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125blackfire's Profile User Rating: **---

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User is offline Apr 06 2012 11:12 AM
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My Information

Member Title:
Stock Class
Age:
20 years old
Birthday:
April 30, 1994
Gender:
Male Male
Location:
Pasadena Maryland Stony Creek
Interests:
Paintball, military, SWAT, CG, Army, crabbing, fishing, US Modern Army Combatives.

Contact Information

E-mail:
Private

Previous Fields

Brigade Name:
125blackfire

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Posts I've Made

  1. In Topic: 3 day long scenario plan

    02 April 2012 - 10:13 PM

    The field op starts at 2000. (8PM)

    One of my favorite parts of this is at the beginning the two/three teams will place all of their gear (clearly marked) in a huge pile in the middle, start walking in opposite directions for 5 minutes then the whistle blows, and the game starts. Your team either have a chance to go towards a fire fight and risk lives to get your gear (sleeping bags, tents, water, etc), then once you get your gear it's dark and you have to make base somewhere that you don't want to. Or find a good area to make base, stay up all night, send squads in to get your gear and stay up all night, or sleep on the ground.
  2. In Topic: 3 day long scenario plan

    02 April 2012 - 10:08 PM

    An over night field op is a very fun, that many cadets will be thrilled to do. An over night field op is not just a fun thing to do. It teaches many things, these are just some things that an over night field op teaches.


    Team Building- The roles in the field op are designed to depend on each other. This will ensure that each team member has to work well with each other to have a successful team.

    Personal Tact- Each Cadet is relying on each other to do their job so they will stay safe from other teams. This reliance will develop into trust.

    Military Discipline- Each person will be tasked with an important role; these roles demand that the Cadet uses military discipline.

    Leadership- Every cadet will have a leadership role in the field op, because of their roles.

    Following Orders- In the field op there is a distinct Chain of Command. If the Cadets do not follow orders, then the squad, and ultimately team will fail.

    Fitness- Cadets will be on their feet moving around, or at their base camp resting, and preparing for the next mission.

    Learning Opportunities- Being out in the field for an elongated period of time gives the cadets a chance to master land navigation, reading a map, tactical movements etc.

    Navigation- Being out in the woods will teach cadet’s to use land marks, use their map, and compass to know where they are going.
  3. In Topic: 3 day long scenario plan

    02 April 2012 - 10:08 PM

    Field Op Logistics

    Food and Water

    Food-
    1. If we ate MREs then we can take MREs with us, and make it more realistic.
    2. If we ate normal chow, we would only need to bring the grill to the parking lot next to the field op area. Cook food their, and have a chow break. We can use Temple’s Jeep to hold the grille, It will fit in the jeep, and it has a roof, and locks.

    Water-
    1. There is a spicket at the Field Op site. We can fill up canteens when we use the head. We will also bring bottled water.

    Head

    Head Use- At the Field Op site, there is a locked building with a spicket, and a head. Petty Officer Temple has access to the Key.

    Hygiene

    Brushing Teeth- We can brush teeth anywhere. All we need is our canteen, tooth brush, and tooth paste.

    Shower- We will take a shower Sunday morning, after the field op.

    Changing Cloths- We can change cloths at the head.

    Washing Faces- We can wash out faces anywhere. All we need is water.

    Body Odor- We will apply deodorant frequently.

    Sleeping Arrangements

    Sleeping Arrangements- Each Cadet will have a small tent, which is a 50 gallon trash bag, string and sticks to prop it up. In each tent will be a sleeping bag to sleep in. Each team will have their own base camp. At the base camp Cadets will rest.

    Injuries

    Injuries- All Teams have a good established line of communication using, cell phones, walkie talkies, and whistles. If an injury happens, PFC will be notified immediately, by either a call on a cell phone, walkie talkie, or whistle



    Whistle Injury-
    1. If you are injured and need help keep blowing your whistle in short blasts.
    2. When a whistle is blown in short blasts, regroup with your squad and go to your base.
    3. Officers will go to aid.

    Medicine

    Distribution of Medicine- The Officer with medicine will dispense the medicine to Cadets.

    Emergencies

    If an Emergency- There will be an officer with each team. Also every Cadet will have a whistle on them.

    Injured-
    1. If you are injured and need help keep blowing your whistle in short blasts.
    2. When a whistle is blown in short blasts, regroup with your squad and go to your base.
    3. Officers will go to aid.

    Lost-
    1. If you are lost and need to be found blow your whistle in intervals of 5 second long blasts.
    2. If you are near the whistle go to assistance with your squad.
    3. If you are not near the whistle, go to your base.
    4. Once everyone returns to main base, the game will resume.

    If Someone Needs To Go Home Early- We will get a call on a cell phone, and we will send the Cadet to the chapel with another Cadet and Officer.

