TSSOC Presents: Army of Darkness on April 2, 2011
Printed From: Tippmann Paintball
Category: News And Views
Forum Name: Upcoming Events
Forum Description: Tournaments, Field Openings, Scenario Games...
URL: http://www.tippmannsports.com/forum/wwf77a/forum_posts.asp?TID=187348
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Topic: TSSOC Presents: Army of Darkness on April 2, 2011
Posted By: TSSOC.Professor
Subject: TSSOC Presents: Army of Darkness on April 2, 2011
Date Posted: 13 December 2010 at 7:41pm
TSSOC Presents: Army of Darkness Saturday April 2, 2011 Poco Loco Paintball Schwenksville, PA
Pricing Pre-Registration Entry will be $40, ($49 at-the-door), includes CO2/HPA. Paint will be $65 per case, (field paint only.)
THERE IS A 300 PLAYER CAP FOR THIS GAME. Pre-registration will be open by January 1, 2011.
Game Schedule 6:30 am - Gates Open 7:00 am - Pre-Registration/Registration 9:15 am - Player Briefing 10:00 am - Game Starts 4:00 pm - Break for Final Battle 4:30 pm - Final Battle 4:45 pm - Game Ends 5:00 pm - Awards Ceremony
Game Rules and Map will be posted soon!
Background It is the year 1300 and mankind is besieged. Through the power of the Necronomicon Ex-Mortis: The Book of the Dead, dark forces have risen from their graves and are gathering across the realm ready to strike at the last vestiges of humanity. It is a dark time, but there is hope for mankind; his name is Ash, and he works in Housewares. It is time to choose sides: Do you grab your boomstick, say “hail to the king!” and defend mankind alongside Ash and Lord Arthur’s Men? Or will you embrace your inner darkness, and join Evil-Ash and his Deadites to swallow the souls of the living? Choose wisely, and for God’s sake remember the words: Klaatu, Barada, Nikto!
Generals Commanding the Humans will be Anthony "DeCoz" Decosmo of the MSU Redhawks Scenario Team
Commanding the Deadites will be George "Shadawg" Shaffer of Delta Paintball Team.
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Replies:
Posted By: baird
Date Posted: 04 January 2011 at 4:15am
Posted By: TSSOC.Professor
Date Posted: 10 January 2011 at 5:18am
How to contact the commanders
Deadite General - George “Shadawg” Shaffer of Delta Paintball Team, contact him at http://www.deltapaintball.com/forums - Deadite XO - Thomas “Beaker” Heemer of Exiled Souls, thom1175(at)yahoo(dot)com
Human General - Anthony “DeCoz” Decosmo of MSU Redhawks Scenario Team, adecosmo1(at)gmail(dot)com Human XO - Greg “Vito” Wirth of MBP Militia, Nasa109(at)aol(dot)com, put PocoLoco/AoD in subject line
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Posted By: TSSOC.Professor
Date Posted: 03 February 2011 at 5:22am
Two months before game time. Pre-registration is open. http://www.tristatespecops.com/aod.asp
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Posted By: TSSOC.Professor
Date Posted: 16 February 2011 at 6:15pm
Safety Rules
1) Field Paint/Grenades Only!
2) All players must chronograph their markers at or below 280 fps.
Referees will be checking chrono both at the range, and on the field.
3) Goggles On at ALL times in the play area!
4) Use Barrel Sleeve at ALL times when not in play. (Barrel Plugs are
not acceptable barrel blocking devices). When shot, put your barrel
sleeve on quickly, and raise your marker above your head to indicate you
are eliminated. This will help keep you from getting over-shot.
5) No blind firing! If you’re not looking at your target, it is NOT
okay! Looking through cracks/holes in bunkers while shooting over/around
is also prohibited.
6) Optional Surrender Rule – If you approach within 15 feet of another
player and they are unaware of your presence, you have the option of
offering them a surrender. If they call themselves out, do NOT shoot
them! If they turn to fire, go for it. It behoves everyone to offer and
accept surrenders! This helps prevent overshooting at close-range.
7) Barrel-tagging is allowed. The player must GENTLY touch the opposing
player with the side of his barrel which must remain on the marker.
Other devices for barrel-tagging (toy swords, daggers, etc) MUST be
approved by Scenario-Control prior to being allowed on-field. Scenario
control will mark approved barrel-tagging devices.
8) The field border will be marked by a yellow boundary tape. The
boundary tape may dog-leg on occasion. You may not shoot across these
tape-lines. Your paintballs must remain in-bounds just like you.
