Good afternoon Airsoft Warriors!
As we get closer to The ASNZ Nationals 2022 expect to see content posted each week across our platforms. This thread will be used as a central database for Nationals so information doesn't get lost.
Registrations are still open so get your teams in quickly!
General Information (Day 1 Events, Team, Equipment and General Rules)
05 Feb 2022, 9:00 am – 06 Feb 2022, 7:30 pm
Christchurch, Weedons Ross Road, Christchurch 8051, New Zealand
FULL EVENT! (Competition Day, MilSim Day, Prizing Giving and Meal):
2 days of airsoft, prizegiving and meal - ASNZ club members ............. $70
2 days of airsoft, prizegiving and meal - Non-ASNZ club members .... $90
MilSim or Prizegiving Only:
MilSim day only - ASNZ club members .................................................. $10
MilSim day only - Non-ASNZ club members .......................................... $20
Prizegiving and meal (E.G.: plus ones) ................................................... $30
Please pay into the TAG account:
Account name: TACTICAL AIRSOFT GROUP INCORPORATED
Account number: 38-9007-0258646-01
Use your club name and callsign as a reference.
As we need to confirm attendees for prize giving, registrations for the ASNZ Nationals 2022 will close on Friday the 28th of January at 5pm!
Game Rules: Milsim General Rules and Info
Game will commence even if weather conditions are poor.
Players must be chrono’d and ready to play by 9:00. If you’re not ready, you will not be able to play.
Due to our lease agreement with ECAN, sources of ignition are not permitted to be used on the field. No smoking on the field.
Parking will be at the entrance.
Don’t forget to enough bring water and food for a 6 hour continuous operation.
BIO BBs are required to be used as part of our lease with ECAN. BBs will be for available for purchase.
Lasers are not permitted to be used on the field out of eye-safety concerns.
FPS Limits: ASNZ Standard FPS limits in effect:
A weapon firing 350 FPS (1.13 Joules) or under has no M.E.D
A weapon firing from 351 FPS up to 420 FPS (1.63 Joules) has a 10m M.E.D
A weapon firing from 420 FPS up to 600 FPS (2.80 Joules) has a 20m M.E.D
No weapon may fire over 600 FPS.
Gun Class Restrictions:
Pistols can fire up to a maximum of 350 FPS (1.13 Joules).
AEGs, GBB rifles and shotguns can fire up to a maximum of 420 FPS (1.63 Joules).
Single action rifles can fire up to a maximum of 600 FPS (2.80 Joules).
Full Auto Restrictions:
Only players designated as squad automatic rifleman may use full auto. This is restricted to one per squad.
Primary Weapon Magazine Limits:
Please observe the following magazine/ammo restrictions. For the purpose of this scenario the restrictions are:
“Hi-Caps” You may carry 1 magazine if it holds greater than 250 rounds
“Mid-Caps” You may carry 3 magazines if it holds between 101 and 249 rounds
“Low-Caps” You may carry 6 magazines if it holds 100 rounds or less
Players using a box, drum or similar magazine with a capacity greater than 600 rounds are considered a squad automatic rifleman (support). Only one of these weapons per squad is permitted.
This restriction is in place in the spirit of fairness, realism and simply to add the consideration of ammo management. Secondary Weapon Magazine Limits:
Players may carry a maximum of 3 magazines for their secondary weapon.
Secondary weapons must have a magazine capacity less than 40 rounds.
A hit to your person or any piece of equipment attach to your person counts as a hit.
When you are hit, reveal your hitmarker/red light marker. You are now wounded.
A wounded player must remain in place for 5 minutes. After 5 minutes the player has the option to "bleed out" or continue to wait in place for a maximum time of 15 minutes at which point the player must bleed out.
A bleed out player must return directly to their team’s rally point or deployment and cannot change their mind.
Once a bleed out player has returned to their team’s rally point or deployment,
They make take off any consumed bandages.
While a player is wounded and before they bleed out, Medic may 'heal' a wounded player.
To heal a wounded player, a medic must have a bandage. The Medic will tie the bandage around the wounded players Arm. This bandage has now been consumed.
Players may only have a maximum of two bandages around their arm. If the player already has two bandages, the medic may not heal. The player must follow through with bleed out.
Once bandaged, the player must count to 20 seconds. Upon the conclusion of 20 seconds, the healed player calls “ALIVE IN 10” and may rejoin the operation after these 10 seconds by calling “ALIVE ”.
Wounded players cannot move under their own force. They must be physically shifted by a friendly, alive player. If a player cannot be shifted secure the area instead before providing treatment.
Players designated as a medic must be selected prior to game start. You may not change who is a medic during game.
A player’s bleed out timer stops when they are being healed by a medic.
[NEW]If the wounded player is shot while being healed, the medic must start the treatment again.
A medic may be healed by two friendly players. Both players must place two hands on the wounded medic for 20 seconds.
Rally points are an additional, forward spawn point. The rally point is shared by your entire team.
There is a respawn window every 15 minutes, E.G: 15:00, 15:15, 15:30, 15:45, etc. During these windows, reinforcements and bled out players rejoin the operation, regardless of time spent at respawn.
Rally points can be shifted, determined by your team commander.
You may not interfere with another team’s rally point and if discovered should be ignored.
Alternatively, players may spawn at their original deployment. The same respawn window of every 15 minutes, E.G: 15:00, 15:15, 15:30, 15:45, etc. is in effect.
Essential Equipment Checklist
Pack to carry your food, water and spare equipment into the field (to be stowed at your original deployment).
Radio Channels - Team / channel US DEA COM / 01-5 / MEX FED COM / 10-15 / CARTEL COM / 25-30 /
EVENT ADMIN / 20 / 476.9000 - Inspired by ReaperNet's Milsim event - Operation - Viper's Nest
Milsim Event: - Operation Black
Recent reports on a New Generation Cartel know as Cartel Malvado, revealed key operations being lead from the Mexican region, Rio Grande Valley.
In particular, the report detailed the valley as being a strategic base of operations for the cartel.
Malvado stands as the most well-armed cartel operating in South America. Its members decimating rival cartels as well as being responsible for grisly acts of violence and major loss of life.
Attacks are primarily funded through narcotic manufacturing and Crypto currencies. Previously led by Miguel Chávez, superseded by Pedro Gómez.
Efforts from US federal's (DEA) previous incursion -Operation Viper 2019- has lead to increasingly escalated tensions between DEA and Mexican federal police .
All attempts to cooperate with Mexican federals has been in vain.
DEA are deep within Cartel controlled territory preparing to follow through with - OPERATION - BLACK.
By removing mid- and high-level members, DEA will inhibit Malvado's ability to regenerate and to continue operations within the Rio Grande Valley.
The main objective, cripple the Cartel's base of operations. Risking foreign conflict with Mexican federial police is no longer a concern, rather inevitable.
This will be an airsoft military simulation game with magazine restrictions and rolling objectives.
ASNZ FPS limits in place with limitations around full auto.
Where: Tactical Airsoft Group Greenfield
When: Sunday Feb 6th, 2022
0830: Gates open - you will be instructed to park at the entrance to the field. Weapon 'chronoing' and pre deployment admin.
0930: Teams move to deployment
1000: Operation Begins
1500: Approximate Finish Time
Teams allocation on the day - Coloured tape around the player's arm will be used to distinguish teams.
Uniform Camo will not be relevant to teams.
US federal (DEA)