Operation Overlord D-Day

“The tide has turned! The free men of the world are marching together to Victory!
I have full confidence in your courage, devotion to duty and skill in battle. We will
accept nothing less than full Victory!” – General Dwight D. Eisenhower (1944)

Saturday, June 13, 2026

Twin Cities Airsoft - Course is located at: 2261 130th Ave., Emerald WI 54013
Schedule of Events:
08:00 Registration open.
09:00 New-player orientation and basic rules.
Gear inspected; Guns chronographed.
09:30 Pregame meeting, announcements, team organizing and schedule.
09:50 Stage 1 Game briefing at staging area.
(All game start times are hard starts, with or without you.)
10:00 to 11:00 Stage 1 (60 min).
11:20 Stage 2 briefing.
11:30 to 12:00 Stage 2 (30 min).
12:20 Stage 3 briefing.
12:30 to 1:00 Stage 3 (30 min).
1:00 to 1:50 Lunch break (50 min).
1:50 Stage 4 briefing.
2:00 to 2:30 Stage 4 (30 min).
2:50 Stage 5 briefing.
3:00 to 3:30 Stage 5 (30 min).
3:50 Stage 6 briefing.
4:00 to 5:00 Stage 6 (1 hour).
5:10 begin to hand out prize tickets.
5:20 Final announcements, recognitions, and prizes.
Required for all players: Barrel cover on each airsoft rifle. Full-seal eye protection
(ANSI Z87.1) with a strap. Hard plastic/metal full coverage face mask for all
players under 18 years of age. Dead rag: Red rag (at least 1 square foot). Signed
waiver for all players. All Twin Cities Airsoft field rules apply to this event. See
TCA website for all field rules: http://www.twincitiesairsoft.com/specials/airsoft-
rules.html
• Age minimum = 12 years
• FPS limit = 317fps with .32s (1.5J)
• Bolt-action limit = 394fps w/ .32s (2.31J) & 100’ engagement.
• Friendly fire counts: If you get hit by your own team, you are out.
• Gun hits count for this event.
• Noise grenades eliminate everyone in the same room.

Fire Modes: Full-automatic and burst-mode firing are allowed at this event with
the exception of: no full auto or burst firing while at close ranges (30 feet or less).
We are also allowing the following additions:
• Pump/slide-action or lever-action guns that shoot multi-round bursts.
• BB shower shells such as Madbull or similar.
• Mini launchers such as Zoxna or similar.
• Double-barrel guns.
Hit & Respawn Rules: When you’re hit, immediately call yourself out and go to
your respawn: Each stage of this scenario will have different respawn locations
and may have different respawn rules or time windows. Please refer to each
stage briefing for the respawn locations, rules, and timing.
Factions: The teams for this event are divided into two Factions: Allies and Axis.
Your faction will be finalized on game day during the pregame meeting based on
your preferences, your loadout/clothing, and our faction size goals.
Allied Faction: (Blue Team)
Starting location: see individual locations based on each stage.
Respawn: see respawn location and rules based on each stage.
Allied Radio Channels: 2, 4, 6, and 8 on standard radios or 462.5625 MHz
Allied troop types:
• Commanding Officer (CO): One person chosen by team. Remains the
same all day.
• Engineer: Designated to handle specific game props. Volunteer position.
• Medic: Designated to heal troops. Volunteer position.
• Flag Bearer: Designated to carry the Allied Flag. Volunteer position.
• Soldier: Back bone of the Allied Faction.
Axis Faction: (Red Team)
Starting location: see individual locations based on each stage.
Respawn: see respawn location and rules based on each stage.
Axis Radio Channels: 3, 5, 7, and 9 on standard radios or 462.5875 MHz
Axis troop types:
• Commanding Officer (CO): One person chosen by team. Remains same
all day.
• Engineer: Designated to handle specific game props. Volunteer position.
• Medic: Designated to heal troops. Volunteer position.
• Flag Bearer: Designated to carry the Axis Flag. Volunteer position.
• Soldier: Back bone of the Allied Faction.
Radio Communication: If you have a two-way radio, keep it set on your faction’s
radio channel. You may not monitor the other factions' channels. VOX mode, hot
mic-ing, and channel jamming are all strictly prohibited. Please familiarize
yourself with your radio and program in its channels before arriving at the field.

