OPORD

Operation Blacksheep OPERATION ORDER

This is the standard order for all events.  Event specific information will issued in a Warning Order (WARNORD) for each event.

1. SITUATION:

A. Enemy Forces:

1. Venues are selected based on the capability to support 24 hour operations and up to 1000 players.  Events are scaled to provide a consistent experience.  Venues must meet strict safety guidelines and risk assessments are done for each venue.

2. Weather: check www.weather.com for the location of the event.

3. Terrain: See site map and pictures for each venue.

4. Forces: 10 platoons per company with four squads each will be open for registration purposes. Experience has proven that those squads who organize and train prior to this event will succeed - ad hoc squads rarely do well at this event. This is a team-oriented event.  Depending on the size of the event, some elements may not be employed.

Company A (489 positions): GREEN

Commander – 1 position (Military)

Executive Officer – 1 position (seasoned Airsoft player)

First Sergeant – 1 position (Military)

Platoon TACs - 10 positions (Military or seasoned Airsoft player)

Available positions at registration = 476

Headquarters Section – 10 positions (6 each battle staff and 4 each security) This section is designed for players who want to run the Tactical Operations Center (TOC).

Quick Reaction Force – 16 positions (SL + 15)

Snipers – 10 positions (5 sniper teams - team is sniper & spotter)

1st Platoon – 44 positions - 4 each squads of 11 (SL + 10)

2nd Platoon – 44 positions - 4 each squads of 11 (SL + 10)

3rd Platoon – 44 positions - 4 each squads of 11 (SL + 10)

4th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

5th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

6th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

7th Platoon – 44 positions - 4 each squads of 11 (SL + 10) 

8th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

9th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

10th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

Company B (489 positions): TAN

Commander – 1 position (Military)

Executive Officer – 1 position (seasoned Airsoft player)

First Sergeant – 1 position (Military)

Platoon TACs - 10 positions (Military or seasoned Airsoft player)

Available positions at registration = 476

Headquarters Section – 10 positions (6 each battle staff and 4 each security)  This section is designed for players who want to run the Tactical Operations Center (TOC).

Quick Reaction Force – 16 positions (SL + 15)

Snipers – 10 positions (5 sniper teams - team is sniper & spotter)

1st Platoon – 44 positions - 4 each squads of 11 (SL + 10) 

2nd Platoon – 44 positions - 4 each squads of 11 (SL + 10)

3rd Platoon – 44 positions - 4 each squads of 11 (SL + 10)

4th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

5th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

6th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

7th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

8th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

9th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

10th Platoon – 44 positions - 4 each squads of 11 (SL + 10)

2. MISSION:

Operation Blacksheep is a squad based, 18+, force-on-force, objective oriented, 24-hour, continuous tactical simulation.

3. EXECUTION:

A. Intent: Operation Blacksheep is designed to provide a “real” military experience through a continuous tactical simulation. Safety and training are the highest priorities in replicating combat scenarios. Our ultimate goal is to provide civilians with a positive military experience through simulation of combat and strategy. 

B. Concept of the Operation:

1. Two opposing factions within the community seek to gain dominance over the AO.

2. On Saturday at 1200 units (including sniper teams) move into their starting positions as determined during Mission/Safety Briefing. Command posts are off limits to opposing forces. Command posts will be used to regenerate and remission squad sized units. Each company may possess a mobile Field Hospital to regenerate and remission squad-sized units. Field Hospitals are not vulnerable to attack, but are limited to operating in specific areas. Command posts are the entry points for all resupply activities.

3. Operation Blacksheep STARTEX at 1200 Saturday. ENDEX at 1200 Sunday.

4. Objectives will be assigned point values. Each team must develop a tactical strategy to acquire objectives and hold them until the end of the game. High value objectives – such as simulated dignitaries and treasure – will also be designated and assigned point values. High value objectives must be secured and held until the end of the game. High value objectives are not allowed to be moved to the command post. Points will be awarded at random intervals (every 3-5 hours) during the game - SNAPSHOTS - for objectives and designated items. At the end of the game scores will be tallied and a winner determined.

5. FRAGO (Fragmentary Order) The FRAGOs are special squad/platoon sized missions and points are awarded for successfully completed missions that will contribute to the overall company score. The goal is to have as many different squads complete a FRAGO mission as possible. Each company will designate squads to participate in FRAGOs. FRAGO schedules will be determined by the number of participants in attendance.  FRAGOs may be run consecutively with alternating companies or simultaneously with each company conducting missions to separate locations.

