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IMPORTANT SAFETY UPDATE!!! The Fulda
Gap Airsoft Video and safety quiz will return in 2013. The video will be
airsoft specific! Continue to check back as we get closer to
registration (June 1, 2013) for important updates!
Fulda
Gap 2012 RULES OF PLAY
(revised June 30, 2011 but WILL CHANGE, new revisions
will be HIGHLIGHTED!)
This is the largest airsoft event to be held in the Mid-Atlantic and
one of the largest in the world. It is a historically based scenario of
the potential invasion of Western Europe by the Warsaw Pact in the
mid-1980s. It will be a continuing event, with the same units every
year. Mistakes made this year can be corrected in the next. Think of
this as a game of paintball chess.
Due to the enormous importance of SAFETY at an event so large, ALL
PLAYERS should familiarize themselves with all of the rules of play. You
should also familiarize yourself with the
Official Fulda Gap game map.
When you sign your waiver, you will also be stating that you have READ,
and UNDERSTAND these rules. Know these rules, or you will find yourself
at a serious disadvantage! You WILL need to sign a
new waiver
for this event - regardless of whether or not you have attended other
events at CDWC during the 2012 season.
One thing to remember- this is a game, and is meant to be entertaining.
While the game producer has made a great effort at supporting realism,
the whole event is to be taken as a game, and not a reenactment. Any
side can win, in any possible manner.
If you cannot locate an
answer to a specific question, PLEASE check out the
FAQ & FORUM page
and then - if still scratching your head - send us an email at
info@fuldagap.com
*****PLEASE REMEMBER YOU ARE RESPONSIBLE FOR READING AND FOLLOWING
THE RULES BELOW- IGNORANCE IS NOT AN EXCUSE*****
Camping Rules can be found
under the FIELD INFO link.
In general, the
major Do's & Don'ts-
-
Don't lose your ID Tag; make
sure it is tied to your person securely
-
No alcohol or drug use at any
time on the field of play - intoxicated or impaired players will be
removed from the field
-
No weapons, knives, wire or
rope are allowed on the field, and no booby traps are allowed. No paint
mines unless by approval from game staff, however noise or powder mines
are allowed.
-
No tools to adjust markers
are allowed on the field
-
No firing of any kind off the
field (in the parking lot, common areas or camp) other than the
chronograph stations, and no shooting of wildlife or referees.
-
No foul language, insulting
behavior (including arguing with players or staff) or slurs will be
tolerated
-
No physical contact of any
kind except as allowed by rules (barrel tags)
-
No laser sites or
pyrotechnics are allowed
-
Use only cold smoke (clear
with field owner and game staff)
-
DO NOT argue with referees or
judges. Their word is final.
-
Play the field as is- no
modifications or vandalizing the field, props or personal equipment. Do
not climb on bunkers, trees or any structure 4 feet or higher.
-
The chrono rules are not negotiable -
if you shoot over 400 fps using .25g bbs, you will be required to follow
sniper rules, be issued a card by your commanding general, and stick to
the 100 minimum engagement distance rule.
-
Eye protection is also not negotiable.
Regardless of your age, you must have full seal eye wear on. If you are
under 18, you MUST have some form of full face protection. See the
FAQs section for further detail. Mesh
glasses/goggles are not allowed per CDWC's insurance agency.
The Fulda Gap Field:
The Fulda Gap field consists of 70+ acres in the foothills of North
Carolina. The terrain consists of everything from open fields, to
ravines and creek beds. Trees are plentiful, and so is the underbrush
(briars) in places. Be aware of your surroundings. Check what you are
about to crawl through or walk over. With a field this large, it is very
hard to keep poison ivy/oak off the field! Most of the playing areas are
clear of heavy brush, but when traveling between objectives is when you
might run into dense underbrush. The Fulda Gap map is available to print
off of the web site. The field is extensively bounded by orange or
yellow tape. Please, for your own safety, do not cross these boundary
lines.
CDWC 2012-2013 FIELD SAFETY RULES
(revised January 2012)
All players must read and agree to follow all player safety rules, field
safety guidelines, and sign the waiver of liability and hold harmless
agreement prior to participation in any paintball activities without
exception. Any violation of the safety rules will result in mandatory
ejection from the field and/or premises.
1) FULL SEAL NON-MESH SAFETY GOGGLES must be worn by anyone in the playing field and
chronograph/target range at all time. Only ASTM Goggle systems
specifically approved for paintball that provide full face and ear
protection, or full seal ASTM goggles for airsoft are allowed. Airsoft
players under the age of 18 must wear full face protection. Full face
protection MAY BE a balaclava, a wire mesh face protector WITH FULL SEAL
GOGGLES or a paintball mask. CDWC will
rent paintball goggles to airsoft players to meet this requirement.
