Good afternoon Airsoft Warriors!
As we get closer to The ASNZ Nationals 2022 expect to see content posted each week across our platforms. This thread will be used as a central database for Nationals so information doesn't get lost.
Registrations are still open so get your teams in quickly!
Contents:
General Information (Day 1 Events, Team, Equipment and General Rules)
Key Information:
05 Feb 2022, 9:00 am – 06 Feb 2022, 7:30 pm
Christchurch, Weedons Ross Road, Christchurch 8051, New Zealand
Price List:
FULL EVENT! (Competition Day, MilSim Day, Prizing Giving and Meal):
2 days of airsoft, prizegiving and meal - ASNZ club members ............. $70
2 days of airsoft, prizegiving and meal - Non-ASNZ club members .... $90
MilSim or Prizegiving Only:
MilSim day only - ASNZ club members .................................................. $10
MilSim day only - Non-ASNZ club members .......................................... $20
Prizegiving and meal (E.G.: plus ones) ................................................... $30
Payment Instructions:
Please pay into the TAG account:
Account name: TACTICAL AIRSOFT GROUP INCORPORATED
Account number: 38-9007-0258646-01
Use your club name and callsign as a reference.
As we need to confirm attendees for prize giving, registrations for the ASNZ Nationals 2022 will close on Friday the 28th of January at 5pm!
Thank You,
ReaperNet
TAG Secretary
Game Rules: Milsim General Rules and Info
Game will commence even if weather conditions are poor.
Players must be chrono’d and ready to play by 9:00. If you’re not ready, you will not be able to play.
Due to our lease agreement with ECAN, sources of ignition are not permitted to be used on the field. No smoking on the field.
Parking will be at the entrance.
Don’t forget to enough bring water and food for a 6 hour continuous operation.
BIO BBs are required to be used as part of our lease with ECAN. BBs will be for available for purchase.
Lasers are not permitted to be used on the field out of eye-safety concerns.
FPS Limits: ASNZ Standard FPS limits in effect:
A weapon firing 350 FPS (1.13 Joules) or under has no M.E.D
A weapon firing from 351 FPS up to 420 FPS (1.63 Joules) has a 10m M.E.D
A weapon firing from 420 FPS up to 600 FPS (2.80 Joules) has a 20m M.E.D
No weapon may fire over 600 FPS.
Gun Class Restrictions:
Pistols can fire up to a maximum of 350 FPS (1.13 Joules).
AEGs, GBB rifles and shotguns can fire up to a maximum of 420 FPS (1.63 Joules).
Single action rifles can fire up to a maximum of 600 FPS (2.80 Joules).
Full Auto Restrictions:
Only players designated as squad automatic rifleman may use full auto. This is restricted to one per squad.
Primary Weapon Magazine Limits:
Please observe the following magazine/ammo restrictions. For the purpose of this scenario the restrictions are:
“Hi-Caps” You may carry 1 magazine if it holds greater than 250 rounds
“Mid-Caps” You may carry 3 magazines if it holds between 101 and 249 rounds
“Low-Caps” You may carry 6 magazines if it holds 100 rounds or less
Players using a box, drum or similar magazine with a capacity greater than 600 rounds are considered a squad automatic rifleman (support). Only one of these weapons per squad is permitted.
This restriction is in place in the spirit of fairness, realism and simply to add the consideration of ammo management. Secondary Weapon Magazine Limits:
Players may carry a maximum of 3 magazines for their secondary weapon.
Secondary weapons must have a magazine capacity less than 40 rounds.
Hit Rules
A hit to your person or any piece of equipment attach to your person counts as a hit.
When you are hit, reveal your hitmarker/red light marker. You are now wounded.
A wounded player must remain in place for 5 minutes. After 5 minutes the player has the option to "bleed out" or continue to wait in place for a maximum time of 15 minutes at which point the player must bleed out.
A bleed out player must return directly to their team’s rally point or deployment and cannot change their mind.
Once a bleed out player has returned to their team’s rally point or deployment,
They make take off any consumed bandages.
