Rules & Regulations for East Wind



By attending East Wind you are stating to agree to abide by the following rules, regulations and policies.

All rules, regulations and policies described below should be considered binding until further notice. Final decision on any rules, including modifications of the rules during the game as a result of unforseen circumstances or events, is at the sole discretion of the Chief Event Administrators. These Administrators will have final authority on all decisions. To preserve the atmosphere of play, and avoid downtime or administrative side business, judgments will be summary, and cannot be appealed.

Those persons disobeying these rules, regulations and policies may be subject to removal from the event without refund.

Understand that you need to follow not only the letter of the rule but the spirit of the rule as well. We are not doing the rules lawyer thing, use your judgment and do the right thing. East Wind is much more about the experience than simply winning or losing.

Event Policies:

Commitment:

Players choosing to attend this event as full time attendees are committing to the time frame that they have signed up for. Any player who chooses to leave may of course do so but only with the understanding that they will not be allowed back in at the same full time status. Full time attendees who leave the event for any reason may return to play as part time day players only. By attending an event such as this as a full time player you are committing yourself not only to the event but to your fellow players. Your leaving not only increases their work load but also ties up critical transportation assets transporting you back to your car that is parked at an offsite secure parking area. There are NO administrative vehicles at this event, if that CUCV is hauling you off to your car because you are tired and whiney than that means that it is not hauling hot food up to the other units who are just as tired but are toughing it out. This event will be hard, that is why we are doing it. Challenge yourself and do not give up.

Event Fees:

Event fees are not being taken with the intent to make a profit. It is for exactly this reason that we have managed to whittle the fee down as small as it is for an all inclusive event of this size. Your entrance fee is being used for, or has already been spent on, food and equipment at the event therefore if you decide to leave early for any reason you will not be receiving a refund. We are not a business, we are not in this for the money, therefore we do not have "customers" and as such we will not have "customer service". If you are accustomed to playing at promoter run games and expect "customer service" then go to McDonalds. If you are accustomed to club run events and expect great milsim then you are at the right place.

Milsim:

Players attending this event should understand that this is a Milsim event and as such structure will be in place on both sides to manage the fight and do the best job possible. You will have leaders entrusted to provide the guidance and the plan to achieve victory for your side. Your leaders are not here to boss you around for fun. Orders will not be stupid orders just to annoy you. There will be a purpose behind what is being done and it is not the responsibility of the leadership to explain their every move.

If you are ordered to dig in here or go over there, trust that there is a damn good reason why and go do it with determination. As a player you must respect the orders that you are given and pull your fair share of the load. If you choose to refuse a reasonable order the company commander has the option to eject you from the event. He may decide to do so on the first offense. Yes, it is likely that you will have to pull a 2 hour watch on a cold rainy night. Someone has to do it and if you refuse than that means that someone who is a better player than you has to shoulder more of the load. If you do not want the responsibility of having to stay "on" 24/7 then do not sign up as a full time, sign up as a day player instead. If you decide to dedicate yourself and sign up full time then you should be doing so not just to play a fun game but also to challenge yourself.

Age Requirements:

Ages 16-18 only may participate as day players unless they have administrative approval to participate as a full time participant. If you wish to discuss the option of administrative approval please feel free to contact us at info@operationeastwind.com

Ages 18+ may participate at the level they choose.

Required equipment:

Minimum equipment lists have been provided in order to make it easy for players to be certain that they meet the requirements of this event. It is the responsibility of each individual player to be certain before they arrive at the field that they meet the requirements. Before moving out to the operational area an inspection will be carried out to make certain that everyone has the required equipment to operate safely, effectively and without placing a burden upon your fellow players. Players failing the equipment inspection WILL NOT BE ALLOWED TO JOIN THE EVENT. Make sure you have what is required. If you are having a hard time finding something, let us know and we can help you track down what you need. You will not have access to your vehicle during the event. Bring everything you need with you into the field. Remember that the required equipment list should be regarded as your starting point, not your ending point. Think of what you are going to need to sustain yourself and make sure you have it. Talk to the other players in your squad and make sure you have all of your bases covered.

General Rules:

FPS and Engagement Distances:

The velocity limit for all airsoft weapons capable of automatic fire on the field is 400 fps with a .2 gram bb. All weapons, including backups will be checked via chronogaph by the event staff upon your arrival at the base camp. Weapons which fail chrono will not be admitted on the field, there are no exceptions to this rule.

