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Old 01-04-2012, 05:28 PM   #1 (permalink)
Featuring Death
 
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Possible list of scenarios for next year

I'm putting together a list of scenarios for next season. Please post the ones you would like to see with all the equipment and rules needed.

Spy Vs. Spy

2 teams
team A has a briefcase that they are trying to get a one of two locations
team A drop off point decided by coin toss
team B doesn't know the drop off point
team B has to hold the location for 5 minutes

Then you can add in medics and respawns and stuff like that
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Old 01-05-2012, 08:15 AM   #2 (permalink)
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I wrote this up last year while bord.

Gangsters Vs the Law
Idea 1:
A fierce battle between the Chicago Mob of the early 20th century and those who vowed to uphold the law. The clash between federal agent Eliot Ness and warlord Al Capone is over illegal liquor distilling throughout the city. The confrontation of good vs. evil is an equal match as both sides are loaded with firepower and the associates to use them!
Eliot Ness and his crew of law enforcers must aggressively seize the illegal liquor barrels (empty paintball cases) that are scattered throughout the field. The exact number of illegal barrels is unknown to law enforcement. They must search and bring back each barrel to their disposal unit (orange cone). Once the barrel is “disposed of,” it can not be brought back into play and is permanently gone for the remainder of the game. “Live” law enforcement officers can carry one barrel at a time. If any player gets hit while carrying the case, it must be dropped to the ground immediately. Law enforcement officers can have unlimited regenerations by touching Eliot Ness after being hit. Eliot Ness cannot regen during the game.
Capone will protect his investments at all costs. Capone and his gang will spread these barrels throughout the city. Only Capone knows the exact number of barrels in the field at the start of the game. They must be visible and each must be at least 5 feet apart. Barrels may be relocated by Capone and crew throughout the game. Again, players can carry one barrel at a time. Capone’s crew has unlimited regens by touching Capone after being hit. Capone cannot regen during the game.
The side that has the most illegal barrels after 40 minutes wins. Law enforcement can only count barrels that have been disposed of. Capone can count all other barrels that are on the field. Leaders are marked with colored tape around both arms ID.

Idea 2: - Smuggling booze

Mission: Gangsters have to move a full sized barrel from their starting point to a determined end position. They have to deliver the booze to the speakeasy while avoiding the Law! The Gangsters can smuggle the barrel any way they wish as long as they stay inside the boundaries of the field. They can use any number of their team to complete the mission. Any player taking part in the mission that gets shot must leave the barrel where it is and return to the deadbox for the next insertion.

The Cops objective is to intercept the shipment, if they capture the barrel from the Gangsters they must get the barrel back to the disposal point to win.

Time line: Start when the barrel is delivered to the Gangsters. Gangsters have until the end of day to get the barrel to the speakeasy. The Cops have until the end of day to recover the barrel and get it to the disposal point.

Points:
-Gangsters succeed – 50 points
-Cops stop Gangsters – 20 points
-Cops destroy the shipment – 50 points.


Idea 3: - Take out the still!

End of day Assault, Gangsters are given a bunker to defend (the Still) The Cops must raid the Still and shut it down.

This game should have a 3-1 advantage for the cops?
Time limit of 30 min?

The Gangsters are given 5-10 min to get into place and set up defenses. They are allowed to set up anywhere on the field and fall back as needed.

Cops will then attempt to storm the Gangsters strong hold and must reach the Still to win. If a Cop can touch/pull flag/hit a buzzer on the Still then the Still is considered destroyed and the Cops win.

Gangsters reinsert every 5 min
Cops reinsert every 10 min

Points:
-Gangsters successfully defend the Still – 100 points
-Gangsters eliminate every Cop on the field inside one insertion period – 500 points!
-Cops successfully destroy the Still – 100 points

Idea 5: -Poker game!

The Mob Bosses and the Brass sit down for a poker game in the middle of the field!

