Eversley: Camp Alpha (Hampshire) – Open Filmsim Weekend Green vs Tan: Border Wars – The Line

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Sat, 21st June - Sun, 22nd June

£28.00 – £58.00

Bored with 15 minute team-deathmatches or capture the flag airsoft games?
Had enough of “paintball games with airsoft guns”?
Want to work tactically with team-mates to complete objectives but never have the time or space available?

Come and try a very different airsoft experience to the average skirmish at one of our Filmsim Open Weekends!

First, what it’s not about:

Our Filmsim games are not about “shoot loads of ammo mindlessly at the other team”; that’s a skirmish game, and you can find that at just about any other airsoft site.

If you just want to run around, spraying ammo all over the place, in short scenarios without thinking too much, then Filmsim is not for you. Have a look at one of our Skirmish Weekends instead.

So what is it about then?

Our FilmSim Open Weekends are designed to offer a more involved, realistic, and fun experience than a basic skirmish offers without being too complicated for new players. The rules are a little more involved than normal skirmish games, and specific rules or mechanics may be added according to the scenario being played. We recommend familiarising yourself with the general Filmsim rules in advance, and listening carefully at the morning’s briefing.

Filmsim open days present a more accessible and casual experience compared to the more full-on weekend themed events and MilSims run by our sister company Filmsim. If you enjoy our Filmsim Open Days but want more, then we recommend you try one of the full weekend themed events found at https://filmsim.co.uk/events/. Team recognition is based on your uniform (so no armbands), games last all day, and rules of engagement apply (especially to Government forces).

General

The weekend will usually have some kind of story/narrative behind it, and we encourage players to get involved with this, preferably with some role-playing (or dressing up) where they can. The story may develop throughout the day or weekend, depending on the course of events during gameplay. Sometimes we run multi-weekend narratives, with the outcome of one weekend affecting the dynamics and story of the next. For example, if a weekend ended with a Special Forces team missing their extraction window, the next weekend may continue the story with them being persued by an angry enemy as they try to reach a secondary extraction or a safe house.

The story will usually be published on our Facebook Page a couple of weeks before the event. We love it when players come dressed up, and are willing to get involved with role-playing rebel freedom fighters, crazy drug dealers, or whatever other weird faction has been written into the game. There is no obligation to do this, but we can guarantee it’s great fun!

Game sessions are longer (usually two hours, breaking for lunch, then another two hours) with multiple objectives to complete, sometimes involving more complex mechanics (e.g. you need a specific person to accompany an item to its destination, or an objective may require several conditions before being complete). The extra time also permits co-ordinated pincer attacks, ambushes, stealthy flanking manouevres etc, that are just not practical in short, simple skirmish games.

Uniform/weapons

Unlike on our full Filmsim or MilSim events where your uniform and weapon type is usually specific to the faction/team you are on, there are usually no restrictions on what you can wear or what type of weapons you can carry at our Open Filmsim weekends.

Most players will be limited to semi-auto only to encourage more tactical play, as well as making that heavy, expensive LMG you encounter a lot more fearsome when it starts spraying!

We also limit the number of weapons, and the quantity of ammo players can carry in the field. Magazines can only be refilled at respawn points (e.g. HQ or mobile field pack). There are few things more annoying in a game than trying to take an objective when there’s someone dug in real good with four guns and infinite ammo…

Very much like some of our favourite FPS multiplayer computer games, players choose their loadout based on class limitations. You can change your loadout/class at any point during the game by visiting a respawn point and swapping out as required.

For the full filmsim rules please follow the link – Filmsim Ruleset

Please also consider the Terms & Conditions of Entry to Events.

The games are played in woodland and semi-derelict buildings and require physical and mental exertion. If you have any medical conditions which may affect your safety during the day, please approach the manager in confidence before the game starts so they are aware and able to offer suitable help should the need arise.

We want everyone to have the best experience possible at every one of our events, regardless of whether it’s your first airsoft experience, or you’ve been playing for years, whether you come on your own, or with a bunch of mates.

We have an excellent reputation for welcoming new players, helping them to learn the rules, and ensuring that they are included in the games in a fair manner, pairing them with more experienced players where necessary. There’s nothing worse than putting all the regulars on one team, and all the new players and visitors on the other. We don’t do that. We ensure that the teams are as balanced as possible, and are not afraid to mix them up during the day if it’s obvious that one team is just dominating.

