OPERACION: AGUILA VENGATIVO (VENGEFUL EAGLE)
PLAYER'S GUIDE
Date: October 23, 2010
Location:
D & C Farm Rd, Mendenhall, MS.
Lat: 31.8995
Lon: 89.8722
Cost: $10
Safety Meeting: 9:30 am
Game Starts: 10:00 am
INTRODUCTION & STORYCOMMUNIQUESENDER: Vicente JoquerRECIEVER: P.L.A.V. Guerrilla NetworkSUBJECT: Operacion: Aguila Vengativo (Vengeful Eagle) Attention P.L.A.V. Freedom Fighters:
For years the imperialistic United States military has been encroaching on our land, terrorizing our families and stealing our resources. This must end and must end today! The P.L.A.V. is organizing a major offensive intended end this illegal occupation and direct attack on the sovereignty of Venezuela. As the People’s Liberation Army of Venezuela it is our responsibility to take back our country and protect our people from outside invaders. VIVA LA VENEZUELA!!!
COMPETING FORCESP.L.A.V. (People’s Liberation Army of Venezuela)BackgroundA rag-tag group of civil-minded patriots willing to take up arms in defense of their homeland. The P.L.A.V. has been growing in power and influence over the last several years and has only been bolstered by the recent encroachment of perceived imperialistic United States Forces. With no real love for the current Venezuelan government, their concern is first and foremost for the freedom and liberation of the people.
Camo SchemeP.L.A.V. Forces acquire most of their camouflage second-hand from army surplus stores and low cost arms dealers. For this reason, IF they wear camouflage it is usually outdated, mismatched and certainly not “government issue.”
(Ex. BDUs, X-Camo, Real-Tree, OD, Tiger Stripe, Street Clothes, Solid Colors (other than Black), etc…)United States Forces (Various)BackgroundCurrent Intel about U.S. Forces occupying Venezuelan territory is spotty at best. We do know that there are most likely 2-3 different specialized squads as well as numerous general infantry units. Whether they will operate independently of collectively is as of yet unknown, but it should be noted that U.S. Forces will not be expelled easily.
Camo SchemeU.S. Forces can be readily (if not particularly easily) identified by their government issued, specialized digital camouflage. There are various forms and patterns of camo U.S. Forces may utilize, but it can be said with certainty that they will be generally more modern than those used by P.L.A.V. Forces.
(Ex. ACU, Marpat (Woodland, Desert, Alpine, etc…), Multicam, Solid Black, etc…)
STAGES OF GAMEPLAYStage 1U.S. Forces have 2 outposts in the jungles of Venezuela. Our intelligence indicates that they are code named Victor and Tango. Victor Base is the main U.S. stronghold and is reportedly well fortified. Located on Devil-Dog Creek, Victor is to be our first objective. Our goal is to take the base and raise the flag of the P.L.A.V.
Note: Base must be taken with extreme force due to the preponderance of U.S. reinforcements in the area. This will have to be an up-close and personal fight.
Stage 2Upon taking Victor Base we anticipate U.S. Forces will retreat to Tango, but be aware that they may attempt set up control points and to recapture Victor. Our second objective is to control the area known as the “Three-Sisters” by capturing the control points therein and driving U.S. Forces back to Tango Base. This will be deep jungle warfare with numerous choke-points, blind corners, and ambush zones so be on guard! Keep in mind, this is a potentially disorienting, deeply wooded area, but there is the possibility of flanking and forging new trails so creative CQB engagement is encouraged.
AT THIS POINT WE MAY BE CHOOSE TO PAUSE THE OFFENSIVE IN ORDER TO RE-FIT AND RE-ARM
Stage 3The first and most important element of this stage is that it will literally be an up-hill battle. Tango Base is protected from the North by a steep hill that will protect our reinforcements, but will potentially provide a natural defense for the base. Either by force or tactics, we must find a means by which to neutralize this advantage. Tango Base is less fortified than Victor, but again must be taken by force and the P.L.A.V. flag must be raised in order to control this asset.
Stage 4The final stage of this offensive involves pushing the U.S. forces out of their last staging area located on the border of Venezuela. While not an official U.S. base, this staging area (code named “Hamburger Hill”) has minimal defenses, but located on high ground with somewhat clear vantage of surrounding areas will make this control point potentially very difficult to take. The vantage point as well as somewhat open terrain will potentially make concealed snipers a significant problem. Upon taking this final control point the offensive will be successful and the U.S. forces will have been driven from our land.
POINTS SYSTEM, CONTROL POINTS, & BASESUnlike most major airsoft events/operations this will be not be won or lost based on the achievement of objective(s) alone, but rather by the accumulation of points. These points are gained by several different means and will be tallied and scored utilizing the following score sheet.

