UNITS

The Units of Oklahoma D-Day are very diverse. Units make up the composition the the armies of Oklahoma D-Day, and are named to represent the actual Allied and German units that were present during the real D-Day invasions. Typically, if staying on site and not in an RV, you camp with your units in their camp grounds.

Units at Oklahoma D-Day are well organized and filled with long time D-Day players who wish for their players to have a good time. Typically units have events throughout the week including parties, ceremonies, and games. You’ll want to get to know the people of your unit as they will be fighting beside you during mini-games and on the Saturday game.

The Allied and German armies have a command structure and rank system but those serve nothing but to help organize the game and keep people safe. Ranks are simply there to designate a person who knows what they’re doing at D-Day and signifies someone you can approach to ask questions or get information from. We’re fake soldiers in a fake army, all here to have a fun time.

To get into contact/connect with a unit, visit their Facebook pages by clicking on their name or icon.

GERMAN ARMY

91ST LUFTLANDE DIVISION

INFANTRY

 

Special Requirements: None. A camelback is required by German High Command for game play in this unit.

Operations: The joint defense of Causeway #2, and the defense of the Airfield.

The 91st’s objective areas are critical “field center” positions that support and anchor the core of the German defense. To your north, you defend Causeway #2 from your high perch in the hills above the beaches. To your south, you defend the doorway to Colleville, the home of the German High Command. To your east, you guard the backdoor of St. Laurent, Cherbourg Bridge. This unit sits at the heart of the action from Game On to Game End throughout D-Day.

1058TH GRENADIER REGIMENT

ASSAULT INFANTRY

 

Special Requirements: Must be 15 or over for assault platoons. A camelback is required by German High Command for game play in this unit.

Operations: Seize Allied assets. Recover lost German assets. Break Allied defensive positions. Disrupt Allied offensives.

 

716TH INFANTERIE DIVISION

INFANTRY

“Fear the trees!”

Special Requirements: None. A camelback is required by German High Command for game play in this unit.

Operations: Defend Sword Beach and Caen. Protect Southern German Assets.

Fight in the shade! Defend against Commonwealth forces on Sword beach and hold the blown out remains of the village of Caen from Allied infantry and armor. The troops in the 716th have a full-day job of this, facing pressure from the Commonwealth but also likely the American 82nd Airborne from 0900 Game On to 1700 when the game ends. For more information see the above Facebook page.

709TH INFANTRY DIVISION

INFANTRY

 

Special Requirements: None. A camelback is required by German High Command for game play in this unit.

Operations: Defend Utah Beach and Causeway. Protect Northern German Assets.

The 709th Infantrie defends Utah Beach against the American 4th ID, the 899th, a Ranger Battalion, and the 2nd Armored. As you can tell by the stout forces committed by the Allies to take Utah Beach, the 709th has a formidable task and could use help from anyone who considers such odds to be nothing more than a target-rich environment.

352ND INFANTERIE DIVISION

INFANTRY

“Who’s Beach? Our Beach!”

Special Requirements: Must have a hungry appetite for mayhem and demoralizing your opponents. Good Sportsmanship. Strong ankles. A camelback is required by German High Command for game play in this unit.

Operations: Defend the trenches and Big Guns on Omaha Beach from the Allied 1st Infantry Division and Allied Army.

Omaha Beach is the hardest playing field in paintball. The 352nd ID is tasked with protecting it from Allied invasion at all costs. We are also responsible protecting St. Laurent, Cherbourg Bridge and Colleville once Omaha Beach has been scored. If you like raining paint on your opponents, fighting as a team, and changing the tide of a game, the 352nd Infanterie Division is the unit for you.

352ND PANZERJAGERS

ANTI-ARMOR INFANTRY

“Panzerjagers.”

Special Requirements: Anyone whom intends to carry a tube needs to check in with the CO to confirm their tube card is reserved. Anyone who will be directly supporting needs to check in with a veteran PJ or the CO.

Operations: Roam the entire field in hunt of Allied tanks, planes, and heavy weapons.

