-   Scenarios and Big Games (
-   -   The Roaring 20's Series "Turf War" at the Swamp in Gloucester, VA (Oct. 4th-6th 2013) (

Nessy 06-25-2013 12:00 PM

The Roaring 20's Series "Turf War" at the Swamp in Gloucester, VA (Oct. 4th-6th 2013)
Posting this for my friend WhiteFeather (of team SOVA), who will be producing and running this game. This game was well received last year, with over 200 players, and this year is looking to be bigger and better than last year!

TURF WAR (2013)

Throughout the 1920s two rival gangs ravaged the city of Chicago with a brutal feud that eventually culminated in the event known as the St. Valentine’s Day Massacre. The Irish gang, headed by George “Bugs” Moran, and the Italian gang, led by Alphonse “Scarface” Capone, battled over many things, but nothing more so than control of the Chicago underground and the liquor trade the flowed through it. Through out the struggle between these two rivals the battles were fierce and the grudges ran deep. Historically, Capone and Moran both lost much in the conflict. Moran managed to keep control of his territory and what remained of his gang through the end of Prohibition and through the early 1930s. But with the repeal of the Volstead Act (the very thing that put the gangsters into power) the North Side gang declined along with many other gangs and Moran decided to leave Chicago after a few years. However, Capone did not go unpunished either. After the St. Valentines Day Massacre, the government and the public expressed a new level of outrage with gangland killings and shootouts. With the government coming at him from all sides, Capone himself started to decline. The government eventually convicted Capone of income tax evasion and sent him to prison in 1932.

For this scenario, players will choose sides in the TURF WAR that Capone and Moran created as they battle it out and fight for the right to rule the streets of Chicago.

Pre-registration info can be found here.

Web Store - The Swamp Paintball Park

Nessy 06-25-2013 12:02 PM

The Roaring 20’s: Turf War
Players Brief

Background: Throughout the 1920s two rival gangs ravaged the city of Chicago with a brutal feud that eventually culminated in the event known as the St. Valentine’s Day Massacre. The Irish gang, headed by George “Bugs” Moran, and the Italian gang, led by Alphonse “Scarface” Capone, battled over many things, but nothing more so than control of the Chicago underground and the liquor trade that flowed through it.

The Swamp Scenario Rules of Play (SSRP) apply to this game in all aspects, except where deviation is specified within these rules.
A war for control of the underground liquor trade of Chicago is at hand!
Both mob teams will be competing for control of the various districts of Chicago and it’s outlying areas. As players battle for control of the various zones they will signify control of a zone by manipulating the flag stations designated in each zone, lowering the opponent's flag and raising their own. (Players may not steal, destroy, or otherwise obscure an opposing team’s flags. Doing so incurs great penalty).

* NOTE: If a zone has more than one flag raised, neither team represented will get points as the zone will be considered contested.

Zones Defined

* Wilderness Zones: There are 3 “natural” wilderness zones: Thatcher Woods, White Oak Woods, and Shiller Park. Each of the wilderness zones are worth <50> points every hour. In addition, the zone owner can purchase a distillery kit from the Vendor Ref. Placing a distillery kit in the zone will decrease its value to <25> points per hour and the zone will generate 1 jug of whiskey every hour. The generated whiskey does not increase the value of the wilderness zone as it is used elsewhere for a similar purpose. Only one distillery kit may be placed in a zone at a time. Whiskey can be taken from the zone to use elsewhere.

* Commercial Zones: There are 3 commercial zones on the field: Chicago Air Park, Chicago Harbor, and Skokie. Controlling a commercial zone only grants <15> points per hour. However, these zones are also delivery drop locations for out of town smuggled whiskey. A designated Ref will deliver 2 jugs of whiskey to the owned commercial zone each hour. The generated whiskey does not increase the value of the commercial zones as it is used elsewhere for a similar purpose. Whiskey can be taken from the zone to use elsewhere.

* Urban Zones: There are 4 urban zones to compete for: West Garfield, East Garfield, Pilsen, and Armour Square. Each of the urban zones is worth <50> points per hour with the exception of Pilsen, which is worth <100> points per hour.The point values of the zone can be modified by adding point modifying devices to the flag station in the zone.

