
OPERATION ORDER – Operation Pine Plains 2010
1. SITUATION:
1) Weather: Average Weather for May at Fort Drum
a) High - 66F
b) Low - 48F
c) Humidity - 53.3
d) Precipitation - 4.06 Rain
2) Terrain:
a) Fort Drum MOUT CTF, see Area of Operations maps and pictures
b) Maneuver within 100 meters outside the MOUT CTF is authorized.
b. Forces:
Only three platoons per company with six squads each will be open for registration purposes. Once these are filled, NO additional positions will be opened. Pathfinders and OPP Veterans will be given the opportunity to register first and then open registration will begin.
Company A (209 positions): BDU
Commander – 1 position (US Army Retired)
First Sergeant – 1 position (US Army Retired)
Platoon Leaders - 3 positions (US Army Retired)
Available positions at registration = 204
Snipers – 6 positions (3 sniper teams)
1st Platoon – 66 positions - 6 each squads of 11 (SL + 10)
2nd Platoon – 66 positions - 6 each squads of 11 (SL + 10)
3rd Platoon – 66 positions - 6 each squads of 11 (SL + 10)
Company B (209 positions): DCU
Commander – 1 position (US Army Retired)
First Sergeant – 1 position (US Army Retired)
Platoon Leaders - 3 positions (US Army Retired)
Available positions at registration = 204
Snipers – 6 positions (3 sniper teams)
1st Platoon – 66 positions - 6 each squads of 11 (SL + 10)
2nd Platoon – 66 positions - 6 each squads of 11 (SL + 10)
3rd Platoon – 66 positions - 6 each squads of 11 (SL + 10)
2. MISSION:
Operation Pine Plains is a force-on-force, objective oriented, 21-hour tactical simulation conducted at the Fort Drum MOUT CTF from 14-16 May 2010.
3. EXECUTION:
a. Intent: Operation Pine Plains is designed to provide a “real” military experience through a continuous tactical simulation. Safety and training are the highest priorities in replicating combat scenarios. Our ultimate goal is to provide civilians with a positive military experience through simulation of combat and strategy.
b. Concept of the Operation:
1) Two opposing factions within the community seek to gain dominance over the city
2) On Saturday at 1345 units (including sniper teams) move into their starting positions as determined during Mission/Safety Briefing. Command posts are off limits to opposing forces. Command posts will be used as “respawn” areas to regenerate and remission squad sized units. Command posts are the entry points for all resupply activities.
3) Operation Pine Plains STARTEX at 1400 Saturday.
4) Buildings will be assigned point values. Each team must develop a tactical strategy to acquire buildings and hold them until the end of the game. High value objectives – such as simulated dignitaries and treasure – will also be designated and assigned point values. High value objectives must be secured and held until the end of the game. High value objectives are not allowed to be moved to the command post. Points will be awarded at intervals during the game - SNAPSHOTS - for buildings and designated items. At the end of the game scores will be tallied and a winner determined.
5) FRAGO (Fragmentary Order) A minimum of 12 FRAGOs will take place during the 21 hour battle. The FRAGOs usually take place outside the main MOUT CTF and points are awarded for successfully completed missions that will contribute to the overall company score. The goal is to have as many different squads complete a FRAGO mission as possible.
6) The “MEDIC RULE” will be used to maintain unit integrity, provide a fluid tactical scenario and reinforce squad tactical fire and maneuver. Squads will remain together throughout Operation Pine Plains. There is never a reason for a player to leave his/her squad.
a) Each squad will have two medics designated, one per fire team. Medic role may be transferred from one “LIVE” player to another “LIVE” player at the discretion of the Squad Leader.
b) When a player is “hit”, a medic can regenerate the “wounded” player after three minutes. If a medic is “hit”, another medic can regenerate the “wounded” medic after three minutes. A player may NOT regenerate another player.
c) A medic can only regenerate one person at a time, therefore regeneration times become sequential – for example, it would take one medic 9 minutes to regenerate 3 players (3 minutes each).
d) Each medic will be issued eight (8) bandages for use within the squad – total bandages per squad is sixteen (16). Bandages must be tied to the wounded player’s left arm. When all bandages have been used the squad must move to the Command Post for resupply. There is no limit on the number of times a squad may be resupplied with bandages. This is a MANDATORY WITHDRAWAL.