The generals will each pick two players to join them as body guards, they must then fight their way up to the center of the field to play a game of poker with each other for at least 5 min. The players at the table are off limits! But their trip to and from the table is fair game! The objective for the two teams is to get their respective general to the poker table and escort him back without them getting eliminated…During the poker game each team will try to over run the other side!

The poker game will be Texas hold’em: Each General will get 10 paintballs to act as chips. Big/Little blinds will be 2/1 (cut the deck to determine who goes first).

Points:

-Getting to the table untouched – 10 points
-Getting back to home base untouched – 10 points
-Team that wins the poker game – 50 points

Idea 6: - Contract Killings

Points will be awarded if the teams can pull off specific assassinations. Contracts will be put out on key players such as the Mob Boss, The Chief of Police, the Book Keeper, and the DA

10 points per ‘Hit’.


Idea 7: - Bank Heist

There is a centrally located bank vault with all of the boxes of money. The robbers must get past 2-3 armed guards to get to the $1,000,000! 2 dozen boxes are filled with ‘cash’ and every gangster can carry up to 2 boxes at a time. These boxes cannot be thrown, but can be passed from player to player. Gangsters must get this cash to their “getaway vehicle”( starting point) to safely protect their loot from the law. This money is in a vault that is protected by the most advanced security system in the world. The heist can only go on for 5 minutes before police are on their way!
Gangsters will start at their home base. As soon as they begin, the 5 minute timer starts. A ref will give a single horn to begin the scenario. At the 5 minute mark a ref will sound the horn multiple times alert the Cops at their station. There will be 25 additional minutes after the vault alarm sounds.
The Cops must be in the police station (their home base) until they hear the security alarm. Once the alarm sounds, the Cops can immediately engage the Gangsters. “Wounded” officers can return to their station for medical treatment and immediately rejoin the battle. Cops can carry up to two boxes of money each from the field and safely return them to the police station where the money remains safe for the rest of the game (cannot be stolen by the Gangsters). The Cops cannot grab boxes from the getaway vehicle or the bank vault.
The 2-3 security guards start the game at the vault and cannot move the boxes until after they have been wounded and returned to the station. These guards must be within five paces of the vault/money until the game ends or they are wounded.
Gangsters will have a member of their team acting as a medic to help any wounded teammate. The wounded gangsters must immediately drop their boxes and tag their medic to return to the heist. The gangster’s medic cannot return to battle after being hit so protect him well!
The number of Cops and Gangsters are equal. The HEAT has the numbers advantage when adding in the 2-3 security guards. This is a 30 minute timed game. The side with the most boxes of cash wins. Boxes that are not in the getaway car within 30 minutes are not counted.
Points:
Winning team gets 100 points
Each box saved/stolen – 10 points
Idea 8:- hostage rescue
A group of Gangsters start with 5 hostages. The Cops must rescue them anyway they can. Hostages are not to be shot at but if one is hit by accident points will be deducted by the team that shot them. Hostages CANNOT be used as human shields!! Cops must get to the hostages and lead them back to the police station.
If a rescuer is shot, the hostage must stay where they are until another rescuer OR Gangster comes to get them.
Points:
10 points per hostage rescued.
75 points if ALL the hostages are rescued.
50 points if the Gangsters stop the Cops from rescuing any hostages.
-50 points for every hostage that gets shot.
Jail break 2

Gangsters will have to try and break out all of their captured cronies. Through out the day they will be given missions where they can capture blue prints, ‘guard’ uniforms and ‘security’ passes. The uniforms and passes will allow the Gangsters to insert players behind enemy lines (still need to work out details…) At a given time the Gangsters will get to storm the jail and rescue their captured players. The Gangster ‘Guards’ can create havoc behind the scenes. The Cops will have to try and hold the Gangsters off for 30 min in order to win.

Fun Play!

Bribes are encouraged!! Pay off players with paintballs or favors? Some how incorporate Game Money into the scenario?

