
3 teams, 1 mighty Fortress and one hell of a Fight
Each team will take turns defending the
fort from the other 2 teams and the team that holds the fort the longest
will be the winner. Victory will be when all the 10 victory stations
that will be located in and around the fort and fort field are held by
the attackers. With a 2 to 1 advantage the attackers will win the only
thing that matters is how long the defenders can hold on for. It is
going to be a battle, but strong defensive positions will level it out a
fair bit.
This one is straight up a fight, no
story line, no scenario just balls to the wall defence against the odds.
A game could be 10mins or 2 hours, it's going to be great and something
that over the years will get bigger and better. It makes sense for
Samford to have this as the field is perfect for it. That fort
commanding the high ground is going to be tough to take, but the
attackers can attack from any direction and the defenders will need a
floating defence to buy as much time as possible.
Entry fee covers field fees, air, 2
cases of Heat paintball (4000 paintballs total) and BBQ for lunch.
Professional Reffs from Reffs Inc.
There will be an option to upgrade to a
higher grade of paint
Hire equipment available if required
Markers, well we intend to take the
players skill and Marker into account when we allocate them to the team
pools so we are confident that the teams will be balanced. The leveller
will be that you can only use the paint you have on you. No dropping a
stock pile on the field either. So if you rip thru your paint and run
out in 10mins you’re screwed. So as long as your marker is 75cm long and
not pushing the Cat R boundaries, just chrono on and play hard.
Acts of Valour awards. The Reffs get
5-20 (depends on the size of the event) acts of velour awards each for
each game. They award them to players that they note for on field acts,
fair play, leading the action, holding out against the odds ect. The
players redeem these for raffle tickets at the counter to go into a
prize draw. The prize pool will be dependent to the size of the event.
We will track the players that return the awards and the player that
gets the most will join the ranks of the warrior elite and get their
well deserved memento.
Gates open 7:30am
Registration 8:00am-9:00am
Team Draw 9:00am –9:30am
Team Planing 9:30-10:00
First Game 10:00am
Team selections
3 graded player pools for team selection
(Random Draw). Team selection will be broken into the pools. If there
are 60 Pool A players we will add 20 blue, 20 Green and 20 White
Wristbands. Each player will come forward and lucky dip for a wristband
colour. That wrist band will immediately put on the player and they will
join that team. This will happen with each player pool.
Pool A– Experienced players
Pool B– Intermediate players
Pool C– Newer players
So bear in mind no mater what team you
and your friends end up on you will be able to fight side by side for
2/3s of the time and cross swords as well. So don't let the random team
draw put you off.
Defenders
Defending teams cannot leave the
boundaries of the fort field. They can start the game in any part of the
fort field. Penalty zone for the defenders is the centre room of the
fort which will be a neutral zone. Defenders can refill air from there.
Air trailer will be located there.
Defenders get 2 armbands one each arm.
When hit they report to the penalty zone and surrender an armband. Upon
loosing the 2nd arm band that defender is eliminated.
Defenders are identified by the arm
bands (only defenders will have arm bands)
Attackers
Attacking teams will start at the main
gun rack and the Demo Alley tunnels. Attackers can move thru any of the
playing fields to attack the Fort. Air will be at the Gun Rack and
Tournament field safe area for the Attackers to re-gas from. Attackers
when hit go to the Main Gun Rack or Tunnels to re-spawn. Attackers
re-spawn every 15 mins.
Team Commanders
I'll be approaching some inspiring
characters to be the 3 commanders. This will give a focus and some
leadership to the randomly drawn teams.
We will play 6 games over the day, so
every team can defend twice. And the team that holds the longest time
wins. If the Fort Fight games wrap up quicker than expected, it will not
be a problem. I'm going to have a 3 way Big Game to round out the day
for a 4:30 finish. I'll have a back up 2 team Big Game plan ready to
allow for player drop off. So no matter what it will be a very full day!
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