10 Hour Military Simulation Event
The second American civil war wages on with no end in sight! Both sides fight for position. Coming off multiple big victories the Patriots have their sights set on Skirmish USA in Pennsylvania. Their plan is to take Skirmish as a new stronghold. Little do they know the Federation has their eyes set on the same prize!
We no longer require squad reservation. Simply purchase a ticket for a platoon. Make sure your entire squad purchases tickets for the same platoon. Command will separate the platoon into squads before the start of the game. Remember this is still a squad based game and you will be required to stay with your squad.
https://www.facebook.com/events/1698204437665038/?acontext=%7B%22event_action_history%22%3A[]%7D
$70 from 2-01-2025 to 2-28-2025
$85 from 3-1-2025 to 3-10-2025
$80 from 3-11-2025 to 3-21-2025
(We will slowly increase the price of tickets the longer you wait. It is hard to prepare event patches and TQs not knowing the rough player count. We are doing this hoping players don't wait until the last minute to register. Please do not be a weather watcher)
Tickets are non refundable PERIOD. Ticket swaps will be made through Hopup tickets and are no longer handled by OWP! Use your original email confirmation from hopup to do all ticket swaps.
If a team is sold out and you procrastinated you may NOT purchase a ticket for the opposite team. If you think you are showing up and playing wherever you want you are wrong. A wristband will be issued at registration for the team you will play for. No exceptions. We do our best to keep our events balanced and this will no longer happen!
The minimum age to play for this event is 16 years old.Under 18 requires a waiver filled out by a parent or guardian.If you are 18 or older playing in this event and you are a guardian of someone that is under 16 you may reach out to discuss an exception. Please do not purchase tickets if you are under the age of 16 without permission because Tickets are Non-Refundable and you will not be permitted to play!
Safety: (OWP) considers safety its #1 priority. Airsoft & Milsim is designed for the mature and level-headed player. Common sense and the right, fair-play, honest attitude are a must at our events.
(OWP) requires everyone to have a barrel cover over the tip of their gun when not on the playing field, as well as magazine out, HPA airline disconnected, and safety on! All pistols must be holstered.
All players are required to attend the safety briefing prior to the start of the game. The event patch will be issued once briefing is over and we will be checking for them throughout the event.( You must wear your event patch or have it on your person if asked to see it by staff) Anyone who does not have an event patch will be removed from the event and will have to wait until game staff would have time to go over the rules.
(OWP) approved face Protection must remain on at all times while on the field or chronograph areas. Do not remove face protection under any circumstance.
Fully sealed approved goggle systems must be used including approved FULL SEAL Airsoft goggles that meet or exceed ASTM standards. (ANSI Z87.1 and/or ASTM F- 1776-99a rated (or greater) ballistic eye protection will be accepted.)
Oakley, ESS, Pit viper ect will need a gasket to be approved.
There will be a Mandatory Ejection of any players lifting or removing goggles while in "goggle on" areas (Playing Field, Chronograph Area, Target Area) after being personally warned once. This includes any action in which a player touches his/her Eye Protection in such a way that the seal of the goggles is broken. NO MESH GOGGLES!
Lower Face Protection is highly recommended! If you are not wearing lower face pro we don't want to hear it if you get shot in the face.
Please dress appropriately for our events. This event will be fairly colder in March.The day time average is 50 degrees and nighttime average is 30 degrees. Please come prepared.
Camping will be allowed but please be prepared for the temperature and the weather. This event is close to multiple hotel options.
Players or staff should call “cease fire” if you or another player is injured or loses their eye protection and requires immediate Admin/Medical attention. You will need to both vocally and via Comms (if possible) make the “cease fire” call with approximate location and details of the incident. Most cease fire incidents are handled within minutes, we do not cease fire the entire field of play unless a major medical problem is occurring. If a cease fire is called stay where you are and wait for Staff, player staff, command, or a referee to call "GAME ON"
Gun, Face Protection/Goggles, red dead rag, red dead light, Flashlight for night play/low light areas, boots and camouflage to match team colors.
Helmet, knee pads, gloves. Lower face mesh is recommended, but not mandatory.
YOU MAY NOT WEAR RED, Fluorescent ,ORANGE, or GRAY CLOTHING OR GEAR. Red represents dead on the kill rag, dead light, and on our Staff. Wearing these colors will confuse players.
No Verbal abuse, name-calling, profanity, etc. will be tolerated.