Game Money? Receive money for successful missions, use the money to buy ‘intel’ use for bribes, get out of jail…? Gambling!!

Costumes are encouraged!! Win points for your team.

Undercover cops/ dirty cops (spies)

Mission Ideas:

Take/hold this area for 10 min. Winning team gets 50 points
-Ex the Alamo or Fort Cuddles…The bridge between field 1 and 2?

Find Object X (or series of Objects that will make something?) Parts to build the Still!

Scavenger hunt- players must find a list of items somewhere on the field.
(12g, bottle opener, a girl’s phone number, Fedora, cigar,

Stake out – 5 players must go on a stake out of the enemy CP. Players must try to remain hidden and observe CP for 15 min. At least one player must return alive and report what they saw, Pictures will win extra points.

Execute a warrant – 2 squads will travel to a specified area and search it for contraband. Warrant must be executed within 20 min of the mission being given. The squads must return to the CP with any contraband they may have found.

Man hunt! A single player puts on a high viz vest (Red for Gangsters and Yellow for Cops) and has to try and run across the field of play without getting shot. The player can use cover but cannot stop for more than 30 seconds at a time. If the player makes it, their team is awarded 100 points.

DA must meet with the Mob Lawyers
Chief of Police must meet with his field commanders
Mob Boss must go meet his Lieutenants
Book Keeper must go to the Bank
Book Keeper meets the DA
CofP Meets Mob Boss…

Patrol/ambush missions.

Patrol: Squad of at least 10 players must move back and forth between point A and point B for 20 min. They must constantly be on the move, allowed to stop only for short periods of time to avoid imminent detection. Each time the patrol tags either point A or B they will be given 10 points and a clue to the location of a hidden prop. At least one member of the patrol must remain alive and report to the CP for the mission to be a success.

Ambush: A Squad of at least 5 players will be sent to a point to set up an ambush on an enemy patrol. The Ambush must attempt to eliminate as many enemies as possible. The ambushers must sustain the fight for 5 min before making their escape. At least one member must make it back to the CP to report to be awarded points.

Casualty Evacuation! A squad of at least 10 players must evacuate their general from the front lines on Stretchers! General must be carried/dragged back to their CP safely without getting shot! Squad has 20 min to complete the mission.

Dasy Chain: Squad of 5 players must tie themselves together using rope. They must then work as a team to move across the field to a check point and back.
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Old 01-05-2012, 01:43 PM   #3 (permalink)
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Those are awesome dude!
The poker one sounds hilarious, i'd definitely play that
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Old 10-17-2012, 10:55 AM   #4 (permalink)
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Found this on PBN

Hey all, I have put together a "menu" for paintball players at my local field to use. I thought this would be usefull to post for other players who were looking to change it up. Lets see who can add to it... I used a simple format of objective, directions, max players (percentage of teams), and time limits. Some terms used are in reference to my field name... just go with it.

Trophy Hunter

Objective: Last man standing, player with the most arm bands wins the game.

Directions: Each player gets (5) arm bands. They must all be on the left arm. The players spread out on the field and wait for the horn. There are two cycles in the game - playing and collecting. You have a five minute playing period followed by a five minute collecting period. Every player is fending for themselves. The horn sounds and you try and hit an opponent. This lasts for five minutes. If you are hit, you put the barrel plug in your gun and hang out where you were hit until the horn sounds again. Once you are hit in one five minute period, another player may not shoot you. The horn sounds again, now you may collect any arm bands from the players you hit. You have just five minutes to collect arm bands and find a good place to start the next cycle of the game. If you don't have any arm bands left after a collection period, you are out of the game. If you were not hit and did not hit a player, you need to find a good starting spot during the collection period.

