PLATOON LEADER: 2024

Platoon Leader 2024

WELCOME TO THE HOMEPAGE FOR PLATOON LEADER 2024


Platoon Leader: Civil Unrest is coming May 18-19 2024.
This event is unlike any paintball game you’ve ever played.  While not a reenactment, this is intended to force the player to push themselves and become the game. Combining continuous field presence for the full duration of the event, role players, and a dedicated OPFOR; Platoon Leader immerses you in a fictional military operation that very well may be the most difficult paintball game you will ever play. Due to the nature of the event, registration is limited, once sold out there will be no more openings including day of registration. Below you will find registration for Task Force 23 and a brief description of the various factions within the event. Be advised, sometimes a firefight is not the best option.

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REGISTRATION IS OPEN
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GAME INFO CLICK HERE


  • Check in opens at 1100 and closes at 1300. Players will need to check in at multiple stations in order to be cleared for play. Players will cycle through in processing (check in and registration) starting with the JSOC Staff Duty NCOIC or OIC. Staff duty will present each player with a check in packet that will need to be signed off by the NCOIC at each of the below listed S shops.
  • S1 - Personnel/manpower. Here the player will confirm registration
  • S2 - Intel. Here the player will receive a game map and any available written briefs
  • S3 - Operations. Here the player will receive the game safety brief and a copy of the game rules.
  • S4 - Logistic/Supply. Here the player will receive any pre-purchased paint.
  • S7 - Training. Here the player will chronograph their marker(s) and be marked as a go/no go for operations.
  • Pre registration is highly recommended, there are a very limited number of spots open and once sold out they will not return in any capacity.
  • If you seek a special role within Task Force 23, it is highly recommended that you contact the Task Force commander or event producer in advance.
  • Late arrivals to the event will be permitted at the discretion and timing of the event producer. They MAY be written into the game as part of their insertion. This is NOT a guarantee of admittance if players arrive late. An attempt will be made depending on the time of the player's arrival and the flow of the event.

​EVENT RULES

Acceptable Markers: This is a magfed only event. As such there are restrictions to what type of equipment can be used.
1. Any marker fed by a detachable magazine that holds no more than 20 rounds. Players using this class of marker may only carry loaded magazines onto the field. After that is expended the player must return to their COP to reload. Players can accept pre-loaded magazines from other players to stay in the fight as needed. Players CANNOT reload magazines on the field of play.
 
2. Markers with a box magazine that holds no more than 300 rounds and feeds the marker through a magazine well, can be used as a squad automatic weapon (SAW). The commander MUST designate his gunners at check in. 1 for every 10 players can be fielded. These markers can be reloaded with 140 round pods. The gunner may carry no more than 2 pods on their person at 1 time. An assistant gunner may carry 1 additional pod, to be used only to feed the SAW, with them as well.
a. Gunners will be designated by a piece of yellow tape on the fore end of their marker and on either side of their mask
b. AG’s will be designated by a piece of yellow tape on either side of their mask
c. Gunners and AG’s must be established by commanders at the beginning of the game.
d. Gunners who are reloading by changing their box mag can carry up to 600 rounds with them as long as it is all pre-loaded in separate box mags. In this case they will not be allowed an AG or pods.
e. SAW's must have a stock or rear mounted air tank simulating a stock and a barrel length of no less than 14”.
 
3. 2 rocket launchers are permitted for TF23. An AT gunner may carry no more than 5 rounds with them at a time. This includes the round chambered in the launcher. The commander MUST designate their AT gunners at check in. Prior to entry on the field, AT gunners must present their AT card at the inspection station. After having their launcher inspected they will get their card punched. Please mark your rockets so they may be returned to you. A rocket collection point will be established at the COP.
a. Launchers may be used to eliminate bunkers marked with diamonds as well as opposing vehicles.
4. Shields are not permitted at this event.
NOTE: The opfor have some exemptions to weapons rules due to the nature of what they do and their limited personnel.
5.Members of TF23 must wear Green or Tan Military style uniform
 
Eliminations: All players, once eliminated, must return to their DZ and wait for the next insertion if not revived by a medic (see medic rules below).
 
