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ACS Airsoft Presents:

With Federal gunships scouting the Mississippi River, the rebels are constructing a tunnel system beneath the town, funneling in vital resources under the ruthless eye of the federal army above. 

This is our last stand, this is Operation Ice Pick.

Get Your Event Tickets Here!

operation icepick III tickets

The Story so Far

Welcome to Paducah, Kentucky!

 

A river-town established in the early 1800s at the confluence of the Ohio and Tennessee rivers, 50 miles upstream of the Mississippi. Once known as Pekin, Paducah was named after a sub-tribe of the Chickasaw by William Clarke, of the Lewis and Clarke expedition. Paducah was a rich trading community with access to valuable animal furs, farmland, and natural resources. Western frontiersmen saw an opportunity and quickly built dry docks for steamboats, brick factories, and iron ore furnaces, and even began to hold annual trading festivals such as Tater Day. Lloyd Tilghman engineered Paducah’s first railway giving access to refrigerated goods. It was estimated that more than 70% of our nation’s Bananas passed through Fulton, KY a nearby depot that restocked train cars with ice on their way North.


In the mid-1800s our nation’s political and economic structure began to shift as the industrial revolution was on the horizon. Tensions grew between those with differing ideologies, leaving many with a divided house. Common debates during this time included taxes, tariffs, and a state’s right to self-govern without federal intervention. Paducah’s attempts to remain neutral amongst these struggles were short-lived as Fort Anderson was captured without firing a single shot. What was once a regional hospital was now commandeered by the Federal Army along with all its medical supplies and food rations. A series of raids by rebellious townsmen yielded supplies, horses, and work mules from the fort while suffering the casualties of 150 men.


In late January, a winter storm brought both beauty and destruction to the Jackson Purchase Territory, with the accumulation of 2.5 inches of ice along with 13 inches of snow. Life changed abruptly as access to basic needs such as food, water, and a reliable source of heat was difficult to obtain resulting in 65 fatalities. With federal gunships moving in along the Mississippi River, rebels have begun constructing a hidden series of tunnels beneath the town to seek safe trade, travel, and medical attention under the threatening presence of the Federal Army. This is our last stand; this is Operation Ice Pick.

What is Milsim?

Milsim is a style of game play that simulates militate combative scenarios and tactics.
While participating in Milsim events, players will experience infield medics, limits on the ability to carry ammo, excessive pyrotechnics, and multi-objective missions.
* Teams are identified based on the color of their uniforms.
* Mid-capacity magazines are required to emphasize the importance of ammo conservation and reloading.
* Full auto is reserved for LMG users only; giving them a competitive advantage over the traditional rifleman.
Our combat scenarios will feature a loose chain of command allowing players easy access to real time updates. Our respawn mechanics gauge attrition, allowing us to play longer game modes and balance teams. Additionally, players may have the opportunity to loot the field of in-game rewards such as additional raffle tickets and smoke grenades.  Missions may also allow players the use of fireworks, vehicles (pov), and other in-game props such as weighted grappling dummies, bleed-out trauma kits, and bolt cutters. 

Players should arrive no later than 9:00am. We will not be offering rental equipment or same day tickets. Players  must be 16 years or older and pre-registered by 6:00 pm on Friday December 12th. General admission is $50.00 and will include a field map, kill rag, and raffle ticket.

Event Rules

About

Operation Ice Pick III is a red vs blue war-game scenario. Players in faction appropriate camos (shirt, pants, headwear) will not need to wear arm bands as team identifiers. We will be using arm bands for players not within regulation.


All participants should be 16 years of age or older to register. 

Respawns

Upon death players must verbally call hit, pull a kill rag, and get down and out of the line of fire. Once you’re dead you will have the opportunity to:


1. Call for MEDIC! 

You may wait for an in game medic as long as you’d like, remember you’re dead to the game to play into it! Once a medic has successfully reached your position they will fully wrap an ace bandage (provided in game) around one ligament and tuck. You may be patched up by a medic twice before you must return to base. Return all ace bandages at your base so medics may resupply as necessary. 


Players may be “dragged” to a medic if they are willing. However if you choose to drag, you must drag the players full weight. THEY’RE WOUNDED! 


2. Walk back to spawn. 

Once loaded, hydrated, and are now ready to deploy please approach your command staff. Here you will join a queue for redeployment and will be assigned new game orders or given updates on your current in game objective. Individual respawn times may vary from 0-120 seconds while in queue. This system should allow for a more fluid gaming experience, eliminating issues such as a stale front line, people not waiting their full bleed out time, inefficient medics, and getting spawn trapped. 

Artillery

Mortars: 1-3 kills (25 foot kill radius) 

Airstrikes: 5-7 Kills (50 foot kill radius)

Schedule

- 9:30 facilities Open

- 10:20 Formation 

- 11:00 mission set 1 

- 12:30 mission set 2

- 2:00 mission set 3

- 3:30 mission set 4

- 4:30 endex 

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PLAYER ROLES

RIFLEMAN

SUPPORT GUNNERS (SAW)

SUPPORT GUNNERS (SAW)

The most expendable, replaceable, and MOST IMPORTANT. The Rifleman's role is to engage and push the enemy forces back. Your job is to ensure other player roles can perform their duties and responsibilities by being the head of the spear. Don’t be afraid to push, breach, or get hit along the way.


6 Mid Cap Magazines Per Player

SUPPORT GUNNERS (SAW)

SUPPORT GUNNERS (SAW)

SUPPORT GUNNERS (SAW)


 An effective support gunner will provide fire and cover for riflemen to make pushes or take objectives by using the volume of fire, intimidation, and accurate fire.


Only player allowed full auto, and may carry 1 box or drum magazine.

SCOUT

SCOUT

SCOUT

A scout’s mission isn’t just to kill as many enemy players as possible. An effective scout can relay troop movement, call in airstrikes, and eliminate high-value targets. A scout is a key to knowing what is going on in-game.


May wear a ghillie suit and may pre-deploy 5 minutes early per round but may not engage

MEDIC

SCOUT

SCOUT

An essential element for forwarding advancements and maintaining objectives. Medics can be a force multiplayer, keeping their teammates from hiking back to spawn by aiding them in-game and allowing them to respawn from their point of death. 


Medics will sport a medic band while

carrying a satchel full of ace bandages to keep players in the game. Bandages must be fully wrapped around a ligament and tucked to revive a player. 

Team Commanders

Green Team: Jacob & Tim

Tan Team: DJ & Jayce

ADDITIONAL RULES

- New Age restrictions: (16 years or older to play) 


- PLAYERS MAY ONLY RELOAD IN THIER FOB

- PLAYERS MAY CARRY UP TO 6 MID CAPS (No High caps)

- LMG PLAYERS MAY HAVE 1 BOX MAGAZINE

- ALL GUNS SHOULD BE AUTHENTIC REPLICAS 

- NO AIR GRIPS / TAPP ADAPTERS

- NO BINARY 

- NO FULL AUTO

Packing Guide

The Gear You Bring to a Milsim is Essential!

Milsim events are longer and can be more intense than normal game days. Check out this guide and the video link below to find out what to bring to milsim events in order to have the best time possible!

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