Battle of the Wastelands, to rebuild or destroy

When:
June 23, 2018 – June 24, 2018 all-day
2018-06-23T00:00:00-07:00
2018-06-25T00:00:00-07:00
Where:
Sniperz Den
20794 French Prairie Rd NESt Paul
OR 97137
Cost:
40.00-60.00
Contact:
Ralph
541-409-0511

Battle of the Wasteland II, to rebuild or destroy

The dust has settled! Two factions have placed themselves at the top of the heap. Now the choice is theirs do they fight and possibly destroy the remains of this world or do they strategically maneuver around each other to gain supplies, territory and rebuild technology to bring back the world that has been destroyed.
At the end of the last year’s battles between the two factions Swampwater Tactical had edged out a slight advantage. But don’t count out the Mag fed Army with their vast supplies of armaments they are still a force to be reckoned with. Which side will you help to rebuild the world and control it all.

Swampwater tactical General, Scott Logan Red Army

Magfed Armory General, Jeff Klaassen Blue Army

Scenario paintball – mag fed, limited ammo

2-day Pre Reg: $60 for both days   (After 6/9/18 Reg: $70)

1-day Pre Reg $40 (After 6/9/18 Reg: $50) One day Player will not get to pick their army to play on. This is a tool to keep the armies equal.

Pre-registration is closed.  Registration at the field starting on Friday, June 22nd at 3pm

Paint
Field $45 pre-sale, $50 at the event
Midgrade $60 pre-sale, $65 at the event
Premium $65 pre-sale, $70 at the event
First Strike 250 round box $85 pre-sale, $90 at the event
First Strike 100 round box $40 pre-sale, $45 at the event

Note: Redemption is pre-sale ONLY. There will be no Premium paint available at the event for purchase.

Event rules

All paintball markers must be mag fed, “stick fed” or use an adapter that allows use of 10 round tubes (such as the Revolver loader).

No pods, bags of paint or even full cases are allowed on the field for the event. All paint must be carried onto the field in mags or 10 round tubes. Dye DAMs using a Box Rotor “mag” cannot be reloaded on the field (even using 10 round tubes), so you will be allowed to come off the field reload your Box Rotor(s) and then re-enter the game. These rules are designed to be tactical play.

Honorable Play Always

All players will be issued a player card that must be attached to the players mask. On the player card there will be three spots for ref punches. If a player is caught shooting hot, cheating, or breaking the rules, a referee will punch one of the ref punch spots on the player card. If a player gets all three holes punched in their card, they will be ejected from the event without a refund…no exceptions. Paintball is an honorable sport, it is everybody’s job to play honorably at all times.

General Gameplay rules

1.) This event is event paint only, if you are caught with non-event paint, you will be ejected from the event with no refund.

2.) All paintball markers will be chrono’d at 285 fps and lower, no matter what projectile you are shooting.

3.) Refs will randomly check players out on the field. If your marker is shooting hot the ref will punch your player card.

4.) Marker hits don’t count.

5.) Dead men don’t talk.

6.) Rubber knife kills and barrel tags cannot be reincarnated with a medic.

7.) Rocketeers cannot intentionally shoot players (direct fire), all they can shoot are designated rocket targets.

8.) First strike rounds may not be used inside buildings for CQB battle.

9.) No climbing on/over bunker walls or other obstacles. Bunkers should be entered via the door(s)/entryways. All questionable areas will be taped off (like the upper castle area of Ft. Smeed, the upper area of the white castle near Darkwoods, etc) but when in doubt, DO NOT DO IT.

Point values

● Taking and holding the flag station for the duration time shown on a mission card: 20 points
● Find object return to cache at the end of the two hour mission: 10 points per find object
● Rocket target accurately engaged (rocket must land in and remain in rocket target without bouncing out): 10 points per rocket
● Specialty mission: 50 points
● Assassination mission: 100 points

Special missions

Assassination mission

These missions are only available to scout sniper teams. Sniper teams will be given specific mission cards for specific targets to eliminate, and must both have a red rag/dead rag with them. Once a sniper has eliminated a target, the team will put their dead rags on their heads, put their barrel covers on call themselves natural, and walk over to the target *BEFORE* they respawn. The target will verify the hit and sign the mission card signifying the successful assassination. The sniper team can then move back to cover, remove their dead rags and be back in play. Each successful assassination is worth 100 points. If it was NOT a valid hit, or the target respawns before the sniper team gets to them, it doesn’t count and the sniper team is free to try again…but the target will now be aware there’s a sniper team in the area looking for them!

