top of page
Forum Posts
VEGE
COMMITTEE
Dec 01, 2024
In Game day posts and events
OP is locked in - if numbers hold gameplan will stay in place, if we fall a bit short we will be doing some base assaults. SEE YOU THERE!
Gates open: 8pm
Briefing: 8:30pm
Game starts: 9pm
Estimated finish: 11pm (very roughly)
OPERATION TRACER
Operation Tracer is a good ol attack & defend force em back for the attackers. Objectives will be dead easy - a series of GREEN glow sticks will be marked out roughly 100m apart & placed on easily recognisable heights. These must be taken in order (no big fancy flanks).
When a green glow stick point has been captured, the attackers will blow a whistle/foghorn/signal to let the defenders know that the point has been taken (this will help stubborn defenders know they must fallback to defend the next point).
Defenders who find themselves in this position may be tempted to conveniently ‘fallback’ through enemy lines knifing their way - I’ll allow it to a point but remember we are here primarily for a big ol tracer firefight and to importantly defend each glow stick to your LAST DYING BREATH!!! REMEMBER YOUR OATH!
The path will start at the West field boundary following the usual route, going through to George Town, then northwards until the last Green glow stick - once this is captured, all defenders MUST fall back into FOB ROB.
Defenders follow normal rules FOB ROB rules - buddy medic hold for 30 secs or until your all completely wiped out. END GAME
Dead rules:
Attackers
• Buddy medic 30 sec hold, counting out loud then instant and loud ‘ALIVE’. Usual rules, yada yada
• Alternatively can choose to bleed out and spawn back at moveable light (team captain must move this up)
Defenders
• When hit call hit LOUD and fallback roughly 50 metres. Distance will be hard to tell at night so use your best judgement but dont take the piss or get lazy. You cannot push back up. Defenders will always be falling back
Both teams players when hit MUST light up a red light hit marker. Once you come back to life, don't forget to turn off!
Weapon/gear rules:
All sub 1.13 joules. Machine guns with this joule limit ARE ALLOWED but will still adhere to a 10m engagement distance (so no bunker clearing pls). We are allowing these more for pew tracer factor and said players will be expected to play a little extra safely. Pistols must be carried
Tracers - ANYONE GO FOR GOLD. Were expecting basically just the machine gunners at this stage to have them, but if youv'e been hiding one even just for your AR - BRING IT OUT!!!
NVG's I'll allow but must have a tracer unit. We don't want too much ninja action, a good ol throw down of tracers and fun for all levels of experience players. You'll get a chance down the track for that so don't despair!
What you must bring:
• All supplies you need for 1 continuous game (bb’s, batteries, water, eye pro, weapon etc)
• Red light that has a constant flash setting (for hit marking, nothing too obscenely bright/area wise)
• Naked white light. Used for combat & orientation
What to expect/recommendations:
• Full face protection. Its night, lights will be intermittently used. Armour up if you must
• Its a continuous game - we won’t stop, no it won’t be that long. We WILL BE LOCKING THE GATE in order to do a head count and make sure we haven't lost anybody. If you absolutely must leave for an emergency, let a comm member know.
• Bring something warm/look at weather report. Unless its a really hot summer night, you still may want something a bit heavier than a field shirt. There is no breaks and action should be pretty constant, so don't over do it either
Attending:
• Vege (MG & tracer)
• Sabbot (MG & tracer)
• Ohraz (tracer?)
• George (tracer?)
• DC (tracer)
• SARS (tracer)
• ATM
• Dirka (tracer)
• Gareth
• Oates (tracer)
• Vlod (tracer)
• Pud (tracer)
• Wolf (tracer)
• Alan (tracer)
• Viking +1? (tracer)
• Bear
• Devito
2
21
330
VEGE
COMMITTEE
May 27, 2024
In New player questions and info.
FPS Rules Airsoft guns must follow the Minimum Engagement Distance (MED) regulations for energy limits, and observe ‘class’ restrictions, as follows:
• No MED: ≤ 1.13 Joules (equivalent to ≤ 350 fps for a 0.2 g BB) – usual maximum for pistol, with possible exemptions as allowed by the Marshal on a case-by-case basis (NEW PLAYERS ARE LOCKED TO THIS CLASS UNTIL THEY PASS PROBATION - this is to gauge player behavior with safety. Airsoft is a contact sport but certain etiquette/discipline is required to help not cause undue injury. We will brief this on your first game). - restricted to 0.28bb and under
• 10 m MED: > 1.13 through ≤ 1.63 Joules (420 fps) – maximum for ‘standard’ AEG / GBB - restricted to 0.28bb and under
• 20 m MED: > 1.63 through ≤ 3.33 Joules (600 fps) – single-action gun only (e.g. bolt action, or otherwise restricted) - can use any weight plastic bb
• No weapon may fire over 3.33 J (600 fps).
FULL AUTO:
99% of our games AEGs are locked to semi auto use only with one caveat - 'real world machine guns' are the only ones allowed to use full auto. To represent these as well as somewhat handicap the user using more energy to wield such firepower, we have a the outline below:
Real world machine guns (ie M249, Mk48, PKM, RPK, M60, RPD) are the only weapons we allow to use fully automatic at games. These can come in two power classes: 1.13 joules and under has a 10 m MED. Between 1.14-1.63 joules will have a 20m MED. We recommend bringing another rifle class as we tend to balance MGs out on the day of gaming.
