Tour of Duty - EAG Dorking

Strategic Overview
Tet 1968. As had become the
norm in recent years, both the US / ARVN forces and the NVA/VC observed
a truce during the New Year. ARVN forces were stood down, many
personnel had returned to their family homes to celebrate. US
forces were on a lesser state of alert. No-one in a position
of authority expected anything other than Tet fireworks and hangovers.
The North Vietnamese had other plans.
Having amassed considerable numbers of men and supplies in the south
of the country under the noses of MACV, they were preparing to break
the truce and to bring the war into the towns and cities of the South.
No longer would the struggle be confined to the villages and paddy
fields of Vietnam.
NVA/VC forces have attacked the US
and ARVN forces up and down the line. US forces have taken heavy casulties
and have lost strategic postitions and must regain control of the
area. Unfortunatley they are currently in a fight for their very survival,
surrounded by the VC........

Force disposition
NVA/VC. The NVA/VC forces will
be predominantly formed of infantry units, whose duty is to fight and
to occupy and hold objectives. Limited use will be made of specialist
teams – intelligence gathering, recon, sappers.
US Forces will be more varied, comprising
grunts, MACV-SOG, LURPS and Intel experts, skilled in the use of electronic
intelligence devices.
Both forces will be given company commanders,
additional command roles will be allocated to team leaders and a liaison
officers (responsible for communicating with game officials) will be
assigned.

Basic Objectives:
Having withdrawn from the forward command
post, the US chain of command has now decided that it now has strategic
value and must be reoccupied. In addition to this the Australian
outpost and nearby village are of key value.
The NVA/VC will attempt to seize, control
and hold certain key objectives in and around Saigon and Cholon.
These will include the US Embassy, and certain designated targets such
as the headquarters of the Saigon Police Force. Other objectives
may be assigned as the battle progresses.
US forces will attempt to repel the
attack by the NVA/VC. In addition to defending all key objectives,
they must re-take any key locations that fall into NVA/VC hands.
Allowing them to remain under the control of the enemy is simply not
an option.
Both forces will be provided with a
grid-map of the site. These maps will detail the location of all
key, strategic objectives. The NVA/VC map will have all targets
highlighted, along with the value of each target. They should
ensure that these maps do not fall into the hands of US forces lest
they be alerted to targets as yet untouched.
So far, so simple...

Civilians
Any Vietnamese NOT carrying a weapon
or other tactical equipment (i.e. Radio, maps, binoculars etc.) MUST
be assumed to be a non-combatant. As such they cannot be fired
upon or shot with impunity by US forces. Any US soldier breaching
these rules of engagement must remove himself to the respawn point and
report the illegal killing to a marshal. The fact that an unarmed
player is wearing a uniform does not de facto make them a combatant
– the sole decider of their status is that laid out above.

Weapons Caches
Should the US forces encounter 'abandoned'
weapons, for instance those hurriedly left by 'civilians' during a routine
search, they may confiscate them and return them to the respawn point,
where such captured equipment will be counted towards their points total.
The legitimate owners of any such weapons must retrieve them from the
marshals.

Prisoners
Both sides can take prisoners when a
member of the opposing force makes it clear that they are willing to
be captured rather than killed. Once a prisoner is taken they
may NOT be harmed in any way. They can be questioned but are under
no obligation to give any information other than name & rank.
A cursory search may be made of the prisoner (not a cavity search!)
and any mission related intelligence can be taken. This means
specifically maps or other written intelligence. A prisoner is
not obliged to offer up these items. Searches will be limited
to pockets on clothing & tactical gear.
Once the capturing force is satisfied
that the prisoner is of no further tactical use, they may escort them
to the marshal. The delivery of a prisoner will be noted against
the points total and the escorting force are free to leave immediately.
The prisoner must remain with the marshal for 10 minutes before rejoining
the game as directed by the respawn point.

Ammo Caches
In addition to the ammo rules noted
below, there will be a number of NVA/VC ammo caches distributed around
the game site. If discovered, these can be distributed amongst
the forces in accordance with the rules below. This is the only
instance where reloading in the field is permitted.
Players may only take one 600 rd bag each. Any remaining must be left
for other players to obtain.
Be sure to recamoflage the cache.