Points at each zone are counted at the top of every hour. Points are awarded to the zone owner in the form of game cash that is deposited in a bag attached to each control zone flag station (This represents various monies paid to the mob that owns that section of town).

The game cash can be collected from the deposit bag by only one type of player on the field, a designated Role Player called a “Collector” (The Collector represents the historical gangster type that would perform collections throughout the city). Each team is permitted to assign 2 Collector Roles and they will be identifiable by way of wearing pink armband tape.

Game Cash counts for the points your team can accumulate. However, it can also be spent on certain tactical advantages and assets from the designated Vendor Ref at the stage area, off field.

* NOTE: Assets purchased from the Vendor are not considered to be in play until they are brought on field and the player(s) carrying the asset/prop have respawned as live players by tagging in at their CP (Command Post). Players with assets/props may not pass off these items to other live players.

Purchasable assets and their uses defined

Molotov Cocktails: A Molotov cocktail will cost your team $25. When “lit” (pulling the streamer tape out) and thrown, the cocktail will set fire to a 10 foot area around wherever it lands. Players within the vicinity of the Molotov when it lands will be eliminated. Additionally, if the cocktail is thrown into any structure, players inside the structure are eliminated. The exception to this is the Castle. If a Molotov is thrown into any tower, players in that tower are eliminated on the level that the cocktail was thrown into. Also, a Molotov thrown into the second level that lands on the catwalks around the perimeter of the second level, only the catwalk where it landed is affected. If a Molotov is thrown into the Castle and lands in the main space on the first floor, the 10 foot blast radius applies for eliminations. Be sure to call for a Ref to validate your Molotov strikes. A Molotov is considered to be a demolitions asset but can be employed by any player. Lastly, once a Molotov has landed it is considered to be inert and consumed. For all intents and purposes it isn’t there……don’t touch it, leave it for a Ref.

Powder Keg: The powder keg represents a barrel of gunpowder. The powder keg can clear and eliminate any structure on the field by being placed inside the structure and the detonation fuse lit (pulling the detonator cord out) {The powder keg is an improvised smoke grenade device, treat it with the same care you would a smoke grenade}. Additionally, a powder keg will be considered to have detonated if it is struck by paint. So, be caReful when transporting the powder keg. When a powder keg is detonated, the structure it is in is eliminated as well as any players within a 10 foot radius of the structure. If a powder keg happens to be detonated out in the open it will eliminate any players within a 20 foot blast radius, including those in armored cars. The powder keg prop should never be thrown. It may be rolled or placed inside a structure, but never thrown. Lastly, once a powder keg has been lit and detonated it is considered to be inert and consumed. For all intents and purposes it isn’t there……don’t touch it, leave it for a Ref. The powder keg must be deployed by a designated Demolitions MOS role player (Black armband tape - 2 per team).

Armored Cars: Only a Driver MOS Role Player (Orange armband tape - 2 per team) can go to the Vendor Ref and purchase a car for $100. The driver can carry up to 5 additional passengers. The driver and all passengers must maintain contact with the car by carrying it. If a player, or players, let go of the car, they are considered to have exited the car and are live player(s) that can be fired upon. Players may only exit a car when it is stopped. When a car is stopped, the car should be set on the ground and the embarking passengers take a knee while holding onto the car. Player(s) may then safely exit the car. "Jumping" from a moving vehicle will result in elimination. Otherwise, when the car is lifted from the ground the occupants are considered safe inside the armored car and should not be fired upon. Likewise, occupants of the cars cannot fire upon others until they exit as previously described. Means of eliminating an armored car are by demolitions fire or a Molotov cocktail. In either case, the ordinance must make contact with the car, or one of its attached occupants, to be counted as an elimination. A Molotov that lands under the car (or the car “runs” over it) does not eliminate the armored car. Additionally, if a car is in the blast radius of a detonated powder keg, the car and all passengers will also be eliminated. (Note: this does not apply if the powder keg was utilized inside of a structure). In the interest of safety, players wielding launcher devices should avoid firing on these vehicles at ranges of less than 30 feet. When a car is destroyed, the eliminated players should lay the car on the ground and exit the area to go respawn. A Ref will recover the car to return it to the Vendor.