(Horn sounds) - 5 minutes of play
(Horn sounds) - 5 minutes of collection/lose arm band/find new starting spot
(Horn sounds) - 5 minutes of play
(Horn sounds) - collection/lose arm band

Once the final horn sounds, you may collect any arm bands from players you hit or wait until the player that hit you takes your arm band. You may then leave the field.
Required players: 10 and up
Time Limit: 35 min
The Chair

Objective: be the first player to sit in a chair at the center of the field.

Directions: You need an open field, cover helps but also open space is needed too you have this chair in the middle of the field, its every man for them selves. Players start in the center and are allowed 30 seconds to get to cover. (you cannot start the game in the chair)
Required players: 3 or more, no teams
Time Limit: 10 min

Dual

Objectives: Elimination

Directions: Remove your loaders (if possible)and carry two paintballs (one in your gun, the other in your pocket. Then you stand back to back with your opponent and simultaneously take 15 paces forward. Then, on the fifteenth pace you may both turn and fire. The game is like an old-fashioned dual, to win you must get the other guy.

Required Players: 2
Time Limit: N/A

Freeze Ball

Objective: completely freeze the opposing team.

Directions: The catch is if you get shot you are frozen. To become unfrozen, one of your own teammates must come and touch you. Game ends when all opponents are frozen. Unlimited paintballs and no time limit.
Required Players: 4 and up, equal teams
Time Limit: 15 min

Tiki Torch

Objective: Team one must prevent team two from putting out the tiki torch flames that are set across the field.

Directions: The game is meant to be played at night. Team one is allowed 5 minutes to get into defensive positions. At the sound of the whistle/horn game starts.
Required Players: 10 and up team one 30-40%
Time Limit: 20 min
Respawn

Objective: Teams must gain the most points before time runs out

Directions: The game is won by points. Points are earned by the amount of time one team occupies a center bunker. One point = One Minute, two points = 2 minutes etc, when players are eliminated they return to their starting point and reenter the game. Both teams can occupy the scoring bunker as long as they each have at least one team member at the base. Ref’s will keep time and points of both teams.

Required Players: 2 and up, equal teams
Time limit: 15 min

Trading post

Objective: Teams must compete against each other to recieve the most hole punches on their card.

Directions: This game is where you have an instructor at the center bunker and two teams of equal members. Each will be assigned a respawn point. At that respawn point a cache of props (pennies, cards, CD's, ect.) will be stored. Each team must try to get to the center bunker and trade with the instructor, their prop for one of his. They then return to their respawn point to drop of the prop and return to the trading point with another of their own props. At the end of the game each team goes and counts their team’s gained props. Each prop is worth 1point.
Required Players: 4 and up, equal teams
Time Limit: 10 minutes.

RLH-Run Like Hell

Objective: Elimination

Directions: All players surrender their markers (keep their ammo) to the refs who in turn, scatter the guns throughout the battle boundaries. Game starts at the sound of the horn/whistle. All players start in the center of the battle boundaries. Last player standing wins.

Required Players: 3 and up. No teams
Time Limit: 15 minutes.

Gold Rush

Objective: Both teams must aquire the most gold before the time runs out.

Directions: There will be 20 or more “gold nuggets” (boxes) spread out in the middle of the field at the start of the game. These nuggets are heavy so players may only carry one at a time. Players are instantly frenzied with gold fever and must yell “GOLD” in order to move with their new found treasure. Players must drop their gold in plain sight if they get hit while prospecting. Players may infiltrate other camps and steal gold from for themselves. All claimed gold must be within 5 feet of your camp (cone). Gold that is not inside this area by the end of the game is lost and cannot be counted for any team. Gold nuggets cannot be thrown in the air, but CAN be passed from player to player. Gold fever makes prospectors mad with greed. This allows for unlimited regeneration. Miners can return to their starting camp/cone as many times as they need to during the game. These players must touch their cone and count aloud to ten before returning to mine or fighting other prospectors.
Required players: 10 and up. Equal teams
Time Limit: 30 minutes.

