided by event producers.

12. Medical
a. Aid Station is located at the TOC.
b. Minor injuries will be treated on site by qualified personnel.
c. Local rescue squad and ambulance service.
d. Injuries requiring evacuation will be treated at local civilian hospitals.

13. Personnel
a. Opposing forces are not allowed to capture each other - NO POWs.
b. If a unit is defeated they must disengage from the area they were defending or attacking with red flag on their head or respective illuminated light or Chemlite displayed and move to their respective Command Post for respawn and remission.
c. See "MEDIC RULE" for treatment of "wounded".

5. COMMAND & SIGNAL:
A. Command
1. Operation Control Command Post is TBD.

2. Company Command Posts will be designated on site.

3. Operational Commanders are Jonathan Andrews (Nutmeg) and Zac Sessa (Caz).

4. Second in Command are the COs for each company.

5. Chain of Command for game purposes is as designated for each company team.

B. Signal
1. Only commercially procured radios are allowed for use by game participants.

2. Only FRS channels are authorized during this event. If people want to use other radio channels it is their responsibility to make sure they follow proper FCC regulations.
Alpha Command
GMRS 2 462.5875 Alpha platoon 1
GMRS 3 462.6125 Alpha platoon 2
GMRS 4 462.6375 Alpha platoon 3
GMRS 5 462.6625 Alpha platoon 4
GMRS 6 462.6875 Alpha Platoon 5
GMRS 7 462.7125 Alpha
FRS 8 467.5625 Alpha
FRS 9 467.5875 Alpha
FRS 10 467.6125 Alpha
Brown Dot 464.5000 Alpha
J Dot 467.7625 Alpha
Silver Star 467.8500 Alpha
Gold Star 467.8750

Bravo Command
GMRS 15 462.5500 Bravo platoon 1
GMRS 16 462.5750 Bravo platoon 2
GMRS 17 462.6000 Bravo platoon 3
GMRS 18 462.6250 Bravo platoon 4
GMRS 20 462.6750 Bravo Platoon 5
GMRS 22 462.7250 Bravo
FRS 12 467.6625 Bravo
FRS 13 467.6875 Bravo
FRS 14 467.7125 Bravo
Yellow Dot 464.5500 Bravo
K Dot 457.8125 Bravo
Red Star 467.9000 Bravo
Blue Star 467.9250

4. Call signs will be determined within each Company team.

5. Challenge and password will be determined within each Company team.

6. Only commercially procured smoke grenades are allowed for use at the event. NO HOMEMADE DEVICES!

7. Points are awarded for controlling objectives. Green Flag (A Co), Gold Flag (B Co) and White Flag (neutral) 12x18 inch flags or Green Strobe (A Co), Yellow Strobe (B Co) and White Strobe (neutral). Flags/strobes will be prepositioned by staff to mark all objectives as determined/required. When you take control of an objective, raise your team colored flag or switch the strobe to your team color. During hours of darkness, each objective will be marked by a strobe light device with green strobe (A CO), yellow strobe (B CO) and white strobe (neutral). When you take control of an objective, switch the light to your team colored strobe.

OFFICIAL:
Jonathan Andrews
Zac Sessa

OpOrd Credit:
Template taken from Operation Blacksheep.
Thank you Major Bucciarelli for sharing.
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