9) A referee’s call on the field stands. The Game Producers, field
owner, or head refs will not reverse the call of a referee. So make sure
you wipe off old hits, keep your masks down, etc…
10) NO MARKERS WILL BE ALLOWED IN THE COMMAND POST (CP) AT ANY TIME,
EVEN WITH A BARREL COVER. The CP is not to be used as a bunker. There is
no shooting into or out of the CP at any time.
11) Whistle blasts will signify the start and end of play. If you hear a
whistle blast in the middle of the day, STOP FIRING IMMEDIATELY! Take a
knee, marker down and wait for instructions from a referee. This is for
a safety stoppage! A whistle will also signify a resumption of play.
12) Once you indicate that you are out, whether by yelling “OUT!” or
raising an arm or marker above your head, you are out, regardless of
whether or not you are hit.
13) No pyrotechnics, hot-burning smoke, firearms, knives, airsoft, or
any paintball caliber other than .68, laser sights. No fighting,
drinking, or drugs.
Game Rules:
1) Dead men don’t talk! Keep your mouth shut when you are out. Keep the game fair.
2) There is no clock on insertions: Instant insertions all day at your
insertion banner(s). Re-insertions for the Humans will be at the Blue
banner INSIDE the castle. Players must touch the banner and wipe-off old
hits prior to re-entering play. Re-insertions for the Deadites will be
in two places: At their CP in the swamp, at the banner in the designated
location. Deadites also are able to RE-INSERT at one of the Graveyards
(flag-stations) throughout the field. This location can change
throughout the day, based on field-control, and the Deadite General’s
discretion. It will be designated by a large red banner indicating that
position is being used as an insertion. This forward insertion point is
only a RE-INSERTION point.
NOTE: The Deadite Re-insertion banner may come under attack during the
course of play. If you are killed within the marked-out box around the
re-insertion banner, you MUST go back to your CP to re-insert. If you’re
coming in from off field you must first come into play at your CP. If
at any time during the day, the Deadite Re-insertion banner is removed
from the flag-station by opposing players, a referee will take that
banner, and a second banner will be sent into play from the CP. These
banners will be recycled as necessary to keep the game moving. Humans
may not steal, hide, or break these banners. They may only remove them
from the banner stand, and place them gently on the ground, rendering it
no longer a forward insertion.
3) If you find another player’s ID tag or arm tape, please bring it to a
ref or scenario control. You may NOT put on an enemy’s armband tape
unless you have a special player-card allowing you to do so.
4) If you are eliminated, all props MUST be dropped where you are
killed. This does not apply to special-role cards, special attack cards,
or mission cards. ONLY MISSION CARDS MAY BE PASSED FROM A DEAD PLAYER
TO A LIVE PLAYER. If you are barrel-tagged, or surrendered, and the
attacking player says “I search your body!” you must also relinquish any
currency. Currency must be handed over, but ONLY if you were
barrel-tagged or forced to surrender!
5) Unique CP Info: The Deadite CP itself (and insertion banner) is
considered “safe” from attack. Human players may not cross the marked
tapeline to attempt to attack or siege the CP. This allows for safer
insertion. Likewise, the Human CP is INSIDE the Castle. Deadites are not
permitted to enter the castle under any circumstance, unless specified
by a mission card, or a special card/item. However, the Human Castle can
be “sacked” for points by the Deadites.
6) Sacking the Castle: The Castle will be "sackable" by the Deadites
throughout the game for points. The Humans, on the other hand, will
receive points for time spent holding the castle without it being
sacked. There will be 3 catapults stationed around the Human Castle.
Inside the Catapult will be an air-horn. The sounding of one of these
horns by a Deadite player will signify "sacking" the Castle with a
catapult shot and earning the points for the Deadite team. Humans must
hold the castle without "sackings" to gain points. After a successful
sacking, the Castle will not be able to be “sacked” again for 1 hour,
however it will be able to function as a command center immediately. A
“dead” castle will be denoted by a white flag hanging from the castle’s
center tower.
7) There will be role-players on the field at points during the game.
You may want to shoot them, but you may not. They could be important for
your team… or they may just have a bone to pick with anyone who looks
at them funny…
8) Some Missions may require special “tools” or items to complete them.
These needs will be noted on the mission card. Be sure you have what you
need, or else you will not receive points for that mission!
9) Currency: In-Game Currency will be available to Generals and players
to purchase special items/roles/attacks throughout the game. Currency
may be found on-field, or distributed through other creative means.
Currency is NOT worth points, but is used to facilitate gaining an
advantage over your opposition.
10) There will be a number of special roles/items of different type
available for purchase throughout the day. Your general will be provided
with a menu describing the roles/items and their prices. To purchase
items, come shop smart at your local S-Mart!