Medic Rules
While a player is wounded and before they bleed out, Medic may 'heal' a wounded player.
To heal a wounded player, a medic must have a bandage. The Medic will tie the bandage around the wounded players Arm. This bandage has now been consumed.
Players may only have a maximum of two bandages around their arm. If the player already has two bandages, the medic may not heal. The player must follow through with bleed out.
Once bandaged, the player must count to 20 seconds. Upon the conclusion of 20 seconds, the healed player calls “ALIVE IN 10” and may rejoin the operation after these 10 seconds by calling “ALIVE ”.
Wounded players cannot move under their own force. They must be physically shifted by a friendly, alive player. If a player cannot be shifted secure the area instead before providing treatment.
Players designated as a medic must be selected prior to game start. You may not change who is a medic during game.
A player’s bleed out timer stops when they are being healed by a medic.
[NEW]If the wounded player is shot while being healed, the medic must start the treatment again.
A medic may be healed by two friendly players. Both players must place two hands on the wounded medic for 20 seconds.
Rally Points
Rally points are an additional, forward spawn point. The rally point is shared by your entire team.
There is a respawn window every 15 minutes, E.G: 15:00, 15:15, 15:30, 15:45, etc. During these windows, reinforcements and bled out players rejoin the operation, regardless of time spent at respawn.
Rally points can be shifted, determined by your team commander.
You may not interfere with another team’s rally point and if discovered should be ignored.
Alternatively, players may spawn at their original deployment. The same respawn window of every 15 minutes, E.G: 15:00, 15:15, 15:30, 15:45, etc. is in effect.
Essential Equipment Checklist
Pack to carry your food, water and spare equipment into the field (to be stowed at your original deployment).
Radio Channels - Team / channel US DEA COM / 01-5 / MEX FED COM / 10-15 / CARTEL COM / 25-30 /
EVENT ADMIN / 20 / 476.9000 - Inspired by ReaperNet's Milsim event - Operation - Viper's Nest
Map
Milsim Event: - Operation Black
Mexico, 2024.
Recent reports on a New Generation Cartel know as Cartel Malvado, revealed key operations being lead from the Mexican region, Rio Grande Valley.
In particular, the report detailed the valley as being a strategic base of operations for the cartel.
Malvado stands as the most well-armed cartel operating in South America. Its members decimating rival cartels as well as being responsible for grisly acts of violence and major loss of life.
Attacks are primarily funded through narcotic manufacturing and Crypto currencies. Previously led by Miguel Chávez, superseded by Pedro Gómez.
Efforts from US federal's (DEA) previous incursion -Operation Viper 2019- has lead to increasingly escalated tensions between DEA and Mexican federal police .
All attempts to cooperate with Mexican federals has been in vain.
Current Scenario:
DEA are deep within Cartel controlled territory preparing to follow through with - OPERATION - BLACK.
By removing mid- and high-level members, DEA will inhibit Malvado's ability to regenerate and to continue operations within the Rio Grande Valley.
The main objective, cripple the Cartel's base of operations. Risking foreign conflict with Mexican federial police is no longer a concern, rather inevitable.
Overview:
This will be an airsoft military simulation game with magazine restrictions and rolling objectives.
ASNZ FPS limits in place with limitations around full auto.
Where: Tactical Airsoft Group Greenfield
When: Sunday Feb 6th, 2022
Timeline:
0830: Gates open - you will be instructed to park at the entrance to the field. Weapon 'chronoing' and pre deployment admin.
0900: Briefing
0930: Teams move to deployment
1000: Operation Begins
1500: Approximate Finish Time
Teams:
Teams allocation on the day - Coloured tape around the player's arm will be used to distinguish teams.
Uniform Camo will not be relevant to teams.
US federal (DEA)
Policía Federal
Cartel Malvado
Game Rules: Competition Day
Important: BIO BBs must be used, any players found to be using non-biodegradable BBs will be disqualified from the competition. This is a requirement from the field owner.
Event #1 Rush
Duration : Two Round – Five Minutes Each (Two minutes between each round)
6 vs 6 with up to 2 rolling subs for the attackers.