e) If an entire squad is “wounded”, they must move as a squad to their respective Command Post to be regenerated after 5 minutes and then remissioned. This is a MANDATORY WITHDRAWAL.
f) Wounded player(s) must remain in place when hit. Another player(s) must simulate dragging the wounded player(s) out of the kill zone to a medic. If the tactical situation prevents retrieving the wounded player(s) from the kill zone - too many additional casualties would be caused - then the wounded player bleeds out after 10 minutes. After the 10 minute bleed out period, the wounded player(s) may move on their own back to their squad. Once rejoining the squad a medic can regenerate the player after three minutes and place a bandage on the wounded player(s) left arm.
g) Squad leaders must report Readiness Condition (REDCON) to their Command Post at required intervals as determined by the Commander, upon request from the Commander or when the squad reaches the following thresholds. This is important information for your Commander and replicates actual military reporting requirements, although the thresholds have been modified for game purposes. When reporting, Squad Leaders must identify the reason their squad is at a certain REDCON level – personnel, weapons, ammunition or water – and your ability to fix the problem. This allows the Commander to determine the correct course of action for that squad – resupply, reinforce, relief in place or withdrawal. In some cases it may be advantageous to withdraw a unit to the CP for 5 minutes than to wait the sequential time to regenerate in place.
*** REDCON 1 *** Squad is 100% mission capable on personnel, weapons, ammunition and water. (11 squad members are ready)
*** REDCON 2 *** Squad is 75% mission capable on personnel, weapons, ammunition or water. (10-8 squad members are ready)
*** REDCON 3 *** Squad is 50% mission capable on personnel, weapons, ammunition or water. (7-5 squad members are ready)
*** REDCON 4 *** Squad is 25% mission capable on personnel, weapons, ammunition or water. (4-1 squad members are ready) MANDATORY WITHDRAWAL for personnel as directed by the Commander.
*** REDCON 5 *** Squad is 0% mission capable on personnel, weapons, ammunition or water. (0 squad members are ready) If a squad suffers 100% casualties they must disengage from the area they were defending or attacking with red flag on their head and move to their respective Command Post for regeneration and remission. MANDATORY WITHDRAWAL for personnel, weapons, ammunition or water.
h) A red flag or RED CHEMLITE designates wounded or withdrawing players for A Company. A red flag or YELLOW CHEMLITEdesignates wounded or withdrawing players for B Company.
i) Individual movement during Operation Pine Plains is NOT authorized – squads must remain together and move as directed by the Commander or under MANDATORY WITHDRAWAL conditions.
j) Opposing forces are not allowed to capture each other - NO POWs.
7) Physical contact between participants is prohibited.
8) No role players are planned for this operation. A fire team size OPFOR will be used for FRAGO missions and as needed by the event organizers. This OPFOR is under the direct control of event organizers and issued very specifice rules of engagement and disengagement to add realisim to missions.
9) Operation Pine Plains ENDEX at 1100 Sunday.
c. Subunit instructions:
Friday 0800 – 1400 Game Staff Set Up
Friday 1400 – 1900 Registration & Chrono
- MILSIM MOUT Manual will be given to each Squad Leader
Friday 1900 – 2400 Assembly Area (AA) Operations
- Dinner on your own
- MOUT CTF lock down at 2000
Friday 2100 - 2200 Mission/Safety Briefing
Mission/Safety Briefing(CP - Building 13)
- Squad Leaders and above
Saturday 0000 – 0700 AA Operations (NO loud music or unnecessary noise in the camping area)
Saturday 0700 – 0800 Breakfast (optional meal plan)
- MOUT CTF access reopens
Saturday 0800 – 1130 Commander's Time: MOUT training, familiarization with the MOUT CTF, rehearsals, pre-combat checks, OPORD, troop leading procedures as determined by each company chain of command(MOUT CTF)
Saturday 1130 – 1230 Lunch (optional meal plan)
Mandatory Command Group Working Lunch
For Squad Leaders and above
Saturday 1230 – 1300 Gear up and final preparations
Saturday 1300 – 1400 Formation & final safety check (OCs move units into starting positions as determined during the Command Group Working Lunch beginning at 1345)
Saturday 1400 – 2400 Operation Pine Plains (MOUT CTF)
Sunday 0000 – 1100 Operation Pine Plains (MOUT CTF)
Sunday 1100 – 1200 Formation & Policing MOUT CTF
Sunday 1200 – 1300 Formation & Results
- Lunch (optional meal plan)
Sunday 1300 – UC Clean up & MOUT CTF clearance
Sunday 1300 – UC Departure & travel
Camp site is available Sunday afternoon from 1300-1800 for those who wish to stay and rest before departure. ALL must depart the MOUT CTF by 1800 Sunday.