Scoring Rules
Each team has the ability to earn the same number of points. Point
values for missions, and props are all pre-determined. Points will be
awarded for possession of Graveyards (Flag Stations), Props, Castle
Destruction/Protection, Completion of missions, and the Final Battle.
1) There are Graveyards (Flag Stations) potentially worth points each on
the 30min/00min marks throughout the field. They will be clearly-marked
locations with a pvc tube mounted to a platform or tree. Each station
has both a red flag, and a blue flag. Whichever flag is up in the
station at the 30min/00min marks will score points.
2) Missions will be provided every hour. They will be prewritten and in
the CP, and distributed at the appropriate time by the CP referee. Some
missions may have multiple parts, some will involve props, and/or
special roles. Missions will be given to the General or XO at the
appropriate time, and a mission referee will be provided if necessary
for that mission. The point value of each mission will be written on the
mission cards.
3) Props worth game-points are as follows – Silver Bars, Gold Bars, and
Boomsticks (shotguns). Props may NOT be taken off-field for any reason
unless being taken to Scenario Control, until the end of regular play.
Any prop taken off field will be reclaimed, and any point-value will be
forfeited. At the end of regular play, teams will have 15 minutes
following the final-whistle to bring props to Scenario Control to be
counted for points. Any props not brought to Scenario Control within the
15-minute window will not be scored.
5) Final Battle – There will be a Final Battle at the end of the day. It
will be worth more points than the regular missions, so make sure
you’re available to your team for the final push of the game!
Other Rules
1) Launchers - Each team will be allowed 2 launchers on the field at a
time. Launchers must be approved, inspected, and tagged by Scenario
Control. Launchers must chrono below 230fps. Launchers may be on the
field at any time, however the player carrying the launcher may only
carry 3 rockets on the field at a time. Nobody else may carry rockets
for the user of the device. Approved rockets fired from launchers at
single structures will eliminate all personnel in or touching the
structure. Larger structures will be divided into destroyable “sections”
by the referees at their discretion. Before shooting a rocket, call for
a ref! It is your responsibility to make sure a ref sees your rocket
fired, otherwise no eliminations will be made! Once a player expends his
rockets, he may call himself out, and retrieve spent rockets. At this
point he is a dead player, and all rules that apply to dead players
apply to him as well.
2) At the discretion of a referee, you may be given a punch on your ID
card for rule infractions. This punch is your only warning. A second
punch means you are removed from the field with no refund. Punch-able
infractions include, but are not limited to, mask-lifting, overshooting,
blind-firing, and excessive foul-language. Severe infractions may
result in the players’ immediate removal from the property. Depending on
the severity of the infraction, your team may be removed as well. So
have fun and be safe!
3) No shooting across boundary tape! There may be parts of the field
where the boundary tape cuts in on the field of play. Do not shoot
across it! Your paintballs must remain in the field of play to count as a
hit.
4) GUN HITS COUNT!
5) Armband tape MUST be worn by all players visibly on one ARM (as
specified during the pre-game briefing). Generals MUST, and is the only
person permitted to wear armband tape on BOTH ARMS.
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Posted By: TSSOC.Professor
Date Posted: 28 February 2011 at 5:45am
For those of you unfamiliar with our games, we wanted to put in a clarification, you may not use the forward reinsertion if you have a headshot, eliminated by barrel tag, or taken out by a special. You have to go back to the CP to tag in. Any questions? Feel free to post up.
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Posted By: TSSOC.Professor
Date Posted: 10 March 2011 at 5:19am
Please remember to pre-register as soon as possible, as the game is capped at 300 players. Plus, you save money. Go directly to https://www.pocolocopaintball.com/forms/signup_form.cfm - https://www.pocolocopaintball.com/forms/signup_form.cfm for pre-registration and http://www.tristatespecops.com/ - http://www.tristatespecops.com for rules, scoring, and additional information.
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Posted By: TSSOC.Professor
Date Posted: 14 March 2011 at 8:29pm
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Posted By: TSSOC.Professor
Date Posted: 30 March 2011 at 5:27am
All players, please remember to carpool. A new field has been
constructed in the netted area, therefore early birds will no longer be
able to park up top.
The TSSOC Express will run from 6:30am-8:45am, so players may get their gear shuttled up the first hill of the day.
TSSOC games always start on time.
Game Schedule
6:30 am - Gates Open
7:00 am - Pre-Registration/Registration
9:15 am - Player Briefing
10:00 am - Game Starts
4:00 pm - Break for Final Battle
4:30 pm - Final Battle
4:45 pm - Game Ends
5:00 pm - Awards Ceremony
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