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July 16 SENARIO GAME

Two Teams: The Germans vs. the Allies
Germans: Red (starts on the other side of the path)

Allies - Blue (starts from within the town)

Germans defend and Allies attack
Teams will be marked with colored tape on their hoppers
Time Limit: 40 minutes
Objective:
Allies: Search out and destroy the enemy’s artillery
Germans: protect the cannon from the allies

RULES and other info

Defending team Attacking Team
Aaron Kearns Ben Stroeker
Abe Ortega Travis Olsen
Chris Trump Jake Gibson
David Kunat Bryan Hughes
Jeff Gibson Chuck Burkhart
Dustin Cozby Josh Cozby
Simon Ortega Jason Parks
Matt Delabruar Steve Wilson
Seth Mack Sean Nielson
Mickey Wilson Kim Heacox

Teams
Defending (Axis)
Attacking (allies
Aaron Kearns
Ben Stroker
Abe Ortega
Jake Gibson
Chris Trump
Brian Hughes
David Kunat
Chuck Burghart
Jeff Gibson
Josh Cozby
Dustin Cozby
Jason Parks
Simon Ortega
Steve Wilson
Matt Delabruar
Sean Nielson
Seth Mackovjak
Kim Heacox
Mickey Wilson
Travis Olsen

Want To Be added to the list? Tell us your coming? Email us at thepaintballfield@gmail.com

Rules and points to follow:

A. The Attacking(U.S.A) team will start at the red check point and will not know where their objective is while the defenders(GERMANY) will have 15 minutes exactly to set up where ever they wish before the game commences.

B. The Allies’ spawning point will be the safety area and cannot be destroyed. The German spawn point cannot be destroyed either. The Germans’ spawning point however, will also be their ammunition depot, separate from the artillery base. The ammo depot can be destroyed .
Question: How do you destroy the Ammo Dump?

An allied player must place the designated pad lock on the door ensuring that the Germans will now have limited ammo and signal the destruction with the lighting of firecrackers. The Germans will then only be able to use whatever paintballs they have with them and they won’t be able to reload with more paint from the ammo depot.

C. Re-spawn for both teams will be active in this game. If a German player is hit within the set perimeter of their spawn base/ammo depot (the 60 second zone), they must count 60 seconds before re-entering the game. This rule disables any German player from standing next to their base and simultaneously respawning every time he or she is hit.

D. The Germans cannot cross the path/road, but can shoot across it.

E. In order to destroy the artillery gun, the breach must be opened, and that person must, sound the horn, located in the rear section of the cannon.

F. It’s one hit kill. Hand shots and foot shots do not count. The paint hit and splatter on you in order to count as a succesful hit mark.

G. To encourage all players to go all the way to their respawn base, there will be paper on clipboards for the 2 teams to mark down each time they have been “killed”. Both teams will draw straws to decide who is the commander or captain of the team. The captain is worth 5 marks. Other players are worth 1 mark. Friendly fire is also included as a kill.

 

Scenario: Although the allied army has successfully recaptured the small town from the German’s, they have paid dearly for it and need supplies and reinforcements to continue on. But the Allies must clear the way for the supply trucks to arrive. If the Germans continue to shell the allied supply lines, the Germans will force the Americans to retreat. The Americans have 40 minutes to destroy the firebase, which holds an unknown amount of artillery guns before the supply trucks are caught under German sights and destroyed.

REMINDER – No shooting under 15 to 10 feet of one another. Just shout “CLOSE KILL” or negotiate with your opponent. :) :) :)

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