Designated Marksman Rifles may operate at up to 550 FPS but may not be capable of automatic fire. Designated marksmen must be pre-approved by the event administration and must at all times carry a secondary weapon.

If you make repairs or modifications to your weapon on site during the event you must have your weapon chrono checked again by the armorer.

Minimum engagement distance is 20 feet for all standard weapons. Below 20 feet, players are required to call for a safety kill. Designated marksman's weapons have a minimum engagement distance of 75 feet. At less than 75 feet but greater than 20 feet the designated marksman may not engage with his marksman weapon but must use his secondary weapon. Marksman may not safety kill at greater than 20 feet with their marksman's weapon.

Safety kill:

In order to safety kill another player, you must have your weapon trained upon them. If you are going to safety kill multiple people you must train your weapon on each of them and say "safety kill" for each of them.

Safety kill is a courtesy not a goal. Players should not make it a point to seek out safety kills.

A safety kill is the same thing as a hit, safety kills are NOT negotiable.

"Surrender" is not the same thing as a safety kill. Surrender means you are trying to take the enemy as a POW. See POW rules below.

Special Weapons:

Land mines will be in use at East Wind. Some will fire projectiles (bbs) and some just fire a gas propellant. If you trigger a land mine, you are dead and CANNOT BE REVIVED with a medic rope. You must return to your respawn point either as dead or pulled out via Medevac. (See Medevac rules) If someone else triggers a mine that fires bbs and you are hit with a bb the hit is treated just like any other bb hit.

Grenades. Grenades (either hand or shower type) must fire bb projectiles. A hit from a bb out of a grenade is treated just like any other hit. Grenades thrown into a room are only effective if it causes a BB strike. Non-bb projecting grenades such as the Thunder-B may be used as distraction devices however they are not in and of themselves lethal. Do not at any time throw a grenade into a vehicle most of our armored vehicles have gasoline engines and the risk of fire inside is considerable. Do not throw grenades into extremely small spaces that, for instance, two people cannot fit into at the same time.

Nerfs. A Nerf round fired in INDIRECT FIRE mode is considered to have a blast radius of 10 feet. If a nerf round comes from the sky and lands within 10 feet of you, you are hit. Nerf rounds may also be fired in direct fire mode against vehicles. See vehicle rules for more information. In either case, if you are directly struck by a Nerf round whether it is representing a mortar bomb or a rocket from an anti-armor system, you cannot be revived by a medic rope and must return to your respawn point as dead. (No Medevac for pink mist).

Vehicles:

Vehicles will be in use at East Wind. Unless a vehicle is actually armored no vehicle will be treated as a "tank."

Trucks are trucks and trucks are NOT combat vehicles in the real world for a very good reason. If a truck is hit in the engine compartment area with enough AEG fire it is considered destroyed. A truck kill of this type destroys the truck but not the occupants unless they have otherwise been hit. Please make an effort to not overshoot trucks as AEG fire can damage radiators and of course cause a multiplicity of dents and dings. Occupants of trucks are not really protected in any way by the vehicle they are riding in. Hits on or about the passenger compartment near occupants will be treated as hits by those inside. The driver or commander of the vehicle will assess casualties based on the fire taken. If an occupant is actually hit by a BB - that is obviously a hit. Recognize that with the noise and bouncing of riding in trucks it may be hard for occupants of a vehicle to recognize that they are being "hit" so in the event someone does not notice your rounds impacting contact your higher commanders and they will get an admin radio message over to the opposing side and let the vehicle occupants know. A hit from a nerf round on a truck kills the truck and all occupants inside with no medic respawns, no opportunity to take POWs, no searching of the burnt out corpses for documents and no medevac option. Again, vehicle operators may not notice a hit from a nerf, so if you hit a vehicle don your dead rag (to avoid being shot, not because YOU are dead) and attempt to signal the crew to let them know you hit them. Failing that; be prepared to make a radio call if they do not notice you.

