EASTWIND RULES AND REGULATIONS

By attending EASTWIND you are stating to agree to abide by the following rules/regulations/policies.

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

The timeframe is the mid 1980's. The Soviet Union and her allies of the Warsaw Pact are engaging the forces of NATO. Everything in this event is geared towards making you feel that you are actually there. You are a part of a history that could have happened. This event will fully encompass the look and feel of the armies of the time. Think of it as historical reenacting meets airsoft. Mess tents, fighting positions (foxholes), bivouac shelters, hot food sent up the lines in mermite containers, field radios/telephones. All this and more are the order of the day. This is as real as it gets without signing papers and joining!


Event Policies:

Commitment:
Players choosing to attend this event as NATO Soldiers or East Bloc Soldiers 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 Soldier status. Soldiers who leave the event for any reason may return to play part time as Militzia or Volksgrenadiers only. By attending an event such as this you are committing yourself not only to the event but to your fellow players. You 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 have sand in your vagina than that means that it is not hauling hot food up to the other units who are just as tired but are toughing it outThis 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". Airsoft is a club sport; this event is being run by clubs. 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 Soldier, sign up as Militzia or Volksgrenadier. If you decide to dedicate yourself and sign up full term as a Soldier then you should be doing so not just to play a fun game but also to challenge yourself.


General Rules:

Age Requirements
Ages 16-18 only may participate as Militzia/Volksgrenadier (Militia) unless they have Company Commander's approval to participate as a Soldier/Soldat.
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.

 

FPS and Engagement Distances

The FPS limit is 400FPS with a .2 gram bb. All weapons, including backups must be chrono checked by the company armorer upon your arrival at the base camp.

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 their company commander 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.

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. 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.

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.

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 casulaties 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. Again, vehicle operators may not notice a hit from a nerf, so be prepared to make a radio call if you hit with a Nerf..

Armored vehicles must be legitimate armored vehicles and/or very well made vismods, 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 Chieftan main battle tank and our rules will reflect that. (yes, both Ferrets and Chieftans are available on the civilian market and may find their way to East Wind)

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.

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 issuage pieces. I.e. real Russian body armor (6b3 etc), real PASGT armor vests. All other players who are shot are considered "ventilated" and medical attention will do them no good. (i.e. dead).

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.

If nobody "saves" the hit player 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! If during the time you are down you are "tagged out" by an enemy you must then return to the regen point. The enemy may, at their option decide to 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.

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. Also, any hidden weapons (sidearms, knifes, etc) will be considered found and not to be used until the player gets back to his basecamp.

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 teamates until a teamate gets to him and starts to medic him.

A player, once dead, may not use his radio. The only exception is if someone is trying to radio him and is calling him over and over, you may simply say " (insert player's name) is reported MIA". That way, it saves traffic over the airwaves.

POW Rules

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

2. 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.

3. 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.

4. 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.

5. Radios on a POW MAY NOT be used except in emergencies. POW may switch off radio upon capture. Like weapons, radios are considered destroyed when POW is captured. If POW escapes, POW may not use his radio again until he has returned to his spawn point.

6. 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.

7. NATO troops may not kill POWs as a matter of convenience. Once you have committed to taking a POW, you have committed to taking care of them. East Bloc troops may execute POWs only at the instruction of an officer.

8. Once a POW has arrived at the holding area the team leader will contact the enemy team on the admin net and declare the POW per the Geneva Convention.

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. 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 company commander know. The company commander will get the message over to the other company commander and take care of the issue. 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 simming, 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. Suck it up.