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American MilSim


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Showing content with the highest reputation since 01/16/2020 in all areas

  1. 2 points

    What to expect

    A typical weekend for milsim OP is the following: 7:30am, arrive and chrono. 8:00prep gear, get body armor on, mags loaded, comms equipment functional and programmed(try to program ahead of time), water carriers filled, backpacks packed and ready to head to spawn. 8:30-9:00; assemble in front of the flag post at formation with your squad leaders and team. ~9:15 head to your squads start locations. After that the operation will start, and your squad leads will lead you from there. I tend to try and stop and eat around 11-12 so I don’t get low blood sugar and pass out mid match. If anyone is diabetic in your group I suggest doing so earlier. As for gear, always bring team specific rain gear (green or tan) spare batteries for everything like comms equipment, red dot sights, guns, etc. make sure you have a red rag to use as a dead rag. If running rifleman loadout, you should expect to need about 5000rnds for the whole weekend. Last year I was a medic and I used less than 5,000 total, prob more than 3000 used. If you run a light machine gun, then bring 10,000-20,000 rounds. I highly suggest checking out infantryshopusa for cheap but high quality BB’s, you should try and buy for you and your friends because shipping costs can be high and it’s better to buy in bulk. ok, so this is a big one, DO NOT come to the event in a camouflage not stated in your teams rule book. Last year guys were showing up in tan helmets, uniforms and gear when they were green team, we had to have those people wear green reflective tape to signify their teams, also, the cadre told everyone that that was going to be the last time it was allowed to happen, from then on, the uniform restrictions are solid and no exceptions will be made unless otherwise stated. Also, depending on your team, understand what you are about to walk into, if you are on COST then wear the deepest green you can because north Texas is super super green in the spring. please try to arrive on Friday. I know it’s an extra night in a hotel or tent but being able to chrono a day early, meet with your squad leaders, get radios and communications working is super important. I highly doubt there will be night ops as there were none last year, however, if there are, you want a flashlight at minimum, and all things that are required under the night ops rule section. As it is your first time you most likely won’t have night vision goggles, but be aware, some people will most likely run night vision. and lastly, expect to be hot, tired, WET, sandy, caked in mud and clay, and look like you just got out of a real war. Get used to the idea that you will most likely play in rain, and crawling around in mud. Last year it rained for 2 hours before the event and a little during, I left caked from head to toe in mud. And then, wiped it off, took a shower, and did it all again the second day. Let me know if you have any other questions. -Sloth
  2. 1 point
    Hello AMS and friends, I just signed up for IH3 and I'm pumped! The guardian center is an amazing AO with some things I've never seen anywhere else. After talking to some of my buddies who got to play IH1 and IH2 we compiled a little list of suggestions (more like observations you can take or leave) that would make the AO that much better for IH3. 1. Make all Buildings and floors accessible- From talking to friends who went to IH1, it sounded like all the buildings were open and they could traverse all the floors of those buildings which made the fights very dynamic and action packed. When we went to IH2 there were a lot of roped off areas and roped off upper floors. Because they were roped off it cut off some avenues of attack and retreat which made the game pretty 2 dimensional (hold this corner and you cut off 3 blocks of the AO, sort of thing). This could have been directed by the Guardian Center and not American Milsim, but from what I understand the AO was completely open for IH1 so I'm not sure. 2. No locked doors- The AO had a really cool set of tunnels with main access points (large openings or double doors) in a few spots. There are also smaller access points along the outside. During IH2 all of these smaller access points were somehow locked closed. Since this tunnel runs the whole length of one side of the field and the main access points are close to each of the team spawns what happened was one team would take the tunnel, push to the main access point and couldn't be flanked due to the locked doors. So it turned into a spawn camping fight rather than one in this great AO. Please don't let the doors to the tunnel get locked. Another set of locked doors I recently found out about was the subway tunnel. Evidently they started out unlocked at IH2 but like the doors to the main tunnel were closed and locked. I've never seen the subway section of the AO which I hear is really amazing. 3. Remove active bases- IH2 made the main spawn points "active" to attack which ended up being a bit weird and unsafe. Not only where people there at the base removing lower face masks (not eyepro) to drink water or eat snacks which could then make them vulnerable to losing a tooth or two, but they also played no strategic importance since people where spawning there. The opposing force would walk up and shoot at people who were respawning who would then kill the opposing force and there were a lot of "he said, she said, you were dead" since the guys were dead but spawning. It was all very confusing and frustrating and I was lead to believe this didn't happen at IH1. Again, I am very excited about IH3. Its a great AO and AMS puts on good events. I just figured I would throw out some suggestions to make the game even better than last time. Looking forward to January! -Otter
  3. 1 point

    IRONHORSE 3 release form(s)

    Help us HELP YOU Check-in QUICKLY! Please have both of these release forms printed and filled out prior to check in to make sure we get you through the process as quickly as possible! BOTH NEED TO BE COMPLETELY FILLED OUT! IH3-RELEASE.pdf GC-RELEASE.pdf
  4. 1 point

    Radio and milsim

    Yeah, the frequencies we use aren't in the federal band. I'd advise the technically incompetent to have someone with technical knowledge program their radio and lock it from accidental changes. No need to attract the attention of the bureaucracy.
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