Tubes are assigned on a first come first serve basis with an exception to veteran PJ’s, most slots are assigned on THURSDAY. Heavy Weapons assigned to the Panzerjagers should also check in with the CO, and must be inspected prior to the Orientation Inspection of HW’s.

21ST PANZER RECON

TACTICAL OPERATIONS

“Blut und Ehre” (“Blood and Honor”)

Special Requirements: Must be 15 or over. Better than average physical fitness. Must complete the 21st Panzer Recon training program. A camelback is required by German High Command for game play in this unit.

Operations: Operate behind allied lines. Locate and destroy Allied Airborne Units. 1 of 2 QRF forces for the Axis Command. Assault and destroy allied units and recover lost objectives.

First and foremost the 21st Panzer Recon is a brotherhood. We fight for each other. The 21st Panzer Recon is a special forces operations unit that specializes in location and destruction of Allied Units, primarily Allied Airborne units. We are constantly outmanned but that is how we like it. The greater our opposition the greater the fight. We are expected to operate on any part of the field, go into the fight with little rest against odds greater than yours. You will be expected to be able to move over all types of terrain and fight on all areas of the 800 acre playing field. This unit is not for the faint of heart and demands your utmost dedication. When others look for cover we are the unit that moves forward into the fight. In the 21st Panzer Recon “You are Never out of the Fight!” For more information, contact us on our public Facebook page.

21ST PANZER DIVISION

ARMORED DIVISION

“The Armored Fist!”

Special Requirements: None. Must have a camelback to take the field.

Operations: Engage Allied Tanks/Infantry

The 21st Panzer Division is the most feared unit on the Oklahoma D-day playing field. We are the force multiplier that gives the outnumbered German infantry a chance to win. We roam the field in search of Allied assets and we destroy them. You don’t have to have a tank to register for the 21st – We need infantry – Panzergrenadiers – to help protect the tanks from Allied AT tubes. The 21st Panzer Division’s Panzergrenadiers concentrate on enemy AT tubes when a German tank is in their area of operations.
Come experience paintball in a new and exciting way!
Contact: Michael Copeland – superc_007@yahoo.com for more info!

726TH INFANTERIE REGIMENT

INFANTRY/HQ

 

Special Requirements: None. Must have a camelback to take the field.

Operations: Defends Colleville and Central German Assets.

The 726th Regiment is the defender of German HQ at Colleville and has some of the most intense action beginning literally at Game On in winkling 25 Allied Airborne out of the Cathedral.

914TH INFANTERIE REGIMENT

INFANTRY

“Keepers of the Valley.”

Special Requirements: A camelback is required by German High Command for game play in this unit.

Operations: Typically operates in the valley.

The 914th Regiment operate in the Valley, one of the most difficult areas of the field. Because of the narrow confines caused by the Valley walls, this area is just a brutal toe-to-toe fight all day with little room for subtly and even less room for quarter or mercy.

6TH FALLSCHIRMJAGER REGIMENT

REACTIONARY ASSAULT FORCE

“Dead Box Before Dishonor!”

Special Requirements: Must be at least 15 years old for elite and trooper positions, any age for regular unit members. Above average physical fitness level highly recommended. All players who wish to become a badged member of the unit must complete the Paratrooper Readiness Assessment. A camelback is required by German High Command for game play in this unit.

Operations: Hunt down Allied airborne. Disrupt Allied operations behind the German lines. Protect the backside of Omaha and Utah Beach territory.

The 6FJR is the reactionary arm of the German Special Forces, first and foremost an assault unit, capable of responding at a moment’s notice to where they are needed most, or prowling the dark boundary forest of the D-Day Field to intercept and deny Allied efforts to maneuver and link up behind German lines. The 6th Fallschirmjäger-Regiment must stand ready to respond in force to wherever they are needed most. You must be prepared to fight with a unit that must be fluid, light, swift, and above all else, hard-hitting. Expect to do battle in virtually every corner of the 700 acre playing field, against any and every unit that attempts to breach passage through German Territory. This is a physically demanding unit, not for the faint of heart. For more information, see the public page listed above.

