Post by bigfoot on Feb 16, 2016 21:31:22 GMT -7
Where: Warpaint Airsoft Adventures
When: March 19th, 2016 from 10:00 am to 4:00 pm
Cost: $20 cash
March 19th, 1944
Monte Cassino, Italy
The Gustav Line has held up the Allied advance towards Rome. The mountainous terrain and wet spring weather create ideal defensive positions. The monastary at Monte Cassino, a historic national monument, was thought to be used by the Germans as a strategic stonghold and bombed back in February. Since then, elite Fallschirmjäger troops have occupied the rubble and defeated two previous attacks. Blood soaks the blasted masonry and bodies are left to rot in the hundreds of shell craters doting the hill. The mud and rain seep into the clothes of the soldiers with no relief, robbing them of any hope that this costly battle will be over soon.
Axis: Hold Monte Cassino and drive the Allies back! Make them pay for every inch with blood!
Allies: Push the Axis out of the stonghold and drive them out of Italy once and for all!
The Game
Time to kick off 2016, err, I mean 1944 with a bang! Ready up!
This game will be somewhat structured into a minisim. There will be a few objective based rounds in succession, the outcome of each affecting the next. I will explain each round in detail below. That being said, there is room to be flexible, we can replay rounds if we like and take lunch/water breaks if need be.
Round 1: Forest Firefight!
The area must be controlled, drive out the enemy! Each team will start at either end of the field. There will be a flag in the middle of the field. The flag must be picked up and carried into the enemy base to win. If you are shot while carrying the flag, drop the flag and go back to your respawn point.
Round 2: Capture the Monastery!
The monastery is a stonghold that cannot be overlooked. The Axis team will hold out in the Monastery. They will have one life each and must survive for 15 minutes in their defensive zone. At the end of 15 minutes, if the Axis team still has one player alive, then all dead Axis players re-enter the battle field as reinforcements. At this point, all players have one life and last team standing wins the round!
Round 3: Extract the VIP!
An informant has come forward with crucial intelligence on enemy positions and must be extracted. Whichever team won the last round will now extract one of their own teammates to a designated extraction zone across the field. The VIP can only carry a sidearm and has 2 lives. The other team will have to prevent the extraction by eliminating the VIP. Team One wins by extracting the VIP, Team Two wins by killing the VIP.
General Airsoft Rules
1.Eye protection is required
2.Face protection strongly encouraged
3.No blind firing around corners, must be able to aim down sights
4.No shooting through cracks or holes smaller than fist
5.Within 10 feet, use mercy rule to avoid shooting close range. If ignored, then can shoot
6.When in doubt, call yourself out and be honest about being hit
7.No faking a hit to trick the enemy
Uniform Rules
WW2 Era uniforms, but impression does not have to be totally complete. Better a little WW2 gear than no gear!
That being said, no modern tactical vests, MOLLE, or other modular load bearing gear. Use a belt with pouches or an over the shoulder satchel to carry mags. Period civilian clothing is highly encouraged as well to make Collaborator/Resistance impressions.
Exceptions
Axis: German Flecktarn, grey or blue overalls
Allies: Green or brown overalls
Weapon and Ammo Rules
Period WW2 weapons only. Exception: bolt action sniper rifles.
The only ammo restrictions are on automatic SMG's and assault rifles: 30 rounds in a mag (use a speed loader and push 11 times). All other weapons can hold as much ammo as they can carry (pistols, rifles, LMG's). If using highcap mags, take out mag to wind it to simulate reloading. Speed loaders are highly recommended to be taken into battle to facilitate reloading.
Grenade Rules
Sound and dummy grenades can be used. The grenade can only be used on buildings, and wipes out the entire room even if you are behind cover. As soon as the grenade enters the room, everyone inside is considered killed. Shells of exploded Thunder B grenades or smoke grenades cannot be used as dummy grenades. Smoke grenades are permitted at Warpaint and are highly recommended.
Knife Rules
All metal knives must remain sheathed when in play. Rubber knives can be used. No charging, stabbing, or slashing motions; to kill you must tap lightly with the flat edge of the knife. A player that is killed with a knife cannot move and must remain silent for a few minutes before respawning.
Mobile Spawn Point Rules
Mobile spawn points can be used by each team to respawn closer to the battle than your main base respawn point. The MSP will be a crate with a pillow case tied to it.
1.The crate can be moved anywhere, but can be overrun and neutralized by the enemy team by untying the pillow case and laying it across the crate.
2.The crate can be recovered only by a living teammate by retying the pillow case onto the crate.
3.If you cannot locate your team's crate, then you must respawn at your main base.
4. If the crate is taking fire as you respawn and you are shot within 1 minute of respawning, you must respawn at your main base, not the crate.