Untouchables
Objective: Cpt. Kombat has 30 minutes to secure and destroy all illegal Liquor barrels. Capone must keep, hide, and prevent Cpt. Kombat from destroying his liquor. The team with the most liquore barrels at the end of the time limit wins the game.
Directions: Cpt. Kombat and his police unit need to secure and destroy all illegal liquor barrels (empty paintball cases). The exact number of illegal barrels is unknown to law enforcement. They must search and bring back each barrel to their disposal unit (orange cone). Once the barrel is "disposed of," it can not be brought back into play and is permanently gone for the remainder of the game. "Live" law enforcement officers can carry one barrel at a time. If any player gets hit while carrying the case, it must be dropped to the ground immediately. Law enforcement officers can have unlimited regenerations by touching Cpt. Kombat after being hit. Cpt. Kombat cannot regen during the game. Capone will protect his investments at all costs. Capone and his gang will spread these barrels throughout the city. Only Capone knows the exact number of barrels in the field at the start of the game. They must be visible and each must be at least 5 feet apart. Barrels may be relocated by Capone and crew throughout the game. Again, players can carry one barrel at a time. Capone's crew has unlimited regens by touching Capone after being hit. Capone cannot regen during the game.
Required Players: 10 and up. Equal teams
Time Limit: 30 minutes.


Valkyrie
Objective: Captain Kombat is being hunted and must stay alive. He has a small force of dedicated warriors who will defend their leader to the death. Cpt. Kombat must 1.) eradicate all of the attacking soldiers, 2.) out last the timer, or 3.) escape to home (raise/lower flag) where he can survive to fight another day.
Directions: Instructors will designate a safe zone for Cpt. Kombat's escape. Kombat and his security go out in the field 5 minutes before the game starts and take cover. The game will begin when a whistle/horn is blown. Kombat's troops can regenerate one time by touching Cpt. Kombat. Team Xtreme players can regenerate one time by touching the Valkyrie. The Valkyrie and Cpt. Kombat will be identified before the game and must wear an orange reflective vest. Neither the Valkyrie nor Kombat can regenerate during this game.
Required Players: 8 players or more. Team Xtreme will have 60 to 70%.
Time Limit: 10 minutes or more.

Rage in a Cage
Objective: Elimination game! Team Xtreme must launch a surprise attack on Kombat camp. Kombat Troops must locate and eliminate the invaders.

Directions: Kombat Troops begin at the center of a field. These warriors face each other in a small circle. Team Xtreme is given 2 minutes to spread out in random locations around the field. Cpt. Kombat's warriors must remain until the instructors whistle/horn. The whistle/horn starts the battle.

Required Players: 10 players or more. Cpt. Kombats Warriors= 70 to 80%

Time Limit: 15 minutes or more.

Civil War
Objective: Elimination Game.

Directions: Teams start back to back. Teams walk 50 paces and turn to face the other line of players. Those who get hit leave the field. Everyone else takes one step closer to each other and fires again. Only fire one shot per round. Players may lean or duck, but cannot move feet to avoid being hit.
Required players: 2 players or more.
Time limit: N/A
Hostage
Objective: Team Xtreme has 15 minutes to kidnap the VIP behind enemy lines and bring him/her to their starting point. Kombat Troops must protect the VIP at all costs.

Directions: Two equal teams start on opposite sides of battle boundaries. Kombat Troops choose where the instructor may place the VIP. Both teams start at the sound of the whistle/horn. If a soldier is shot while touching the VIP, he must let go of the VIP. Unless a VIP is touched, he must stay in place. Any player caught shooting the VIP will be called out. The VIP is neutral and will cooperate with either side.
Required Players: 5 players or more. Equal teams.
Time limit: 15 minutes.
Additional Option: Neither team knows where the item/vip is. They must secure an item and return to their base with it.