Dress Code: This is not a strict reenactment. Many participants will show up with
modern camo/clothing and equipment. (No Nazi or SS symbolism allowed.)
Players are not required to wear arm bands as long as it is clear what faction you
belong to. We will provide you with armbands if your appearance doesn’t clearly
indicate your faction. If possible, please wear clothing that somewhat resembles
any of the military uniforms worn during the European theater of World War II for
either the Allied or Axis powers.
• The Axis powers were Germany, Italy, and Japan.
• The Allied powers were Great Britain, the United States, and the Soviet
Union.
WW2 helmets are encouraged. If you’d like to be with the Allies, you are also
welcome to wear a civilian partisan outfit such as the French Resistance.
Our Commitment to You: The field owner (Darrin), field manager (Carla), event
producers (Darrin and Drew), and referees and support staff, are all committed to
hosting a fun and enjoyable event. We will follow through with this event
regardless of intermittent weather. We are fully committed to delivering
everything as advertised and greatly respect the sacrifices that each individual
makes in order to attend our events. However, should the weather pose an
immediate safety risk to players and staff, the event may be delayed or
postponed accordingly. We strive to put on the best events and ensure player
safety while having fun. In addition, your opinions and improvement ideas are
valuable to us, so please feel free to share them. This event was produced and
hosted by TCA - Twin Cities Airsoft. If you have any questions, please ask!
Schedule of Events:
08:00 Registration opens: We would like to have everyone through registration
by 9:00. Once registered, you may proceed to the chronos and get checked out.
We would like to have all guns inspected/checked, and chronographed by 9:30.
09:00 New-player orientation: Basic rules are for anyone new to the game of
Airsoft. This covers basic field, gun, and player safety. This is mandatory for all
new players, while experienced players do not need to attend. Use your own
discretion on whether you choose to attend, however all players are expected to
know these basic rules.
09:30 Pregame meeting: Announcements, team organizing, and schedule. All
players are requested to be geared up (if possible) and in attendance
(mandatory). We need all players present in order to assign all players to a
faction and choose Commanding Officers. Once assigned, players are not
allowed to switch factions unless discussed with the Game Master. The Head
Referee and Game Master (Ariel and Drew) will go over scenario rules. All game
start times are hard starts, with or without you!
9:50 Stage 1 Game briefing at the D-Day course.

10:00 to 11:00 Stage 1 (60 min).
11:20 Stage 2 briefing.
11:30 to 12:00 Stage 2 (30 min).
12:20 Stage 3 briefing.
12:30 to 1:00 Stage 3 (30 min).
1:00 to 1:50 Lunch break (50 min).
1:50 Stage 4 briefing.
2:00 to 2:30 Stage 4 (30 min).
2:50 Stage 5 briefing.
3:00 to 3:30 Stage 5 (30 min).
3:50 Stage 6 briefing.
4:00 to 5:00 Stage 6 (1 hour).
5:10 begin to hand out prize tickets.
5:20 Final announcements, recognitions, and prizes.

Stage 1 - D-Day: Storming the Beach:
09:50 Game briefing at D-Day course.
10:00 Game starts.
11:00 Game ends (60 min).
The Allied forces are storming the beaches of Normandy. They have several
objectives to achieve during this invasion:
• Clear all “barbed wire” in order to advance up the field. Engineers must
use explosive “bangalore torpedoes” to clear the wire. Only designated
Engineers may carry and use the bangalore torpedoes. Troops may
attempt to go around the wire but may not cross any wire without
engineers first blowing them up and referees clearing them out of the way.
Allied forces get 5 designated engineers.
• Destroy all Axis heavy bunkers “widerstandsnester” or resistance nests
using satchel charges. There are four of them that must be destroyed.
Normal BB’s do not affect the players inside these four structures only.
Rocket Launchers do nothing against these specific structures. They can
only be eliminated by throwing a satchel charge against the outside by an
alive/active Allied player or by a player getting inside the bunker and
tipping over the corresponding flag. There will be one Axis flag per bunker.
• Finally, the Allied troops must remove the Axis flag at the top of the hill
and plant an Allied flag in its position at the top of the hill behind the Axis

