(EN) L.A.T.S. 2017 Concept, information and rules.

(EN) L.A.T.S. 2017 Concept, information and rules.

Postby L.A.T.S » 02 Feb 2017, 00:29

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Tactical Airsoft Competition Lithuanian Airsoft Tactical Sports 2017


Organizers: L.A.T.S. team.

Event type: Competition.
Date: 8th July, 2017
Place: Exact place will be announced later. Nearby Vilnius.

Number of participants: Up to 10 airsoft teams.

Participation fee: 10 eur per capita. (territory rental, organizational expenses, in-game transport, in-game elements, personnel, prizes).



Preliminary programme
(may change depending on number of participants):

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Friday: - 19:00 – 00:00 – Arrival and settlement in camp;
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Saturday: - 6:00 – 9:00 – Arrival and settlement in camp;
Saturday: - 9:00 – 10:00 - Team registration and verification;
Saturday: - 10:00 – 11:00 - Opening. Briefing.;
Saturday: - 11:00 – 12:00 - Preparation for stages;
Saturday: - 12:00 – 19:00 - Stages ongoing, teams rotating;
Saturday: - 19:00 – 20:00 - Closing;
Saturday: - 20:00 - - Discussion, socialising.
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Stages:

There will be three stages to be completed throughout competition -

First stage – KillHouse;
Second stage – Drill;
Third stage – Escort.



Registration:
e-mail LATS.airsoft@gmail.com

Only team confirmed and accepted by organizators may participate in competition. Organizators may decline registration without any further explanations. After successful registration requisites for payment will be sent. P.S. If whole team or player does not participate in L.A.T.S. competition, the participation fee is not refunded.


Team in registration email must provide this information:

1. Team name;
2. Nickname, Name, Surname, Weapon model, Pistol model, Model and weight of ballistic helmet, Model and weight of tactical/ballistic vest;
3. Special equipment: i.e. shield, grenades, hook (to open doors from distance), radio stations and others.


1.1. The format of the competition and order of participation

During competition 6 man teams will take part in stages and will be evaluated by referees. Coeficient will define the winner. Coeficient will depend on teams time spent completing the stage and penality points collected.


1.2. Evaluation. Referees./b]

During competition, team of referees, chosen by organizers, will evaluate teams during stages (Killhouse, Drill, Escort).

[b]
1.3. General rules

During event participants must obey rules stated by organizators during opening of the event.
Teams that will cheat or break the rules will receive a warning or may be punished with additional penalty points or be excluded from event without any warning.


2. Stages of tournament:

2.1. Stage I - Killhouse

During briefing, team will be acquainted with the rules, goals and situation of stage and will receive some reconnaissance-information:
1) Approximate number of terrorists and their weaponry;
2) Satellite photo with target building and its surroundings;
3) Scheme of building;
4) Stage goals (according priorities) (defuse bomb, neutralise terrorists, reach points of evacuation in which time spent on Killhouse stage will be fixed).

Team gets time (30 min.) to plan tactics for completing the stage and preparing equipment.

During this stage only Mid-Cap magazines are allowed with no more than 40 bb's (for automatic rifle). Number of magazines - at least 3 pcs for automatic rifle, 2 magazines for pistol. Amount of bb's in pistol magazine has no restrictions in quantity. Bb's will be provided by organizers.

Team may use special equipment, if it is registered, checked and verified by organizers (hook, shield and others).

Team may decide how to enter building (windows, doors etc.) and how to clean it - i.e. group may divide into two small groups.

Before start of the stage team is introduced with points of evacuation. Then team is escorted to point of start, where it gets additional 5 minutes for neccessary preparations. After 5 minutes stage begins, time starts counting.

Building may have video observation system, which may be accessed with android devices. Will be specified.

Team, after accomplishing stated tasks must reach the point of extraction. When all alive and wounded team members reach point of evacuation time is stopped and fixed. Whether to evacuate dead members of the team or not - it's under decision of team leader (team gets penality points for left dead team members).

Criteria for completing Killhouse stage:

Time given to complete this stage from start to fishing - 30 minutes. If team spends more than 30 minutes completing the stage - stage is not passed.

Stage is passed if:
1) The bomb is defused;
2) All alive and wounded team members reached point of evacuation;
Optional conditions – all terrorists are neutralised;
– dead team members are evacuated to point of evacuation.

Penality points:

Team member wounded - 1 min.
Team member killed - 2 min.
Killed team member not transported to point of evacuation (left) - 1 min.
Referee or organizer shot - 2 min.
Too big amount of BB's in magazines, too big number or grenades - 10 min.
Lost equipment, magazines etc. (1 pcs) - 1 min.


2.2. Stage II – Drill

During this stage team will have to plan and perform raid of an object. Team will start in infiltration point where tablet PC will be given, with exact location of raided object. At this moment stage starts, time begins to count.