No Stealing, vandalizing, or fighting. (you will be turned over to the police)
No Drugs or Alcohol.
No Barricading doors or windows (this includes with your body)
No Riot shields
No Blind Firing
No shooting through anything a double fist would not fit through
No removing or entering areas that are caution or danger tape marked.
Lasers will be allowed but shining them in the face of another player or at any vehicles used in our games will result in an automatic ejection from the game.
Please clean up after yourself. Please clean up your camping spot. If you need garbage bags please reach out to OWP. Being allowed to use this facility is a blessing and we don't want to lose the ability to use Skirmish in the future.
Event Staff (RED), Combat Staff and the Command have the final say. No Arguing with Staff.
Federation of America or FOA
green camo
solid green
black camo
solid black
No Ghillie or leaf suits unless you are part of the sniper squad
Accepted Federation Camouflage
WOODLAND
TIGERSTRIPE
MARPAT
CADPAT
MC TROPIC
AOR2
DMP
FLORA
FLECTARN
Black
MULTICAM BLACK
Desert Night Camo
(you may NOT wear plaid period)
tan camo
solid tan/brown
street gear
No Ghillie or leaf suits unless you are part of the sniper squad
Accepted PATRIOT Camouflage
3 COLOR DESERT
ARID CADPAT
MULTICAM
DESERT DPM
AOR1
DESERT MARPAT
STREET GEAR (Street is represented by BLUE JEANS AND ANY COLOR TOP THAT IS NOT GREEN, BLACK,GREY, RED, ORANGE, OR FLORESCENT colors)
(you may wear Plaid but it cannot exceed more than 50% black or Grey and cannot include green colors)
Your vest/pouches/backpack can be whatever solid color you wish(except red) but you can not wear the opposing team's camouflaged pattern of gear. This has been a problem for years and we will no longer allow it. (example: If you are on the federation you can not wear a multicam plate carrier, helmet, hat, backpack, etc or if you are on the patriots you can not wear woodland gear.
You must follow our rules for camo or you will not be permitted to play. Please don't think you are going to be allowed to wear woodland pants with a desert top. Match your top and pants with camo patterns of your team.
NO SHORTS.
NO TANK TOPS
NO GOING SHIRTLESS
( We have had multiple problems identifying players while wearing a tank top, or not wearing a shirt especially when their vest and gear match the other team's colors. so no more)
*There will be no armbands for our events.
1.55 joules
324 fps
.32 BBs
HPA / GAS and AEG
Semi Auto Only
No Minimum Engagement
1.55 joules
324 fps
.32 BBs
HPA / GAS and AEG
Semi Auto Only
No Minimum Engagement
1.55 joules
324 fps
.32 BBs
HPA / GAS and AEG
Full Auto 35 RPS or less
50 ft. Minimum Engagement
No full auto indoors
Approved Support Weapons - RPK, M249, STONER, PKM, M60, MG36K, KRYTAC LMG, GG CM16 LMG, and the M27 IAR.
Fixing your M4 with a box mag does not constitute a support weapon
If box or drum mag goes down you may use an m4 mag
May carry 1 box/drum mag worth of bb reload if you only have 1 box/drum mag.(You cannot share ammo with non support weapon players
If Support Weapon has select fire and can be switched to semi auto you may use indoors and with no minimum engagement in semi auto. Indoors= inside any building or castle courtyard.
1.55 joules
324 fps
.32 BBs
HPA / GAS and SPRING
No Minimum Engagement
1.55 joules
324 fps
.32 BBs
HPA / GAS and SPRING
25 ft. Minimum Engagement
No Full Auto indoors
takes a slot from your squad as a support weapon
If your full auto shotgun has select fire and can be switched to semi auto you may use indoors and with the 10 ft. minimum engagement as a standard shotgun in semi auto.
Our Milsim games are semi automatic only with the exception of Support weapons and full auto shotguns.
Support Weapons, DMR, full auto shotguns,semi auto shotguns, and Sniper Rifles Must Break The plain of a door or window on the first floor before shooting out and Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement
There is no minimum engagement, except for snipers, DMRs, full auto shotguns, semi auto shotguns and Support weapons. (if you don't want to be shot at point blank then don't enter buildings).
(No Binary or double triggers)
Any weapons that do not chronograph below safety limits will not be allowed on the field! NO EXCEPTIONS!
VELOCITY REDUCERS ARE NOT ALLOWED TO BE USED TO BRING YOUR WEAPON UNDER THE FPS LIMITS!