GEISTERJAGERS

REACTIONARY ASSAULT FORCE

“Party hard. Fight harder.”

Special Requirements: Must be 15 or older. A camelback is required by German High Command for game play in this unit.

Operations: CLASSIFIED

The Geisterjagers are death dealers of the German Army. The GJ’s rely on their formidable marksmanship skills and an unequaled bravado to be the shock troops of the German Army. You might call them the “panic button” for the GHC, going where the odds are the worse and the fighting the hardest. GJ’s make the impossible
look easy. The GJ’s also have a reputation for being the hardest partiers at this event in keeping with their special forces nature. You will not learn of the specific assignments of the GJ’s until you are a confirmed member.

BRANDONBURGER KOMMANDOS

RECON

 

Special Requirements: Must be 15 or older. A camelback is required by German High Command for game play in this unit.

Operations: CLASSIFIED

The Kommandos are the recon arm of the German Army. Lone wolf types need not apply. Each Kommando relies on finely-tuned coordination with other Kommandos to surgically take on and eliminate much larger opposing formations. You will not learn of the specific assignments of the Kommandos until you are a confirmed member.

ALLIED ARMY

238TH COMBAT ENGINEERS

SEABORNE ENGINEERS/ANTI-ARMOR

“First Ashore, We Clear The Way”

Special Requirements: None. Be ready to take an extreme amount of paint. Must have a camelbak to take the field.

Operations: Clear the Atlantic Wall on Omaha Beach. Embed with 1st Infantry Division as anti-armor support.

We are all about having fun and hanging out with the other units at OK D-DAY. We are the 1st Infantry Division’s sister unit, and are always the first wave across the wet boat. Oklahoma D-Day was originally created to honor the grandfather of Dewayne Convirs’ grandfather, who was a combat engineer during the real Normandy landings. If you want a challenge and want to honor the sacrifices made on the real Omaha beach, join the 238th.

 

1ST INFANTRY DIVISION

SEABORNE INFANTRY

“Duty First”

Special Requirements: None. Must have a camelback to take the field.

Operations: Seize the naval guns and German trench networks on Omaha Beach

The 1st Infantry Division is tasked with taking the most challenging objective in paintball. Land from an actual wet boat and charge up the beach at hundreds of German guns. There isn’t a way to describe Omaha Beach, it must be experienced. At any one time it is estimated that there is over a dozen cases of paint in the air on Omaha. If you want the “Saving Private Ryan” experience, there is nowhere else in the world you would rather be than with the 1st Infantry. Take that damn hill. 

4TH INFANTRY DIVISION

SEABORNE INFANTRY

“The Green Machine”

Special Requirements: None. Must have a camelback to take the field.

Operations: Attack Utah Beach and head inland. Support in taking Allied objectives.

Attack Utah Beach and head inland. Support in taking Allied objectives.

 

FRENCH RESISTANCE

GUERILLA FORCE

“It’s Too Dang Hot Here”

Special Requirements: None. Must have a camelback to take the field.

Operations: Run around the whole field accidentally completing objectives while trying to figure out where we are. Once eliminated a platoon of the 101st. Oops. We like to lounge around camp, carpool to Indigo Sky for sandwiches, and sometimes we play paintball.  

82ND AIRBORNE DIVISION

AIRBORNE INFANTRY

“One Team. One Fight.”

Special Requirements: Must be 15 years of age or older. Must have a camelback to take the field.

Operations: Assault German defensive positions throughout the entire field.

The 82nd Airborne Division prides itself on communication, coordination, stealth and violence of action. Throughout the week you will be playing with a well-organized, well led unit, highly effective unit.  During the game on Saturday we are dropped behind enemy lines and must out maneuver, destroy and take German positions.  In the past German units have tried to stop us only to find themselves a speed bump on the way to our success. We fight fast and we fight hard and we don’t quit till the job is done. If you want to learn more about 82nd Airborne Division reach out to Travis Posey on Facebook or join our 82nd Airborne Group.

 

82ND AIRBORNE PATHFINDERS

AIRBORNE SPECIAL INFANTRY

“First In, Last Out”

Special Requirements: Must be 15 years of age or older. Must have a camelback to take the field. Must be in good physical shape.

