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Operation: QUARTER MOON PCP, Milslim game, Sunday night the 25th

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  • 01-10-2009 11:25pm
    #1
    Registered Users Posts: 869 ✭✭✭


    Operation QUARTER MOON CP, Milslim game, Sunday night the 25th, october, 2009

    Start time 19:00, End 22:00

    This milsim is a MOUT Training Program, on Vehicle Check Point (VCP): Personnel Check Points (PCPs):

    LEARNING OBJECTIVES

    1. Know the types of check points.
    2. Know how to set up and employ a vehicle check point.
    3. Know how to set up and employ a personnel check point.
    4. Know the two types of personnel check points.
    5. Know how to set up and employ a systematic check point.
    6. Know how to set up and employ a random check point.


    1. Check Points:

    Check points are established to enable a unit to control access to the unit's area of responsibility. By searching people and vehicles at checkpoints, weapons or other items that may used to undermine the unit's mission can be discovered and confiscated. Check points allow the area of operations to remain immune from outside influence and to keep the ratio of enemy to friendly forces unchanged. They also deny the enemy intelligence gathering opportunities. Check points make a large contribution to the security of military personnel and units and to the local population within the area of operations. To be effective check points must be set up in such a way so that they cannot be "by passed".

    2. Check Point Types:

    There are two types of check points, vehicle and personnel, both have their own characteristics.

    a. Vehicle Check Point (VCP):

    1) Location - In many of the conflicts Marines will find themselves operating in, the location of vehicle checkpoints will often be between two or more ethnic, political or religious factions. In these cases, check points will have to be erected along the existing boundaries between the warring factions. If given a choice in selecting a check point location, Marines must take the following into consideration:
    a) If possible, set up VIPS on the upward slope or on the crest of high ground. This aids in negating the problem associated with vehicle brake failure and having an uncontrolled vehicle crashing into the check point.
    b) If possible, set up VIPS at crossroads as this aids in denying enemy freedom of movement or a by pass of the VCP.
    c) When a VCP is used for controlling access to a building or building complex, ensure that the VCP is far enough away from the building in order to deny hostile intelligence collection on the building and to prevent a large bomb that is detonated at the check point from damaging the building.
    d) Checkpoints that are used for controlling entrance and exit should be located side by side to one another.
    e) VIPS should be located on one-way streets.

    2) Check point set up - In setting up a VCP the following guidelines should be followed:
    a) Place signs advising of a check point ahead approximately 100 meters away from the VCP.
    b) Ensure that vehicles are stopped with its front facing a barricade (berm, tank, wall or other obstacle) that is capable of stopping a moving truck.
    c) Ensure vehicles entering the VCP are canalized in such a way that they cannot exit until checked by the Marines manning the check point.
    d) Ensure the VCP is set up in such a way that the vehicle being checked is isolate from other vehicles. This may be done through the use of barriers or by a Marine who regulates the flow of traffic.
    e) Place a crew served weapon at a position opposite the Marine (s) conducting the check. The weapon is maintained in an elevated position covering the driver. Ensure that the Marines manning the weapon are positioned to observe the vehicle driver at all times. Develop a Standing Operational Procedures (SOP) or signal that allows for employment of the weapon when necessary.
    f) Ensure that all other Marines are on the same side as the crew served weapon to avoid friendly fire incidents.

    3) Verifying procedures:
    a) The approach man is always the same Marine. He counts the number of vehicle occupants prior to the vehicle coming to a complete stop.
    b) The driver is asked to open his window if not already down.,br> c) Have the driver shut off the engine. If the trunk and hood can be released from the inside have the driver do so.
    d) Ask the driver for his identification and/or other official papers.,br> e) If the driver is wanted or suspect, a prearranged signal is used to alert the Marines manning the VCP. This signal must be of a nature so as to warn the Marines but not the driver and other occupants of the vehicle.
    f) Have the driver exit the vehicle and open the trunk and hood fully. Ensure that you stand behind him/her at all times.
    g) In a hostile situation/environment, have the driver kneel and raise his hands where they can be seen by all VCP Marines. h) In a hostile situation/environment, repeat the preceding step with all vehicle occupants one at a time.
    i) If the driver is detained for whatever reason, do not allow a passenger or other individual to drive the vehicle away. The vehicle and all evidence gathered is to be turned over to the proper authorities.
    j) A permanent radio watch is maintains contact with higher headquarters at all times.
    k) At the battalion level, a reaction force of at least one squad must be prepared at all times to support the VCP.