If you are caught tampering with the FPS after you have chronograph-ed and have not re-chronograph-ed your gun, YOU WILL BE EJECTED FROM THE GAME!
All guns will be chrono'd by our staff.
If you accuse a player of shooting over our FPS or ROF limits and we stop their game to re-crono them and you are wrong, points will be awarded to the accused team. In 14 years of hosting games and hundreds of checks on the field , only once was someone shooting hot and they were indefinitely removed from our events!
NO PHYSICAL CONTACT OR HAND TO HAND COMBAT WILL BE ALLOWED. This includes touch kills, knife kills, or prisoners of war. Violation of this rule will result in immediate ejection.
BIODEGRADABLE BB'S ONLY! Any weight BB can be used for game play after chronographs. (Metal or Ceramic BBs are not permitted to be used. If caught using anything other than approved biodegradable bb's, there will be an automatic ejection from the facility)
(OWP) requires every player to have a red "dead rag" and a red "dead light" on their person while playing. The red dead rag is to be placed on top of your head or held up high when you are hit to symbolize you are out during the day and the red dead light is to be used during the night. Any other color deadlight is prohibited. Game staff will be using a color other than red.
You are required to bring your own red dead rag and red dead light.
At (OWM) Mil-sim games you may only use mid cap or real cap mags. NO HIGH CAPS, FLASH MAGS, OR DRUM/BOX MAGS ALLOWED. Exception being support weapons.
You may no longer Reload mags on the field. You must go back to your CP or off the field completely to reload. You may still carry as many mags as you want. Support Weapons can carry as many box/drum mags as they want. Support Weapons can also use m4 mags if out of ammo or having mag problems. We changed this rule to make landmark areas more playable.
Each time you are caught cheating we will add cheater rings to the enemy cheater Bomb. After 10 rings are acquired , the opposite team command can choose to steal points from one Skirmesh Landmark control box location for 1 hour of points. Examples of cheating, high cap or flash mags, not calling hits, reloading on the field, etc.
If you are hit anywhere on your person or gear you are out.
Friendly fire counts.
All Hits count except for ricochets and gun hits.( when hit in the gun call “gun hit” so your enemy knows they were close. This prevents arguments of players not calling their hits.
If your gun is not in your hands and it is hit , it is considered part of your gear and you would be hit.
MILSIM is a game of honor. CALL YOUR OWN HITS. Do not call opposing team players out. If you believe another player is not calling their hits, please inform game staff and they will look into it. Players caught cheating by not calling their hits will get one warning and after that they will be ejected from the game.
After you are hit, yell "HIT" or "OUT" and pull out your red dead rag or if it is night or low light turn on your red dead light and make sure it is visible.
A wounded player must remain where hit but another player may simulate dragging the wounded player to a safe area. You may drag 1 wounded player at a time.
Dead Man Tell No Tales. Which means that if you are shot, you may not communicate with any player in play, that includes on the radio. The only thing you are allowed to do is call for a "MEDIC".
At (OWM) Mil-sim games, the "medic" must wrap a medic strap/TQ on the arm or leg of the wounded player in order to revive them.
ONLY medics are allowed to heal other Medic players.
A medic must wear a patch or armband to represent they are a medic.(we do not provide a medic patch, so make sure you have one)
One Medic strap/TQ will be issued at registration to each player. It is your responsibility to keep it safe. We will not give out extra.
Only 1 Medic strap/TQ per player (You Must use OWP medic strap/TQ)
2 medics per squad of more than 4 players. Under 4 players 1 medic per squad.
The role of medic can be transferred from one player to another, but only at your team's command post.
When your squad is completely out of medic bands and lives you must withdraw to your Command.
Sniper teams of 2 players can medic each other but are not allowed to medic players from other squads.
A medic can use other players' unused medic straps ( your squad can be revived as many times as you have straps/TQs to do so).
Command also counts as a medic.
Bleed out rule- NO MORE BLEED OUTS! We have decided to eliminate this rule to help keep squads together and teams from using main point Landmarks as hospitals.
This is a squad based game, therefore your squad must stay together. If we see you walking the field without your squad we will make you go back to your command and wait for them. Each squad will need to designate a squad leader to communicate with your Team Command. Squad leaders must report to command via radio. In the past (OWP) has provided team radios, however we have decided to discontinue this.
(The Squad Rule also helps with safety. There should never be solo players traveling the field for any reason.)