Operations: Conduct special operations as needed. Eliminate German high value targets. Conduct recon operations as needed..

Operations of the 82nd Airborne Pathfinders are highly classified. This unit learns and knows the entire field better than any other unit. The pathfinders will often find themselves as the tip of the Allied Army spear guiding the units in for the kill. If you think you have what it takes to be a part of the special operations unit of the 82nd Airborne Division reach out to Travis Posey on Facebook or join our 82nd Airborne Group.

 

101ST AIRBORNE DIVISION

AIRBORNE INFANTRY

“Screaming Eagles”

Special Requirements: Must be 15 years of age or older. Must have a camelback to take the field.

Operations: Dropped behind enemy lines to harass Axis troop movements and assist seaborne landings

The 101 asks that you be in excellent physical shape, willing to work with a team towards a common goal The 101 can start ANYWHERE on the field. We are misdropped all over the playing area and have to regroup before moving toward the first objective. The 101 sees action across the entire field.

101ST AIRBORNE PATHFINDERS

AIRBORNE SPECIAL INFANTRY

“Tip of the Spear”

Special Requirements: Must be 15 years of age or older. Must have a camelback to take the field.

Operations: Specialized detatchment of the 101st Airborne

Starting point varies, and will be asked to cover the entire field with various objectives. Description: The 101st Pathfinders is the Special Forces division of the 101st Airborne. Duties will be the same as the rest of the 101st, but the physical requirements will be slightly greater as this division is considered the “tip of the spear”.

899TH TANK DESTROYER BATTALION

ANTI-TANK INFANTRY

“Step 1: Identify the Problem. Step 2: Fix It!”

Special Requirements: None. Must have a camelback to take the field.

Operations: Hunting tanks on all parts of the field, north to south.

Hunting tanks is no easy task. When others run away, we run in. What we do is highly specialized, but we teach what we preach. We also have the best off the field camp life. Games have been won and lost by tank kills. Ready to win the game for the Allies?

2ND ARMOR DIVISION

ARMORED DIVISION

“Hell on wheels”

Special Requirements: Armored

Operations: Engage hostile armor and infantry

The 2nd Armor Division is the primary armor group of the Allied Army.

1ST, 2ND, 5TH RANGER BATTALIONS

QUICK REACTION INFANTRY

“Rangers lead the way”

Special Requirements: Must be 15 or older. Must have a camelback to take the field.

Operations: Quick reaction force. See the entire field. Shenanigans.

Many units will describe what they do on D-Day; the Rangers only know that they will be moved into the toughest fighting throughout the games. This is because Rangers are the allied QRF (Quick Response Force) and are moved into the hot zones that the Allied forces are having problems with. Rangers do not stay in one zone to watch glory play out. We immediately move out when the area is secure and let other units clean up and defend an area. This is a fighting unit and the only way to find out our strategy, past accomplishments, or how to become the most elite players on the fields of OK D-Day is to become a Ranger.

BRIT-CAN INFANTRY/AIRBORNE

SEABORNE INFANTRY/PARATROOPERS

“Commonwealth Expeditionary Force”

Special Requirements: Must have a camelback to take the field.

Operations: The East Yorkshire Regiment, the Canadian Scottish Infantry and the Royal Winnipeg Rifles. The Yorkshires are one of the original founding Commonwealth units and have a long history of success, with an almost perfect achievement record despite the overwhelming odds put up by the German defenders. The Royal Winnipeg Rifles were reactivated for D-Day ’10 in anticipation of a rebuilt Sword Beach and greater emphasis on AOR South. A blank slate, the Rifles are looking to carve out their own unique form in the pursuit of victory. The Canadian Scottish Infantry is also one of the units tasked with taking Sword Beach from the Germans, forms the spearhead of the Commonwealth’s Infantry assault. Formed in 2007, the Scots quickly gained a reputation for fearless charges, never passing up an opportunity to storm a trench or assault a bunker-anything to be kilt-deep in the thickest fighting on the field at any given point.