We enjoy competitive play, but not to the point where half the players go home miserable because they never stood a chance.

With no paint marks or electronic hit registration, airsoft is a game based entirely on honour. Every player in the game has a resposibility to play fairly, and honestly, to ensure that every other player has a great day.

We’ve learnt from our negative experiences at other sites and from paintball games, that if you force a player to sit out while everyone finishes playing (especially if they’ve been shot very early on) it just encourages people to cheat. You’ve paid us to play airsoft, not spectate, so we make sure that the only time you sit out watching is if you’ve overdone it and need a break to recover.

We also have a great team of volunteer marshals, who help us out because they love giving people a great experience. We have hi-vis marshals overseeing the games, and we also have marshals embedded within the teams, to help feedback any potential issues or bad feeling before it becomes an issue.

It’s a very frequent occurrence in airsoft to be completely convinced that you’re hitting someone, and they’re ignoring it. Almost all the time you’re actually missing. Repeat issues with a particular player should be reported to a marshal, who can monitor them. We have a very low tolerance for “cheat callers” who, instead of speaking to a marshal, decide to start shouting at the other player, telling team-mates that the other team is cheating, and very soon half the players are grumpy, and start cheating becasue they think that’s what the other team is doing. Almost every time, the pellets are dropping 10ft short of the target, but look like they’re hitting.

Occasionally, some people can get very angry, and upset at some perceived injustice in the game. We usually remove these players temporarily, remind them that it’s a game, and once they’ve calmed down, let them back out again. We do not tolerate abusive/threatening behaviour or violence, whatever the reason – offenders will usually be asked to leave site.

There is a huge range of airsoft sites and game styles to choose from out there – overly aggressive and competitive players, along with those who enjoy causing more pain than is necessary are advised to visit a different site instead.

All of our sites have a limited range of ammo, gas, pyro, and various accessories available for purchase.

Cash & card payments are accepted on all of our sites.

This is only a rough out line of the day and we may extend/shorten certain areas to make sure you get the maximum amount of trigger time possible.

We only have limited quantities of rental guns for each site, so players requiring rental equipment MUST book in advance to secure the equipment.

We supply a gun with a high-capacity magazine, eye & face protection, and 1000 rounds of free ammo. Additional ammo is available to purchase at £10 for 3000 rounds. We also offer the option to upgrade your free bag to a 3000 round one on arrival for only £5. It is difficult for us to predict how many rounds you will get through in a game, as it depends on how trigger happy you are!

The provided eye & face protection is usually supplied in the form of a steel mesh mask (like a fencing mask) as they are not prone to steaming up. Wearing glasses underneath will likely lead to steaming up, we recommend contact lenses if you have them.

We do not provide any clothing, please ensure you dress for the expected weather, and consider a change of clothes for the drive home in case you decide to crawl through a muddy area! Sturdy boots which provide ankle support are strongly advised, as are long-sleeves, full-length trousers and gloves. A hoodie will help provide additional protection for your neck and ears.

Save money by booking discounted tickets below. Discounted tickets are available to pre-book right up until midnight, the night before the event.

Non-booked players arriving on the day with their own equipment will always be accomodated but entry will be charged at full price (usually £30).

Rental kit MUST be booked in advance, as we only have limited quantities available.

In line with accepted business practice, tickets purchased for a specific event are not refundable unless the event is cancelled. Details can be found in our Terms and Conditions of Ticket Sales.

We do not cancel games due to inclement weather (unless it is impossible to get to site or deemed too dangerous). No-shows will not receive a refund unless exceptional circumstances apply.

If you find that you are no longer able to attend an event, or have booked the wrong date or venue, we are always happy to transfer tickets to a different date or venue if we are given sufficient notice, to avoid you losing out. We may also offer website credit if that is more suitable.

Please note that we chrono using the weight of BB you are set up for in order to accurately gauge the energy that your gun will be producing in the field. Sniper and DMR weapons are permitted to operate at higher energies but are not allowed to be fired if your target is within 30M. You must also have a standard power (1.14J max) back-up weapon on you to fall back to if your enemies get within 30M (e.g. pistol, SMG, or short shotgun etc).

Any guns in the “standard” category are only permitted to use ammo weights up to 0.32g due to the potential for excessive pain and potential injury at close ranges.