IT IS A MANDATORY WITHDRAWAL for your entire squad if you are out of ammunition, medic bands or water. It is the squad leader's responsibility to make the call and inform command. It's up to your squad if you want to incorporate fire team leaders. If you are squad leader and your squad leaves the field of play for any reason you NEED to notify command!
Apocalypse will have 4 types of squads per team.
A sniper squad is made up of 2 players; a sniper and a spotter
You will start the game 20 minutes prior to everyone else
The sniper must have a bolt action sniper rifle
The spotter may use an assault weapon or a DMR. No support weapons
A Sniper squad may wear ghillie or leaf suits
Only 2 Sniper Squads per Team
A recon squad is meant to be more stealth
Recon can have 3-12 players.
1 support weapon, and 1 DMR
will start the game 20 minutes prior to everyone else
primary objective of extracting the ammo cases.
Only 1 recon squad per team.
Assault Squads can have 4-12 players
2 support weapons and 1 DMR
the primary objective is to take control of landmark areas. You do the dirty work
There is no limit to the amount of Assault Squads per team.
The demolition squad is considered explosive experts
Made up of 3-12 players
1 support weapon, and 1 DMR
primary objective transport missiles and explosives
In order to kill a player with a grenade your grenade must discharge. (Thunder B's, Tornado, EG-67, Tag etc.)
Outdoor rules are same as throwables
No Launchable grenades indoors
100 Ft. minimum engagement
No Direct aiming at people( We know accidents happen but purposely trying to hit someone would be automatically ejection from the game)
(we do not allow the Pecker Dummy, Chalk, or Master Key Buckshot rounds)
This event is sport smoke only! Staff will use Red smoke.
Two Drones per team in the air at a time. OWP will not be responsible if anything happens to your drone. Please do not shoot at Drones.
Photography, videography, and drone filming
We will have photography, videography, and Drone filming happening throughout the event. These people are considered staff. Please do not shoot at them or their equipment. We will remove you from our events indefinitely by doing so. By purchasing a ticket and filling out a waiver you agree for OWP to use these pictures and or video for promotional material as we see fit.
(not mandatory) but highly recommended for communicating with your squad.
- Squad leaders must have a radio to communicate with command. We recommend baofang uv-5r. Absolutely NO radio warfare. We are not responsible for any bleed over from using the radios. In years past most situations where the opposite team was on the wrong channel was due to bleed over and not radio warfare.
Patriot Radio Channels: Federation Radio Channels:
Each team will have a stationary command post or CP. This is typically where you find your commanders, start the game, and resupply bbs, medic straps/TQs.
(OWP) does not allow spawn camping at all. We created what we call the DEAD ZONE to help prevent this. Red caution tape or reflective poles will represent the DEAD ZONE. If you are in your DEAD ZONE and get shot, you are not wounded and can keep fighting. You may always shoot out of your teams DEAD ZONE but will never take damage inside. If you believe you are still getting spawn camped let command know and they will try and take care of it. Keep in mind spawn camping will happen at this event to some extent due to the boundaries of the facility and placement of CPs.
If you are shot while carrying a prop of any kind you must put the prop on the ground where you stand
you may only touch or move props if you are on a mission to do so. The only exception would be the Demo squad can keep their missile transport box.
You are required to own or borrow a Skirmesh band. This is how you will take control of territory and get points for your team. Buying a band will allow you to register it on the Skirmesh website and you will be able to keep track of your personal achievements. Borrowing a band will only allow you to help take control for your team but will not track personal achievements.
Main objective will be controlling Landmarks using the Skirmesh wristband system.
Finding Ammo can, reporting serial number to command, take ammo can to extraction point, wait for Recon to extract. 5 pts each
There will be clock bomb props, armed and moved by Demolition only.
Missiles can be found by anyone but can only be transported by Demolition squad using the two man transport box. 5 pts each
(Missiles can be used by command to disable communications for 20 minutes and to destroy landmarks. We will use a flare and red smoke to
represent a landmark destruction. If Landmark is destroyed it will be out of play for 15 minutes)
Communications - 1 Missile
3 story Castle -3 Missiles
2 story castle- 2 missiles
1500 - Event staff on site
1700 - Registration opens
1730- chrono opens for early birds
2000 - Registration closed
Rules for early birds(do not have to do rules again on Sat)
0930 - Rules for players that did not attend Friday night
1030 - Enter field to starting points
1100 - Game start for Recon and Sniper squads
1120 - Game starts for everyone else