GASS has common game formats used to run regular days and special events throughout the year:

Our 'Normal Game Days' are standard tactical scenario days where we run multi objective scenarios. If you're new to GASS then we would definatly recommend that you start by attending one of these days.

Lunch is provided at these game days but we recommend you still bring some water to carry out in the field as the site's we use are very large and you could be some distance from your kit at various times in the day.

Loadouts will be any form of camouflage as we sepearate the teams using coloured armbands but Medic Armbands and Ammo Limits may be introduced during certain games.

You'll be surprised at how little ammo you'll go through on one of our 'Normal Game Days'

A rolling battle fought throughout the day to gain control of certain area's around the whole site. Its simple, hold the objective (Be within 10meters) for the time designated time on your ‘Team Orders’ and your team Wins the points set for that particular objective. Several objectives may need to be held at the same time, and It’s up to your team how to divide your force's strength to maintain occupancy of your objectives.

Pay attention though as some designated objectives are worth more points than others, if you decide to hold or sacrifice certain objectives then that’s your team’s call.


Loudouts:


FULL TACTICAL MILITARY UNIFORM IS TO BE WORN i.e. no PMC, mixed or ‘Black & Tan’ style load outs. Please wear corrosponding webbing/ plate carrier.


Green Team: British Woodland DPM, Flecktarn, U.S. Tricolour Woodland, MARPAT, CADPAT, or Fleckmuster etc… No desert or light style uniforms.


Desert Team: British DDPM, ACU, Multicam, Desert Tiger Stripe, Desert MARPAT, Desert CADPAT, Tropentarn or Auscam etc…


Ammunition Limits:


Rifleman = 600rnds Primary and 3 Mags Secondary (Pistol, not Hi-Cap), 3 Moscarts, 2 Grenades MK5 and 9mm BFG only and 2 Smokes.


Support Gunner = 2000rnds Primary and 1 Mag Secondary   (Pistol, not Hi-Cap), 2 Grenades and 2 Smokes.


Sniper/Marksman = 150rnds Primary and 3 Mags Secondary  (Pistol, not Hi-Cap), 1 Grenade and 2 Smokes.


This can be carried in any magazine i.e. Hi-Cap (Not secondary) or Mid-Cap but you must not exceed allowed limit, and spare ammunition must be left at your ‘Team CP’ and cannot be carried in the field of play.


Additional Info:


The Medic-System is used during gameplay.


Lunch is NOT provided for this event and we advise you bring plenty of water and rations to consume during gameplay. A period is allocated for lunch but it's up to your team how you manage lunch.


No POW's (Prisoner Of War) are taken at this event.


Please try to be as prepared as possible with kit to save time in the morning.

A rolling series of 'MCOM' Stations that need to be seized, armed and
destroyed. After each section there will be a re-group for the
defenders to move back to the next set of objectives. Each objective
will have a stop clock and a pyro, when the counter hits 0 the
objectives is destroyed and the pyro can be set off Re-gens will occur
using a token system, there will be a box at all the re-gens and every
time a player is KIA, they take a token out of the box, once all
counters are gone, re-gen stops.

The more effort you put in will just add to the experience.

Loadouts:

Clothing wise, there is only one restriction which is modern, however
the're are retro weapons in the game so there will be no restriction to
the style of guns used.

Assault: Can use any Rifle/SMG with 600rnds in the field and can drop
an ammo crate (If in play). 1 Grenade and 3 lives in the field.

Medic: Can use any Rifle/SMG/MG with 3000rnds in the field with an
MG. (MP5 with a box mag is not classed as an MG!), 600rnds with
Rifle/SMG. Can re-gen players with 'Def-fib Paddles' so they can re-gen
on the spot in play. (3 'Medic Packs' per side). 1 Grenade and 2 lives
in the field.

Engineer: Can use any Rifle/SMG with 600rnds in the field. Can set
charges/lay traps/mines (If in play). Carries a 'Repair Tool' for
damaged vehicles (30 second count for each point of damage, player
provides own drill/tool). 4 Grenades and 2 lives in the field.

Recon: Can use a single action bolt Sniper Rifle 500fps and wear a
Gillie with 150rnds in the field. Can call in a 'Mortar Strike' once per
game (If in use, Staff will provide on the spot brief). 1 Grenade and 2
lives in the field.

Additional Info:

The Medic-System is used during gameplay.

Lunch is provided for this event.

Both teams will have an HQ which they can always re-gen from and cannot be fired upon. NO SPAWN CAMPING!

During play there may be ‘Ammo Dumps’ and ‘Ammo Re-Supplies’, these injects will be made available by Staff.