6. The “MEDIC RULE” or HIT RULE will be used to maintain unit integrity, provide a fluid tactical scenario and reinforce squad tactics based on fire and maneuver. Squads will remain together throughout Operation Blacksheep. There is never a reason for a player to leave his/her squad. Squads will ALWAYS move as a unit. Players seperated from their squad will be disciplined(see Discipline).

a. Each squad will have two medics designated, one per fire team. Medic role may be transferred from one “LIVE” player to another “LIVE” player ONLY at the company CP at the discretion of the Squad Leader.

b. When a player is “hit”, a medic can regenerate the “wounded” player once a bandage is tied onto any limb of the wounded player. If a medic is “hit”, another medic can regenerate the “wounded” medic once a bandage is tied onto any limb of the wounded medic. A player may NOT regenerate another player. If both medics in a squad are hit, then the squad must withdraw to the command post or get a medic from another squad to regenerate the wounded medic. A medic from another squad may use the bandages from the wounded medic to regenerate the wounded medic.

c. There is no time requirement for a medic to regenerate a “wounded” player. The medic must get to the wounded player and as soon as the bandage is tied the wounded player is back in the fight.

d. Each medic will be issued eight (8) bandages for use within the squad – total bandages per squad is sixteen (16). Bandages must be tied to the wounded player’s left arm. When all bandages have been used the squad must move to the Command Post or Field Hospital for resupply. There is no limit on the number of times a squad may be resupplied with bandages. This is a MANDATORY WITHDRAWAL.

e. If an entire squad is “wounded” or a squad has used all of its bandages, they must move as a squad to their respective Command Post to be regenerated after 10 minutes and then remissioned. This is a MANDATORY WITHDRAWAL.

f. Wounded player(s) must remain in place when hit. Another player(s) must simulate dragging the wounded player(s) out of the kill zone to a medic. If the tactical situation prevents retrieving the wounded player(s) from the kill zone – too many additional casualties would be caused – then the wounded player bleeds out after 3 minutes. After the 3 minute bleed out period, the wounded player(s) may move on their own back to their squad. Once rejoining the squad a medic can regenerate the player by placing a bandage on the wounded player(s) left arm.

g. Squad leaders must report Readiness Condition (REDCON) to their Command Post at required intervals as determined by the Commander, upon request from the Commander or when the squad reaches the following thresholds. This is important information for your Commander and replicates actual military reporting requirements, although the thresholds have been modified for game purposes. When reporting, Squad Leaders must identify the reason their squad is at a certain REDCON level – personnel, weapons, ammunition or water – and your ability to fix the problem. This allows the Commander to determine the correct course of action for that squad – resupply, reinforce, relief in place or withdrawal. In some cases it may be advantageous to withdraw a unit to the CP for 5 minutes and send a REDCON 1 squad back into the fight.

*** REDCON 1 *** Squad is 100% mission capable on personnel, weapons, ammunition and water. (11 squad members are ready)

*** REDCON 2 *** Squad is 75% mission capable on personnel, weapons, ammunition or water. (10-8 squad members are ready)

*** REDCON 3 *** Squad is 50% mission capable on personnel, weapons, ammunition or water. (7-5 squad members are ready) REPORT THIS LEVEL TO COMMAND

*** REDCON 4 *** Squad is 25% mission capable on personnel, weapons, ammunition or water. (4-1 squad members are ready) REPORT THIS LEVEL TO COMMAND

*** REDCON 5 *** Squad is 0% mission capable on personnel, weapons, ammunition or water. (0 squad members are ready) If a squad suffers 100% casualties they must disengage from the area they were defending or attacking with red flags on their heads and move to their respective Command Posts for regeneration and remission. THIS IS A MANDATORY WITHDRAWAL for personnel, weapons, ammunition or water.

h. A red flag or GREEN Chemlite designates wounded/withdrawing players for A Company. A red flag or RED Chemlite designates wounded/withdrawing players for B Company. A red flag or BLUE Chemlite designates wounded/withdrawing OPFOR. A red flag or BLUE Chemlite designates OCs and STAFF.

i. Individual movement during Operation Blacksheep is NOT authorized – squads must remain together and move as directed only by their Commander or higher or under MANDATORY WITHDRAWAL conditions.

j. Opposing forces are not allowed to capture each other – NO POWs.

k. Withdrawing squads will not ever remove their red rag or chemlite until they’ve regenerated at their CP or Field Hospital.

l. Physical contact between participants is prohibited.

m. An indigenous/terrorist force is operating in the area as part of this operation. The implementation and use of IFF procedures will be crucial.

C. Subunit instructions: Operation Blacksheep STARTEX AT 1200 SATURDAY. Operation Blacksheep ENDEX at 1200 Sunday.  This schedule may be modified based on the number of players.