    4) In many circumstances and depending on the local situation, it is usually best to have all vehicle passengers (NOT THE DRIVER) removed to a holding area away from the vehicle during the search. It aids in conducting a controlled search and ensures that the passengers do not interfere in any way with the conduct of the search.

    5) Always record/document all personnel and vehicles that pass through the check point. Use a standardized format but always note any additional information you might feel is pertinent.

    6) Speed bumps and speed limit signs have little tactical value in preventing a vehicle from running through a check point. However, they are a good indication ("heads up") in determining the driver's intent.

    7) Check point immediate action drills should be developed and rehearsed for many situations. Some common examples are:
    a) Vehicle attempting to ram through the VCP.
    b) Preventing collateral damage should weapons engagement be necessary.
    c) Signals for all VCP search situations.
    d) Signals for driver/passenger search.
    e) Arrest or impound procedures.
    f) Rules of Engagement (ROE) - especially important when considering fleeing personnel.

    8) Examples of improvised road obstacles include:
    a) The Beirut toothpick - nails driven through lumber and placed across the road or other vehicle accessible areas.
    b) Vehicles.
    c) Felled trees.
    d) Debris, rubble or large rocks.
    e) Highway construction barriers.
    f) Dumpsters.


    Personnel Check Points (PCPs):

    PCPs, though they do not involve the search of vehicles, are set up in a similar manner as are VCPs. There are two types of PCPs, systematic and random.

    1) Systematic check points - a complete and comprehensive check of all persons is conducted. Characteristics of a systematic PCP include:
    a) Civilians are told what papers are required to cross the PCP.
    b) Barriers are used to regulate the flow of people.
    c) Situational dependent, more than one entrance line may be utilized.
    d) At least one squad is required to man a PCP.
    e) The number of people in each line must be kept to a manageable level.
    f) From the rear of the of the check line, people should be at least 10 meters back and in a line.
    g) A fire team should be in an overwatch position and have line of sight over the entire PCP.
    h) As with VCPs, PCPs must have pre-established and well known and rehearsed signals. This is especially important should the squad leader need to signal the fire team overwatch of a potential volatile situation.

    2) Random check points - a random PCP is similar to a systematic check point except in that it is designed to cross people quickly, and yet be screened for items such as weapons/explosive devices, drugs or to identify known terrorists/criminals. Characteristics of a random check point include:
    a) Should not interfere with the normal flow of pedestrian traffic.
    b) Requires fewer Marines to operate than a systematic check point.
    c) Must be located in such a way so that a person may not escape if confronted.
    d) Small streets and alleys should be used to channel pedestrians in both a random and systematic check point.



    Rules of Engagement of US Soldiers.

    Commanders have the inherent authority and obligation to use all necessary means available and to take all appropriate action in self-defence.

    At all times, the requirements of necessity and proportionality will form the basis of the judgment of the on-scene commander (OSC) or individual as to what constitutes an appropriate response in self-defense to a particular hostile act or demonstration of hostile intent.

    All personnel must ensure that, prior to any engagement, non-combatants and civilian structures are distinguished from proper military targets.

    Positive Identification (PID) of all targets is required prior to engagement. PID is a reasonable certainty that the individual or object of attack is a legitimate military target in accordance with these ROE.

    Military operations will be conducted, in so far as possible, to ensure that incidental injury to civilians and collateral damage to civilian objects are minimized.

    DETENTION OF CIVILIANS. detain and search civilians when there is a reasonable belief that the person falls into one of the following categories:
    (1) are in engaged in criminal activity;
    (2) interfere with mission accomplishment;
    (3) are on a list of persons wanted for questioning for criminal or security threat actions.

    FLEETING TARGETS: Any target, other than a time sensitive target, that: (1) is of significant value, is a declared hostile force, a designated terrorist, or commits a hostile act or demonstrates hostile intent.