bunkers. Doing this ends the game immediately. They have 60 minutes to
do so.
Allied starting locations and respawns: Allied have three starting locations, 1: far
up the hill to the South; 2: center at the boat landing; 3: far to the East. Players
may choose to start at either location. They have instant respawn once five
players are back at respawn. They will have 4 medics in play. Medics may heal a
player by placing a band of tape on one arm. Then heal them a second time by
placing a band of tape on the other arm. Once that player has been taped twice,
they cannot be healed a third time, and must go back to respawn. They can then
remove all medic tape and start fresh.
Axis objective is to hold their positions and keep the Allied troops out. Last the
full 60 minutes.
Axis starting locations and respawns: Axis will start within all heavy and light
bunkers spread out across the entire Northern shoreline. Axis players within the
four designated heavy bunkers are immune to damage from BB’s. (Max 4 players
allowed per heavy bunker.) All other Axis players can be eliminated with BB’s,
law rockets, and will respawn at their Axis flag at the top of the hill. Axis will also
have 2 medics in play. These medics can heal each other, but once healed twice,
will respawn as normal player.

Stage 2 - Battle of Aachen: Avoiding Artillery:
11:20 Game briefing in the field.
11:30 Game starts.
12:00 Game ends (30 min).
The Allied forces are pinned down in Ubach and trying to take the city of Aachen.
The Axis are held up in Aachen and launching counter-attacks against the
Allieds. Both sides are trading artillery strikes and suffering heavy losses. The

objective is for Allied troops to get as many of their flags into the city of Aachen
while the Axis Faction must get as many of their flags into the city of Ubach.
• There will be a designated location with colored ribbon for each faction to
get their flags into. An alive/active player can only place one flag at a time
into the zone. Once inside, the flag remains until game over.
• Each faction will have 7 flags to make attempts with and one flag standing
up to designate their respawn. 7 players may carry 7 flags, but only one
flag may be carried by each player.
Allied starting locations and respawns: Allied will start in the city of Ubach.
Axis starting locations and respawns: Axis will start in the city of Aachen.
Respawn for both factions will be at least 100 feet away from the corresponding
target location of the opposing faction. Five players are needed for each team to
respawn.
No medics during this stage. If the player is eliminated, they can choose to drop
the flag for their teammates to pick up or carry it back to their starting location.
However, once a dead player starts to walk away with a flag, that flag is now
dead and must also be brought all the way back before it can be used again.
There will be random air strikes occurring throughout the battle. This will be done
by a specially designated referee walking around and calling out airstrikes
accordingly.

Stage 3 - Battle of Hurtgen: Suffering Losses:
12:20 Game briefing in the field.
12:30 Game starts.

1:00 Game ends (30 min).
The Allied forces are trying to take the town of Hurtgen (Black Castle) by
knocking over the Axis flag and placing their flag in its place. The Axis are dug in
and well defended. The Axis Faction is in control of the town of Hurtgen and the
surrounding countryside. Allied troops must clear them out and take the town.
Allied starting locations and respawns: Allies will have 3 designated respawn
locations along the southern rear border. They can start at any of these locations
and must have 3 players back at respawn to come back in the game. Unlimited
reinsertions. Allied medics respawn as medics.
Axis starting locations and respawns: Axis will start spread out along the entire
center going East and West and cannot start inside the town of Hurtgen. Axis
may not push forward at any time, but may retreat. Once hit, then they must
respawn inside Hurtgen and are not allowed to leave again. Once inside Hurtgen,
they cannot respawn again and can only be healed by a medic. If a medic is shot
outside of Hurtgen, they go inside. Once inside and the medic is shot again, they
cannot be healed by other medics and they are not able to come back into the
game.
Each Faction gets 4 medics. Rocket launchers do nothing against the Black
Castle. Axis are trying to survive all 30 minutes.

1:00 to 1:50 Lunch break (50 minutes).

Stage 4 - Battle of the Bulge: Germany on the Offensive:
1:50 Game briefing in the staging area.
2:00 Game starts.
2:30 Game ends (30 min).
Axis forces are trying to stop Allied use of the Belgian Port of Antwerp and to split
the Allied lines. The Allied Faction controls the crossroads at Pine 1. The Axis
Faction is moving across the countryside at Pine 2. This battle will be widespread
and ever changing.
• The objective is like a moving “king of the hill” match, with the 1 control
point moving around. This control point will move every 5 minutes with a
referee inside keeping track of the time. The faction who has an
alive/active player within the control point for the most cumulative overall
time wins.
• The control point will move up to 6 separate locations scattered around
the map, and will be found in key strategic locations.
• The control point will be designated by high visibility tape and a referee.
• Time is only running while a live/active player is inside. Once eliminated,
time stops.
• Remember your grenades and rocket launchers.
Allied starting locations and respawns: Allieds will start at the Brown base at Pine
1 and will have a 15 second headstart from when game starts to take as much
ground as they can. Allied starts inside or touching the building and respawns at
1 of 2 respawn locations; designated flags about 100 feet East and West of the
Brown base. They need 3 players to respawn.
Axis starting locations and respawns: Axis will have a 15 second delayed start
time at 3 designated flags as respawn locations along the back Northern border
of the playing field. They can start at any of these locations and must have 1
active and 2 dead/inactive players back at respawn to come back in the game.
These flags can now be carried by the active/alive player and brought to any
location on the field. If the flag bearer is shot, he must drop the flag and no player
may respawn at that flag until a new active/alive player retrieves/picks it back up.
2 medics for the Allies and 3 medics for the Axis.
Map below is incorrect: Axis and Allied are switched.