4. SERVICE SUPPORT:
a. General: Combat Trains are located in Building 13.
b. Material and Services:
1) Class I – Subsistence
a) Friday Dinner
- Bring or purchase your own
b) Saturday Breakfast
- Optional meal plan available, sign up during registration
- Bring or purchase your own
c) Saturday Lunch
- Optional meal plan available, sign up during registration
- Bring or purchase your own
d) Saturday Dinner & Sunday Breakfast
- One (1) MRE and one (1) gallon of water will be issued to players during registration for use during the game. All participants should plan for and bring additional food and water based on personal usage and need.
e) Sunday Lunch
- Optional meal plan available, sign up during registration
- Bring or purchase your own
f) There is no potable water at the MOUT CTF. All participants should bring extra water with them. One (1) gallon of water will be issued to each player at registration.
2) Class II – Clothing and Individual Equipment
a) We recommend the following MOUT equipment for your safety:
- Knee pads
- Elbow pads
- Eye protection (full seal) (REQUIRED)
- Gloves
- Helmet
- Good boots
b) Weather appropriate clothing is recommended.
c) Typical MILSIM/Airsoft load out is recommended.
d) Company A (GREEN) will be in Battle Dress Uniform (BDU) or Woodland MARPAT.
e) Company B (TAN) will be in Desert Camouflage Uniform (DCU), Army Combat Uniform (ACU) or Desert MARPAT. The PCU jacket is considered part of the ACU.
f) International players are authorized to wear uniforms of their respective Armed Forces that are destinctly green in pattern for A Company and destincly tan in pattern for B Company.
g) All participants must have a red rag to designate wounded status. All participants must have a CHEMLITE to designate wounded status during darkness - A Company = RED CHEMLITE and B Company = YELLOW CHEMLITE. This two color identification is essential during hours of limited visibility to identify enemy kills versus friendly fire kills.
h) All participants will be spending Saturday night in the MOUT CTF as part of the game operations. Recommend bringing a poncho liner or blanket.
i) Plan on packing a bag or ruck for use during the operation. There will be a staging area for personal equipment at each Company CP for resupply activities.
3) Class III – Petroleum, Oil and Lubricants
a) All participants are responsible for their own fuels – vehicle, generator or stove.
b) Cold weather lubricants should be used in all Airsoft weapons.
4) Class IV – Construction Materials
a) No construction materials are provided.
b) There is lots of debris and furniture throughout the site that can be used for hasty fighting positions.
5) Class V – Ammunition
a) Biodegradable pellets are required.
b) Biodegradable tracer pellets are available from EXCEL - Green designated for Company A and Orange designated for Company B.
c) Establish resupply point in each Company Command Post.
d) There will be a vendor on site in Building 13 for the purchase of additional pellets.
e) FPS limits are 400 for AEGs and 450 for SAWS and 550 for Sniper Rifles using .25 BBs.
f) Only CTS Flashbangs will be allowed - unless you have certification from the manufacturer stating that their fuse is below 125 db. FTS Flashbangs will be available for purchase at the event.
g) No nerf or tennis ball simulated munitions are allowed. Only simulations that eject BBs are allowed.
h) Mortar munitions are issued to each company in groups of 10. Once 10 mortar rounds are expended, the company must request resupply. Mortar rounds are spotted and casualties assessed by Observer/Controllers in accordance with Fire Direction Center procedures.
6) Class VI – Personal Demand Items
a) Participants are responsible for their own personal hygiene items.
b) No alcoholic beverages are allowed at the MOUT CTF.
c) Porta-Potties will be located at the bivouac site on the Soccer Field and adjacent to the Command Post located in Building 13.
7) Class VII – Major End Items
a) Vendor will be located in Building 13 for the purchase of Airsoft weapons and equipment.
b) Participants should bring extra batteries. All players should establish a plan to recharge batteries in a field environment.
