Announcement

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Event Hosting and Expectations

This is the new procedure for hosting an event on Houston Airsoft.



The following requirements will go into effect as of July 1, 2009. Those that currently have Hosting/posting rights will be grandfathered in.

1. A member for at least four months.

2. Have attended 10 local skirmishes or 6 local and 1 Regional/State/National game.


**Note that at least two week notice should be given**



Once the above listed qualifications have been met you should submit a your event on the website's calender. Note that the event WILL NOT show up once submitted. Also take care to fill out every field in the form or the post will be ignored.

After submitting the new event contact D-day via PM. Upon reply you will be given a 10 question TASO Safety and responsibility quiz. Pending a passing grade your event will be moved up the chain for approval.


Users can apply to host events in an unmoderated full access user setting by asking Porter or D-day via PM and taking another Safety Quiz. (Other considerations and requirements do apply)



SAFETY is of the utmost importance for this hobby.

With that in mind hosts are expected to give a full safety briefing and explain the safety rules before their event moves onto the field. It is also expected that the host makes every due effort to uphold all TASO Rules.

The Safety Briefing Sheet can be found at:
http://www.houstonairsoft.com/module...ewarticle&id=8


If for any reason a player refuses to follow any of the rules it is the hosts responsibility to address the situation immediately. The player should be removed from the field and if needed the management and/or Field owners should be called on to assist if necessary.
It should be apparent that hosts are expected to be responsible and enforce the rules at all times, failure to do so will result in the lose of the privilege to host games on Houston Airsoft and can also result in notice of this action being given to TASO sister sites.

Should players refuse to follow safety rules on the field it will result in their banning from Houston Airsoft.


TASO Code of Conduct and Rules of engagement:

http://www.texasairsoft.org/index.php?page=conduct
http://www.texasairsoft.org/index.php?page=ROE


We need Hosts, Team Captains and the community as a whole to keep the site staff advised on events we are unable to participate in so appropriate action can be taken should something come up.







All requirements set forth are subject to change by either TASO or Houston Airsoft.





Special thanks to CyanRiven for laying the ground work for this policy.
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An Event Idea For Anyone To Take

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  • An Event Idea For Anyone To Take

    I am thinking of a Milsim West Style event (without the 40 hour continuous game of course) similar to those like Operation Red Bear and Operation Phoenix in which NATO and Russia (now referred to as RusFor) fight over objectives (towns, bridges, crossroads, etc.) with the help of various militias ( one or more) for a fun series of one day milsims. NATO and RusFor can have different units with different builds wearing respected unit/country(NATO) patterns and kits. Militias wear civilian clothing or M81 Woodland (NO Full Set), can't have plate carriers, and one attachment on primary weapon (can use both NATO and RusFor weapons). Medic rules can be like Milsim West, American Milsim, or can be created by host. The minimum age can be 14 or higher. This is just a suggestion and is meant to get more and younger players into milsim. You have my permission to use ANYTHING mentioned in this short paragraph.

  • #2
    More info:

    NATO (Conventional Forces):
    4x ten man squads make a platoon.
    RusFor (Conventional Forces):
    3x ten man squads make a platoon.

    All special units (like Recon units and special forces) are 2 ten man squads to make a platoon.

    Both NATO and RusFor each get up to 4 sniper teams (Sniper and Spotter) who need to bring their own communication (referred to as comms).
    Only Sniper teams can wear Ghillie suits (NATO: Tan, RusFor: Green)

    Weapon classes:
    Rifleman- what a basic loadout for airsoft with a select fire rifle (Examples: AK, M4, SCAR).
    Squad Leader- Rifleman in charge of squad.
    Grenadier - A rifleman, but can have grenade launcher (attached or detached, doesn't matter).
    Medic- Rifleman who can heal injured players.
    Radioman- A rifleman with a radio that can communicate with headquarters.
    Machine Gun (MG)- full auto mg (Examples: RPK, M240, M249)
    DMR- Semiauto set Rifle with higher Feet Per Second (referred to now as FPS) than a Rifle, but less than a sniper.
    Sniper- Bolt action ONLY (NO EXCEPTIONS), and can have optional SMG (Examples: Bizon, MP5, MP7) instead of pistol sidearm.
    Spotter - Rifleman with a set of binoculars.

    Conventional Forces:
    One Squad can have up to 2 MGs, 1 Squad Leader, 1 Medic, 1 Radioman, up to 2 Grenadiers, up to 1 DMR, and rest are Riflemen.

    Special Units (Designed for speed and mobility):
    One Squad can have up to 1 MG, up to 2 DMRs, 1 Medic, 1 Radioman, up to 2 Grenadiers, 1 Squad Leader, and the rest are Riflemen.

    Comment


    • #3



      Originally posted by PandaMercenary View Post
      I am thinking of NATO and Russia (now referred to as RusFor) fight over objectives (towns, bridges, crossroads, etc.) with the help of various militias ( one or more) for a fun series of one day milsims..
      Such objectives will be defended by conventional forces. 1 squad per Objective (like a bridge or a town/ city), up to 2 squads for dual objects (a town/city with a bridge), and up to a full platoon for military grade objectives (Examples: Fort/Outpost or a Ammo Depot). These units would initially be called defender units. They may leave the objective sites after the event starts if and only if command orders them to (Exception: if 2 or more squads are a defender unit for a town or an Ammo Depot, only one squad must stay behind. Also Militias are not required to follow this rule.). Military Grade Objectives must have at least one squad to be counted as points towards their side's score. Regular objectives that are not in enemy territory count for the starting occupier's score.

      Defender Teams and militias (these units need to set up defensive positions) will be the first Units on the field from their side's main spawn (10 to 30 minutes before game start, can take a while). Special units (like recon units and sniper teams) can enter the field 5 to 10 minutes before game start (these units main job is to gather intel). Special units and Defender units may start combat before game start ( allowed, but not recommended).

      Comment


      • #4
        Originally posted by PandaMercenary View Post
        More info:


        Weapon classes:
        Rifleman- what a basic loadout for airsoft with a select fire rifle (Examples: AK, M4, SCAR).
        Squad Leader- Rifleman in charge of squad.
        Grenadier - A rifleman, but can have grenade launcher (attached or detached, doesn't matter).
        Medic- Rifleman who can heal injured players.
        Radioman- A rifleman with a radio that can communicate with headquarters.
        Machine Gun (MG)- full auto mg (Examples: RPK, M240, M249)
        DMR- Semiauto set Rifle with higher Feet Per Second (referred to now as FPS) than a Rifle, but less than a sniper.
        Sniper- Bolt action ONLY (NO EXCEPTIONS), and can have optional SMG (Examples: Bizon, MP5, MP7) instead of pistol sidearm.
        Spotter - Rifleman with a set of binoculars.

        Militias are maxed at 20 players and have no squad layout. They are not allowed to have snipers.

        Comment

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