6 Defenders (only) start anywhere in their defensive half.
Defenders have 1 life, once hit, they will exit the left side of the field and stand in the marked dead zone outside the arena.
6 Attackers (only) start with gun barrels touching end barricade, facing away from opposition. Subs start in the spawn area, which is behind the starting barricade, facing away from the field.
Attackers respawn by running through the spawn area and re-entering the field of play by following the orange arrows painted on the ground.
Rolling subs: A player who has entered the spawn area can tag a sub. The sub can then take the field in that players place. Subs can watch the field of play but cannot speak until they enter the field after being tagged.
Game ends when an attacker removes the flag from the holder in the defensive zone.
Game is timed. Max 5 mins per end. Head Marshall is the official timekeeper.
Teams then switch roles.
A round is one end attacking and one end defending
Event placing awards Championship points to determine overall ASNZ Nationals Championship placings.
Event #2: Deathmatch
Duration : Two Round – Five Minutes Each (Two minutes between each round)
6 vs 6 with 2 subs allowed between rounds.
Players have 1 life each.
Once hit, a player will exit the field and move to the marked dead zone outside of the arena.
Each team starts with gun barrels touching their end barricade, facing away from opposition.
Round is timed. 5mins max, or until squad wipe.
Teams swap ends and fight a second round.
Points from multiple rounds are added to make each team’s final event score to determine event placing. Highest score wins.
The field will shrink to predetermined zones at the 2, 3 and 4-minute marks
Zones will be marked on the ground with lines. Lines will be sprayed with orange paint.
Zones will be numbered.
Marshalls with flags shall walk at the timed intervals to shrink the zone. If a player is behind the zone line when the zone shrinks, they are considered “hit” and will be told so by the marshals.
Event placing awards Championship points to determine overall ASNZ Nationals Championship placings.
Event #3: King of the Woods
Duration : Two Round – Five Minutes Each (Two minutes between each round)
5 v 5 with 3 subs able to “tag in” on respawns.
The field is a diamond shape. When you are shot, move to the RIGHT side of the diamond and tag one of your team's subs. They must run back along the outside edge of the field to the original spawn point and enter the game at this point. Each team's spawn is at opposing ends of the diamond.
Players may not pass beyond the central hut onto the opposing teams half of the field.
Once hit, a player will run to their right-side corner to “tag-in” a sub, who then runs along the outside edge of the field to the spawn location.
Each team starts with gun barrels touching their end barricade, facing away from opposition.
Round is timed. 5mins max.
Each team starts with a flag to be carried by one of their players. This flag is to be dropped when the carrier is shot; at the location where the carrier is shot. IF you are running when shot, throw the flag behind you as you go.
The objective is to place your flag on the centre barrel inside the centre hut, and remove the enemies flag. The enemy's flag cannot be removed from the central hut, just the centre barrel within the hut. The team whose flag is on top of the barrel when the round is over is deemed the winner.
Teams swap ends and fight a second round.
Event placing awards Championship points to determine overall ASNZ Nationals Championship placings.
Event #4: Individual Marksman
Duration: The course will take approximately 1 minute to complete, depending on ability. Each competitor will have two attempts and their best time used.
This is a tactical shooting course completed by individuals which is timed. Competitors are required to fire on aluminium targets at various ranges using their airsoft rifle and pistol in semi-auto only. Each target will need to be hit twice before moving on to the next target. The targets are approximately the size of an IPSC “A box” (about 15cm x 28cm) or SAPI plate (about 24cm x 31cm) The course is dynamic, requiring competitors to fire from various stances as they move about the course. Competitors will be advised the course order by the marshal prior to commencement. A marshal will also follow each competitor through the course as they compete to ensure the correct order is followed.
The individual with the best time will be awarded the ASNZ Presidents Trophy for Marksmanship as well as the corresponding prizes. Each individual will also be representing their team. Their time will count towards their overall team score and ultimately the ASNZ Championship.