Control PointsThere are a total of 6 control points spread across the field. These points will essentially act as limiting barriers for game play as well as respawn points for P.L.A.V. and U.S. forces. Control points consist of a “Joker Flag.” This flag is a small pipe that has both a green and orange end. In order to take a control point the flag must be inserted into the larger tube so as to display the appropriate team color. A control point may be retaken by removing the flag, flipping it, then re-inserting it displaying the opposing team color. Control Points may be taken and retaken an infinite number of times during the game but must be taken sequentially (see section:
GAMEPLAY DYNAMIC)
Joker Flag
BasesThere are two bases within this game (
Victor Base and
Tango Base). These are designed to be sources of major battles during the Operation. Both Victor and Tango have natural and man-made bunkers and cover. They will both operate under “Reactor” rules concerning respawning (see section:
GAMEPLAY DYNAMICS). As displayed in the Point System breakdown above, these bases are potential high point objectives. Bases are only considered “taken” when ALL MEMBERS of an attacking team enter the base structure. This will be determined by the Comm Officer for the
ATTACKING TEAM 
GAMEPLAY DYNAMICComm. OfficersEach team will have a
COMM. OFFICER assigned to it. The Comm. Officer will act as a point of contact with senior game administrators as well as arbiter of points for each team. This essentially means that no points will be awarded except by reporting to Comm. Officers on the completion of an objective (Capture Control Point, Base, Verify HVT). The Comm. Officer will not be a playing member of the teams, but instead will reside at the last controlled respawn point of his respective team. When capturing a base, the Comm. Officer may move to the base at any time, but must be escorted according to V.I.P. Rules (see section:
GAMEPLAY DYNAMIC).
Additionally, the Comm. Officers will act as limiters on gameplay. This means that during regular play, no control points other than the 2 occupied by Comm. Officers and the 1 contested may be attacked/taken. The diagram below shows 2 potential tactics. Players may focus on the contested Control Point, or may attempt to flank and eliminate the enemy’s respawn point.
Capturing a Control PointControl Points must not simply be taken (flipped to your team’s color), but must be reported to Comm. Officer and verified by Game Admins. This means that it is not enough to simply take a point, but your team must control it long enough to have it verified. This goes for taking a point AND retaking a point. A Control Point can ONLY be retaken for points AFTER it has been officially verified by Game Admins. This means that 3 steps must be taken.
1. Flip Flag
2. Comm Officer Reports Capture
3. Admin Varifies on Main Radio Channel
Capturing a BaseBases are high value targets and so are also worth extremely high point values. This also means, however, that bases Victor and Tango are designed to be not easily taken or retaken. When defending a base players must stay in the immediate proximity of the base being defended. This means they are not necessarily confined to within the walls of the base, but may not openly attack. When hit, defenders must move to the closest controlled respawn point, wait the prescribed duration, then return to base as quickly as possible. Players returning MAY defend themselves and attack on their way back to base.
When attacking, players may attack from ANY direction possible with the ultimate goal of “Capturing” the enemy base. In order to capture the enemy base, attackers must move EVERY member, including the Comm. Officer, into the base being attacked. Base will be attacked under “Reactor” Rules, and Comm. Officer will be escorted under V.I.P. Rules described below.
“Reactor” RulesReactor is essentially a game of attack and defend in which the objective is not to eliminate all opposing players, but rather to “destroy” a reactor or capture an area. In Reactor the defending team has a set respawn duration and must go outside the base area to a designated respawn point before returning to play. If at any time the attacking team shoots the reactor (usually an orange target), respawning stops for 60 seconds. This is signified by a single long whistle blow. After 60 seconds respawning resumes and all those at the respawn point may return to play. This is signified by two short whistle blows.
V.I.P. RulesPlayers must escort a V.I.P. player to a given objective while eliminating enemy opposition. V.I.P. player may only use a pistol for protection, and may “heal” players after 15 seconds of contact. If V.I.P. is hit, he must return to last respawn point and be escorted again.
HIGH VALUE TARGET SYSTEM (H.V.T.s)This operation will be incorporating a new HVT system. On the weeks leading up to the game 10 well-known members of each team will be asked to volunteer to play as High Value Targets. Before the game begins a photo of each will be taken, and each will be given a playing card. The card given to each player will be recorded by the Game Admins, but will remain secret to all other players. Photos of HVTs will be printed and given to Comm. Officers of each team in numbered envelopes. At any time during gameplay, Game Admins may call out “VERIFY HVT” then give the number to look for. At this point Comm. Officers will open the corresponding envelope and then either tell or describe the player inside to fellow teammates.