Friday                    0900 – 1400                Game Staff Set Up

Friday                    1400 – 1900                Registration & Chrono (* see note)

Friday                    2000 – 2200                Safety & Mission Briefing

Friday                    2200 – 2400                Troop Leading Procedures

Saturday                 0000 – 1100                Troop Leading Procedures

Saturday                 1100 – 1200                Game Formation/Safety Check

Saturday                 1200 – 2400                Operation Blacksheep @ Gruber

Sunday                   0000 – 1200                Operation Blacksheep @ Gruber

Sunday                   1200 – 1300                AO Police Call

Sunday                   1300 – 1400                Formation & Raffle

Sunday                   1400 – UC                   Pack out, clean up, rest, travel (

Monday                 0900 – UC                   Clearance with Range Control

4. SERVICE SUPPORT:

A. General: Combat Trains are located in TOC

B. Material and Services:

1. Class I – Subsistence

a. Friday Dinner - Bring or purchase your own

b. Saturday Breakfast - Optional meal plan available, sign up during registration. Bring or purchase your own.

c. Saturday Lunch - Optional meal plan available, sign up during. Bring or purchase your own.

d. Saturday Dinner & Sunday Breakfast - One (1) MRE will be issued during registration for use during the game. All participants should plan for and bring additional food and water based on personal usage and need.

e. Sunday Lunch - Optional meal plan available, sign up during registration.  Bring or purchase your own.

f. All participants should bring extra water with them. Water stations will be available at company command posts throughout the event.

g. Optional meal must be purchased during registration. Meal plan is $25 and covers the following meals: breakfast Saturday morning and lunch Sunday afternoon.

2. Class II – Clothing and Individual Equipment

a. Tailor your gear to the terrain.

b. Weather appropriate clothing is recommended.

c. Typical MILSIM/Airsoft load out is recommended.

d. Company A (GREEN) The following list is intended as a guideline for ALPHA camouflage patterns for shirt and pants uniform:

Woodland

Woodland DPM

Woodland Marpat

Flecktarn

Jungle Tiger Stipe

Woodland Cadpat

Vegetato

FG ATACS

Not allowed – Solid OD/Solid Green - No solid anything except gear.

e. Company B (TAN) The following list is intended as a guideline for BRAVO camouflage patterns for shirt and pants uniform:

ACU

Desert Camouflage Uniform (DCU)

Desert MARPAT

Arid CADPAT

Arid DDPM

MultiCam

Desert Tiger Stripe

Desert A-TACS

Not allowed – Solid Tan/Solid Coyote/Solid Brown - No solid anything except gear.

g. All participants must have a red rag to designate wounded status. All participants must have a CHEMLITE or similar to designate wounded status during night operations.

A Company = GREEN CHEMLITE

B Company = RED CHEMLITE

OPFOR = BLUE CHEMLITE

STAFF = BLUE CHEMLITE

h. All participants will be spending Saturday night in the field as part of the game operations. Recommend bringing a poncho liner or blanket.

i. Plan on packing a bag or ruck for use during the operation. There will be a staging area for personal equipment at each Company CP for resupply activities

j. All members of a squad must be in the same uniform.

3. Class III – Petroleum, Oil and Lubricants

a. All participants are responsible for their own fuels – vehicle, generator or stove.

b. Cold weather lubricants should be used in all Airsoft weapons.

4. Class IV – Construction Materials

a. No construction materials are provided.

b. There is debris and deadfall throughout the site that can be used for hasty fighting positions.

5. Class V – Ammunition

a. Biodegradable pellets are required.

b. Biodegradable tracer pellets are available from EXCEL - Green designated for Company A and Orange designated for Company B.

c. Establish resupply point in each Company Command Post.

d. There will be a vendor on site in TOC for the purchase of additional pellets.

e. FPS limits are 400 for AEGs and 400 for SAWS and 500 for Sniper Rifles using .25 BBs.  Snipers have a 100 foot minimum engagement distance.

f. Only CTS Flashbangs will be allowed - unless you have certification from the manufacturer stating that their fuse is below 125 db.

g. No nerf or tennis ball simulated munitions are allowed. Only simulations that eject BBs are allowed.

h. Mortar munitions are issued to each company in groups of 10. Once 10 mortar rounds are expended, the company must request resupply. Mortar rounds are spotted and casualties assessed by Observer/Controllers in accordance with Fire Direction Center procedures.

i. Each fire team may designate one (1) grenadier. Grenadiers may carry any shell type weapon - 203 or shotgun.  Shot guns and grenade launchers may be used for room clearing purposes.

j. AEGs are SEMI only for this event. This is to emphasize the role of the support gunner (ie, M249 SAW or equivalent machine gun).