Armored vehicles must be legitimate armored vehicles not cardboard taped to the side of a golf cart. As armored vehicles vary a great deal in capability individual kill rules will vary depending on the particular armored vehicle in question. Determinations will be made at the event and all parties will be informed on kill rules in the event briefing. Obviously a Ferret is much easier to kill than a Chieftain main battle tank and our rules will reflect that. (yes, both Ferrets and Chieftains are available on the civilian market and may find their way to East Wind) Likewise, anti-armor weapons vary a great deal in capability as well. A TOW missile impacting on the frontal armor of a BRDM makes quite a bit bigger mess than a M203 round impacting on the front of a T-72. Again, system capabilities will be discussed on site.

Vehicle destruction and respawn

Destroyed vehicles will display a large red flag denoting they are out of action. Vehicles killed at East Wind must return via the most direct route to their respective main bases where they remain killed for a period of 6 hours during which time they may not be used for any non-emergency use. Keep that in mind when you decide to go cowboy and take the food delivery truck on a rat patrol mission against a squad of infantry. Destroyed vehicles may take dead players back to camp with them but may not transport live players for any non-emergency reason.

Vehicle operation

Only those qualified by event staff and allowed via vehicle owner's permission are to operate vehicles at East Wind. When traveling on established trails speeds should be kept reasonable for conditions in some locations reasonable may be 4 mph in others perhaps as high as 20mph. When operating off of established roads and trails vehicles should not exceed 10 MPH regardless of terrain. At all times it is the responsibility of the vehicle operator to insure safe operation. Unsafe vehicle operation will result in revocation of driving privileges at the event.

Medic Rules:

Only players with either a helmet or body armor can receive "medic" attention. Helmets and Body Armor must be actual issue pieces. I.E. real Russian body armor (6b3 etc), real PASGT armor vests. All other players who are shot are considered substantially wounded and medical attention will do them no immediate good.

Each player will be given a short section of rope upon which they will tie a series of 3 knots. This is the players "bandage" When hit, the player will call out hit, place their dead rag on their head, and sit or lay on the ground. Any friendly player may then go to the player, get their rope, untie the 3 knots, then tie the rope around a piece of the players gear to regen them. When hit, you must always remain down for 5 minutes regardless of whether or not you can be respawned in the field.

If nobody "saves" the hit within 5 minutes then the player has bled out and must return to the regen point to regen. You must remain down for at least 5 minutes before returning to regen regardless of if you have already been mediced. If during the time you are down you are "tagged out" by an enemy you must then immediately return to the regen point. The enemy may, at their option decide to medic you back in (as long as your rope has not been used already) and take you as a POW. (see rules below) Players returning to the regen point (alive or dead) may remove any currently used "bandages" retie the knots then use them again on the next trip out. Players may not use their own bandages to regen another player. Any player who does not have 3 knots in his or her rope or who does not have a dead rag may not regen in field; they must return to the regen point after waiting their 5 min. You may hitch a ride to the respawn point if a vehicle just happens to be going that way (deal or alive) but do not expect vehicle assets to be dedicated to the task.

To search a dead player, simply say "I am searching you" the person being searched will then surrender any papers, maps or notes to the searching individual who may, at their option, either keep them or return them to the dead player. Do not hold out on the person searching you, be honest and give up what you have. Compromised intel is part of life.

A player that is hit may yell out anything they would like (medic, mommy, I'm hit, etc), but may not give tactical information to his team mates until a team mate gets to him and starts to medic him.

A player, once dead, may not use his radio even to let his team mates know he is dead. Dead players may not switch channels or otherwise tamper with their radios. If you encounter a dead enemy with a radio, you are allowed to examine the radio, jot down frequencies, settings etc but the radio must return to the respawn with the dead player. Radios may be picked up (with permission) from dead men where they lay, and used by friendly forces. However, once the dead man leaves the point where he was killed, the radio may not be used (except in real emergencies) until it has returned to the base camp and is re-issued.

Respawn rules:

The default respawn point will be your side's main base camp. Admins may at some point dedicate a forward respawn point for a variety of reasons but the forward respawn point does not change the respawn process.

Once the player has returned to the designated respawn, point they should check in with the officer on duty who will note the time. Full time attendees who return as KIA are out for a period of 2 hours. Day players are out for 30 minutes. During your dead time, you may do whatever you like around camp but may not participate in any combat or direct combat support roles. For example, you may help the cooks wash dishes or tidy up your troop quarters but you may not stand radio watch in the TOC.