    When

    When we would have the over night Field Op- We would have the over night Field Op June, August, or September. They are the best three months suited for the Field Op. We would get to drill at 1800 to prepare for the field op, and turn in course work. Then leave at 1900, and start the Field Op at 2000.
  4. In Topic: 3 day long scenario plan

    02 April 2012 - 10:07 PM

    Field Op

    In Case of Emergency

    Injured-
    1. If you are injured and need help keep blowing your whistle in short blasts.
    2. When a whistle is blown in short blasts, regroup with your squad and go to your base.
    3. Officers will go to aid.

    Lost-
    1. If you are lost and need to be found blow your whistle in intervals of 5 second long blasts.
    2. If you are near the whistle go to assistance with your squad.
    3. If you are not near the whistle, go to your base.
    4. Once everyone returns to main base, the game will resume.

    Roles

    It is up to the Team Leader to pick the roles of their team.

    Team Leader- In charge of the team, in charge of everything.

    Assistant Team Leader- Second in charge of the team relieves Team Leader of all duties when Team Leader is not present.

    Squad Leader- In charge of their appointed squad.

    Assistant Squad Leader- Relieves Squad Leader of all duties when Squad Leader is not present.

    Medic- Revives team mates. If a player is out, the Medic can revive them by tying a bandage around the player who Is out’s arm. The Medic can only revive people until they run out of armbands. Once the medic runs out, the medic must resupply.

    Navigator- Keeps track of the position of the squad. Keeps the squad moving in the right direction.

    Radio Man- Relay’s information to main base, and other squads. Hold’s the walkie-talkie.

    Scout- Spy’s on enemy. Informs the person appointed in charge of information. Stealthy.






    Rules

    How to get someone out-
    1. Point your weapon at them and say “Bang, Bang, Name/description” (Name = the name of the person that you are shooting at), (Description = What the person is wearing, or what they are near).
    2. Touch the person with the barrel of your weapon and say “Your dead”.

    What to do If you get out
    1. Drop any extra gear that you have, that you do not normally carry (seabag, flag, etc).
    2. Travel to your main base’s out zone, and wait 30 minutes, and then you are back into the game, or yell medic and wait for a medic to arrive.
    1. If you yell medic, you have to wait for your medic to arrive, or until there is no medic near you.
    2. If you yell medic the other team can take you hostage.
    3. You can not shoot while you are waiting for a medic, or If you are out.
    4. If you do not have an “out zone” you must walk to the picnic tables, then you are back in.

    Medic Rules-
    1. Medics can revive other Medics.
    2. Medic can not revive himself.
    3. To revive someone, they must tie an armband around the players arm.
    4. Cadets with armbands may return the armbands to a designated spot at the main base.
    5. A Medic can not take arm bands off of cadets, the cadets must return them to the marked spot at the main base.

    How to take hostages-
    1. Say “Put your hands up/ Drop your Weapon”
    2. When someone waiting for a medic, tag them, and they are your hostage.

    How to release hostages-
    1. A hostage is automatically released after 4 hours.
    2. A team member physically tags you back in.

    Hostage Rules-
    1. A hostage has the right to water.
    2. A hostage may try to escape.
    3. A hostage may use the head incase of emergency’s. The 4 hours the hostage is waiting to be released is put on pause when the hostage uses the head.
    4. Any more rights to the hostages can be negotiated during the field op in-between teams.

    Spy Rules-
    1. If the spy dies without being found out, the spy goes to the “out zone” of the team the spy is spying on.
    2. Once the spy is found out, the spy is treated like a normal apposing team member of the other team.

    Other-
    1. There is no puppy guarding “out zones”
    2. When a person is traveling to use the head, they are not playing.
    3. No looting other bases, and players.
    4. No controlling other bases.
    5. Teams “out zone” must be 100 marching paces away from their base.
    6. While out during dark, you must have a swim buddy, and flashlight.

    Objectives

    Each team will have a book to log points. When logging points, write the objective completed, number of points, time, and initials.

    1. Take Hostages- 10 point for each hostage taken to base camp.

    2. Rescued Hostage- 5 point for each hostage rescued.

    3. Collect Fuel- 5 points for each fuel that your base has at the end of the game.

    4. Capture Base Flag- 100 points for each base flag that your base has at the end of the game.

    5. Secret Documents- 300 points for bringing back secret documents to your base.

    6. Capture Team Leader- 20 points for taking another Team Leader Hostage, 15 points for taking their Assistant Team Leader hostage.

    7. Bomb planting- Negative 50 points for each bomb found at your base at the end of the game. Bombs will be marked water bottle’s that say bomb. They are hidden at your base camp by apposing teams.

    Twists

    Spy- Each team will start off with one randomly selected spy that belongs to another team.