1.A hit and break on any part of a player or opfor constitutes a hit.
           a.Breaks to the neck and head are immediate eliminations.
           b.Breaks on the torso are immediate eliminations unless the player is wearing a plate carrier. Players equipment will be inspected during check in and load bearing equipment will be classified by the producer at that time.
           c.Hits to plate carriers and extremities must be treated by a medic within 1 minute or the player is eliminated.
           d.Gun hits disable the gun but not the player, if the player is carrying a secondary or melee weapon they may use that. Markers or melee weapons, disabled by hits, are back in play after the player using them returns to the COP.
3. Players may attempt to surrender another player at close range. Players who are being told to surrender may accept the surrender or engage the opposing player. Bunker tags are not in play at this event.
4. Foam or rubber “melee” weapons may be used to TAG an opposing player. A player eliminated by a melee weapon cannot be revived by a medic and must return to their DZ.
-Melee weapons must be approved by game staff during check in
5. Players in or behind diamond bunkers hit by rockets are immediately eliminated. If a bunker is multi room, players in any room adjacent to the rocket strike are eliminated as well as players in any room that shares a wall with the immediately affected room. It is advised to have a ref present when hitting bunkers or buildings with a rocket.
6. Vehicles hit by a rocket are disabled. Occupants, excluding the driver, may exit the vehicle to return fire if desired.
           a.If a vehicle is disabled, one player must exit the vehicle and stand on its exterior with 1 hand on the vehicle for 2 minutes to “repair” it. If the player attempting to repair a vehicle is hit they must follow the pre-established hit player rules. The vehicle driver is responsible for keeping time on hit vehicle repairs. The repair time starts over at zero if the player conducting repairs is hit. 
          b.Occupants may not fire from vehicles while they are disabled.
           c.If a vehicle is hit by a second rocket prior to being “repaired”, it is eliminated.
 
Medics: 1 medic will be available for every 20 players on TF23.
1. Medics cannot be revived, any hit and break on a medic (except weapon hits) is an immediate elimination.
2. Medics cannot revive players who have been hit in the neck or head and players eliminated by rockets, special weapons, and melee eliminations
3.If a medic cannot reach a hit player within 1 minute that player is eliminated and must raise their hand or marker calling “HIT, HIT, HIT!” before returning to the COP to wait for insertion orders from their command. Players who are hit must stay in place and cannot engage the opposing side while waiting for a medic. Other live players may drag the hit player behind cover for the medic
4. Medics are to tie a tourniquet around the hit player's wrist to revive them.
a. Revived players must leave the tourniquet on their wrist until eliminated, it is advised that the player try to return the truncate to the medic as they will be given a set amount at the beginning of the game and they will NOT be replenished.
b. If a player is hit a second time they are eliminated and must return to their DZ.
c. Medics can carry no more than 5 tunicates with them at any time

INSERTIONS

Players may insert from the COP continuously, as ordered by their commander or 1st SGT. Players not actively in game may be put to task in and around the COP by the commander or 1st SGT.
 
Gameplay: TF24 is capped, including the commander and 1st Sgt. This will be a continuous exercise with no set time limit. Commanders will be given missions from production staff via radio and mission parameters must be followed. Role players may interact with TF23 personnelle while at the COP and on the field. All members of TF24 must report in tan or green based military style uniforms. The “contractor” look is not permitted for members of TF24
 
Nightplay: This exercise will run throughout the night and into the following day. There will be a ceasefire period during the dark hours, during which markers will not be permitted on the field. Missions not requiring live fire operations may still be dropped during the ceasefire period. Players who leave the COP during the ceasefire period must either wear a paintball mask or safety glasses to ensure stray branches or other debris don’t cause injury to the eyes. It is strongly advised that players carry flashlights or use weapon mounted lights
 
Safety: All safety rules MUST be followed at all times. Failure to do so may result in the offending player being ejected from the event and/or banned from the field.
1. ANSI approved masks must be worn at all times when not in a netted safety zone or off field
2. All markers must be chronographed at or below 280 FPS. Players shooting First Strike Rounds must chronograph with First Strikes. If a player will be shooting both conventional paintballs and First Strikes they must chronograph with First Strikes
3. Barrel blocking devices must be installed on all markers when in a netted safety zone or off field.
4. Weapons of any type are not permitted on the field of play
5. Fighting will not be permitted for any reason, please be aware that there may be periods in which TF23, OPFOR, and role players may have to go “hands on '' with each other. If you are detaining or being detained please do so respectfully and without physical violence.
 
Camping and registration: Camping at the field is free of charge. There are also restaurants and lodging easily accessible within 30 minutes of the field.
1. The camping area will open at 4:00 PM on Friday.
2. All campers must check in with the field office
3. Any and all trash must be cleaned up and bagged for disposal. There are several trash cans around the staging area.
4. Paint boxes are to be broken down and stacked near one of the trash barrels in the staging area.
5.All members of TF24 must report to the field no later than 1100 on 24 June, 2023 for check in.

  1. In processing will be conducted in stages by JSOC personnelle. Follow all orders from JSOC personnelle during in processing
  2. The s-shops open at 1100, TF23 personnel must check in with the JSOC NCOIC prior to visiting the s-shops for orders. Players who have not checked in prior to 1100 hours will be considered AWOL and may be subject to corrective training.
  3. Upon completion of in processing, TF23 will be released to their commander and 1st Sgt for tasking.


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