Medevac Rules:

If your are hit after you have already been mediced once or if you are hit and had neither armor or a helmet on your patrol leader or ratelo may call in a 9 line report and choose to get you medevaced back to base camp by vehicle. (At this point, you are considered seriously wounded rather than dead.) Being pulled out by medevac reduces your respawn time from two hours to one hour and allows you to openly discuss matters related to your untimely demise in contrast to when you are killed in the field and what information you had in your head died with the rest of your brain cells. You MUST make it back within 30 minutes of the 9 line report and you must be extracted by vehicle. During the extraction, you are treated as a casualty and may not participate in any combat actions, you may only move when someone has a hand touching you. If you get up and walk off, you are no longer eligible for medevac.

POW Rules

NO PHYSICAL CONTACT. That means no throwing to the ground, binding, etc.

If you encounter a hit enemy who is on the ground waiting out their 5 minute hit time, you may respawn them using their medic rope and take them as a POW unless the player has body armor and/or a helmet and has already been mediced once before. Players who are hit and do not possess body armor or a helmet may always be taken as POWs. Players who do not have a medic rope may be taken as POWs instantly rather than after reviving them using the regular method. You may not take prisoners from, search or otherwise detain dead troops you encounter which are on their way back to respawn.

Once a POW, a player will place their hands on their head, and not reach for their weapons. Players will sling their weapons, mags out. For practical purposes, once a POW, main line weapons and side arms will be considered destroyed. They will not be able to use them until they get back to their respawn. This means that even if they break free or are rescued, they will NOT be able to use their weapons until they get to respawn.

POWs will be held in the POW detention area for 2 hours for Soldiers or 30 min for Miltzia/Volksgrenadiers. After they are released, they return to their respawn point via roads or trails as KIA. POWs captured at night will be held till the following morning. You will more than likely be interrogated for information as a POW, remember that this event is designed to be an experience for you so if the enemy decides to interrogate you, take your interrogation seriously and remember that in a situation like this in real life you are literally in a life and death situation. DO NOT just play Mr. bad ass, take what your interrogator says deathly serious. You'll get a great deal more out of the experience that way. After your interrogation (if the enemy chooses to do so) you will be released in the enemy camp to look over everything the other side has going on. Look at everything, experience everything, if there is a meal being served, hop in line and try the other side's chow. If there's coffee or tea, have some. Talk to the other side's attendees, look at their equipment, see and experience as much as possible while you are there. Then, from a tactical standpoint, forget everything you saw when you go back. NO information learned while a POW is to be used at all, by anyone, for any reason.

A POW may be rescued by friendly forces by being tagged by a friendly team member. POWS may not escape unless the team escorting him is attacked. If a teamate gives the POW a weapon to use, the POW may then use that weapon as they are escaping. There will be no "stealing" of enemy weapons allowed.

Radios, if captured, may be examined and monitored by the capturing forces but should not be tampered with excessively, taken apart or rendered inoperable. Once the captured player's POW time has expired and they return to the regen point, the capturing team will return the radio to the captured player who will return with it.

If a captor says: " I am searching you" All maps, papers or other intel related items must be given up. The player who captures the documents from the POW has the option to either keep or return documents that are captured. The purpose of this is to provide means to gather useful intel from captured or dead players. Do not take things just to be a jerk.

No troops may kill POWs as a matter of convenience. Once you have committed to taking a POW, you have committed to taking care of them. You are obligated to priority protection to your POWs on the way back to the detention area, if a POW dies under your care, expect to hear about it. You touch them, you own them.

Once a POW has arrived at the holding area the team leader will contact the white cell and let them know a POW has been taken in order to provide accountability for obvious safety reasons.

Communication system specific rules:

The radio systems in use at East Wind are period correct military equipment from the late Cold War era. This equipment has been purchased, repaired and restored at considerable expense of both money and effort. Treat all radios equipment with care and respect.

It is against federal law to jam radio transmissions. We will not tolerate intentional jamming of radio signals.

If you manage to determine what frequency your enemy is operating on, you may at your option choose to monitor their traffic. You may not however utilize non-period correct military equipment such as laptop computers or scanners to seek out enemy transmissions.

You may, of course, choose to transmit on the enemy's channel if you like but doing so will achieve little other than to alert the enemy that you are listening to them and prompt them to switch to a new frequency. There is to be no interference what so ever with radio communication between ground units and aircraft or any administrative traffic.