6. Class VI – Personal Demand Items

a. Participants are responsible for their own personal hygiene items.

b. No alcoholic beverages or illegal substances are allowed at this event.

c. Porta-Potties will be located at the TOC.

d. In the field, CAT HOLES are NOT authorized.

7. Class VII – Major End Items

a. Vendors will be located in the vicinity of the TOC for the purchase of Airsoft weapons and equipment.

b. Participants should bring extra batteries. All players should establish a plan to recharge batteries in a field environment.

8. Class VIII – Medical Supplies

a. All participants should have a first aid kit.

b. Participants who are qualified MD, RN, LPN or EMT should bring their respective kit bag.

9. Class IX – Repair Parts

a. A vendor will be located in the vicinity of the TOC for maintenance and repair parts.

b. Participants should bring common repair parts with them.

10. Class X – Non-Military Programs

a. Not provided.

b. Participants should bring their own entertainment.

11. Transportation

a. All participants and staff are responsible for their own transportation to and from the event site. Carpooling is highly recommended!

b. All vehicles entering must have an identification placard displayed on the dashboard. Identification placards will be distributed at the entry point.

c. There is plenty of parking available on site.

d. Once at the event site all movement will be by foot – unless in vehicles provided by event producers.

12. Medical

a. Aid Station is located at the TOC.

b. Minor injuries will be treated on site by qualified personnel.

c. Local rescue squad and ambulance service.

d. Injuries requiring evacuation will be treated at local civilian hospitals.

13. Personnel

a. Opposing forces are not allowed to capture each other - NO POWs.

b. If a unit is defeated they must disengage from the area they were defending or attacking with red rag on their head or respective illuminated light or chemlite displayed and move to their respective Command Post or Casualty Collection Point for regeneration and remission.

c. See "MEDIC RULE" for treatment of "wounded".

5. COMMAND & SIGNAL:

A. Command

1. Operation Blacksheep Command Post is TBD.

2. Company Command Posts will be designated on site.

3. Operational Commander & Range Officer in Charge (OIC) is Major Bucciarelli (Blacksheep6), US Army Retired

4. Range Safety Officer (RSO) to be designated on site.

5. Second in Command as designated on site.

6.  Observer/Controllers as designated on site.

7. Chain of Command for game purposes is as designated for each company team.

B. Signal

1. Communication with Range Control or venue offices by radio or telephone.

2. Only commercially procured radios are allowed for use by game participants.

3. Only FRS channels are authorized during this event. If people want to use other radio channels it is their responsibility to make sure they follow proper FCC regulations.

Alpha Command 

GMRS 2      462.5875 Alpha platoon 1

GMRS 3      462.6125 Alpha platoon 2

GMRS 4      462.6375 Alpha platoon 3

GMRS 5      462.6625 Alpha platoon 4

GMRS 6      462.6875 Alpha Platoon 5

GMRS 7      462.7125 Alpha         

FRS 8         467.5625 Alpha         

FRS 9         467.5875 Alpha         

FRS 10       467.6125 Alpha         

Brown Dot   464.5000 Alpha         

J Dot          467.7625 Alpha         

Silver Star  467.8500 Alpha         

Gold Star    467.8750

Bravo Command 

GMRS 15    462.5500 Bravo platoon 1

GMRS 16    462.5750 Bravo platoon 2

GMRS 17    462.6000 Bravo platoon 3

GMRS 18    462.6250 Bravo platoon 4

GMRS 20    462.6750 Bravo Platoon 5

GMRS 22    462.7250 Bravo         

FRS 12       467.6625 Bravo         

FRS 13       467.6875 Bravo         

FRS 14       467.7125 Bravo         

Yellow Dot  464.5500 Bravo         

K Dot         457.8125 Bravo         

Red Star    467.9000 Bravo         

Blue Star   467.9250 

4. Call signs will be determined within each Company team.

5. Challenge and password will be determined within each Company team.

6. Only commercially procured smoke grenades are allowed for use at the event. NO HOMEMADE DEVICES!

7. Points are awarded for controlling objectives. Green Flag (A Co), Gold Flag (B Co) and WhIte Flag (neutral) 12x18 inch flags or Green Strobe (A Co), Yellow Strobe (B Co) and White Strobe (neutral). Flags/strobes will be prepositioned by staff to mark all objectives as determined/required.  When you take control of an objective, raise your team colored flag or switch the strobe to your team color. If an objective is mortared, OCs will raise a white flag or turn the strobe to white. During hours of darkness, each objective will be marked by a strobe light device with green strobe (A CO), yellow strobe (B CO) and white strobe (neutral).  When you take control of an objective, switch the light to your team colored strobe.  If an objective is mortared, OCs will switch the strobe to white (neutral).

OFFICIAL:

Blacksheep6, Major, Infantry, US Army Retired

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