Zombie Apocalypse
Objective: Zombies must kill all Humans. Humans must hunt down and kill all Zombies "elimination style".

Directions: Zombies have 5 minutes to hide within the battlefield boundaries. All Humans must be wearing arm bands or removable identifying markings. Humans announce their hunt with a whistle/horn. Zombies get two separate kills before they are dead. If an Zombie kills a Human, that Human yells “Zombie” takes off their armband and turns into an Zombie. Friendly fire counts as a hit! No player can die more than twice.
Required Paintball Players: 5 players or more. Zombies = 20 to 30% of paintball players.
Time Limit: 15 minutes.
Additional Option: "New" Zombies must regenerate at a designated base when they are transformed.

The Deathstar
Objective: Imperial forces must protect their field target from destruction. The Rebel Forces must invade and destroy the field target by hitting it once. This is an elimination style paintball game.

Directions: Imperial forces enter the field 5 minutes before the opposing team and setup defensive positions around the field target. An instructor starts the game with a whistle/horn. The field target (to be determined by an instructor) must be visible, upright and placed by the instructor.
Required Players: 10 players or more. Evil Empire = 60 to 70 %
Time limit: 15 Min.

The Four Horsemen

Objective: Horsemen to survive and reach the safe zone before the time runs out. Archangels must stop the Horsemen at all costs. Game ends if one team is eliminated or if one horseman makes it through the safe zone.

Directions: Horsemen will start on the opposite side of the boundary area. Archangels will start across from them at the safe zone. The game will start at the sound of the whistle/horn. Horsemen can only be killed with headshots. Each player has only one life.

Required Players: 5 players or more. Horsemen= 10 to 20%.

Time Limit: 5 minutes!

The Crazy Game of Poker

Objective: Earn the most points for your team.

Directions: This game is 3 rounds with a three minute break between rounds. Each round is worth a total of 3, 6, and then 9 points. Players are divided into 4 teams and elect a team captain to represent them. Those team captains bid in front of the instructor for how long their team will hold the base. The team captain with the highest proposed time wins the bid and will attempt to hold the base. The round will start/ end at the sound of a whistle/horn. When the flag is lowered, time stops and points are accrued. If an attacking team is able to hold the base for the proposed time his team is awarded the points. If the three attacking teams are able to take the base before the time, the points are divided and given to the three teams. Attacking teams have infinite respawns. Defenders have one life only. (you do not have to eliminate all defenders to lower the flag/take the base)

Required Players: 4 players or more. Four equal teams.

Time Limit: Varies.

Capture the Center Flag

Objective: Capture the flag in the center of the battlefield and take it to the opponents base.

Directions: Two equal teams start at their base. At the sound of the whistle/horn the game begins. This game can be played with medics, respawns, or none. If medics are used, there should be 1 medic to every 12 players on each team. If a medic is shot, he loses “medic” status and can no longer heal other players. He may be healed by another medic and become a regular player.

Required Players: 6 players or more. Equal teams.

Time Limit: 15-40 minutes depending on number of players.

Bomb da base

Objective: Cpt. Kombat and his troops must plant the bomb, or eliminate all of team Xtreme. Team Xtreme must prevent the bomb from being armed or eliminate Cpt. Kombat and his troops.

Directions: Cpt. Kombat must plant the bomb at one of two targets within the battle boundaries. Both targets will be identified to all players by the instructor. Both teams will start on opposite sides of the battle boundaries. Game will start at the sound of the whistle/horn. If a player carrying the bomb is shot he must drop the bomb where that player stands. Team Xtreme may not touch the bomb. The bomb will be considered armed when an instructer observes a player with the bomb touching the target for a period of 20 seconds.

Required Players: 6 players or more. Equal teams.

Time Limit: 15 minutes.

The XK Hill

Objective: Team Xtreme must fight to keep it's flag raised. Kombat troops must fight to lower the flag. At the end of the time, the team with the flag raised/lowered wins.