Specific Objectives
NVA/VC
The principle aim of the Tet offensive
is to demonstrate to the US and the rest of the world that nowhere in
Vietnam is safe from the power of the North Vietnamese Army. To
achieve this goal, NVA/VC forces aim to attack, occupy and hold as many
high-profile targets as possible. The NVA/VC forces will be issued
a list of these objectives, graded in order of importance. This
grading has a direct bearing upon the points value of each objective.
The more important the objective, the higher the potential reward for
capturing and holding it. The more important the objective, the
longer it must be held in order to gain the points...
Should an objective be lost, the NVA/VC
may regroup and attempt to retake the lost objective. Additional
points will be awarded for recapturing lost objectives.
For the NVA/VC forces, a key objective
is the US Embassy, specifically the official US cypher codes held therein.
Points will be awarded for capturing the embassy with additional points
being earned for the capture & removal of the cyphers.
As above, the US can recoup some points
by recapturing the embassy itself and will gain additional points should
they recover the cyphers from the NVA/VC forces.
If the codes are captured by the NVA
or US forces they must be carried by a high ranking officer or displayed
openly in a secure position.

US Forces
Initially the role of US forces will
need to hold the forward command post. Once this has been acheived they
must retake the Australian Outpost and the villages. When complete the
US forces will then take a reactive stance. This assault was wholly
unexpected, both in its scale and ferocity. US forces were depleted
and not fully alert. They must counter the NVA/VC assault with
such personnel as are available and call up their reserves as quickly
as is possible.
Once they are in a position to mount
a concerted counter-attack, they should endeavour to re-take all key
objectives as quickly as possible. US Forces should be aware of
the importance attached to this offensive by the NVA/VC command, and
although they make successfully force them from key locations, the NVA/VC
will make every effort to re-take them.
The value of objectives to the US will
be identical to their value to the NVA/VC. The US should try to
capture NVA/VC maps as this will allow them to determine what are the
key objectives for the enemy.
The US should make full use of LURPS
and MACV-SOG teams to reconnoitre the wider area, communicating information
about troop dispositions and strong-points to the main forces.

Hit and Medic rules
Hits WILL be taken.
All players will carry two bandages.
If hit, they must call the hit and call for a Medic. ANY team
member may tie the bandage on the right arm of the hit player, who may
resume play after calling 'back in'. If hit a second time, they
must call the hit and call for a Medic. ANY team member may tie
the bandage onto the hit player, but the second bandage must be tied
around the right leg, they may then resume play after calling 'back
in'. Any bandaged player who is hit a third time must return to the
respawn area where they will remove their bandage and then rejoin play
once there are five or more players.
The 'Bang!' rule will apply, although
the weapon must be pointed at the player or pressed against them.
Remember, just because you are being courteous, a player does not have
to accept the 'bang' and you should be prepared to put a round in their
ass if necessary! If someone enters a room with two or more players
from the other team, saying “bang, bang, bang” will not
work. Instead shoot them on semi.
Note:- EAG reserves the right to change
the hit rules dependant on attendance.

Respawn Rules
A player may respawn by a marshal, but
there must be five or more players in a group prior to re-entering the
combat zone. Should no marshal be available or the player has been separated
from their group they should retreat from the combat zone, wait 5 minutes.
At which point they may return to the battle, having
removed all bandages and reloaded.

Ammo Limits
All grunts may carry a total of 600
rounds for their primary weapons. This must be in magazines.
100 rounds can be carried for side arms
or backups – again this must be in magazines.
Snipers may carry 100 rounds –
either loose or in magazines.
Support gunners may fill one box mag.
Support weapons will be allocated on the basis of one gun per 8 players.
Players donate ammo to support gunners
if they are shot out of the game.
If a player runs out of ammunition,
they must return to the respawn area to reload. Having done so,
their return to the game is determined by five or more players being
ready to rejoin.
Where a player finds themselves at the
respawn area as a result of being hit, they may take the opportunity
to reload up to the limits specified.
The only exception to this rule is where
an ammo cache has been discovered. If this happens, players may
reload from the cache to the limits noted above.