Propaganda photo mission

Photos taken on the field during the event that you upload to the event Facebook page and tag Ralph Shrek Kleinschmit in, are worth 1 point each for your army. These must be good pictures…posting 15 copies of the same selfie won’t get you 15 points, nor will each person on your 10 man squad posting the same team photo, and obvious attempts to “game” the points with this will cost your army points at the promoter’s discretion.

Points are only counted during the hours of gameplay, and these points will be tallied up after the end of each day’s play.

Cache points

Cache points will be the castle on the east side DMZ near the road to Darkwoods. And the white building west side to the DMZ closest to Fort Smeed in the room closest to Darkwoods. Each cache point will have brightly colored flagging tape all over them for easy identification.

Player Roles

General

Each army will have a General. The General is the leader and will receive missions from the promoter/mission control for this event.

Rocketeers and Reloaders

Each army can have as many rocketeers as people have rocket launchers in their army. Rocketeers can only carry three rockets at any given time during a game interval. The rocketeer may have a reloader who can only carry three rockets at any given time during a game interval. When the rocketeer shoots a rocket out of his launcher (regardless as to if it was a “hit” or miss), a referee will claim the rocket and take it back up to Mission Control. At the end of each two-hour play period the rocketeers can reclaim their rockets. They must have their name or team name on their rockets to claim them. Any person caught with a rocket without having either a rocketeer or reloader card will be subject to a player card punch and minimum of a respawn. All rocket launchers must be approved by event staff and will have a sticker on them so ref staff can identify as such. If a ref staff sees a launcher without a sticker that player will have to leave the game and get it approver to continue playing as a rocketeer. This may take some time if the game is in progress. It’s is the player’s responsibility to get equipment approved.

Medic

Each army may have only one medic. The medic will have a designated medic bag that contains a towel to wipe off hits and wear a special arm band. A medic must completely wipe off all hits for the player to continue to play. The medic must go to the downed player. A player waiting for the medic cannot change locations, but they may sit/lay down/take a knee where they’re at if they so wish. If you’re in a position that a medic cannot get to you without you getting repeatedly hit you or themselves, it may be better to simply respawn like normal. A medic does not make you invincible…you cannot simply charge forward with the medic constantly wiping your hits off as you advance. If you are seen abusing the medic rule, you are subject to a player card punch. Medics can only be eliminated by a headshot. Medics protecting their head with their marker or any of their gear, in an unsportsmanlike manner will be subject to a player card punch and will have their medical card and player armband removed and the General will have to find another medic. Medic’s must return the medic bag and arm band after every game play interval. They may pick it up at the start of the next round.

Scout sniper team

Each army is required to have 1 scout sniper team per army. The team must consist of one player with a First Strike weapon and the other must have a round ball weapon. Each commanding General will designate the scout sniper team. Scout sniper teams may leave the safety area ten minutes before each 2 hour game. During this time, sniper teams can search for find object locations rocket targets while they get in place to help their general and army. Scout Sniper team cannot recover find objects or pull flags (but can relay the locations back to their army once the game starts!) They are required to have 1 dead rag per person on the scout sniper team (a dead rag is a red rag 1’x1’ square minimum size).

 

Event time line

Friday June 22nd
Gates open at 12noon
Check-in, registration, and paint pickup from 3pm till 7pm

Saturday June 23rd
Check-in, registration open at 8am and close at 8:30am
Safety and game briefing 9am
Game on at 10am
Game end at 12noon
Game start at 1pm
Game end at 3pm
Game start at 4pm
Game over at 6pm for the day

Sunday June 24th
Check-in and registration open at 8am and close at 8:30am
Safety and game briefing at 9am
Game start at 10am
Game end at 12noon
Game start at 1pm
Game over for the day at 3pm
Announce winning army and raffle 3:30 to 4:30

Event End

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