    Game Start- Every teams gear will be marked. Each team will place all of their gear in one pile. Then each team will walk in opposite directions for 5 minutes. Then a whistle will blow. The whistle signals the start of the game.
  5. In Topic: 3 day long scenario plan

    02 April 2012 - 10:07 PM

    Field Op

    In Case of Emergency

    Injured-
    1. If you are injured and need help keep blowing your whistle in short blasts.
    2. When a whistle is blown in short blasts, regroup with your squad and go to your base.
    3. Officers will go to aid.

    Lost-
    1. If you are lost and need to be found blow your whistle in intervals of 5 second long blasts.
    2. If you are near the whistle go to assistance with your squad.
    3. If you are not near the whistle, go to your base.
    4. Once everyone returns to main base, the game will resume.

    Roles

    It is up to the Team Leader to pick the roles of their team.

    Team Leader- In charge of the team, in charge of everything.

    Assistant Team Leader- Second in charge of the team relieves Team Leader of all duties when Team Leader is not present.

    Squad Leader- In charge of their appointed squad.

    Assistant Squad Leader- Relieves Squad Leader of all duties when Squad Leader is not present.

    Medic- Revives team mates. If a player is out, the Medic can revive them by tying a bandage around the player who Is out’s arm. The Medic can only revive people until they run out of armbands. Once the medic runs out, the medic must resupply.

    Navigator- Keeps track of the position of the squad. Keeps the squad moving in the right direction.

    Radio Man- Relay’s information to main base, and other squads. Hold’s the walkie-talkie.

    Scout- Spy’s on enemy. Informs the person appointed in charge of information. Stealthy.






    Rules

    How to get someone out-
    1. Point your weapon at them and say “Bang, Bang, Name/description” (Name = the name of the person that you are shooting at), (Description = What the person is wearing, or what they are near).
    2. Touch the person with the barrel of your weapon and say “Your dead”.

    What to do If you get out
    1. Drop any extra gear that you have, that you do not normally carry (seabag, flag, etc).
    2. Travel to your main base’s out zone, and wait 30 minutes, and then you are back into the game, or yell medic and wait for a medic to arrive.
    1. If you yell medic, you have to wait for your medic to arrive, or until there is no medic near you.
    2. If you yell medic the other team can take you hostage.
    3. You can not shoot while you are waiting for a medic, or If you are out.
    4. If you do not have an “out zone” you must walk to the picnic tables, then you are back in.

    Medic Rules-
    1. Medics can revive other Medics.
    2. Medic can not revive himself.
    3. To revive someone, they must tie an armband around the players arm.
    4. Cadets with armbands may return the armbands to a designated spot at the main base.
    5. A Medic can not take arm bands off of cadets, the cadets must return them to the marked spot at the main base.

    How to take hostages-
    1. Say “Put your hands up/ Drop your Weapon”
    2. When someone waiting for a medic, tag them, and they are your hostage.

    How to release hostages-
    1. A hostage is automatically released after 4 hours.
    2. A team member physically tags you back in.

    Hostage Rules-
    1. A hostage has the right to water.
    2. A hostage may try to escape.
    3. A hostage may use the head incase of emergency’s. The 4 hours the hostage is waiting to be released is put on pause when the hostage uses the head.
    4. Any more rights to the hostages can be negotiated during the field op in-between teams.

    Spy Rules-
    1. If the spy dies without being found out, the spy goes to the “out zone” of the team the spy is spying on.
    2. Once the spy is found out, the spy is treated like a normal apposing team member of the other team.

    Other-
    1. There is no puppy guarding “out zones”
    2. When a person is traveling to use the head, they are not playing.
    3. No looting other bases, and players.
    4. No controlling other bases.
    5. Teams “out zone” must be 100 marching paces away from their base.
    6. While out during dark, you must have a swim buddy, and flashlight.

    Objectives

    Each team will have a book to log points. When logging points, write the objective completed, number of points, time, and initials.

    1. Take Hostages- 10 point for each hostage taken to base camp.

    2. Rescued Hostage- 5 point for each hostage rescued.

    3. Collect Fuel- 5 points for each fuel that your base has at the end of the game.

    4. Capture Base Flag- 100 points for each base flag that your base has at the end of the game.

    5. Secret Documents- 300 points for bringing back secret documents to your base.

    6. Capture Team Leader- 20 points for taking another Team Leader Hostage, 15 points for taking their Assistant Team Leader hostage.

    7. Bomb planting- Negative 50 points for each bomb found at your base at the end of the game. Bombs will be marked water bottle’s that say bomb. They are hidden at your base camp by apposing teams.

    Twists

    Spy- Each team will start off with one randomly selected spy that belongs to another team.

    Game Start- Every teams gear will be marked. Each team will place all of their gear in one pile. Then each team will walk in opposite directions for 5 minutes. Then a whistle will blow. The whistle signals the start of the game.

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Comments

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  1. Photo

    TheWeepingWillow 

    09 Jul 2008 - 05:22
    Thanks for the comment dude! I had 83 posts today!!!!
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