    HOSTILE ACT: An attack or other use of force by any civilian, paramilitary, or military force or terrorist(s), with or without national designation, against , US Forces, and in certain circumstances, , their property, commercial assets, and/or other designated foreign nationals, and their property. It is also force used directly to preclude or impede the mission and/or duties of US Forces, including the recovery of US personnel and vital US Government property. When a hostile act is in progress, the right exists to use proportional force, including armed force, in self-defense by all necessary means available to deter or neutralize the potential attacker or, if necessary, to destroy the threat. Examples include, but are not limited to, the following: releasing, launching, or firing missiles, guns, rockets, directed-energy weapons or any other weapons against US Forces; laying mines; attacking or taking control of information systems critical to military employment or national infrastructure.

    (U) US forces will protect themselves from threats of death or serious bodily harm. Deadly force may be used to defend your life, the life of another US soldier, or the life of persons in areas under US control. You are authorized to use deadly force in self-defense when--

    (U) You are fired upon.

    (U) Armed elements, mobs, and/or rioters threaten human life.

    (U) There is a clear demonstration of hostile intent in your presence.

    (U) Hostile intent of opposing forces can be determined by unit leaders or individual soldiers if their leaders are not present. Hostile intent is the threat of imminent use of force against US forces or other persons in those areas under the control of US forces. Factors you may consider include--

    (U) Weapons: Are they present? What types?

    (U) Size of the opposing force.

    (U) If weapons are present, the manner in which they are displayed; that is, are they being aimed? Are the weapons part of a firing position?

    (U) How did the opposing force respond to the US forces?

    (U) How does the force act toward unarmed civilians?



    Rules of Engagement for civilian forces:

    All civilian forces will have ID cards on them at all time.

    US force's can be taken as POW's and sold back for team members.

    If there is a clear demonstration of hostile intent in your presence against US forces, you will be fired on.

    1 As in, firing at US forces.

    2 Pointing your gun at US forces.

    3 Setting up a fire base.

    4 Setting up boby traps.


    Rember all civilian force's are to act as civilians ( you are terrorists after all )

    The POW rule is to play as, there is to be no contact with a another play,

    How to take a civilian POW for US force's, you ask them to stop you must have your guns trained on them and ask them to put every thing on them on the gound in front of them, the only thing you can touch is the ID card to see you they are, when you have this you will call your CP and they will inform you what to do, as in let them go, or take them as a POW,
    to do this tell them they are been taken as a POW and that they are to go to the holding cell.

    The POW is allowed to pick up there gear and bring it with them.

    Civilians forces are to play along with this rule.



    How to take a US force's POW for Civilians force's.
    you can only take if you have them surounded and you have your guns trained on them and ask them to put every thing on them on the gound in front of them, the only thing you can ask them is there name and rank to see you they are, when you have this, you can let them go, or take them as a POW, to do this tell them they are been taken as a POW and that they are to go to the holding cell.

    The POW is allowed to pick up there gear and bring it with them.

    US forces are to play along with this rule.


    Game Rules.

    It is your responsibility to read and understand these rules before attending the game.


    Much effort has been made to make these rules as simple and easy to understand as possible.
    The rules are designed to ensure that the players have considerable freedom while still providing a good level of safety. Common sense is the order of the day with safety coming first at all times.

    Sportsmanship and Honour.
    It is up you, the player, to remember that the sport of Airsoft is about honour.
    It is a game that is shared by a relatively small community compared to other sports. Therefore show your fellow airsofters respect during the game.
    And we wont stand for any cheating, if are found to be cheating, you will be asked to leave, and wont get a refund, i have never needed to marshal hard for milsim days, as most of the players, are some of the first airsoft plays in ireland, and they have never giving me the need to marshal hard, and i would like to keep it this way, so be warned, i wont take any messing on the day, to spoil it for them.

    Ammunition:
    All magazines will be restricted to realistic loads. Each player may carry a maximum of 10 standard magazines (Full battle loadout). Pistols +2 mags maximum. Rifle drum mags 3 maximum. Machine gun box mags 2 maximum. Sniper rifles 8 mags maximum.

    NOTE ... mid-caps or lo-caps only, NO HI-CAP****s.

