THIS IS NOT A SKIRMISH!!!!
This battle sim sees 2 teams, government soldiers and a militia army battling it out for supplies and territory, missions will be communicated to teams throughout the day
Government is loosing control and people are rising up against them, they have been holding on as long as they can but with there military force divided and a new militia forming to take up arms and take control, the country has become a battle field with factions taking control of supply's, comms and territories
The question is who will you play as?
Team dress codes:
Government soldiers - full camo
Militia - can where what they like except full camo ( can wear camo bottoms but top cannot be camo but can be plain in any colour or plaid shirt etc
Plate carriers can be any colour
There are additional rules for this event
-ammo restrictions – no more then 300 rounds can be carried in the field unless LMG which can carry 1000 rounds – all additional rounds kept at teams respawn
-single shot only except from LMG which can use full auto but has to be mounted or in a prone position when firing
-no mag adapters i.e. only mags that would be used in the gun, no m4 mags in pistols etc...
-all players get a medic rule – white arm band on first hit – 2nd hit back to respawn
-at respawn will be a clock – will have to wait 5 minutes at respawn then can go back in
All rules will be gone over on the day before play
Marshalls will also double as civilian or undercover agents abut this will all be explained more on the day
Gates will open at 8am chrono will be open at 8.30 and brief will be at 9.30 so that we can get out into the field ready to go at 10, we will stop at 12.30 for lunch and head back out at 13.30 endex at 1600
When booking you are booking onto the team that you wish to play on, there are limited spaces available for each team and is a first come first serve, if you require a rental book on to the team you wish to go on and then email us so we can sort out equipment
This is a BOOK ON ONLY event as limited spaces
If you have any other questions, please contact us and will be happy to answer any questions
Team dress codes:
Government soldiers - full camo
Militia - can where what they like except full camo ( can wear camo bottoms but top cannot be camo but can be plain in any colour or plaid shirt etc
Plate carriers can be any colour
Civil War – Game Brief
Overview
The Civil War battle sim is an all-day domination game focused on capturing and holding objectives, securing vital information, and collecting essential equipment deployed throughout the battlefield. Success will rely on teamwork, communication, and strategic control of hardpoints.
---
Game Flow
The game runs in two halves:
Morning: 10:00 – 12:30
Lunch Break: 12:30 – 13:30
Afternoon: 13:30 – 16:00
Teams will be assigned starting points marked on the map (provided on the day). Each team will also have a larger main base for reference.
Each team will be issued a General, who will hold additional mission details and information to deploy to their team throughout the day.
Marshals will deploy vital equipment and supplies during the day – teams must locate and secure them.
Hardpoints can be captured throughout the day. Holding more hardpoints earns more points, but also stretches your defenses thin.
Capturing a point is done by:
Raising your team’s flag, or
Activating a control box timer (if provided).
Each team will be issued a limited set of flags to be used for capturing.
---
Respawn & Medic Rules
When hit:
Raise your hand.
Call “Medic!”
Receive a medic armband from a teammate.
If hit again after being medic’d:
Return to your team’s spawn point.
Wait 5 minutes before re-entering play.
Medic Bags & Secondary Respawns:
Two medic bags will be distributed into the field, one designated for each team.
Once captured, a team may deploy their medic bag anywhere in the field to act as a secondary respawn point.
To activate, the team must place a flag in the bag’s holder to mark it as active.
Respawning here follows the same rules as a standard spawn: players must wait 5 minutes before re-entering play.
Each bag will include a clock so players can track their respawn time.
If the enemy finds the bag, they may tuck the flag back inside, rendering that respawn null and void.
Spawns are safe zones:
No firing into or out of spawns.
Stay well clear of the enemy’s spawn.
---
Communication
Radio comms are encouraged for team coordination.
If no radios, work in small groups to maintain communication and cover.
---
General Rules
You may leave the field at any time (to rest, re-equip, or cool down).
The game will continue without you, and you may re-enter later.
All players must respect marshals’ rulings at all times.
Ammo Limitations:
General soldiers may carry a maximum of 300 rounds into the field.
LMG users may carry up to 1,000 rounds, but full auto fire is only permitted when prone or supported against a barricade.
---
Victory Conditions
Points are scored by:
Capturing and holding hardpoints.
Securing equipment/supplies deployed by marshals.
Maintaining control throughout both halves of the game.
The team with the highest total points at 16:00 will be declared the winner.