Operation: Tourniquet 1-16-09
We will be attending as US Forces- wearing MARPAT.
When: Saturday, January 16, 2010
…………Registration/Chrono opens at 0800
…………Game on at 0900
…………Lunch at 1200
…………2nd Scenario at 1300~1330
How Much: $20
Where: Quarry Creek, see http://maps.google.com/maps/ms?ie=UTF8& … 3&t=h&z=16
I tried to place a pin on the map at the entrance to the field, but when I tested it, it di not show up, so if it doesn’t show up for you, the parking area is just off of Hermosa Hills Court where it does a little zig zag. It is the large cleared area near the middle of the map.
Waiver can be found HERE
If you are a minor you need to print this out and have your parents sign it. If you don’t have one, you won’t play.
Persons 13 and under must have a parent or guardian present to play. This person doesn’t have to participate, they just need to be there.
There are no special requirements in regards to BBs or mags.
Scenario
Disclaimer: This is a game. No political opinions of any kind are to be implied. And although some of the entities described herein do exist, nothing in this scenario should be construed as the implication of how things are or could become in the real world.
The Zetas

No, we are not talking about a college sorority here. The Zetas have become one of the most powerful crime organizations ever seen in modern times and have become increasingly bold in their actions. Originally composed of special forces operatives trained by both the United States and Mexico to fight the drug cartels, they soon realized that there was much more money to be made working for the cartels rather than fighting them. Their power grew and they began to operate as their own organization and became rivals to their former employers, the drug cartels. Due to their extreme wealth and violence, they have a complete stranglehold on large areas of Mexico along the Texas border and have even made inroads into Texas. Anyone who causes them any trouble is soon either bought off or eliminated.
Because of their increasingly brazen actions and military like operations on both sides of the border, the President of the U.S. has authorized the use of American military forces to take action and the President of Mexico has agreed to allow US forces to pursue the Zetas inside of Mexico.
It is the winter of 2010/11 along remote sections of the Texas-Mexico border. In recent months, the Zetas have stepped up their operations against law enforcement personnel inside the United States. Many are kidnapped and held for ransom and many are just killed on the spot.
US forces have been tasked with eliminating the Zetas altogether, but initially the mission is just to prevent them from any incursions into the US and rescue abductees. And of course, to intercept any shipments of drugs to the US, or arms to Mexico.
Uniforms:
US Forces: Any kind of Camo
Zetas: Basically contractor look. Black shirts and khaki pants if you have them. Black ski masks would be great. Absolutely no camo (and no Hawaiian shirts! ![]()
Objectives:
River Crossings
The main creek through the middle of the AO will sub for the Rio Grande. There are two main river crossings. One is on Route 1 (main road that goes SE from parking area, past the quarry, across the creek and then bends to the southeast) at K-12. The other is on Route 2, which is the road the leads from the north end of the parking area down the steep hill, across the creek at F-9 and then runs NE along the southern edge of the Northern Badlands. Each side will want to be in control of these crossings. Whoever is in control of a crossing at the end of both the morning and afternoon scenarios will get the points. 100 points for each crossing, each scenario. Crossings can be used as regen points.
Drugs for guns
The Zetas will be trying to make a deal to trade drugs for guns. If they are successful and get the guns back to their headquarters, they get 100 points. To accomplish this, they will have to meet with their contact on the US side, deliver the drugs and take possession of the guns and transport them back to their HQ. There will be one such transaction in each scenario. If the US forces prevent this from happening, they get 50 points. If they recover the drugs and the guns, they get 25 points for each. Once the guns reach the Zeta HQ, they are out of play. Anyone who is hit while transporting drugs or weapons must leave them where they were when hit.
Kidnapping and Arresting
The Zetas may attempt to kidnap any US forces to hold for ransom. This is done by at least two Zetas getting to a member of the US forces before his 3 minute bleed out. Each Zeta will have to hold an arm of the person and escort him to their HQ. The prisoner may only be moved when TWO captors are holding an arm. The kidnapee must go peacefully and not try to escape, unless he is let go by both Zetas. He can then try to make a run for it, but if shot, must submit to kidnapping again. An escapee may not try to shoot his escorts unless he makes it at least 100 feet way from his captors. Once he has been brought to the Zeta HQ, he is released immediately and must proceed to either the US FOB, or the nearest Regen point and is considered “dead” until he does so (keeps dead rag on while in transit). If one captor is hit while en rout, the remaining captor may hold his prisoner at that location, but cannot move him unless another player on his side comes to aid him. If both captors are hit, the prisoner is free to go and is immediately back in play.
US forces will be attempting to “arrest” Zetas. It will work basically the same as above.
Each team will be awarded 10 points per person that they successfully transport to their respective bases.
Note: There will be no other contact between players other than the holding of the upper arm. Players under arrest or being kidnapped may not resist or try to break free. They can only try to escape if they are let go by both of their escorts at the same time. No fighting or struggling is allowed.
Medic Rules/Regen
There will be one medic per ten players on each side. Each Commander is responsible for assigning them. Once assigned, a medic cannot change unless he has to leave the game for some reason. Medics can be changed between scenarios. Medic ropes will be used. Each player starts the game with three knots in his rope. When a player is hit, he must stay where he is for at least three minutes. If a medic can get to him during the three minutes, he unties one knot to effect healing. If a medic cannot get to him in that time, he must proceed to a regen point which is either a river crossing that is controlled by your side or your FOB/HQ. If you are waiting your three minutes and two members of the opposing team come to take you into custody, you must go peacefully. If all of your knots are untied, you must return to a regen point. Anytime you return to a regen point, you may retie your knots.
US FOB will be at the Norht end of the clearing at G/H-11.
Zetas HQ will be at the deer blind on the east side of the clearing at K-11.




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