    All magazines will be restricted to realistic loads, so what ever it takes in the real would, you put in it, on the day.

    If you are hit, the rules are simple: SHOUT "HIT" AND IMMEDIATELY GO TO GROUND!!!.

    To heal, you must be brought to a Mash cabin to be healed, This has to be done by Simulated carrying, to the Mash cabin, this can be done by a medic and player or 2 players, but only a medic can heal you in the Mash cabin


    NOTE ... Remember, dead people DO NOT talk.

    When returning to the Mash cabin, we do not expect to see any player passing tactical information to players on their team.


    Medics Every section / squad will have one player assigned as a section medic.

    All medics will be assigned before the game, and giving one Mash cabin

    Medics can NOT heal themselves, if a medic is hit, he must wait out for 10 minutes, before he can play agian.

    Players can drag a casualty to cover, or to a Mash cabin, must be 2 players to move a casualty.

    A medic can move a casualty by simulated carry with another play only. Simulated carrying involves two people either side of the casualty and pretending to carry them.This MUST be done at a walking pace.

    Fighting Inside buildings.
    All guns should be set to semi-auto once fighting close quarter battle during room to room combat.

    NOTE ... You can shoot out of a building on full-auto and you can shoot in to a building with full-auto when standing outside.

    Grenades.
    If you are within 5 metres of an exploding grenade outside of a building then you receive one hit. An exploding grenade inside buildings counts as 1 hit to everyone inside a room where the grenade detonates.

    NOTE ... A flash bang grenade, is still treated as an exploding grenade.



    NOTE ... Smoke grenades will not be used within buildings.



    The price is € 15


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Comments

  • Registered Users Posts: 13,438 ✭✭✭✭thermo


    is this a milsim or training?? :confused:


  • Registered Users Posts: 40,291 ✭✭✭✭Gatling


    WOW im in cant wait years since we had night game ,
    :D:D:D:D

    Upgrades and Grenades for this one


  • Registered Users Posts: 869 ✭✭✭hrta


    thermo wrote: »
    is this a milsim or training?? :confused:

    It's a Training Program, Milsim game, have you never played one of these ;)


  • Registered Users Posts: 7,561 ✭✭✭andy_g


    count myself and hopefully the team in for as marines pauls since we're 1st recon and all that


  • Registered Users Posts: 305 ✭✭Sam Fisher


    Sorry Paul, maybe I didn't read it properly, but what are the objectives for the sides?


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  • Registered Users Posts: 40,291 ✭✭✭✭Gatling


    andy_g wrote: »
    count myself and hopefully the team in for as marines pauls since we're 1st recon and all that

    i seem to remember we "excelled" in the last night game


  • Registered Users Posts: 869 ✭✭✭hrta


    Sam Fisher wrote: »
    Sorry Paul, maybe I didn't read it properly, but what are the objectives for the sides?

    US forces to set up a checkpoint hold it, allow the area of operations to remain immune from outside influence.

    To be effective check points must be set up in such a way so that they cannot be "by passed".


    civilian forces to take out the checkpoint, or checkpoints, or get close to blow it up.


  • Registered Users Posts: 40,291 ✭✭✭✭Gatling


    Read the briefings and make sure you take written notes at the pre-game briefing ,amd make a map your going to need one,and listen to everything on the night


  • Registered Users Posts: 1,132 ✭✭✭Stonewolf


    I'm at a convention that weekend but it seems the only conflicting item on the timetable is a pub quiz so I'll be there.


  • Registered Users Posts: 2,011 ✭✭✭sliabh


    For those that have done this before, what are the recommendations on torches/lights and so on, seeing as I don't have 3rd Gen NVGs.


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  • Registered Users Posts: 40,291 ✭✭✭✭Gatling


    sliabh wrote: »
    For those that have done this before, what are the recommendations on torches/lights and so on, seeing as I don't have 3rd Gen NVGs.

    main drawback to torches is your seen for miles ,could use a red filter if your map reading ,

    you dont need NVG though with the amount of building now at HRTA il highly recommend getting out to the site a couple of times before the night game , learn the surroundings ,including kill houses ,dangers and other bits and pieces you'll need to avoid in the dark ,

    most of us at the last night game didnt use torches or nvg ,intelligence will be your best friend ,

    and if your using a red dot sight you stand out a mile in the dark if your concealed


  • Registered Users Posts: 2,011 ✭✭✭sliabh


    Gatling wrote: »
    il highly recommend getting out to the site a couple of times before the night game , learn the surroundings ,including kill houses ,dangers and other bits and pieces you'll need to avoid in the dark ,
    Ah if only....