Requirements:
Primary airsoft rifle or SMG – (must be set to semi auto only and configured within the Nationals rules)
Two loaded magazines for their primary of at least 30 rounds each.
Airsoft pistol with at least 15 rounds capacity. *
*A pistol and belt holster will be supplied if a competitor does not have one.
Course Order:
Activate timer
Uplift jerry can, place in rear of truck
Sit in truck passenger seat, Draw pistol
Fire on targets with pistol through opening
Holster/store pistol on person, exit truck, uplift rifle and insert magazine
Fire on targets with rifle above the rear of truck
Prone, fire on targets with rifle beneath the truck and between the axles
Reload rifle, Move to standing cover board
Fire on Targets with Rifle
Uplift jerry can, place in rear of truck
Move to shooting board and crouch
Fire on targets using slot 3 of the shooting board
Return to start and stop timer.
Supplementary Notes:
Minimum 6 players per team must compete.
Event placing awards Championship points to determine overall ASNZ Nationals Championship placings.
A video explaining the course can be found on the ASNZ Facebook page - LINK.
Event #5: Sniper Target Shoot - Individual
Duration: 3 minutes per competitor to complete.
Event is timed, you get 1 minute per station (including moving time) resulting in 3 minutes max.
You may take practice shots before your attempt, these MUST be fired on the separated test fire target.
There will be one A3 paper “bullseye” target which will be scored on accuracy.
Players have 2 shots at the target per station.
The stations will be at 30m, 45m, 60m. You will start at the 30m and work your way backwards.
You can take your shot in any position you wish, the end of your barrel must be behind the mark.
High score wins.
In the event of a tie for a placed position, you will be approached by a marshal and will be asked to run though the course again.
You may use any weapon that is shooting within ASNZ guidelines. This means 3.33J or the equivalent of 600fps on 0.2g bbs. Your rifle will be chrono’d before you shoot.
You may use ANY BB weights.
Supplementary Notes:
NB: Sniper Target Shoot does not contribute to the overall ASNZ Nationals Championship score. It is an individual competition.
COVID Policy
ASNZ and TAG are pleased to announce that under the 'RED' setting of the COVID-19 protection framework the ASNZ Airsoft Nationals 2022 can continue with little to no change. We have had confirmation that the prize giving venue can accommodate us and continue also.
In summary:
Attendees will need to be fully vaccinated and show their vaccine passport to staff on the day.
Scan the available QR code upon arrival.
Please read the statement issued by Merlin, TAG's president below:
ASNZ Nationals hosted by TAG RE: COVID-19 Traffic Light change to Red
Good afternoon,
As you will know, the government changed the whole country to red on the Traffic Light system. This was not unexpected and our planning for Nationals '22 has always considered this a possibility. As such, the competition day will continue unchanged. Everyone will have to scan in via the QR code and will have to show a valid Vaccination Pass.
However, the day two (Sunday) Milsim had more than 100 people involved both playing and in support roles. We are working now to determine exactly how many over we are, and what we will need to do to make this work.
We understand that some people may not want to travel in the current situation, and if that is the case please contact us at tag@tagairsoft.co.nz as soon as possible.
Finally, the Prizegiving dinner may have to be cancelled. If this is to be the case, we will instead have a short prizegiving after the game on Sunday and refunds will be issued to those that have paid for the dinner. A form will be released for you to complete to get this refund.
We look forward to hosting the 2022 ASNZ Nationals despite these trying times.
Kind Regards James Boswell aka Merlin TAG President on behalf of the TAG committee and members
Prize giving Evening
Prize giving will be held at The Papanui Club and will kick off at 6pm on Sunday. Buffet meal will be first, followed by prize giving. If you have any dietary requirements please let us know.
If you are staying within a 5km radius there is a shuttle being offered for a $2 coin each trip. You will need to bring your vaccine pass and scan into the building.
As we need to confirm attendees for prize giving, registrations for the ASNZ Nationals 2022 will close on Friday the 28th of January at 5pm.
Teams, now is the time to complete payment. Payment instructions can be found here: https://www.asnz.nz/event-info/asnz-nationals-2022
Hope everyone is training hard and ready to bring it!