5. If the crate is neutralized, then you must respawn at your main base.
Any questions, please post on the event page!
When: March 19th, 2016 from 10:00 am to 4:00 pm
Cost: $20 cash
March 19th, 1944
Monte Cassino, Italy
The Gustav Line has held up the Allied advance towards Rome. The mountainous terrain and wet spring weather create ideal defensive positions. The monastary at Monte Cassino, a historic national monument, was thought to be used by the Germans as a strategic stonghold and bombed back in February. Since then, elite Fallschirmjäger troops have occupied the rubble and defeated two previous attacks. Blood soaks the blasted masonry and bodies are left to rot in the hundreds of shell craters doting the hill. The mud and rain seep into the clothes of the soldiers with no relief, robbing them of any hope that this costly battle will be over soon.
Axis: Hold Monte Cassino and drive the Allies back! Make them pay for every inch with blood!
Allies: Push the Axis out of the stonghold and drive them out of Italy once and for all!
The Game
Time to kick off 2016, err, I mean 1944 with a bang! Ready up!
This game will be somewhat structured into a minisim. There will be a few objective based rounds in succession, the outcome of each affecting the next. I will explain each round in detail below. That being said, there is room to be flexible, we can replay rounds if we like and take lunch/water breaks if need be.
Round 1: Forest Firefight!
The area must be controlled, drive out the enemy! Each team will start at either end of the field. There will be a flag in the middle of the field. The flag must be picked up and carried into the enemy base to win. If you are shot while carrying the flag, drop the flag and go back to your respawn point.
Round 2: Capture the Monastery!
The monastery is a stonghold that cannot be overlooked. The Axis team will hold out in the Monastery. They will have one life each and must survive for 15 minutes in their defensive zone. At the end of 15 minutes, if the Axis team still has one player alive, then all dead Axis players re-enter the battle field as reinforcements. At this point, all players have one life and last team standing wins the round!
Round 3: Extract the VIP!
An informant has come forward with crucial intelligence on enemy positions and must be extracted. Whichever team won the last round will now extract one of their own teammates to a designated extraction zone across the field. The VIP can only carry a sidearm and has 2 lives. The other team will have to prevent the extraction by eliminating the VIP. Team One wins by extracting the VIP, Team Two wins by killing the VIP.
General Airsoft Rules
1.Eye protection is required
2.Face protection strongly encouraged
3.No blind firing around corners, must be able to aim down sights
4.No shooting through cracks or holes smaller than fist
5.Within 10 feet, use mercy rule to avoid shooting close range. If ignored, then can shoot
6.When in doubt, call yourself out and be honest about being hit
7.No faking a hit to trick the enemy
Uniform Rules
WW2 Era uniforms, but impression does not have to be totally complete. Better a little WW2 gear than no gear!
That being said, no modern tactical vests, MOLLE, or other modular load bearing gear. Use a belt with pouches or an over the shoulder satchel to carry mags. Period civilian clothing is highly encouraged as well to make Collaborator/Resistance impressions.
Exceptions
Axis: German Flecktarn, grey or blue overalls
Allies: Green or brown overalls
Weapon and Ammo Rules
Period WW2 weapons only. Exception: bolt action sniper rifles.
The only ammo restrictions are on automatic SMG's and assault rifles: 30 rounds in a mag (use a speed loader and push 11 times). All other weapons can hold as much ammo as they can carry (pistols, rifles, LMG's). If using highcap mags, take out mag to wind it to simulate reloading. Speed loaders are highly recommended to be taken into battle to facilitate reloading.
Grenade Rules
Sound and dummy grenades can be used. The grenade can only be used on buildings, and wipes out the entire room even if you are behind cover. As soon as the grenade enters the room, everyone inside is considered killed. Shells of exploded Thunder B grenades or smoke grenades cannot be used as dummy grenades. Smoke grenades are permitted at Warpaint and are highly recommended.
Knife Rules
All metal knives must remain sheathed when in play. Rubber knives can be used. No charging, stabbing, or slashing motions; to kill you must tap lightly with the flat edge of the knife. A player that is killed with a knife cannot move and must remain silent for a few minutes before respawning.
Mobile Spawn Point Rules
Mobile spawn points can be used by each team to respawn closer to the battle than your main base respawn point. The MSP will be a crate with a pillow case tied to it.
1.The crate can be moved anywhere, but can be overrun and neutralized by the enemy team by untying the pillow case and laying it across the crate.
2.The crate can be recovered only by a living teammate by retying the pillow case onto the crate.
3.If you cannot locate your team's crate, then you must respawn at your main base.
4. If the crate is taking fire as you respawn and you are shot within 1 minute of respawning, you must respawn at your main base, not the crate.
5. If the crate is neutralized, then you must respawn at your main base.
Any questions, please post on the event page!