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Ambush Adventures Longmoor Urban: OPERATION BOHICA

OptimusPrime

The Green and black brigade (a renegade militant army faction) have targeted Longmore camp, to make a statement. They intend to blow the camp up at 12:30 hours. First they must infiltrate the camp and establish a foot hold. Rescue their operatives, as they have the location instructions for the device. Plant the device in the identified room. This must then be armed by the key holder and then defended until the device explodes.

Ambush Adventures now present to you: OPERATION BOHICA 2nd September 2007

The Green and black brigade (a renegade militant army faction) have targeted Longmore camp, to make a statement. They intend to blow the camp up at 12:30 hours. First they must infiltrate the camp and establish a foot hold. Rescue their operatives, as they have the location instructions for the device. Plant the device in the identified room. This must then be armed by the key holder and then defended until the device explodes.

The game will start when the patrols (12 Players) either see the opposing team or are engaged, should a patrolling player be hit, he can not raise the alarm. To raise the alarm, one of the patrolling players must sound the horn in Pretoria Way. Equally this must be verified by a marshal. Once the alarm is sounded the remaining 38 players of the defending team, who are bunked in three separate buildings, can then start taking up position in other buildings and all hell will break loose.




Invaders Mission Objectives

  • Infiltrate camp without detection
  • Establish a stronghold and create a base of operations (Safezone)
  • Destroy the three forward facing bunkers – Place a charge in each bunker (4 Minute Smoke) at the entrance to each bunker.
  • Infiltrate the buildings, fight back entrenched forces
  • Rescue two (female) operatives and extract to stronghold (eight man team)
  • Get the bomb to allocated building (eight man team) and defend
  • Escort key holders to Bomb and arm (eight man team)
  • Defend the bomb till 12:30



The Desert Dogs

  • Patrol base (12 Players, 38 in barracks)
  • Defend forward facing bunkers
  • Repel Invaders
  • Defend captives
  • Find and Deactivate Bomb



Game Perimeters 

Defending Team

The camp – this includes all buildings, bunkers etc.. Everything inside the perimeter road. It does not include the railway line, dump, woodland area until the alarm is sounded. 

Invading Team

Anywhere 


Game Times

Morning 10:00 AM till 12:30 pm

Lunch / Pistol Game – 12:30 am till 1:30 pm

This is self manage by players. It is up to the players (if they want to) to organise themselves into two or more teams and have a pistol shoot out. This is nothing more than a bit of fun for those who eat quickly, starve and don’t have lunch or just want to get their pistols off.

Lunch is included in the price and will be served at the shop between 12:30 & 1:20.

Afternoon 1:30 am till 4 pm

Reversal of morning game.


Hit Rules

The first time a player is shot, he will declare the hit and call “Medic”. The player will then remove the WHITE bandage form his pocket and hold it out. As this is the First time the player has been shot, ANY player on his team can act as a medic and administer the WHITE bandage. If another player does not get to the player within 10 minutes, the player “Bleeds Out” and must report to a marshal to record the death.

The Second time a player is hit (assuming he has successfully been treated by the medics on the first hit) he is dead and must report to a marshal to record the death. There is a 10 minute regen period, which is self managed, at this point the player may as well reload their mags, prior to re-entering at their teams rally point.

When a player has run out of ammunition they are combat ineffective and thus dead. Report to a marshal prior to reloading.



Engagement and play Rules

  • Eye protection must be worn at all times, full face is recommended.
  • Inside the buildings or entering is SEMI AUTOMATIC ONLY (for safety reasons). Outdoor or building to building if fully automatic. Please note that a degree of sensible play is required as this environment is a close quarters environment.
  • Windows and sewer ports can only be opened by a marshal
  • No key whole shooting, from the closed windows cracks or doors
  • No blind firing
  • Helmets are no longer compulsory for players, BUT ARE RECOMMENDED, IF YOU HAVE NO HELMET YOU ARE NOT COVERED BY OUR INSURANCE.
  • No over shooting, one bb should be enough
  • No Highcap or Box Mags unless otherwise stated
  • No Mark 9, Crow Scarers or home made grenades
  • No Grenades or smokes in the sewers
  • No smokes in the buildings
  • Avoid headshots, aim for the body where possible
  • Any hit on your person is an injury or kill, with only the exception of a single weapon hit, at which point you can go to your secondary.
  • Grenades kill within a five meter distance outdoors, if thrown into a building, all people in the room are dead. You must exit the room to survive.


Team Colours

Desert team, this includes ACU, MARPAT, Multicam, US & UK desert.

Green / black team, this includes any woodland, black, basically anything that cannot be confused with desert.

You need to ensure that both your trousers and tunic are within your team colours. If it is wet, please note that you will not be allowed to wear the wrong colour water proofs.


Roles: 

Sniper

1 Per team - (450fps, minimum 30 Meter engagement range), secondary weapon recommended, 300 rounds. Must be allocated prior to event. 

Rifleman / Grenader

47 Per Team - (350 fps) 600 rounds. 

Support Gunner

2 Per Team – (350 fps) 1800 rounds. Must be allocated prior to event, it must equally be a support weapon, not an AEG with a box mag.

Ammunition

All magazines must be either Lowcap or Midcap no hicaps or boxmags (support Gunner exempt) can be used on the day.

Sniper 300 rounds 

Rifleman 600 rounds

Support Gunner 1800 rounds 

When a player has run out of ammunition they are combat ineffective and thus dead. Report to a marshal prior to reloading.

Shotguns and pistol mags are excluded from the initial 600 rounds, this is solely a limit for AEGs. But lets try and be sensible about this.

If you have Booked for longmoor, your deposit is now due, please contact the booking office, or see Christine at Chobham, or Dave or Charlie at Lasham. 

Cost £45.00 including lunch

Booking office on 01252 315225 Office hours 9.30am 5.30pm Monday to Saturday

Out of hours number 07866 807812

We accept PAYPAL or Personal Cheques (if paying by Chq please make sure that you write your name, address, and phone number, card number on the back. & make it payable to Ambush Adventures, If useing Paypal please send payment to [email protected] & add 3% to the total) 

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