No POW's (Prisoner Of War) are taken at this event.

Please try to be as prepared as possible with kit to save time in the morning.

Many thanks to Josh and Co @ Gunman Airsoft for collaboration on the idea.

A rolling interactive scenario played throughout the day to complete
certain objectives and mission orders. Its simple, complete the
objective stated in your mission briefs from your Commander and react to
difficult situations, using your brain as well as your trigger. It’s up
to your team how to divide your force's strength to maintain occupancy
of your Command Post (CP) and the completion of objectives.

Both Teams may or may not be trying to complete the same objectives
at the same time so stay on your toes, Rules Of Engagement (ROE) will
apply. ROE Cards will be given out and a large amount of crew driven
injects will also be ongoing.

This is a simulation not a skirmish so will need to interact with
civilians, gain intel, and barter your way through the scenario.

Loudouts:

FULL TACTICAL MILITARY UNIFORM IS TO BE WORN i.e. no PMC, mixed or
‘Black & Tan’ style load outs. Please wear corrosponding webbing/
plate carrier.

Green Team: British Woodland DPM, Flecktarn, U.S. Tricolour Woodland,
MARPAT, CADPAT, or Fleckmuster etc… No desert or light style uniforms.

Desert Team: British DDPM, ACU, Multicam, Desert Tiger Stripe, Desert MARPAT, Desert CADPAT, Tropentarn or Auscam etc...

Ammunition Limits:

Rifleman = 300rnds Primary and 3 Pistol mags (Not Hi-Cap), 3 Moscarts (If used), 2 Grenades MK5 and 9mm BFG only and 2 Smokes.

Support Gunner = 1500rnds Primary and 3 Pistol mags (Not Hi-Cap) , 1 Grenades and 2 Smokes.

Sniper/Marksman = 150rnds Primary and 3 Pistol mags (Not Hi-Cap) , 1 Grenade and 2 Smokes.

This can be carried in any magazine i.e. Hi-Cap or Mid-Cap but you
must not exceed allowed limit, and spare ammunition must be left at your
‘Team CP’ and cannot be carried in the field of play.

Additional Info:

The Medic-System is used during gameplay.

Lunch is NOT provided for this event and we advise
you bring plenty of water and rations to consume during gameplay. A
period is allocated for lunch but it's up to your team how you manage
lunch.

Also we cannot accept rental bookings for this type of event due to
the nature of it. We require experienced players with their own
equipment to participate as the gameplay is very different from our
Regular Game Days.

During play there may be ‘Ammo Dumps’ and ‘Ammo Re-Supplies’, these injects will be made available by Staff.

No POW's (Prisoner Of War) are taken at this event.

Please try to be as prepared as possible with kit to save time in the morning.

Medic rules are applied to a lot of our game formats, so here's a basic run down of the medic rules.

How it works
    •    Each Player must carry two white medic bandages.
    •    When shot a player shouts for a ‘Medic’.
    •    To heal the player, any other player on the same side ties one of the injured player’s own white bandages around their arm.
    •    When shot a second time the player again shouts for a ‘Medic’ and one of their team players ties the other bandage to the opposite arm to where their first bandage was tied.
    •    When shot a third time the player is ‘Dead’ and must head back to their ‘Team CP (Control Point)’.

Designated Medics
    •    Each side will have dedicated ‘Medics’ (assigned by Staff on the day) who will have four red bandages in a ‘Medic Pack’.
    •    If a dedicated ‘Medic’ treats you, one white bandage being worn can be removed when the red one is applied giving the injured player an ‘Extra Life’.
    •    The white bandage that’s removed is returned to the player receiving a red bandage.
    •    ‘Medics’ cannot treat themselves.
    •    Only one red bandage can be applied to a player at any time.
    •    Any players returning to their ‘Team CP’ with a red bandage on must leave it behind, to allow ‘Medics’ to retrieve them for use on other players.

Bleed Out
    •    If a player doesn't receive a bandage by a team member within five minutes of being hit, then they ‘Bleed Out’ and must return to their ‘Team CP’ as a ‘Dead’ player.
    •    ‘Dead’ players that have re-gen’d and are returning to the game may re-stock their ammunition during their re-gen period.

Additional Info
    •    A grenade kill is a KIA the 'Medic-System' doesn't apply, if hit by a grenade you need to leave the field and re-gen.
    •    There is to be no short cutting of the ‘Medic System’.
    •    Ammunition must be used wisely and tactfully short cutting the ‘Medic System’ to re-arm is not permitted.