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American MilSim
AMS Forums set to ARCHIVE MODE (POSTING DISABLED). These forums will be used for historical reference, otherwise you can find the AMS event pages located on Facebook.

Twitch

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Twitch last won the day on October 2 2017

Twitch had the most liked content!

About Twitch

  • Rank
    American MilSim Member
  • Birthday 08/28/1980

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  • Gender
    Male
  • Location
    Broomfield, Colorado
  • Interests
    Milsim, Ham Radio, Football, Hockey, NASCAR, Weather
  1. That's tough to answer.... There are 196 house and several outbuildings in the active AO area. Some of the houses are flagged to not enter due to various hazards, so the number will be a few less than that 196 number.
  2. Yes on electricity and running water. They are furnished. Last year ours also had working AC. They are NOT part of the active AO. They are in the closed area. I'll let Rick follow up with you on the cost.
  3. I have it, I use it and yes they are good for use at events.
  4. @deronion - In my recent experience the frequencies used by AMS at events are all within the business itinerant band. The FCC still requires those using these frequencies to have licensed them for use. Whether or not AMS has done this, I do not know. As for FRS/GMRS the UV5R is physically capable of transmitting in this band, but the UV5R is not FCC Part 95 certified for use in those bands because the radio can transmit above the maximum legally specified power for those frequencies. So can you transmit on those frequencies? Yes. Can you do it legally? No, not with the UV5R, again because it's not certified for use on those channels. I've personally never seen enforcement of the FRS/GMRS issue. Basically they would have to catch you in the act, and inspect your equipment to confirm it's not Part 95 certified before anything is done. However transmitting on unlicensed frequencies I have seen. Several times. FCC fines for violations can range from a few thousand dollars to hundreds of thousands. Bottomline, don't interfere with communication of others. If you are licensed to use certain bands or channels, don't, unless someone who is licensed for a specific frequency/location authorizes you to do so. Be responsible with your radio. As I said above the UV5R's are also capable of transmitting in business bands, and these are also widely used for public safety. If you begin transmitting on one of those and interfering, that's going to draw attention and enforcement. Don't be that guy.
  5. I've been in several of the night games and SSW's were in full use.
  6. Prepare for bugs. This place is absolutely crawling with ticks. Permethrin treatment on your clothing works very well. Once the roster is released get in touch with your Squad Leader and figure out what his expectations are so you are prepared in that respect.
  7. You will be assigned to a squad and your squad leader will communicate information to you. You will likely also receive an email with the roster, and your SL's contact information just prior to the event.
  8. If he is on site he will need to have waivers filled out and turned in for both AMS and the Playas Training Center. If he enters the field of play, even as only an observer, he will need to have purchased a "Press Pass" ticket, comply with eye protection requirements, and be wearing bright orange or yellow (no red). If he stays in the campground the entire time only the waivers are necessary, not the Press Pass.
  9. Expect to be camping in an open lot. There are portapotties, but you will need to bring your own food, water, etc. Have tent, sleeping bag and other amenities you think you might need. Just be self sufficient. Last year the overnight temperatures were in the in the upper 50's. But it feels cool given how damn hot it was during the day. The averages for that time of the year (according to the NWS) are a Daytime High or 87°F and an Overnight Low of 63°F. Last year a freak (and strong) storm rolled through Friday night and caused some problems, so make sure you stake down your tent really well. The nearest town large enough to have a Walmart is Deming NM, which is about 75 miles away. As for other things to do, it's the desert, there's not a lot out there.
  10. Twitch

    POV application

    povapp@americanmilsim.com http://americanmilsim.com/forum/index.php?/topic/3626-pov-application/
  11. When the swarm shell is fired, it's fired. That's how you know. I'm not sure what more you're asking with that. If you carry 12, and fire each one once you've reached your compliment and have to rearm at a FOB or MRP. But when it comes down to it, this is a game of honor and integrity. It's hard for AMS to police every little thing in the field and trust is placed in players to play by the rules. In reference to vehicles, I say this as someone who is a part of the cab crew for a technical at these events. When we know we've been hit with a rocket, or other rounds which would take us down, we absolutely call it. With a swarm type of round, we'd need to definitely be able to see it and know that's exactly what we were hit with. Just the sound isn't going to tell us anything because rolling into a firefight and being in the cab it sounds like someone is shaking a can full of rocks with all the noise from BB's bouncing off the body of the truck. If you hit a vehicle with a swarm grenade and they don't call a hit, it's not that they are trying to cheat, they probably didn't see you firing it, and can't tell the difference between that and the barrage of rifle fire hitting the vehicle.
  12. Blaster Dry Lube with Teflon works great for what Alex is describing. We use it in our smoke grenade launcher. Helps keep it from getting all crudded up as we're firing activated smoke grenades out of it. The first time we used the launcher we came back and it had a sticky film inside of it, and had to soak the launcher in degreaser to get it out. Our smokes have to be wrapped in 5 revolutions of duct tape for a good fit. I think the heat of the smoke grenade, combined with the duct tape and chemical release within the smoke is what gummed it up. The dry lube has helped out significantly with performance and reducing the amount of required maintenance.
  13. From my understanding of the rules for the HWS position, you can only re-arm / reload at your spawn point. You can carry up to 12 shells that you loaded at the spawn point, but once you've fired the shell, it's fired, and you would need to wait until you go back to a spawn point (FOB/MRP) before you reload it. You just can reload it in a place other than your spawn point. Rules: http://americanmilsim.com/forum/index.php?/topic/3201-american-milsim-ruleset/ Scroll down to "Heavy Weapons Specialist" for reference. That being said, most people treat those bee hive grenades as a BB strike type of weapon. If you're wanting something that vehicles will recognize that they're being hit with a "rocket" then TAGINN's (particularly the Archangels) are great, but they are expensive, and the type that explodes are single use projectiles (launcher shell is reusable).
  14. That link is 5 years old, and dead now. You could try using Google to find some current info.
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