    I guess for realism I had better be on the US side then so, blundering through an unfamiliar environment. :)


  • Registered Users Posts: 40,291 ✭✭✭✭Gatling


    lol

    Paul will there be a return of "THE AIRSTRIKE" :D:D


  • Registered Users Posts: 13,438 ✭✭✭✭thermo


    hrta wrote: »
    It's a Training Program, Milsim game, have you never played one of these ;)


    not in AIRSOFT...................................................


  • Registered Users Posts: 7,463 ✭✭✭Leftyflip


    I'm in! I presume there'll be games as normal during the day on Sunday?


  • Registered Users Posts: 2,045 ✭✭✭OzCam


    Added to calendar. See you then.


  • Registered Users Posts: 40,291 ✭✭✭✭Gatling


    Paul any news on numbers yet:D


  • Registered Users Posts: 869 ✭✭✭hrta


    Hi all,

    I have beed asked,if i could move the date for this event, as some can not make the 25th, so, as it is a night game i could run on any saturday or sunday night, so i need poeple to post what date would suit them best, thanks.

    Paul.


  • Registered Users Posts: 869 ✭✭✭hrta


    I forgot to add, any one can play in this game, if you dont have mid caps for an AEG, you might have a pistol, or a sniper rifle, shottys, Grenades, claymore mines, can be use in a milsim game, thanks.

    Paul.


  • Registered Users Posts: 7,463 ✭✭✭Leftyflip


    hrta wrote: »
    Hi all,

    I have beed asked,if i could move the date for this event, as some can not make the 25th, so, as it is a night game i could run on any saturday or sunday night, so i need poeple to post what date would suit them best, thanks.

    Paul.

    Most Saturday nights will suit me fine Paul.

    Ger.


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  • Registered Users Posts: 1,132 ✭✭✭Stonewolf


    I'm good for the 24th and 25th but can't make it the weekend after. Other than that I've no problem with any Saturday or Sunday.


  • Registered Users Posts: 40,291 ✭✭✭✭Gatling


    either night suits me , might have to ask my mp5 first:(


  • Registered Users Posts: 988 ✭✭✭evilrobotshane


    The 31st\1st and 7th are out for me due to other airsoft commitments Englandside, but currently any other Saturday or Sunday from the 8th of November on suits me. Hooray!


  • Registered Users Posts: 2,011 ✭✭✭sliabh


    hrta wrote: »
    I have beed asked,if i could move the date for this event, as some can not make the 25th, so, as it is a night game i could run on any saturday or sunday night, so i need poeple to post what date would suit them best, thanks.
    If the night event is off will there be anything happening on the Monday anyway?


  • Registered Users Posts: 7,561 ✭✭✭andy_g


    any update paul?


  • Registered Users Posts: 869 ✭✭✭hrta


    I dont know Andy, i still got no numbers back from poeple, to see what numbers i have to run a game, so if any one would like to post up. if there going, i can see if i have the numbers to run this game.

    Paul.


  • Registered Users Posts: 988 ✭✭✭evilrobotshane


    For the sake of getting the ball rolling, how about Sunday the 15th of November? That's the day after the IAA annual general meeting, for what it's worth.


  • Registered Users Posts: 869 ✭✭✭hrta


    Would your team be ready by then Shane, so i could add them in as a MedEvac recovey team.

    Paul.


  • Registered Users Posts: 988 ✭✭✭evilrobotshane


    Shouldn't be a problem, I'll check to be sure though at training on Sunday.

    If the turn-out is light we can of course play as grunts same as anyone else, but with the dual role if necessary. Combat Lifesaver-trained Marines or whatever.


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  • Registered Users Posts: 1,132 ✭✭✭Stonewolf


    Sunday 15 sounds good to me, I'll be there


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