Operation Fuego 2 29 - 30th April 2023
Over 50,000 British emigrants settled in Chile in South America between 1840 and 1914.
The little Chilean town of Icalma near the Argentine border is so British, the locals are allowed to self-rule and fly the British flag in the square. They even jokingly refer to themselves as ALBION.
The mining community there have recently discovered Dysprosium, a rare earth mineral which has become increasingly valuable for use in EV (Electric Vehicle) motors.
An Argentinian gangster DIAZ, seized an opportunity and decided to expand the Argentinian border to encapsulate little Icalma. He employed the infamous Phoenix group headed by Mason Granger as his private army. In the last episode (Fuego 1), we saw Diaz and Phoenix assault and take over the mine producing the Dysprosium. It wasn’t long before they were mining for themselves and selling the valuable processed rare-earth element to The Tong, a Chinese organised crime gang.
ALBION did their best to fight off Phoenix but they are miners not soldiers. Noting that there was a little more going on than a land grab over minerals, it wasn’t long before Unit 37, a NATO-controlled Special Forces group were on the scene, supporting ALBION.
Diaz and Phoenix managed to secure the mine, but pushback from Unit 37, Chile and ALBION have managed to block their distribution route of Dysprosium back into Argentina and the waiting Chinese buyers, posing them a problem.
Phoenix also sold the Tong a Weapon of Mass Destruction (WMD) that they stole from an earlier operation. However, they cheated the Tong by withholding the encrypted detonator, making the WMD nothing more than an expensive paperweight. The Tong makes a bad enemy!!
Sitting in his new mine, DIAZ has a few decisions to make in order to realise his ambitious plans. One of his headaches is that Phoenix, ever greedy, are being distracted by the lure of hidden WW2 looted treasures, buried somewhere near Icalma.
Operation Fuego 2 will be another adrenaline-fueled weekend of tactics, asymmetrical warfare and role-play and is to be the seventeenth game in this exciting Bad-To-The-Bone series.
NATO JTF UNIT 37 SPECIAL FORCES
Top and Bottom in matching camouflage – assault vests and chest rigs can be matching camo or solid green or tan – plate carriers ideal.
US and NATO SF weaponry such as M4, HK416/7, SCAR is ideal.
Headgear required – helmets, camo baseball caps or boonies only.
* multicam arid, alpine and black not acceptable.
Top and bottom in solid colours such as green/olive drab, grey, black or tan.
Casual style – cargo or tactical trousers with fleece, T-shirt or soft-shell jacket, all solid colours – no jeans.
Boots to be tactical – no trainers.
Headgear – baseball caps only – must be plain colour not camo.
Plate carriers, chest rigs or assault vests.
Weapons can be eastern bloc or western, but think military or law enforcement – no gold AK’s.
Civilian clothes. This can be outdoor working clothes as might befit an off-duty miner who lives in an austere climate; jeans, tee shirts, lumber shirts etc. Think brighter colours; try to avoid black and olive green. Baseball caps with motivational and trademark logos are allowed, as well as woolly hats.
If you want to wear camo, please keep it limited to either trousers or a jacket – not both. DPM is a good choice, but really it doesn’t matter if you don’t have DPM.
Chest rigs or assault vests.
Weaponry can be anything available in gun shops, although old school is always good.
Civilian headgear required – Avoid looking like Phoenix with their solid colour baseball caps as often only heads can be seen and Phoenix have snipers.
A full ruleset will be sent to each player by e-mail once deposited but a simple overview with primary rules listed for game assessment is as follows:
Players must be 18 years of age or over - we may ask for proof.
Children aged 16 and over are allowed to play providing they are accompanied by a playing parent or legal guardian.
No Two Tone Weapons
Only Single Shot (semi-auto) should be used. Full auto is only allowed for real world LMG weapons. Weapons offering programmable bursts on a single trigger pull are allowed providing they fire no more than three BBs per trigger pull.
All weapons must fire within our standard limits (based on 0.2g ammo) which are:
<350 fps – All guns including hand carried support weapons
<370 fps – Fixed/mounted/deployed MGs
<420 fps – Single shot DMR (real world, not an M4 with a scope)
<500 fps – single shot Bolt Action (Electric should have a mosfet delay fitted)
Engagement range for qualified weapons over 350 fps is 30m.
Players are allowed to carry a maximum of 600 rounds loaded in magazines (low-caps and/or mid-caps only – no high-caps allowed) or a maximum of 1000 rounds loaded in a box magazine for an AEG support weapon. Box Magazines are only allowed if they are used on Support Weapons such as Minimi/M249/GPMG/M60 etc.
No more than 60 rounds should be loaded in each rifle magazine.
Players may carry up to 3 Pistol magazines on their person.
Pyro’s must not be thrown at a live target and players shouldn’t touch any pyro not owned by them.
ANY heavy cased pyro’s must be under arm rolled or dropped ONLY!
BB Claymore and powder mines must not be set up to hit above 3ft from the ground.
No homemade Pyro’s are allowed.
Mark 5 Thunderflash or Reusable grenades using 9mm blanks only.
Electrically activated maroons are allowed, when detonated by radio or pressure plates. Trip wires are not allowed. Pyro should be no larger than Mk3 for this. Areas where they are activated should be clearly marked by minefield cautions or “Danger” tape on stakes surrounding the area.
All players are allowed a single personal bandage which they should bring with them.
KILL RAGS will be supplied and used.
Use of radios is encouraged and radio nets will be maintained by the organiser. Players wishing to participate should bring a personal BaoFeng radio or similar.
YOU MUST BRING YOUR OWN BANDAGE (we will still supply a kill rag if you don't have one from previous games).