BattleSim

Next BattleSim event

Chernarus Conflict - Part II

Location: Sennybridge
Date: 4/5 September 2010

Click here for more details

BattleSim is for players that want a faster paced game with nested sub-missions, but whilst still holding to the core values of MilSim (team structure, strong communications, low/mid cap magazines and limited ammo).

The opening series of BattleSim events will focus on the Chernarus conflict as portrayed in the video game, ARMA2, created by Bohemia Interactive (the developers behind Operation Flashpoint).

TA Events are delighted to have acquired the permission from Bohemia Interactive to use the story and factions in ARMA2, which we feel offers the type of diversity to make some fantastic scenarios.

BattleSim will take the best elements from Town Assault and Phoenix Rising and add to that more great features which will guarantee weekend events packed full of great action and immersive gameplay.

This is a complete overhaul to the existing formula, which promises to hold no punches.

BattleSim Features

Objectives which are decisive and conclusive to a single result, which can then follow a pre-structured event branch.  BattleSim games are feature packed with sub-missions that branch out to other sub-missions throughout the weekend, which in turn create a objective rich battle environment.

Access to key information.  Previous games have always kept much of the information hidden from the players so that information can feed down the chain of command.  But more often than not, this information does not make it down to the guys on the ground leading to groups of players not knowing what their objective or purpose is.  At BattleSim games we aim to make all information on mission objectives, current situation etc easily accessible by providing an HQ area where tactical maps will be available as well as status boards to keep everyone up to date.  More emphasis will also be placed on commanders to keep information flowing in the time honoured traditional way.

The Battle Commanders role.  This command role will replace the normal Platoon Commander role to create a command element that is more versatile and adaptable within the battlespace that is found in Airsoft.  Battle Commander will take control of a "Battle Group", which can vary in size.  But as well as this they are also information hubs, so that if a squad or the remains of a squad have lost their command element then they can get an upto date picture of the situation from a Battle Commander.

Re-designed rules for Fire Support.  In the past, the use of Fire Support as led to a great many players returning to REGEN.  We recognise this issue and we believe the purpose of Fire Support should be used to displace the enemy and consequently creating an opportunity to advance and take ground or seize an objective.

  • Mortars.  The way mortar support is called in will be more releatic than ever before.  Spotting rounds will be used to adjust for and bring it on to the target.  The first round could land anywhere out to 75 metres from the target, which would then need to be adjusted.  But each round can also scatter out to 30 metres making it harder to accurately bring down fire.  But with rounds scattering out to 30 metres you have to take in to account friendly forces that could be danger close.  In previous games mortars had pretty much pinpoint accuracy but now when shells fall there is a chance they could hit a neighbouring building which might contain friendly forces.  If a building is hit then players in the top floor immediately under where the shell impacts are killed in action.  Any remaining player will now have to vacate the building due to the building catching fire, at which point the building will be closed down for a period of time up to 30 minutes.  To simulate this, all doors and ground floor windows will be closed.
  • Helicopters.  Rockets from attack helicopters can be used to target the side of a building.  All players on the ground and upper floors facing out in that direction take one wound, and everyone else in the building are concussed for 10 minutes.  When concussed you are unable to move or shoot your weapons.  After 10 minutes they will be completely recovered and can continue play.
  • Fast Air.  Close Air Support from Fast Air can be used to destroy a building.  In order to simulate the power of Fast Air, the target building will be completely destroyed for up to 30 minutes and everyone inside will be killed in action.  As well as this, all adjacent buildings will be effected as well and all players within adjacent buildings are concussed from the blast for 10 minutes, after which they can continue play.

Advance medic rules for all players.  The advanced medic rules which have been used for command elements over the previous 3 games will now be rolled out to all players.  These rules come with wound cards that explain the details of your wound after you have been shot, which contain varying bleedout times and treatment types. This new element will place even more emphasis on the medic role, but will also create more realistic casualty situations.

Click here to find more about the background and factions of Chernarus.