Air Strikes & Mortar fire
Use of artillery in the city has been
ruled out by MACV, however air-strikes have been approved. Air
strikes can be called in as required, however like all the best things
in life, they're not free and there are caveats.
They must be requested through the chain
of command and passed to the Game Officials via the Liaison Officer.
The request must specify the grid reference to be hit. There will
be a points cost for each artillery strike. This will be deducted
from the team's total.
Once a request is received, the game officials will endeavour to shell
the area as quickly as possible, but just as in real life, there may
be a delay...
The NVA/VC, lacking a viable (indeed,
any..) air force will have to content themselves with mortar fire.
The end result however will be identical, as is the nature of its deployment.
Depending on the grid size of the map,
an artillery strike will be deemed to have cleared the entire grid square
requested. In cities, a single building may be designated as a
target. If the designated building is successfully hit, all occupants
have to return to the respawn point.

Gun hits
Since ToD is a MilSim event, should
a player suffer a gun hit, it is assumed that the weapon is inoperable.
He must therefore revert to his sidearm or backup. Should this
suffer the same fate, he must remove himself to the safe zone and rejoin
the game in accordance with the respawn. Ammunition cannot be
transferred from a non-functioning primary to a backup. This is
rarely possible in real-life so we shall adhere to that reality.

Dress Codes
We would like to see as many players
as possible in appropriate period uniforms. However we appreciate
that not everyone has the wherewithal or inclination to go that far.
Accordingly the following dress codes should be observed:
US Force – Predominantly olive
green or Tiger stripe, please note that modern camos such as DPM, Multicam
are NOT acceptable. Please avoid light colours.
Loud Hawaiian shirts are entirely acceptable for “advisers”
NVA/VC – Predominantly pale or
Khaki colours. Black pyjamas are entirely acceptable for players
wishing to be VC rather than NVA. Hawaiian shirts would be inappropriate
here...
Footwear. Boots are acceptable
for both sides, sandals made from old car tyres is going too far…………..
As we are trying to make this as realistic
as possible, it is fair to say that the NVA/VC and US Forces did not
have red dots or 1000 lumen torches so we will be asking players to
kindly remove those items from their rifles and where possible to use
period weapons and iron sights. These will include M1 Carbines, Thompsons,
XM-177’s, M16’s, AK47’s, M60s and any weapon that
may have been used by forces in that period. However, if you do not
have a “period” firearm we would ask that you disguise where
possible by using wraps and rags. This really caters for weapons like
G36’s, Famas, L85’s and the like. If you have M4’s,
04 a M249, obviously these are very similar to the XM-177’s and
thus can be used without wrapping or camoflague.

Rules and guide to Elite Action Games
Hits will be taken, no excuses –
if you cannot abide by this rule, please stay at home and watch Apocalypse
Now!
Marshalling will be a mix of visible
and player-marshals. Where given, the decision of a marshal or
game official is final.
Eye protection MUST be worn in any area
of the site outside the safe zone. It is intended to make fullest
use of the available space for game play. They're your eyes, look
after them.
Elite Action Games Dorking is a woodland
site with structures. Accordingly there are numerous potential
hazards that may be encountered during game play. While every
effort will have been taken by the organisers to ensure players' safety,
all participants have a duty to act in a manner that does not put them
or other players in danger. Any player flaunting such common-sense
rules will be politely told to leave. Running into a wall may
arrest your movement but the building will not care that you have just
snapped your collar bone. Equally when entering buildings or moving
around, mind your head. All buildings and structures are entered at
the players own risk.
No alcohol may be consumed on site until
after End-Ex on the Saturday night.
Toilets are provided in the safe zone.
Trees may be peed against but out of consideration to other players,
nothing else!
First Aid will be provided on site.
Designated first-aiders will be made known to all players during the
initial briefing. If required either contact the first-aider directly
or a game official.
Marshals & game officials will use
PMR freq. 8.0 to communicate. Teams should therefore avoid this
frequency except in the case of liaison officers who will use it to
communicate with game officials and vice versa.