We take great care to ensure the accuracy and reliability of our site chronographs, if your muzzle energy exceeds the limits in the chart below when measured, you will not be permitted to use it. We recommend when tuning your guns that you set them to around 10-20fps below the limits.

The chart below is what we use at chrono to establish the maximum FPS for each weight of BB, depending on the class of gun you are using.

Energy to FPS conversion chart - Gunman Airsoft

Story to follow, usually within a couple of weeks prior to the event.

The Line

Along a disputed stretch of land called the Line, tension between two regional forces has quietly escalated into something harder to ignore. On one side, North Ridge Unit, a green-clad group operating out of the nearby hills and tree cover relies on careful planning, local knowledge, and old gear that’s been patched and repurposed more times than anyone can count. On the other side, South Sector Patrol works the dry lowlands, moving fast and light across open terrain, hardened by exposure and long stints in the field.

Neither side considers themselves the aggressor, but both know the stakes. Resource crates dropped periodically by unknown actors have started appearing at key points along the Line. Each one contains something essential: food, fuel, water, or maybe old tech. Fights break out over the drops. Sometimes it’s clean. Often, it isn’t. Each team has dedicated haulers and mules tasked with collecting whatever they can. Ambushes and theft are expected. What matters is what you bring back.

A third group, unaffiliated, moves through the area: the Merchants. They don’t carry weapons and don’t respond well to threats, but they’ve got access to supplies if you’ve got the right leverage, namely dog tags collected from the fallen. 

There are no great speeches or big flags out here. Just two teams doing what they have to, in a place where every crate might mean the difference between winning and going home empty-handed.

 


Game Objective

Teams must collect and secure at least one of each of the five resource types to qualify for a win. The team with the most complete sets of resources at the end of the game is declared the winner. Strategy, coordination, and timing are key; this is not just about firepower.

Teams

  • Two Main Teams:

    • North Ridge Unit (Green Team)

    • South Sector Patrol (Tan Team)

Each team will designate:

  • 2 Mules:

    • Mules are the only players permitted to physically carry and collect resource crates.

    • They can be targeted, wounded, and have resources stolen by opposing players.

    • If a mule is “killed,” they must drop any carried resources and return to respawn.

 

Resources

There are 5 types of resources:

  1. Water

  2. Fuel

  3. Food

  4. Tech

  5. Ammunition (Ammo)

  • Teams must secure at least one of each to qualify for victory.

  • Resources are stored in crates located at drop points across the field.

  • Resources lock to a spawn clock—they are only collectable at specific time intervals.

 

Drop Points

  • There are 3 primary drop locations, with the option to add additional drops containing fewer crates if needed.

  • Each drop contains 3 crates, with random or pre-assigned resources.

  • Resources unlock every 10 minutes, marked by a central respawn/game clock.

  • Optionally, there can be “dead zones” during which no resources can be collected—used to increase tension and control pacing.

Theft and Engagement

  • Thievery is allowed: players may steal resources from opposing mules by:

    • Eliminating them in play.

    • Looting dropped crates or gear from downed mules.

  • Stealth, ambushes, and sabotage are all viable strategies.

 

Merchant Squad (Optional)

  • Marshal-led neutral squad, referred to as the Merchants.

  • Roam the field unarmed and independent from either team.

  • If Merchants are within proximity of a drop point, they can temporarily shut it down, preventing collection until they move on.

  • Players can approach unarmed, presenting collected dog tags to purchase specific resources from the Merchants (if available).

Dogtags

  • When a player is eliminated, their dog tag (provided at start) can be taken by the opponent.

  • Dogtags serve two purposes:

    1. Currency to trade with the Merchants.

    2. Scoring Bonus—any unspent dog tags held at the end of the game may negate an opponent’s extra resource set, potentially shifting victory.

Victory Conditions

  • A team must collect at least one of each resource type to qualify for victory.

  • The team with the most complete sets of resources at the end of the game wins.

  • In case of a tie, the team with more dog tags may use them to negate opponent resources, breaking the tie.

Special offer! Weekend walk-on tickets only £40. That makes the second day cheaper than half-price!

Gunman Eversley Alpha (Hampshire)

Gunman Airsoft - Eversley The Welsh Dr (Off A327)
Hook, Hampshire RG27 0PX United Kingdom

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