One of main objectives of the raid - is to shoot targets. Ambush, booby traps and real enemies can be expected.
Targets must be fired at using either automatic rifle, either pistol.
All team will participate in stage at once.
Stage will be successfully passed when all alive team members will reach finish point.

During this stage only Mid-Cap magazines are allowed with no more than 40 bb's (for automatic rifle). Number of magazines - at least 3 pcs for automatic rifle, 2 magazines for pistol. Amount of bb's in pistol magazine has no restrictions in quantity. Bb's will be provided by organizers.

Preliminary process during stage Drill:

Team must act according to pre-prepared tactic;
Close up to raid site in full composition (6 members);
Take positions/spots, from which team will start to perform raid;
Targets must be seen from taken positions. After successfully takings positions, tactics, fire sectors of each team member and order in which targets will be neutralised are discussed;
4 participants start moving toward targets, while other 2 stays to cover the ones in action;
First target is neutralised from lying shooting position, while emptying whole magazine;
Second target is neutralised from standing position, while emptying whole magazine;
Immediately after emptying magazine pistol is taken out;
Third target is neutralised using pistol, emptying whole magazine;
Pistol then is put to holster, automatic airsoft replica is reloaded with full magazine and movement towards finish point is continued.
Rest team members, who were covering the rest team, start moving towards targets, neutralising them in the same way and order;
After neutralising targets, rest two team members join the rest team members, at that moment time is fixed;
Every participant after this stage must have only one full magazine, which is attached to automatic airsoft replica;
Other magazines must be emptied during the stage;

Evaluation:

The main criteria - speed, team job, synchronized action.

Penalty points:

Not emptied out magazines with BB’s;
Unsucessfully neutralised targets;
Clumsy tactical mistakes.


2.3. Stage III – Escort


During briefing, team will be acquainted with the rules, goals and situation of stage and will receive some reconnaissance-information:

1) Approximate number of terrorists and their weaponry;
2) Special transport;
3) Satellite photo with route and point of evacuation;
4) VIP photo;

Stage objectives by priority:
To deliver VIP or VIP's body to point of evacuation;
All alive and wounded team members must reach point of evacuation.

Team gets time (30 min.) to plan tactics for completing the stage and preparing equipment.


During this stage only Mid-Cap magazines are allowed with no more than 40 bb's (for automatic rifle). Number of magazines - at least 3 pcs for automatic rifle, 2 magazines for pistol. Amount of bb's in pistol magazine has no restrictions in quantity. Bb's will be provided by organizers.

Team may use special equipment, if it is registered, checked and verified by organizers (hook, shield and others).

Team must reach point of evacuation with VIP. In case of VIP death, VIP's body must be transported to point of evacuation. When all alive team members (including wounded) and VIP (dead or alive) reach point of evacuation - at that moment time is fixed. Whether to evacuate dead members of the team or not - it's under decision of team leader.

Criteria for completing Killhouse stage:

Time given to complete this stage from start to fishing - 30 minutes. If team spends more than 30 minutes completing the stage - stage is not passed.

Stage is passed if:

1) VIP (dead or alive) reached point of evacuation;
2) All alive team members (including wounded ones) must reach point of evacuation;
Optional conditions – all terrorists are neutralised;
- dead team members are evacuated to point of evacuation.

Penalty points:

Team member wounded - 1 min.
Team member killed - 2 min.
VIP killed – 5 min.
VIP wounded – 2 min.
Killed team member not transported to point of evacuation (left) - 1 min.
Referee or organizer shot - 2 min.
Too big amount of BB's in magazines, too big number or grenades - 10 min.
Lost equipment, magazines etc. (1 pcs) - 1 min.

3. Successful shoots,injuries and first aid evaluation scheme:

3.1. Shot evaluation:

Grenade explosion:

Upon grenade explosion in a closed room or in a small room - all participants inside are killed;

Upon grenade explosion in a large room, on the stairs or in a room with serious protection (concrete wall, column etc.), within a radius of three meters, all participants are destroyed, except those ones behind serious cover (rule of 3 meters).

If participants shoulder or arm is hit - injury occurs. The injured participant falls to the ground, can move to 1-2 meters if necessary (to take cover). Participant with injured shoulder/arm is allowed to talk, but can not shoot back, use grenades.

If participants leg is hit - injury occurs. The injured participant falls to the ground, can move up to 1-2 meters in necessary (to take cover). Participant with injured leg is allowed to talk, shoot, use grenades.

If participant is hit to head or torso (unprotected with ballistic helmet or vest) - participant is killed. Killed participant falls to the ground, putting on an orange vest and remains still until the end of the stage.

In cases when participant does not have any ballistic helmet or ballistic vest – being hit to head or torso is always lethal (death). However is player is using ballistic elements such as helmet or vest, hit to protected part of the body is not always lethal - it depends on ballistic protection level of helmet/vest used.