Directions: Both teams will start at the opposite end of the battle boundaries at their base. A flag will be in the center of the battlefield. Teams will have infinate respawns at their base. Any player touching his base is invincible (to prevent spawn trapping). Bases will not be in view of the flag.

Required Players: 2 and up. Equal teams.

Time Limit: 10 - 15 minutes.

Variation: No respawns.

Juggernaut

Objective: Elimination, last man standing.

Directions: Select one player to be Juggernaut. That player is identified by an orange vest and starts in the center of the field. He can only walk but cannot be eliminated. All other players are given 1 minute to spread out through the battle boundary. At the sound of the whistle/horn the game starts. Last man standing beside the juggernaut is declared the winner.

Required Players: 3 players Minimum - 11 players maximum

Time Limit: 10 minutes.

Variation: Team Xtreme against the Juggernaut. If team Xtreme is able to lower the flag Juggernaut loses.

Kombat Convoy

Objective: Cpt. Kombat has been tasked to drive his convoy through hostile territory. He and his troops must follow directly behind the instructor until he reaches his destination. The Xtreme Assassins must assinate Cpt. Kombat at all costs. If Cpt. Kombat dies, his team loses. If Capt. Kombat is able to make it to his final destination, his team wins.

Directions: The XK assassins are told what route Cpt. Kombat will be taking and then are given 5 minutes to set up their ambush. The game starts at the sound of the whistle/horn. Cpt. Kombat and his troops must follow the instructor. They are not allowed to pass the instructor or fall more than 20 feet behind him.

Required Players: 10 players or more. Xtreme Assasins = 20 to 30%.

Time Limit: 15 minutes.

Tug Of War

Objective: Carry the flag to the opponents base. Elimination.

Directions: Two teams begin on opposite sides of the trail. A flag will be dropped in the middle of the field on the trail. That flag may not be removed from the trail. At the sound of a whistle/horn both teams may begin. A team has won if it eliminates the other team, or is able to push the flag to the enemy team's battle boundary.

Required Players: 2 players or more. Equal Teams.

Time Limit: 15 to 20 minutes.
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Old 12-06-2012, 10:18 PM   #5 (permalink)
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If an outsiders opinion is welcome....

I remember hearing of a tourney in the late eighties that I thought was cool.

Players get zero points for eliminating other players. However they earn points by checking in at various flag stations. There are 10-20 flag stations on the field, each with a unique marker, bingo dabber or hole punch. When a players gets to a flag station he checks off a card he carries for that station. Thus earning points for his team.

As teams move around the field they will encounter other teams. They can avoid each other or fight it out. The choice is do you earn points or prevent other teams from earning points? Do you split up your team to defend high value targets or roll as a combined unit.

A central re-spawn point keeps the action moving. Also the game changes as teams get fragmented.

This could be played as teams or every man for himself. Point values for certain stations could be increased to ensure lots of visitors and lots of conflict.
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Old 12-07-2012, 06:18 AM   #6 (permalink)
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Constructive outside opinion is always welcome!

And this looks like a very neat idea. A couple of questions,

Is there a time limit to the game and the team with the most points at the end of the game wins?

or

Is it the first team to reach X number of points?

I am assuming that the players must be live and report to the head ref with their score card to have their points counted for their team?
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Old 12-07-2012, 03:57 PM   #8 (permalink)
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Quote:
Originally Posted by CJOttawa View Post
Just a thought: instead of scenarios, how about a Top Shot shooting gallery?

People can use any paintball gun they want but only get one shot per target. (swinging milk jug, golf ball, whatever)

It's a twist on things - people would be forced to tune their gear and get good with it. And yes, First Strike rounds would be allowed.
I think that would be awesome, marksmanship is a skill that can always be improved.

However I would suggest that if FS rounds are to be used, there should is a timed component to the competition. Otherwise I don't see how it would be applicable to in-game skills, as almost all guns can be muzzle-loaded with FS rounds, I heavily doubt that many would do so in normal play.

