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Milsim

During the course of a game of paintball you can experience many emotions and feelings. However, those who practice paintball in the modality known as MILSIM, experience different situations from the rest

as we seek to simulate as closely as possible different experiences that reflect our investment of sweat, time and toil.

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During the course of a game of paintball you can experience many emotions and feelings. However, those who practice paintball in the modality known as MILSIM, experience different situations from the rest, as we seek to simulate as closely as possible different experiences that reflect our investment of sweat, time and toil.

The organization of MilSim Quebec, Canada gave us a guide, the Standard Operating Procedure – SOP,to study and implement, in which the rules and operating standards in Milsim are detailed. Here,we will describe only the salient features and rules of the sport, as it is much more extensive and detailed than is necessary to elaborate on at this time.

One feature in Milsim is the use of tactical equipment similar to that used by the different military units worldwide in combat zones (uniforms, communication equipment, sound grenades, and ballistic shields). An essential part of this particular discipline is the use of paintball guns (called markers) that represent different types of military weapons currently in use. In the Milsim modality, the marker it is important to restrict weapons to represent the functionality of actual ordinance, in this way increasing the dependence on tactics as opposed to firepower.

Only using a “Cap Tap” level, which equates to a capacity of 30 balls, is permitted. This is in order to recreate the actual load of a military issue weapons. Hoppers of 200+ paintballs or similar are not allowed, with the exception of the gunner, and onlyone gunner for every 8 operators is allowed.

To start any mission, all players or operators can load up to 250 balls in total including secondary mission markers. The exception is the gunner which can carry up to 1,000 balls. For the secondary marker (i.e.handguns) can have a maximum of 30 paintballs.

During the mission shortwave radios and other communication devices that are not prohibited or restricted by law are often used to coordinate movements. In addition, each operator must always keep in mind that the ammunition is limited, as an operator in real life is limited. This adds an element of reality and stress, and knowing that if he does not control hisshots;histeam can be left open. These apparent limitations lead in practice to using the paintballs more efficiently, with more control by the operator. This creates the need for coordination among team members while reloads are performed, providing a more exciting experience and closer reflection to reality. Imagine the cry "loading!!" or "I need a mag !!!" while dozens of rivals areclosing inon your partner’sposition, forcing you to supply cover, while he furiously reloads, hoping to be smart enough and fortunate enough to prevail.

A hit occurs when a paintball touches the player, the paintball may or may not explode, but either way is counted as a hit. So to be as realistic as possible, we use the impact to see if the player is "dead" or "hurt" depending where the impact occurs (head, chest or leg). Once theydeclarethemselves, they must lie in the field; players cannotleave the area or say aloud that are dead then return to play because they realized they made an error. Operators "dead" cannot talk, under any circumstances. "Dead is dead and the dead do not talk." All hits to his person, team, or any element in their possession count as "hits". The "dead" operator must remain on the ground were they were hit, in silence, until the play is transferred to another sector.

Operators have different ranks and specialties such as scout, infantry, sniper, gunner, medic, communications or a number of other roles. For example, the role of "medic" is to "reintegrate" players hit during the mission, by followingthe protocol using a medical kit that each player carries. While the medic assists the operator, the impacted player must stay in the area where he was hit without withdrawing the security elements. A doctor can keep the same combination of weapons as a normal operator.

The various operations and mission objectives are much more complex than any "normal" paintball encounter. Games can last for an extended time, from a couple of hours, to even a couple of days as they have multiple targets in a single mission. A great deal of strategy and tactics are needed, plus many hours of training to accomplish the mission successfully.

A MILSIM operator requires honesty, integrity and discipline. As with other games, where the players monitor their own adherence to the rules, these scenarios require the members to stay true to their ideals. The game could be easily turned through the dishonest behavior of operators, however Milsim demands adherence to these principles. Remember, Milsim strives to recreate reality, and there is no reset button to press when you want a “do-over”.

FaLang translation system by Faboba

Top Secret

members CCOM - SOP Fem Milsim Colombia

Warnings

members CCOM - SOP Fem Milsim Colombia

Magazine TAP CAP ÁREA

SIN HOPPER Zone

Non-MILSIM markers are forbidden

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FEM MILSIM - 2015
Paintball Milsim
Medellín, Colombia

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