Radio direction finding equipment may be used but shall not be used on administrative frequencies.

Field telephone systems are employed extensively at East Wind events. If you encounter a field telephone wire, you may cut the wire ONLY at the instruction of your company commander. If you are ordered to cut wire, cut it cleanly in 1 place in order to interrupt service but not render useless the entire run of wire since there is some expense involved with purchasing and maintaining wire. If you encounter an obvious attachment point such as a spool or terminal block, you may of course disconnect wires at will, just make sure you are at a field telephone wire terminal block and not an electric fence charger or a household breaker box.

You may of course tap into and monitor wire systems but again seek to do the least possible amount of damage to equipment.

Hit calling policy:

We are generally intolerant of people who do not call hits, we are equally intolerant of people who allow others to not call hits. If you hit someone and you know you hit them because YOU SEE YOUR BBS HITTING THEM. Then let the person know that they are hit. Do so in a polite fashion. If someone says that they hit you, then you are hit.

If you see someone on your team get hit and they do not feel it or call it then let them know that they are hit. If someone says that you are hit then you are hit, there is to be no arguments or discussion on this AT ALL. We rely upon each and every player on the field to guarantee a great experience for everyone so every player must do their part. If you have a player blatantly not calling hits it is your responsibility to find out who that player is and let your admin know. The admin will get the message over to the other side's admin and the issue will be taken care of promptly. We will be very firm on this and we WILL eject players for not calling hits. We will be equally firm with those who do not share the responsibility for making sure others are calling hits.

Safety halts:

If you see something on the field that requires the game to temporarily halt for administrative reasons such as an injury, a person without goggles on, a non-player on the field or a fire. Yell "BLIND MAN!" If you hear someone yelling "BLIND MAN!" then you too should yell "BLIND MAN!" as well as get on your radio and call blind man. Stay where you are, safe your weapons and remove your mag. Your officers will get on the radio and determine what the situation is and how best to deal with it. LEAVE YOUR GOGGLES ON!. Once the situation has been dealt with or has passed, "GAME ON" will be called and play will resume.

Injuries:

It is our hope to not halt the event any more than is necessary. If someone sustains a non- life threatening injury and blind man is called we will make the determination as quickly as possible as to whether we can retrieve the injured party while the game is back on, if so we will resume the game and the casualty will be retrieved as part of the event. Any injury however minor should be reported to HQ so that aid can be provided if needed. Every player should have on their person a small first aid kit. Any vehicle on the field will be equipped with a more complete aid kit and of course a very complete aid kit will be available at the HQ area.

Foul Weather:

Foul weather is part of life. Unless there is fire coming from the sky or a tornado on the ground in the AO we will not halt the event for weather. Just as with the real world we are simulating, operations may be scaled back during periods of foul weather but the event itself will not stop. We have played in driving rain, we have played in ice storms, we have played in blizzards, we have played in 105 degree temps and we have played in 10 degree temps. East Wind is a late winter event. Rough weather is just part of it. Embrace it, it helps to make the memories more vivid.

Seeking Clarification, Arbitration or New Rules Creation

Any Event Staff may impose rules and make on the spot determinations. Abide by all instructions given by Event Staff immediately and without question. If you feel it is against the rules, or impinges upon the tactical or operational performance of your unit, you may escalate the issue.

Issues should always be escalated within the Chain of Command. This is the string of leadership from individual soldier, to team leader, to squad leader, to platoon leader, etc. To maintain the ambiance of the event, and for accountability of all actions, avoid attempting to contact Event Staff or Administrators yourself. Use your Chain of Command as it should be.

In the event a decision cannot be reached within the Chain of Command, there is a conflict in rules interpretation, or a decision outside the rules must be determined, The Chief Event Administrators will make this determination. Your Chain of Command will raise the issue, and if needed will be escalated to the Administrators as they see fit. Do not raise the same issue to both Event Administrators. They are in constant contact, and two requests may cause them to seek clarification that it is the same question, slowing the response.

Determinations of the Event Administrators are final and cannot be appealed. Do not raise the issue again, or with the other Administrator in an attempt to seek a conflicting judgment. This will not work, and you will just make enemies of the event leadership instead.

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