* Special Note for Vehicle Tanks: If a team has a vehicle tank available for use it will follow all the same considerations as a wooden car prop. It will not be able to employ its main gun, nor will players embarked on it be permitted to fire markers from it. It is for people and prop transport only, and can disembark players when it is stopped, parking brake set, and turned off. Once players have disembarked from the tank they must depart its presence by 20 feet before the car can be made mobile again. Additionally, the tank driver must provide his own safety walker in accordance with SSRP guidelines. The right to use the tank will be through the same purchasing method as the wooden cutout cars with one additional validation step: the tank driver must purchase the tank as a car from the Vendor where he will receive a plaque. This plaque will then be turned into the Head Ref to show it was paid for. He may then use the tank as described above, starting at the tanks respawn point.

Zone Modifiers: There are 3 different zone modifiers: Distillery Kits, Whiskey Jugs, and Cards Decks.

Zone Modifiers Defined

Distillery Kits: Used only in Wilderness Zones, this modifier decreases the wilderness zone it is placed in by half the value and will cause the zone to produce 1 jug of whiskey per hour. A Wilderness Zone can have only one distillery kit in it at a time.

Whiskey: Used only in Urban Zones, this modifier increases a zones value by the number of whiskey jugs in the zone by the base value of the zone plus the original base value.(Ex.- Base=<50>, 3 whiskey jugs in the zone makes zone value <200> {<50> for zone + 3 x <50>, or <150> for whiskey = <200>}). An Urban Zone can have up to 10 jugs of Whiskey placed in it at a time.

Card Decks: Used only in Urban Zones, this represents a gambling establishment in the zone and increases a zones value twofold. This is inclusive of other modifiers in the zone. .(Ex.- Base=<50>, 3 whiskey jugs in the zone makes zone value <200> {<50> for zone + 3 x <50>, or <150> for whiskey = <200>} x 2 for the card deck for a total of <400>). An Urban Zone can have only one Card Deck of a particular color in it at a time.

Destruction and Acquisition of Zones and Modifiers

As game play ensues it will be quite possible for a team to take over a control zone that is owned by another team. When this happens flag colors are changed by the players to show the change in ownership of the control zone. However, modifiers in the zone will be color coded to determine team ownership (Ex.-Whiskey Jugs, Card Decks, and Distillery Kits will be Red or Green).

Takeover of Control Zone: When one team takes over the control zone of another team the modifiers it contains and were left behind represent the influence the ousted team has in that zone that put them there. The new owning team can start to populate the control zone with modifiers of their color if they have them available to do so. Players may not remove or manipulate the modifiers or props of the opposing teams color, with the exception of the flag stations.

While there is a conflict of colored modifiers in the Control Zone the following effects apply in each zone:

Wilderness Zone: Color conflicted modifiers in a wilderness zone (distillery kits) will fail to produce any whiskey jugs as described above until only one color distillery kit is present. Players may not physically move an opposing teams distillery kit.

Urban Zone: Only the greater difference of whiskey jugs will be counted for points and the following deposit from any point count to the cash bag will Reflect the appropriate amount for the count. {Example- Red team owns the control zone of West Garfield and has a deck of cards and 3 whiskey jugs within it. The Green team comes along and takes over the zone. Green team changes the flag at the control zone station and begins to accumulate points for having ownership of the zone. Following that, green team places 4 whiskey jugs in the zone. At time of the point count the Ref will only place $100 of game cash points into the deposit bag for the base value of the zone <50> and the value of one jug <50> as the other 3 jugs are negated by the presence of the opposing team’s whiskey jugs and the red team’s card deck is ignored as a modifier}

Game Cash: Game cash left behind by an ousted team may be collected and seized for use by the imposing team so long as it is done by the Collector MOS Role Player.

