Post by Task Force: Iris on Feb 8, 2010 21:06:21 GMT -5
The Battle for Durbond II
Hosted by: Task Force: Iris
Hosted by: Task Force: Iris
March 21st 2010
Hells Survivors Paintball Field
619 D-19/Pearl St.
Pinckney, MI 48169
Check in: 0900
Briefing: 1000
Game Start: 1030
Cost:
30$ Pre-Register
35$ Walk on
Pre-Register by making a PayPal payment to tfiris@live.com
When you Pre-Register pleas include the following information
*Full Name
*E-mail Address
*Force you want to be on (Batavian or Nadiskian)
*Team Affiliation
Hell Survivors will be providing BB’s for sale and Green Gas at the field!
Pre-Registration will close on Saturday March 19th at 23:59
Story: Last year there was a climatic clash of titans in the small country of Kurtistan. The countries of Nadisk and Batavia both assaulted at the same time and came to a stalemate somewhere near the small town of Durbond. An uneasy armistice has existed since then between the two warring giants. The tension is rising now as insurgents fight to free their once peaceful country of Kurtistan from these two. Another major conflict is on the horizon… will you be there?
Forces:
Batavia (woodland, MARPAT)
Nadisk (3-Color Desert, Chocolate Chip, ACU)
*Do NOT ask for other patterns please
A) Object – The object is to accumulate as many “Victory Objectives” (VO) on the battlefield before time elapses. VOs are scattered all over the battlefield, each one marked with a note indicating which side the VO belongs to, how many points it’s worth, and if there are any requirements before a side can capture it. Generally, the farther away the VO is located, the more points its worth. VOs for the opposing side cannot be moved unless the other team was in possession of it and had to abandon it in combat, or if it was captured form a stockpile at the enemy base. Both sides will have a map with every VO location on it; however they will not know the requirements needed to move it, how many points its worth or which side it’s for.
B) HQ – Each side will start the game at their HQ. The HQ will serve as the casualty collection point for troops that are not able to be healed in the field, as well as a location for the VOs to be stockpiled after they are collected. If the HQ is captured the enemy may take any two VO’s from the stockpile that they want (ignoring the requirements needed to move it).
C) Casualties – If one becomes a casualty they have two options. 1) Call out for a medic and hope that he heals you. 2) Return to your HQ where healing is automatic. Patrol casualties, have a 5min bleed out time, or they can wait as long as they want for a medic unless their whole squad is destroyed. If the patrol becomes a casualty they must abandon any VOs that they had (either they were all dead or were unable to meet the requirements to move it) the enemy can now try to capture it (same requirements to move it apply), as the other team must drop the VO where they are at. Casualties at an HQ or returning to an HQ when it’s under attack have only one option, they must go to a designated rally point and wait 15mins for re-spawn (the 15mins starts with the first casualty. After the 15mins is up anyone in the rally point is alive). If one patrol destroys another and the victorious patrol is within 35 yards of the enemy HQ and they wish to attack it, they must inform the casualties so they can head to the casualty rally point.
D) Patrol – A patrol is a force of no less than 3 individuals and has no cap on how many members that it can have. There are different missions that a patrol can do and these are; Recon (scouting out the enemy and VOs), Ambush (setting an ambush at an enemy VO), Defending (defending the HQ or another random location) Combat and Recovery (Looking for VOs to collect or engaging the enemy). A person on their own can’t operative by themselves, the only times that a soldier is allowed to move by himself is if he is taking a message to a squad or to the HQ. A solo solider can defend himself but must continue to move toward the HQ or squad that he was going toward. Patrols are issued missions by the commander of the force, or they must request a mission. No OFP!
D.1) Patrol Types:
Fire Team – is your standard 5-10 man squad. These may capture objectives, move objectives and conduct village interaction missions.
Recon Squad – A recon squad is just that (Recon). They function just like a regular patrol except they cannot capture VO’s but they complete FO’s. Recon will have no more than 4 members and can only take 50% causalities before they are subject to morale rules.
Sniper Teams – Each team will be allowed two sniper teams of two (Sniper and Spotter) Snipers cannot capture VO’s or Hold and other Objectives, but they can defend their HQ and assist at the village or even assist with FO’s. Snipers have their own way of getting points for the team. If a Sniper kills another player they can collect a Trophy from that kill. The Trophy would be a card stating how many points they are worth. Each team is allowed to collect 4 of these cards before they must turn them in. Once snipers collect cards they cannot lose them even if they are themselves shot by another sniper. These cards will be given to players based on positions they hold in the squad and for rank. The overall command is worth the most next to a sniper team followed by a squad leader then last a regular squad member.
E) Village and Villagers – The village can be a great source of information to learn about different VOs. The village will be a controlled area for the propose of role-playing. Each side can engage in two different types of interactions with the villagers in an attempt to learn information about different VOs on the battlefield. The village itself is a NON-COMBAT ZONE for the two opposing forces (but not the villagers)… Only one side is allowed to be in the village at a time, before entering the village the squad must check in with the road guards to make sure that the village is not occupied with the other team. If a squad is allowed into the village they will have a total of 15 to 20mins to conduct their business before they must leave. If a squad enters the village without permission their team will be penalized for the trespassing squad. If a squad refuses to leave after the set time they will be penalized. (These rules are in place to attempt to keep this area a controlled environment for role-playing which will help the game move along and to make sure that both sides have a chance to conduct the side missions that the village has. The two different interactions that a team can do are; Friendly interaction, which would be to assist the village and its subjects with different things like providing security for local government buildings, assisting the village police, or giving medical aide. Or a Hostile interaction, which would be to search buildings, set up check points, and question subjects. Both interactions will give information about VOs and some might even help or hurt later visits to the village, or even give up info on a special VO that might not be on the map… Each RP Scenario will be different, some might need a tactical response, some might be a simple problem solving scenario all depending on what type of interaction with the villagers the squad is conducting. When a squad enters the village and wants to have friendly interaction then they will stop at the PD to get a set mission. If the squad wants to conduct a hostile interaction then they will stop at the set military command post in the village and also get a set mission to conduct.
F) Medic System - the TFI Medic System will be used during this Op which is the same as the last years system. everyone will be fully briefed on the rules the day of the event.
G) Morale – Each squad is going to be subject to battlefield morale. If a squad suffers 60% causalities then they are considered combat ineffective and must return to the HQ to regroup.
I) Field Objectives – apart to Victory Objectives (VO’s) there will be random Field Objectives or (FO’s). These will also be a new way of collecting points for a team. FO’s might be helping a downed pilot to a rescue LZ, Escorting members of the World Health Organization to the village Destroying commutation relays, or even Defending or Attacking a battlefield location. These FO’s will be given to the team commander to assign to squads to complete
J) Mag Restrictions – A player may carry as many mid-caps as he wants or TWO high Cap mags of no more than 300 rounds. In either case NO LOOSE AMMO ALLOWED. SAW gunners may carry two standard 5000rnd box mag but NO loose ammo. Players are however allowed to have as much loose ammo as they want back at their HQ; our TFI staff will be there to keep an eye on it. This is to once again create a feeling of realism.
See you all out at the second in a series!
PS~ there have been some rule changes since last year so be aware of that, thanks.