Stage 5 - Battle of Remagen: Control the Bridges:
2:50 Game briefing in the field.
3:00 Game starts.
3:30 Game ends (30 min).
Axis and Allied Factions are fighting over control of the bridges in the area.
Controlling these bridges are paramount to winning the war. They are the only
thing that matters.
• These bridges will be designated by “pushpins” located in the center of
each bridge. (If you find a bridge with no pushpin, that bridge does not
count.)
• The objective is to push the pin on each bridge to have it showing your
color. Blue sticking out for Allied and Red sticking out for Axis.
• These pushpin control points will be calculated every 5 minutes by a
referee and are only worth points at the 5 minute intervals. (They can
switch back and forth multiple times, but the team controlling them at the 5
minute mark gets the point.)
• Once scored, the pushpin control point will be reset to neutral and must be
taken again.
• Engineers from either team can use “bangalore torpedoes” or satchel
charges to destroy bridges by simply having an engineer throw the
bangalore torpedo or satchel charge onto the bridge. Regardless of which
team destroys the bridge, the pin will immediately be set to neutral and the
bridge will be out of play until AFTER the next point call in. No player may
use the bridge during that time. Once next point call in occurs, the bridge
will be active again.
Allied starting locations and respawns: Allied troops will start near the town in
Pine 1 at 1 of 2 respawn locations; designated flags about 100 feet South and
West of the town. They need 3 players to respawn.

Axis starting locations and respawns: Axis will start near the downed helicopter at
1 of 2 respawn locations; designated flags about 100 feet East and West of the
downed Helicopter. They need 3 players to respawn.
4 medics for both factions.

Stage 6 - Offensive in Italy: Final Battle:
3:50 Game briefing in the field.
4:00 Game starts.
5:00 Game ends (1 hour).
Axis and Allied factions are fighting over control of Italy, the surrounding areas
and the town of Argenta. Allied forces are pushing in while the Axis are
desperately trying to hold their ground.
• Primary objective: Allied troops need to kick over the main Axis flag and
plant their flag in its place.
• Allieds need to find and remove the 4 other Axis flags from the field.
• Allied forces may take over select buildings marked with neon tape and
get their flags inside. Once an allied flag gets inside the designated
building, and replaces the Axis flag, it will become an Allied respawn point.
These points cannot be retaken by the Axis, but respawning can be shut
down if the Axis can knock over the Allied flags.
• Watch out for possible artillery, air strikes, and paratrooper drops.
Allied starting locations and reinsertions: Allied troops will start near the town in
Mayhem at 1 location; designated flag at the center of the town. They have
unlimited instant reinsertions in the town throughout the battle. Allied will also
have extra flags they can carry with them to be used to create new reinsertion
points inside the town of Argenta they are trying to take, and will use the flags to
replace the Axis flags. After planting a flag and starting a new reinsertion
location, they need 3 players to reinsert at any of these new locations.

Axis starting locations and respawns: Axis will start at 1 of 3 respawn locations;
designated flags at: 1- Southeast corner of Junk Yard. 2- Northeast corner of
Junk Yard and 3- back Northeast corner of Thunder Alley. They have unlimited
instant reinsertions for the first 15 minutes of the battle. After that, they need 5
dead/inactive players in order to respawn as well as may lose respawn locations
as follows.
If Allied takes 2 of the control points, Axis lose their respawn location #1.
If Allied takes 4 of the control points, Axis lose their respawn location #2.
3 medics for both factions.

5:20 Final announcements, recognitions, and prizes: Special thanks,
announcements, awards, and prizes will be given out after the game ends.