Modifications to goggles are strictly prohibited.
WE REPEAT -
ONLY PLAYERS WITH FULL SEAL NON-MESH GOGGLES WILL BE PERMITTED INTO OUR
CHRONOGRAPH AND PLAY AREAS.
2) INJURIES, either from accidents or from play or dangers as
found on the property must be reported to staff immediately. The staff
has been trained in first aid and takes your safety seriously.
3) NO SHOOTING in any areas other than the designated playing
field and/or target range. No shooting into or out of the registration
area, neutral zones or parking areas. Markers may only be discharged on
the active field of play or target range. No shooting at wildlife,
dumpsters, automobiles, porta-johns, etc. Blind shooting, that is
shooting your marker without having a visual on your impact, is
prohibited.
4) ALL AIRSOFT MUST BE CHRONOGRAPHED at 400 Feet per Second
maximum and checked by a referee or staff member before play. Your
marker may be checked at random during the course of the day, even
during play. There is a 13 ball per second limit for paintball.
5) JUDGES DECISIONS ARE FINAL. Players or spectators will not be
allowed to argue with the referees or staff under any circumstances.
Interfering with the ref or staff duties will result in expulsion.
6) ALL AIRSOFT WEAPONS must be kept "cold"- magazine out, safety
on -unless in chronograph range or on field.
7) NO CLIMBING of trees, vehicles, or any structure 4' or higher.
Castles, forts, or towers must be clearly marked in the field of play
and meet our safety guidelines. No jumping from towers or any structure.
8) NO PHYSICAL CONTACT, with the exception of barrel tags or
assistance to players. Fighting or any aggressive physical contact will
result in law enforcement being called. Allow players within 20 feet the
opportunity to call themselves out to avoid close shots. Physical
contact with bunkers equates to a barrel tag for those inside.
9) NO ALCOHOL OR ILLEGAL DRUGS are allowed on the premises.
Anyone engaging in these activities or who is impaired will be ejected
from the field. Repeat violators will be banned from the facility
permanently. Law enforcement may be called. We do not tolerate
underage drinking nor will we tolerate adults providing alcohol to those
underage.
10) NO VERBAL ABUSE, profanity, name-calling, or slurs against
anyone's race, religion, sex, creed, disability, national origin, or
family members and friends will be tolerated. Cheating, overshooting or
unsportsmanlike conduct will not be tolerated and will result in your
expulsion.
11) NO UNAUTHORIZED EQUIPMENT or potentially dangerous gear is
allowed. All firearms, knives, machetes, explosives, flares,
pyrotechnics, fill stations, etc. are strictly prohibited. There will be
no filling of CO2 or high pressure tanks by anyone but trained staff.
The field operator must approve all non-standard equipment allowed on
the premises, including launchers, mines, etc.
12) MODIFICATIONS ARE PROHIBITED Players are not allowed to
modify safety goggles, rental markers, bunkers, or any property on the
premises. Doing so constitutes vandalism.
13) SPECTATORS must complete waivers prior to entering the field
and are required to wear safety goggles unless they remain a minimum of
five feet behind the safety netting at all times. Spectators are also
expected to abide by the safe safety rules as any other player.
14) PERSONAL PROPERTY is the exclusive responsibility of players,
guests and spectators. CDWC assumes no liability for lost, missing,
damaged or stolen items.
GENERAL RULES OF PLAY
Command Decisions Wargames Center takes pride in their safety history
and fair play. Many of our referees are semi-professional, and have
referred hundreds of games. Please give them the professional courtesy
that they deserve by reading and understanding these rules.
CHRONOGRAPH/MARKER SPEEDS:
Airsoft game speeds will be a maximum of 400 fps. Sniper rules apply to
anyone shooting oveer 400 fps. PLEASE READ the ruleset at
WWW.NCAIRSOFT.ORG for further
details
You will be expected to chronograph, and have your ID Card punched by a
ref, before the game Saturday. Game Officials will be spot-checking
velocities on the field. If
you are found shooting over 400 FPS without proper identification as a
sniper, your I.D. will be punched (for a point loss for your side), your
name logged on the ref sheet and you will have to return to the store to repair
and RE-CHRONOGRAPH your gun. A second infraction will result in
suspension from the field.