1. It is strongly recommended that BB weights be kept as low as is usable. Currently both semi-automatic/Automatic weapon classes can only use a MAXIMUM WEIGHT OF .28g ammo. Heavier weight BBs are only allowed with the 20m MED sniper class. This is both to keep injury rates down, keep ammo expenditure cheap and for immersion/reward sniper players with their natural bolt action disadvantage.
2. HPA systems are allowed, but must be able to be locked.
3. Other Devices, such as ‘grenades’, may be allowed by the Marshal on a case-by-case basis. No right exists to use of any gun or device, other than those allowed by the Marshal.
4. The Marshal or other designated members may chronograph any gun at any time. Disciplinary action may result from any deliberate infraction of these rules.
0
1
178
VEGE
COMMITTEE
Feb 24, 2024
In New player questions and info.
So you might have talked to a mate, watched a video online but aren't quite sure how to join the sport or what you might need? Well this wee thread will help give you the info you need.
Airsoft is played in clubs all around the country, and of course we are one of them based in Christchurch. But how do I join? Well if you've made it here, simply post here or in 'game day' area on a date you would like to come visit. Don't feel like you have to pre-buy a gun or any gear - we HIGHLY ENCOURAGE not doing so for your first few games just so you can get a feel for what is out there, how the games & rules play and therefore, what your style will be. Don't get buyers remorse! We are a friendly bunch and if you ask nicely members will happily show and tell what they use! 😎
Field fees?
At CSG your first 3 games are FREE! If you enjoy yourself and decide CSG is for you, after your first free games you can join the club for $100 per year - no field fee applies to members (special events external to this may have fees however). If for some reason you can't make it out to airsoft often, already used your free intro days and don't want to be a member, a field fee applies of $10 per visit.
Gear & guns - What do I need?
As mentioned earlier, we would encourage not buying any gear before coming out so you don't over commit and buy gear or guns that suck! (but of course you are free to do so as long as they comply with club rules).
We have rifles on loan for $20 per day if you do not have one (comes with 2 hi-caps of ammo - varies on gun type but approx 700rnds). Additional bags of ammo can be purchased on the day at the club for $25 per bag (4000rnds). The gun rental will also come with a pair of safety glasses.
If you are bringing your own gun/gear thats all good but you must bring a pair of suitable eyewear (no appropriate eyewear - NO PLAY) and your weapon must meet club requirements.
Eye Protection:
All players are responsible for their own protection. Eyewear is mandatory! Full facemasks are encouraged but not mandatory, the likes of paintball masks are encouraged for zero risks of BBs entering weird angles and to protect your teeth. Players should meet their own satisfaction that their eyewear protects from all angles and that their own glasses will stop the maximum power weapon they can encounter in the field - we would recommend anything that meets safety ratings of ANSI Z87.1+ and MIL-PRF-31013 safety requirements or HIGHER.
Safety Briefing:
If you are making your own way out to the field, follow the game day posts directions. Once you find us in the carpark come find a committee member before wandering off anywhere. We will then give you a safety brief and run down on game rules etc. Eyewear is not required to be worn at the carpark but MUST be worn at ALL TIMES in the field. Weapons must be clear & on SAFE and kept pointed down while in the carpark area.
Food & Hydration
Please bring plenty of water (approx 2 Litres) and it is encouraged you can keep it on you in the field. Food is also NOT provided so bring your own (typically we break for lunch around midday).
That's it! If you have posted in the game day thread to let us know you are coming out, have checked where we are (here) and followed the above, we will fill you in on the rest on the day! Any questions don't hesitate to ask and WELCOME ABOARD!
_____________________________________________________________________________________
FPS Rules
Airsoft guns must follow the Minimum Engagement Distance (MED) regulations for energy limits, and observe ‘class’ restrictions, as follows:
• No MED: ≤ 1.13 Joules (equivalent to ≤ 350 fps for a 0.2 g BB) – usual maximum for pistol, with possible exemptions as allowed by the Marshal on a case-by-case basis (NEW PLAYERS ARE LOCKED TO THIS CLASS UNTIL THEY PASS PROBATION - this is to gauge player behavior with safety. Airsoft is a contact sport but certain etiquette/discipline is required to help not cause undue injury. We will brief this on your first game).
• 10 m MED: > 1.13 through ≤ 1.63 Joules (420 fps) – maximum for ‘standard’ AEG / GBB
• 20 m MED: > 1.63 through ≤ 3.33 Joules (600 fps) – single-action gun only (e.g. bolt action, or otherwise restricted)
• No weapon may fire over 3.33 J (600 fps).
• Real world machine guns (ie M249, Mk48, PKM, RPK, M60, RPD) are the only weapons we allow to use fully automatic at all games. These can come in two power classes: 1.13 joules and under has a 10 m MED. Between 1.14-1.63 joules will have a 20m MED. We recommend bringing another rifle class as we tend to balance MGs out on the day of gaming.
• It is strongly recommended that BB weights be kept as low as is usable. Currently both semi-automatic/Automatic weapon classes can only use a MAXIMUM WEIGHT OF .25g ammo. Heavier weight BBs are only allowed with the 20m MED sniper class. This is both to keep injury rates down, keep ammo expenditure cheap and for immersion/reward sniper players with their natural bolt action disadvantage.
2. HPA systems are allowed, but must be able to be locked.
3. Other Devices, such as ‘grenades’, may be allowed by the Marshal on a case-by-case basis. No right exists to use of any gun or device, other than those allowed by the Marshal.
4. The Marshal or other designated members may chronograph any gun at any time. Disciplinary action may result from any deliberate infraction of these rules.
2
0
183
VEGE
COMMITTEE
CSG MEMBER
+4
More actions
bottom of page