* The only way to fully clear an opposing team’s influence from a control zone is to demolish the zone and rebuild it as described below.
Destruction of Control Zone Defined: If a control zone is destroyed by demolitions players all the modifiers within are considered to be destroyed. The local area Ref will lower all control zone flags, tape off the structure or zone control station, and remove any modifiers within to be returned to the Vendor Ref or other appropriate location for reuse. The destroyed zone cannot be utilized until rebuilt by an Engineer MOS Role player and the Engineer cannot restore the structure/control zone/ flag station until all of the above actions are carried out.

Command Post Eliminations: A player may eliminate the CP of another team by only one method, Powder Keg. Since Players may not enter an opposing CP, the Powder Keg must be detonated within 5 feet of the CP targeted. In addition, a CP elimination has the additional effect of destroying any props within the destruction radius.

Finally, all eliminated players will be escorted off field (having nowhere to respawn) and the affected team’s insertion point closed for 10 minutes. When the insertion point is reopened the CP is able to be restored by an Engineer MOS player.

Other Things That Can be Demolished:

Structures: Every structure on the field of play can be demolished with a powder keg or LAW as applicable to the size of the structure defined by the SSRP. Demolished structures taped off must be restored by an Engineer MOS role player before they can be entered or utilized.

Bridges: Bridges can be demolished by either LAW Rockets or Powder Kegs. They will be taped off appropriately until restored by an Engineer MOS role player.

Derelict Vehicles: Any derelict vehicle on the field that is an enclosure unto itself and can be entered into can also be demolished. This can be accomplished by Powder Keg or by LAW Rocket (applicable as a regular structure defined in the SSRP) . The additional vehicles include the bus, vans, RV, and camper trailers.

MOS Role Special Perks

While all other considerations for the use of MOS Roles are defined in the SSRP, two roles in particular are going to have an expanded function in the game and are defined below:

Engineers: Engineers should keep demo tape that they take down from structures demolished by the opposing team. At the end of a given game day (Saturday and Sunday) the tape(s) will be measured (rounded to the nearest foot) and <5> points awarded for each foot of demo tape collected, turned in, and counted.

Medics: Medics will be required to use bandages on any player they are desiring to heal of a wound from combat. Bandages should be tied around the arms to signify the healing of the wounded player and the eliminating mark wiped. Per the SSRP, headshots cannot be healed and cause instant elimination. When a player is eliminated and returns to the respawn point they should remove the bandages from themselves, and deposit them in a designated box with the Vendor Ref at the stage. The Vendor Ref will return the bandages to the appropriate CP for the medic players to recover and reuse. If a Ref spots a player with bandages on, the player will be considered to have the number of wounds indicated, if they don’t remove the bandages when they respawn at the CP. If wounded players are healed and choose to leave the field of play they should remove the bandages and return them to the Vendor Ref. The Vendor Ref will have separate boxes for each team to deposit the bandages into. The bandages will be counted at the top of each hour for <5> points each. Once counted, the bandages will be returned to each team’s CP for reuse by the Medic MOS players.

***There are 2 areas of the playing field that are off limits to players. The large white structure located in Mid-Town {known as CP2} and the cargo area of the dump truck in Skokie (see field map). These areas may be entered by Refs only. Entering these areas is considered cheating and will result in a Ref warning punch on your player card. Repeated offenses will result in ejection from the game w/o Refund. Additionally, players may not board the stage during regular game play unless they are given permission to do so by the vendor ref after purchasing an item.

Bribes & Political Influence

There are 3 different entities that the generals of each team will have the opportunity to influence during regular game play. They are the Chicago Department of Parks and Forestry, The Chicago Chamber of Commerce, and the Anti Saloon League. Influence paid to these parties in game cash has varying costs and effects as follows:

Chicago Department of Parks and Forestry: It will cost a team $200 of game cash to send this department into action. The bribe represents a payoff to the department to cause increased scrutiny from from department agents in the city parks and woodlands. As such, it will make it impossible to produce illicit shine from distilleries in Wilderness Zones where this effect is targeted. The affected zone will not have the assets confiscated but it will not produce any shine if occupied by a distillery kit. Additionally, the zone will not payout any game cash for the duration of the bribe effect. Scrutiny from the induced bribe will last for 2 hours.