Say there are 10 targets, and points are allocated via the formula x/t, where x is the number of targets hit, and t is time taken to shoot all 10 shots. or something like that, whatever works.

Just my 2cents.
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Old 12-07-2012, 09:27 PM   #9 (permalink)
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Constructive outside opinion is always welcome!

And this looks like a very neat idea. A couple of questions,
Is there a time limit to the game and the team with the most points at the end of the game wins?
or
Is it the first team to reach X number of points?
I am assuming that the players must be live and report to the head ref with their score card to have their points counted for their team?
I am going from memory about something I read about 20+ years ago so this is all pretty fuzzy. Besides it can all be changed as you see fit. I would probably do the following:
As long as you are a live player you can mark cards (collect points) or engage other players. You can only collect points at a station once (hence the unique stamp or punch at each station). When a player is hit he proceeds to the spawn point. He cannot engage other players or mark his card. At the spawn point he wipes the hit and can return to the game. Extra paint, air, fluids, squeegees ect, can be stored here. Players can return to the game, wait for teammates, attempt to ambush others, whatever they see fit.

The game starts with all players at the spawn point. Players have 2 minutes to disperse. A horn sounds to start the game. The team with the highest combined score after 2 hours, wins.

I would make stations near the spawn point worth a low value (say 10 points). I would have several far off stations worth high value (say 50-100 points). I would have a high value station near the spawn point. This would need to be something that could be easily defended by 1 or 2 guys. This will guarantee a lot of constant action.

Variables:
Number of players per team? A lone wolf tourney could be very intense. However if you are quiet and sneaky you could do quite well. I think 3 man would work well as it allows some strategic options.

Limited paint?
A 50 round limit when leaving the spawn point may be helpful. Having limited paint discourages long lasting gun battles and suppressive fire. If the goal it to collect points a light load is helpful. An additional station where players can pick up paint would also bring players together for conflict.

Do dead players earn points?
If a players is hit should they lose the points they have earned so far (ie only live players returning to the ref can earn points). I say no. It will encourage people to camp near the ref and try to deny points to others. I think that may be effective but is boring.

Just a few thoughts, I would love to see how it works out.
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Old 12-07-2012, 10:00 PM   #10 (permalink)
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Just a thought: instead of scenarios, how about a Top Shot shooting gallery?

People can use any paintball gun they want but only get one shot per target. (swinging milk jug, golf ball, whatever)

It's a twist on things - people would be forced to tune their gear and get good with it. And yes, First Strike rounds would be allowed.
I have wanted to do something similar and have a few thoughts:

Event 1: player has 10 balls and one minute. Targets have various values based on size and distance

Event 2: Player has unlimited paint. He has to shoot 8-15 targets. The target could be a cup that has to be knocked off the edge of a table, bunker, 2x4. Points are awarded on lowest time to complete the task.

Event 3: Biathlon: While carrying his marker, the Player has to run and retrieve a flag. Return to start. Shoot medium difficult target. Run to retrieve second flag, repeat as desired. Add bunkers and things to climb over depending on level of cruelty. Penalties for using more than X number of balls. Lowest combined time earns the most points.

Event 4: Snap shooting: A target is revealed for around 2 seconds. The target goes away. After an irregular interval the target is revealed for another 2 seconds. Repeat 8-10 times. I envision a cloths line to support the target and boxes/bunkers to hide it. The shooter would know where the target is but not which side it will come out of. Total hits determine score.

Every player has to use the same marker setup (same barrel, hopper, air source) for each event. A stock class setup would be useful for events 1 and 3. And electro and a huge hopper would get you lots of points in event 2, but would be a negative in the other events.

Same ammo has to be used in all 4 events. First strikes would be great for events 1 and 3, but a big negative for event 2.

Just my 1/50 of a dollar.
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