Tour of Duty enforces the following
fps limits:
AEGs – 350 fps Max.
Single action rifles - 500 fps with
a 30 metre minimum-engagement distance.
(Please not that this does NOT include
AEGs which have been “locked” on semi auto. Such guns
will not be allowed unless they were designed as semi-auto by their
manufacturer. This is a EAG rule – other sites take a different
view. You should check with each site if you have any queries)
Pistols – 350 fps maximum.
Tour of Duty will operate a 10 meter
rule – engagements at 10 meters or less MUST be semi-auto.
Head shots are allowed, however they
should only be taken when no viable alternative is available to the
shooter.
Pryos are allowed on site, however nothing
more powerful than a Mk.5 is permitted. BFGs are acceptable with
9mm blanks. All exploding pyro has a 5m kill radius unless a player
is behind hard cover. Small bushes or grass do not constitute
hard cover...
Loaded weapons are not permitted in
the safe zone. Before entering the safe zone all weapons should
be cleared by removing the magazine and firing the weapon in a safe
direction. We recommend the ground, as clearing your rifle into
your mates ass may result in a smack in the mouth. We allow holstered
pistols to be loaded, but the magazine must be ejected instantly if
the weapon is drawn.
Hot food will be available throughout
the event at wholly reasonable (?) prices! There
are also snacks and drinks available from the shop in the safe zone.
Please note that the shop may not be manned full time.
The usual range of airsoft accessories
are available on site. If anything specific is required, please
let us know. Additionally Soldier of Fortune will be on site as
sponsors of the ToD series and providers of all your (reasonable) Vietnam
needs!
Camping will be available on site from
the Friday night preceding the game. Full instructions will be
given well in advance and further information will be provided via the
Tour of Duty web site.
For those of a more delicate nature,
there are hotels & B&Bs within easy driving distance of the
site. Remember – Google is your friend!

Prices
Weekend price covers two full days of
Vietnam Air soft and the night game.
US Forces £60.00 per player
NVA/VC £50.00 per player
All weekend prices include camping,
use of facilities associated to the event (toilets, showers etc..) Food
is not included in the weekend price.
A number of day tickets will be available
on both the Saturday and Sunday. They do not include camping and any
evening events.
US Forces £30 per player
NVA/VC £25 per player

Booking For Event
Bookings can be made in person at any
EAG site, by cheque made payable to Elite Action Games or via Paypal
(please email john@eliteactiongames.com for details). Any player wishing
to attend must fill out the player safety agreement and pay a £25
deposit to ensure their place.

Things to bring with you
In your pocket
Sweets, chocs etc.
Medicines (let the organiser know if your asthmatic diabetic etc
etc)
Creature Comforts |
In Your Bergen
Change of clothes
Basha Kit / tent
Sleeping Bag
Food
Cooker
Spoon
Mess kit
Spare fuel for cooker
Spare Ammo
Spare Gas
Small Toolkit
At least two pairs of dry socks
Wash kit
More water
More sweets, chocs
Spare creature comforts
Large first aid kit
Spare goggles/glasses
Towel
Roll Mat
Fuel for hand warmer
Gortex Trousers and undershirt
|
Creature Comforts
Toilet paper
Antibacterial Hand wash
Ciggies
Lighter
Chewing Gum And Mints
Deck of cards (bergan) |
In your webbing
Magazines
Spare Ammo
Spare Gas
Water bottle
Spare Battery if needed
Small first aid kit
Cam Cream
Glasses Demister
Lighter
Speed loader
Binos if no optics on rifle |
Large First Aid Kit
Spare of everything in the small one
Bandages
Whatever you personally need
Basha Kit
2x Poncho, one light, one heavy
Poles
Bungee Cords
Small Toolkit
Whatever you need for YOUR gun, not a full snap on set!
|
Mess Kit
Cup
Metal cup, I use this for cooking in, ration packs are boil
in the bag.
Small First Aid Kit
Couple of plasters
Ibuprofen
Anti Histamine Spray
Latex Gloves
Wash kit
Toolbrush+paste
Soap
|