Chicago Chamber of Commerce: Just like the Department of Parks and Forestry, the Chamber of Commerce can be bribed to scrutinize the business dealings in Commercial Zones. It will cost a team $300 of game cash to influence this department. The effects of this bribe are the same as described above for the Department of Parks and Forestry (no shine delivery, no payout). However, the effect of this departmental bribe only lasts for one hour.

Anti Saloon League (ASL): A prominent group throughout 1920’s America, this political group was a major component in the advocacy of Prohibition and a “dry” nation. Bribing this group will cost $500 of game cash. Bribing this group represents the effect of the Anti Saloon League picketing, protesting, and identifying speakeasies to the authorities in the Urban Zones. Similar to the above cases, the zone will not generate game cash nor create profit from any zone modifiers within it for the duration of the bribe effecting an Urban Zone. This bribe will last 2 hours.

Nuances of Bribery:

● In order to make the payment for bribery a player must make contact with the ref in a zone, state his intentions to pay the bribe, and provide the proper amount of game cash to do so. The player making the bribe need not be live, they must merely do the legwork to get to the zone they want to effect.

● Zones under the influence of a bribe will be taped off by the zone ref with orange tape around a wide area surrounding the zone flag station. Players WILL NOT enter these taped off areas in a control zone. Entering the zone will result in that player being arrested (eliminated).

● Each mob may bribe any of the groups described above at any time so long as the group to be bribed is not under a bribe by the opposing team at the time. (Ex.- Al Capone bribes the ASL to shut down West Garfield, where George Moran has a good supply of shine and a gambling house. Moran then sends an agent to bribe the ASL to shut down the zone of Armour Square. The ref on site will inform the player that he can’t do any business with him at that time as the ASL is busy with other deals at that time.)

● Either mob may only bribe a particular group to influence one control zone at a time. (Ex.- Al Capone bribes the ASL to shut down West Garfield, where George Moran has a good supply of shine and a gambling house. But Capone doesn’t want Moran to start doing business in Pilsen either. So, Capone sends an agent to bribe the ASL to shut down Pilsen. The ref on site will inform the player that he can’t do any business with him at that time as the ASL is busy with other deals at that time. However, Capone decides to send his agent to White Oak Woods instead to bribe the Department of Parks and Forestry, who will happily take the bribe. At this point, Moran can still make a bribe, but only to the Chamber of Commerce.)

Night Play

Turf War offers you many different options for night time play and activities. For on field play, chrono speeds are to be set and checked at no greater than 250 FPS. There will be several story driven paintball skirmish matches between the two teams under low level light on the main city field. The results of the matches will count for points towards the game total at the end of the second day of play. These matches will be briefed separately at the time prior to the commencement of night play for those that sign up to participate. However, the winner of the on field night play will gain a starting advantage for field position at the start of the second day of play. In addition to on field play, players will be offered other games off field to include: Corn Hole, a mini casino, marksmanship competition, and more.

Details will be provided on site as well as signup forms starting Friday night before game day, and up to a time prior to beginning evening play.

The Flounder 06-25-2013 01:05 PM

When does pre-registration end? Are First Strikes allowed? What is the cost?

Nessy 06-25-2013 01:30 PM

$30 pre-reg includes field and air

First Strike are allowed

Pre-reg ends September 27th.

The Flounder 06-25-2013 01:33 PM

Are First strikes FPO or BYO? If they are FPO what is the price?

Nessy 06-25-2013 01:37 PM

I believe they are BYO. Which is good, because a field would probably charge more than they're worth. lol. I know anytime I have ever used them, I just took mine out there and nothing was said about using then.

Nessy 08-15-2013 09:27 AM

Bump 08-25-2013 02:42 PM

I was pushing this game at black river this weekend. Hopefullyv we can get some more raleigh teams up there

Nessy 08-27-2013 06:54 AM

That would be awesome! The more the merrier!

All times are GMT -4. The time now is 07:37 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2018, vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO
© MCB Network LLC