Verifying HVTsOnce an HVT is in play, players on each team have 30 minutes (dictated by Game Admins.) to kill and verify the target HVT. To verify a player must shoot the target HVT, then call out “VARIFY” and the player’s name (ex. Pops, Joker, Specter, etc…). If it is indeed the target HVT, he is instructed to discretely give the player their card. “Discretely” means that the HVT must not overtly get in the way of other players or obstruct gameplay. Once the HVT card is acquired it must be given to Comm. Officer in order to attain points. If time runs out and a Comm. Officer has been told a card is in route, he may ask for an additional 5 minutes. When time runs out, Game Admins will notify players that the “HVT has left the area.”
***HVT NOTE***HVTs are
PURELY OPTIONAL objectives. This means while they do help a team’s overall score, they are purely targets of convenience. If a player prefers to simply focus on capturing control points and bases they may freely do so rather than focusing on HVTs.
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COMMUNICATIONCommunication will be key in this event. All players who have radios at their disposal are encouraged to bring them out for use during gameplay. Upon taking objectives, radios will allow for quick confirmation. During this event communication will be split into P.L.A.V. channels and U.S. channels with Admin frequency splitting the two.
FREQUENCY BREAKDOWN
U.S. FREQUENCY - ABOVE 11
U.S. ADMIN FREQUENCY - CHANNEL 11
MAIN ADMIN FREQUENCY - CHANNEL 10
P.L.A.V. ADMIN FREQUENCY - CHANNEL 9
P.L.A.V. FREQUENCY - BELOW 9Administrative channel will be
‘Ch. 10’. This channel will be utilized for keeping score and emergencies.
APART FROM EMERGENCIES ONLY COMM OFFICERS MAY USE MAIN ADMINISTRATIVE CHANNEL (10).
U.S. Forces may utilize all channels ABOVE Main Admin Frequency with their Comm. Officer on ‘11’.
P.L.A.V. Forces may utilize all channels BELOW Main Admin Frequency with their Comm. Officer on ‘9’.
MINIMUM ENGAGEMENT DISTANCE (M.E.D.)This event, much like all others, will have set Minimum Engagement Distances. This means that players are instructed to only engage opponents outside their prescribed engagement distance. If opponents are closer than a player’s M.E.D. he is instructed to either call “Bang, Bang” or “Parlay.” This should be measured by the player’s best judgement.
Engagement distances:AEG / GBBs Under 400 FPS* - 30ft
SUPPORT WEAPONS 400 – 450 FPS* - 50ft
DMR WEAPONS 450 – 500 FPS* - 80ft
SNIPER WEAPONS Over 500 FPS* - 100+ ft. **
*Feet Per Second using .20g BB’s
**An additional 20 ft for every 50 FPS over 550FPS)
ADDITIONAL NOTESDEAD RAGS – Dead rags are red/orange bandana’s used to symbolize players who have been “killed” and are returning to respawn. Dead rags not only help players NOT get shot on their way back to respawn, but also help attackers KNOW when they have scored a kill.
DEAD RAGS are required for this game.
“BANG, BANG” RULE – For this even “BANG, BANG” should be considered tantamount to “Surrender.” This is primarily a safety rule. Calling out “Bang, Bang” may be used to kill an opponent that is within a player’s M.E.D. This call MAY ONLY be used when an opponent is “Dead to Rights.” This means targeted, close, and with no opportunity to fire back.
OPPONENTS ARE ENCOURAGED TO ACCEPT “BANG, BANG” AS A KILL, CALL “HIT,” AND RETURN TO RESPAWN.If “Bang, Bang” is called and an opponent turns aggressively to fight back, “Bang, Bang” is not in effect and attacker should shoot the opponent. (If opponent kills attacker, they were not “Dead to Rights”)
A single player may only call “Bang, Bang” on one opponent at a time. This essentially means that he may not “Bang Out” an group of opponents.
“PARLAY” – Parlay operates in a similar fashion to the “Bang, Bang” Rule. It is a safety precaution used when players encounter each other and are closer that their respective M.E.D. This includes, but is not limited to, situations when both players have each other targeted but are too close to safely engage. In such situations one player calls “Parlay” and both players turn and retreat a safe distance before resuming aggressive actions.
GAMEPLAY MAP

FOR FULL INFORMATION CONCERNING GAME, RULES, M.E.D.S, COMMUNICATION AND VARIOUS OTHER ELEMENTS PLEASE DOWNLOAD AND READ THE ATTACHED PLAYER'S GUIDE