8) Class VIII – Medical Supplies
a) All participants should have a first aid kit.
b) Participants who are qualified MD, RN, LPN or EMT should bring their respective kit bag.
9) Class IX – Repair Parts
a) A vendor will be located in Building 13 for maintenance and repair parts.
b) Participants should bring common repair parts with them.
10) Class X – Non-Military Programs
a) Not provided.
b) Participants should bring their own entertainment.
11) Transportation
a) All participants and staff are responsible for their own transportation to and from the Fort Drum MOUT CTF. Carpooling is highly recommended!
b) All vehicles must be identified during registration for this event. All vehicles entering Fort Drum must have an identification placard displayed on the dashboard. Identification placards will be distributed at the entry point to Fort Drum.
c) There is plenty of parking available at the MOUT CTF.
d) Once at the MOUT CTF all movement will be by foot.
12) Medical
a) Aid Station is located at the Command Post in Building 13.
b) Minor injuries will be treated on site by qualified personnel.
c) Philadelphia Fire and Ambulance Department will provide on-site ambulance coverage.
d) Injuries requiring evacuation will be treated at local civilian hospitals - Carthage Hospital, Carthage, NY or Samaritan Hospital, Watertown, NY.
e) AEROMEDEVAC is available to the Trauma Center at Univeristy Hospital, Syracuse, NY
13) Personnel
a) Opposing forces are not allowed to capture each other - NO POWs.
b) If a unit is defeated they must disengage from the area they were defending or attacking with red flag on their head or respective CHEMLITE displayed and move to their respective Command Post for respawn and remission.
c) See "MEDIC RULE" for treatment of "wounded".
5. COMMAND & SIGNAL:
a) Command
1) Operation Pine Plains Command Post is located in Building 13.
2) Company Command Posts will be designated on site.
3) Operational Commander & Range Officer in Charge (OIC) is Major Bucciarelli (Blacksheep6), US Army Retired
4) Range Safety Officer (RSO) as designated on site.
5) Second in Command is Tom O’Rourke (Crossfire).
6) Higher headquarters is Fort Drum Range Control located in Building P-4855, Jones Street, telephone (315) 772-6105.
7) Chain of Command for game purposes is as designated for each company team.
b) Signal
1) Communication with Fort Drum Range Control in accordance with range instructions on radios issued by Fort Drum Range Control or land line located in Building 13.
2) Only commercially procured radios are allowed for use at the MOUT CTF by game participants.
3) MSATO has designated the following channels for OPP events. MSATO is only authorizing FRS channels. If people want to use other radio channels it is their responsibility to make sure they follow proper FCC regulations. MSATO will take no responsibility for people using Frequencies outside these guidelines.
FRS/GMRS
Channel Frequency Unit
1 462.5625 Co A
2 462.5875 Co A
3 462.6125 Co A
4 462.6375 Co A
5 462.6625 Co A
6 462.6875 Co A
7 462.7125 Co A
8 467.5625 Co B
9 467.5875 Co B
10 467.6125 Co B
11 467.6375 Co B
12 467.6625 Co B
13 467.6875 Co B
14 467.7125 Co B
15 462.550 Co B with proper FCC license
16 462.575 Co B with proper FCC license
17 462.600 Co B with proper FCC license
18 462.625 Co B with proper FCC license
19 462.650 Co A with proper FCC license
20 462.675 Co A with proper FCC license
21 462.700 Co A with proper FCC license
22 462.725 Co A with proper FCC license
FRS/GMRS dual-service or "hybrid" radios - FRS/GMRS 2-way radios are simply dual-service, or "hybrid," radios that provide access to both the FRS and GMRS bands, utilizing FRS channels (1-14) and GMRS channels (15-22). Use of a dual-service radio's GMRS bands requires an FCC operator's license. Dual-service radios may be used without an operator’s license, if only the FRS channels are used.
4) Call signs will be determined within each Company team.
5) Challenge and password will be determined within each Company team.6) Only commercially procured smoke grenades are allowed for use at the MOUT CTF. NO HOMEMADE DEVICES!
7) Points are awarded for controlling buildings in the MOUT CTF. Each building must be marked with tape by displaying the company color in one window on each side of each floor of the building. A Company will use RED DANGERtape and B Company will use YELLOW CAUTIONtape.

OFFICIAL:
Blacksheep6
Major, Infantry
US Army Retired