Location:
TAG Green Field
Christchurch, Weedons Ross Road, Christchurch 8051, New Zealand
This will be where the event is held on both days.
Gates will be open from 8am.
5th of February 2022 - Competition Day
6th of February 2022 - MilSim
Parking is available on site.
Prize Giving Dinner
Papanui Club
310 Sawyers Arms Road, Bishopdale, Christchurch 8053
6pm Sunday, 6th of February 2022
Sponsors:
Below is a list of the sponsors for the ASNZ Nationals 2022 announced this far!
Unlimited Airsoft - 1st Place Team Overall and 1st Place Sniper Competition
Tactical Solutions - Winner of Matheus Van Der Lee award for Sportsmanship
Twin Needle - 1st Place Marksman
The Arena - Overall Runner up Team
Black Gear - Runner up Marksman
Tactical South - Sniper Runner Up
ASGC - Overall Runner up Team
Army and Outdoors - Spot Prizes for awesome sportsmanship
Sabre Tactical - Tactical gear prize draw
Konnect - Fastenings for host field improvements
This list will be updated as more sponsors are revealed.
General Information:
COMPETITON DAY EVENTS:
Event #1 - TEAM DEATHMATCH - Compete head to head for tactical team elimination.
Event # 2 - RUSH - Survive and then subsequently inflict the onslaught on your opponents.
Event # 3 - KING OF THE WOODS - Assert your dominance over your enemies and see them driven before you.
Event # 4 - MARKSMANSHIP - Does your team have what it takes to make John Wick proud?
Event # 5 - SNIPER COMP (optional) - Ready to show off your beastly and precise work of airsoft craftsmanship? Just watch out for the wind!
TEAM RULES:
Initially Maximum of 2 teams per ASNZ Incorporated club. 10 teams Maximum.
Non – ASNZ Clubs can attend by application to ASNZ
Teams have a minimum of 6 players with up to 2 optional subs (teams of 6-8)
Subs can be made between ends and rounds. Some events will allow rolling subs.
There will be 3 CQB events and 2 target shooting events, 12-minute rounds, with a 8-minute break between rounds.
If you are not at your event at the correct start time you will forfeit that event. Forfeiting team scores worst possible score for this round, opponent scores average of their scores for other rounds in this event. Your team will be issued an assistant who will help organise your team and get you into position.
Event points will be added to give overall event score and determine event placing.
EQUIPMENT RULES:
CQB day is limited to weapons with sub 1.14 joule ratings (equivalent of 350FPS on .2g BBs)
Semi-automatic only.
No Binary triggers.
Guns will be chrono’d with hop set and using BBs that will be used in the gun during the day. And tagged with a coloured tie.
Weapons will be randomly spot checked with chronograph throughout the day.
No grenades of any kind (BB or noise)
No m203 or similar under barrel grenade launchers.
No TAG Rounds.
If you have removed your trigger guard to enable “spamming” this is not allowed.
If you are unsure if your gun is allowed, it probably is not allowed. Please ask before the event.
Bio-degradable BBs must be used in all weapons. We will have 0.2g, 0.25g, 0.28g, 0.3g and 0.32g for sale.
GENERAL RULES:
NO BANG RULE
Melee kills are allowed. (No throwing of melee weapons!). Physical touch (with a hand only) anywhere on the player or equipment constitutes a hit.
Smoking or vaping is not permitted, if you need to smoke; please do it in a car.
The word of an ‘Event Marshall’ is the law. NO ARGUEMENTS. If you have a genuine grievance and it has been captured on video, present this to a marshal after the events have finished for the day.
Any verbal arguments between competitors will result in both players being considered “hit”.
Any physical arguments will result in immediate expulsion from the event.
Promotional Poster:
Want to represent ASNZ Nationals at your local club or business? This poster has been made for that purpose and includes a QR code that links to the event registration page.
Lets get the hype going and make the event huge!
BTW, thanks to Unlimited Airsoft for letting me chuck a poster up in their shop!
LINK TO A3 POSTER: