Autumn Battlesim Weekend | 24 & 25 October

Sale Price: £50.00 Original Price: £60.00
Only 60 available

The Tactical Delta Battlesim is built around open, sandbox-style gameplay, giving each faction complete freedom to decide how it fights. Players can organise themselves however they wish, split into small reconnaissance teams, form assault groups, defend key positions, hunt for hidden objectives, or simply go looking for trouble.

There are no organiser-appointed commanders and no forced squad structure. How your faction approaches the battle is entirely up to you.

Three ways to fight

Victory is determined through three layers of objectives, all active at the same time.

Primary Objectives – Control the Ground
Five strategic locations across the site will use cumulative control timers. Reach the objective, activate your faction’s timer and hold it for as long as you can. At the end of each day, the faction with the most accumulated control time at each location takes the points.

These objectives are where players looking for direct combat will find the heaviest fighting, whether attacking enemy-held positions or digging in to defend their own.

Secondary Objectives – Search and Recover
Hidden across the battlefield will be physical objectives that must be located and returned to your faction base.

These provide opportunities for smaller teams, reconnaissance groups and players who prefer movement and initiative over frontal assaults.

Tertiary Objective – Intelligence
Multiple intelligence locations will be hidden around the site, each containing part of a larger message.

Persistent gameplay

The game runs continuously throughout the day.

There are no scheduled skirmish rounds or mandatory lunch breaks. Players decide when to eat, rearm, reorganise or return to base.

The battlefield remains active around them.

The weekend forms one continuous campaign, with both Saturday and Sunday scored separately before being combined into the final result.

Medic and casualty system

The casualty system is designed to keep players in the fight and minimise repeated walks back to respawn.

Vehicles

Two shared vehicles will operate throughout the event.

Medical Extraction Vehicle
A neutral, non-combat vehicle available to both factions.

Infantry Fighting Vehicle
A shared combat asset that can be requested by either faction.

Weapons and gameplay style

Battlesim gameplay is primarily semi-automatic only.

Dedicated support weapons such as M249s, PKMs, M60s and similar platforms may fire controlled bursts while mobile. When properly deployed or mounted to the SOV, they may use sustained automatic fire.

DMRs and bolt-action sniper rifles operate under higher energy limits with a 30-metre minimum engagement distance.

Full ghillie suits are limited to two players per faction and must be booked in advance. Ghillie players are restricted to a bolt-action rifle and pistol.

Player-led warfare

Above everything else, this event is designed around player freedom.

You might spend the day fighting over strategic positions, disappear into the woodland looking for intelligence, escort a recovered objective back to base, hunt enemy reconnaissance teams, crew the assault vehicle, support your mates as a medic, or simply follow the sound of gunfire.

The organisers provide the battlefield.

What happens on it is up to you.

Type:

The Tactical Delta Battlesim is built around open, sandbox-style gameplay, giving each faction complete freedom to decide how it fights. Players can organise themselves however they wish, split into small reconnaissance teams, form assault groups, defend key positions, hunt for hidden objectives, or simply go looking for trouble.

There are no organiser-appointed commanders and no forced squad structure. How your faction approaches the battle is entirely up to you.

Three ways to fight

Victory is determined through three layers of objectives, all active at the same time.

Primary Objectives – Control the Ground
Five strategic locations across the site will use cumulative control timers. Reach the objective, activate your faction’s timer and hold it for as long as you can. At the end of each day, the faction with the most accumulated control time at each location takes the points.

These objectives are where players looking for direct combat will find the heaviest fighting, whether attacking enemy-held positions or digging in to defend their own.

Secondary Objectives – Search and Recover
Hidden across the battlefield will be physical objectives that must be located and returned to your faction base.

These provide opportunities for smaller teams, reconnaissance groups and players who prefer movement and initiative over frontal assaults.

Tertiary Objective – Intelligence
Multiple intelligence locations will be hidden around the site, each containing part of a larger message.

Persistent gameplay

The game runs continuously throughout the day.

There are no scheduled skirmish rounds or mandatory lunch breaks. Players decide when to eat, rearm, reorganise or return to base.

The battlefield remains active around them.

The weekend forms one continuous campaign, with both Saturday and Sunday scored separately before being combined into the final result.

Medic and casualty system

The casualty system is designed to keep players in the fight and minimise repeated walks back to respawn.

Vehicles

Two shared vehicles will operate throughout the event.

Medical Extraction Vehicle
A neutral, non-combat vehicle available to both factions.

Infantry Fighting Vehicle
A shared combat asset that can be requested by either faction.

Weapons and gameplay style

Battlesim gameplay is primarily semi-automatic only.

Dedicated support weapons such as M249s, PKMs, M60s and similar platforms may fire controlled bursts while mobile. When properly deployed or mounted to the SOV, they may use sustained automatic fire.

DMRs and bolt-action sniper rifles operate under higher energy limits with a 30-metre minimum engagement distance.

Full ghillie suits are limited to two players per faction and must be booked in advance. Ghillie players are restricted to a bolt-action rifle and pistol.

Player-led warfare

Above everything else, this event is designed around player freedom.

You might spend the day fighting over strategic positions, disappear into the woodland looking for intelligence, escort a recovered objective back to base, hunt enemy reconnaissance teams, crew the assault vehicle, support your mates as a medic, or simply follow the sound of gunfire.

The organisers provide the battlefield.

What happens on it is up to you.