When hit to body area protected by ballistic vest, consequences depend on used vests ballistic protection category:

If the body armor is referred to a category II: hit by rifle of automatic carabine rifle (M4, AK, SCAR, G36, G3 class etc.) - participant is killed. If hit by a pistol or a submachine gun (eg, MP5) - participant gets injured. Any second hit - participant gets killed.

If the body armor is referred to a category III: hit by replica if automatic carabine rifle (M4, AK, SCAR, G36, G3 class etc.) - participant is injured. If hit by a pistol or a submachine gun (eg, MP5) - participant experences contusion (is not allowed to run and shoot for 1 minute).

Area protected by ballistic helmet is hit:

If ballistic helmet is referred to II category: hit by rifle of automatic carabine rifle (M4, AK, SCAR, G36, G3 class etc.) - participant is killed. If hit by a pistol or a submachine gun (eg, MP5) - participant gets injured. Any second hit - participant gets killed.

If ballistic helmet is reffered to III category: hit by replica if automatic carabine rifle (M4, AK, SCAR, G36, G3 class etc.) - participant is injured. If hit by a pistol or a submachine gun (eg, MP5) - participant experences contusion (is not allowed to run and shoot for 1 minute).

Shield - bulletproof. Grenade explosion closer than 1 meter - shield carrier is wounded. If grenade explodes at a distance of 2-3 meters - shield carrier expierences contussion. When shield carrier is killed, any other team member may continue carry shield.

3.2. Injuries:

In any case of injury, standard procedure is to: injured participant falls to the ground, is allowed to moved 1-2 meters to take cover (if needed). Medical care must be provided for injured participant during first 5 minutes after the injury. If medical care is not provided during that period of time - injured participant bleeds to death (is killed). Depending on what part of participants body or limb was hit (leg, hand, shoulder etc.) special restrictions are applied. For example:

After receiving correct medical treatment (and during first 5 min after injury itself) participant with injured leg is allowed to walk, but not allowed to move by running. These participants can use both automatic rifles and pistol replicas.

After receiving correct medical treatment (and during first 5 min after injury itself) participant with injured arm/shoulder is allowed to run. Is allowed to use only pistol and only held in uninjured arm.

After receiving correct medical treatment (and during first 5 min after injury itself) participant who was hit into area protected with ballistic protection (helmet, vest) has no restrictions regarding movement of weaponry usage.


3.3. Medical treatment system:

Each participant before the stage "Kill House" will be provided with square (8x8 cm) plaster by organisers. The same team will receive one syringe with paint.

The injured participant may be "treated" (receive medical treatment) by using the provided square plaster. This plaster must be applied correctly according to rules. Provided square plaster must be glued to the place the participant was hit (leg, shoulder, hand etc.).

The injured participant can not be treated second time.

The injured participant can not treat himself with plaster.

The injured participant can treat himself with syringe. The paint is squeezed on injured area. Syringe must be left in the same place where it was used.

4. Requirements for the used equipment

4.1. Usage of ballistic vests and helmets

During the competition all participants will be required to use following equipment: eye protection, helmet, knee pads and tactical gloves.

Helmet and body armor, if meet the requirements of the organizers, will provide benefits during the competition.

4.2. Requirement for ballistic vests and helmets

All body armour and helmets are categorised into threat levels depending on the projectiles it can defeat. Protection is reglamented by several standard systems such as ГОСТ Р 50744-95 (Russia), NIJ (US), DIN (Germany), CEN (Europe).

Vests:

The vest belongs to category II if:
- This model correspond to the 2 class according to GOST 50744-95 or class II NIJ standard;
- Replicas appearance corresponds to its real analog;
- The weight of the vest (with no pouches, equipment) is not less than 4.5 kg.

The vest belongs to category II if:
- This model correspond to the 3 class according to GOST 50744-95 or class III NIJ standard;
- Replicas appearance corresponds to its real analog;
- The weight of the vest (with no pouches, equipment) is not less than 7.0 kg.

Helmets:

The helmet belongs to category II if:
- This model correspond to the 2 class according to GOST 50744-95 or class II NIJ standard;
- Replicas appearance corresponds to its real analog;
- The weight of the helmet (with no equipment attached) is not less than 1.3 kg.

The helmet belongs to category II if:
- This model correspond to the 3 class according to GOST 50744-95 or class III NIJ standard;
- Replicas appearance corresponds to its real analog;
- The weight of the helmet (with no equipment attached) is not less than 2.5 kg.

Equipment and weaponry required to participate:
- Eyes and face protection;
- Magazines (mid-cap) (+ BB’s, loader);
- Rifle replica (AK, M4, G class etc.);
- Pistol;
- Kneepads, helmet, tactical gloves.
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