GOGGLES and BARREL BLOCKING DEVICES:
All goggles must be ASTM approved full face and ear protection for any
player under 18. Players over 18 MUST wear full seal NON-MESH eye protection,
and
we highly recommend masks and mouthguards. Player UNDER THE AGE OF 18
MUST WEAR FULL SEAL GOGGLES AND FULL FACE PROTECTION! This may include
wearing an ASTM approved paintball mask, or full seal non-mesh goggles
with a balaclava and/or wire nose and mouthguard. Eye protection MUST BE WORN
AT ALL TIMES IN THE CHRONOGRAPH AREAS AND ON THE FIELD OF PLAY!!!! 90%
of all airsoft related injuries are eye injuries. We assume the
remaining 10% include broken teeth from direct hits because we've seen
our share of those! Don't cause an injury
or be one.
EVEN IF FOGGED, DO NOT REMOVE YOUR GOGGLES FOR ANY REASON ON THE FIELD
OR CHRONOGRAPH AREA. To do so will result in your removal from the game.
NO EXCEPTIONS - NO REFUNDS. Retire to a dead zone, your camp, or the
store and clean your mask.
DISCHARGING GUNS:
Discharging of airsoft guns in the parking/store area will not be
tolerated and will result in your expulsion from the field! Do not shoot
at wildlife (including our snakes), referees, or support vehicles. There
is no shooting or posting within 100 feet of a dead zone. If a ref
catches you, you will be considered eliminated and you will get your
card punched for a point loss.
Any repairs must be done at a chronograph station, vendor site, or in
your campsite. YOU CANNOT FIRE YOUR GUN AT ANY TIME EXCEPT AT A CHRONO
STATION, OR ON THE FIELD, PERIOD. You cannot fire your marker at your
campsite, in the woods next to your campsite, or in your vehicle! Doing
so is not only a safety hazard, but a blatant show of disrespect for
others safety. If you are found firing your marker in the camping area,
or anywhere but an approved area, you may be asked to leave the event.
SPORTSMANLIKE PLAY AND REFEREES:
Not calling hits, any form of cheating, or un-sportsman like conduct
(OVER SHOOTING, FIGHTING, FOUL LANGUAGE, etc.) will not be tolerated. If
you are found cheating you will be expelled from the game and not
allowed to return.
We will have three types of referees for this game- the purple shirts
(zone head refs), the field referees and, occasionally, role playing
refs (usually unit officers). There may be certain individuals who will
be playing in the game that are designated as referees as well, such as
role players. They will have a special ID that will identify them as
such.
Under no circumstances is anyone allowed to ARGUE with a referee. On the
field, their calls are final, period. If you have a problem with a call,
then take it to one of the game coordinators, or a head ref. There will
be multiple head refs, one at each battle area. They will be assisted by
numerous refs all over the field. Each side will have a head referee
attached to them as well.
Referees are here for your safety and are totally impartial. However, if
you see any ref allowing any unsafe actions or performing poorly, please
report him/her to a Purple Shirt or the Ultimate Referee. They will have
numbers on the backs of their shirts that will identify them
individually. "Reporting" a ref for merely making a 'bad' call or one
you did not like is bad sportsmanship and will not be accepted. The
Ultimate Ref does not second guess his refs on their calls, so the call
will remain "as is" even if was erroneous, but does need to make sure
that the referees are doing their jobs correctly or are operating with
the correct information. Don't get angry or frustrated- allow the
Referee Supervisors to do their job by correcting their staff.
Do not shoot at ANY field animals, wildlife, referees, or support
vehicles. Leave our snakes alone and they will leave you alone.
Seriously, don't shoot the snakes.
Avoid close (within 20 feet) shots if at all possible. Allow the player
to surrender first (see Surrender/capture rules), or shoot for a low
impact area, like legs or feet. Be courteous.
Blind shooting, shooting without visually seeing where your BBs are
impacting or without looking down your sights, is not allowed. An
example of this is holding your marker around a corner and firing.
Violators will be counted as eliminated.
Overshooting, which is the repeated shooting of an already eliminated
player, is grounds for elimination or, if deliberate, removal from the
field. Allow all suspected hit players to call themselves out. Be sure
to loudly call yourself as hit (if you are) to prevent overshooting.
Shooting a player with a barrel sleeve mounted on his marker is
overshooting, provided that player has his marker and sleeve clearly
visible.
NO PHYSICAL CONTACT IS ALLOWED BETWEEN PLAYERS (with the exception of
a barrel tag or hand shake).
DEAD ZONE CAMPING- There is no shooting or posting within
100 feet of a dead zone or entry point. Dead zones are there for the
convenience and safety of the players and hold no strategic value. If a
ref catches you within 100 feet of an enemy dead zone you will be
considered eliminated and will have your card punched for a point
deduction.
TEAM COLOR UNIFORM (pants and either
load bearing or shirt top minimum) MUST BE WORN AT ALL TIMES - No
changing of team color on either side.
HIT RULES:
If you are hit by a BB, you are eliminated. Hits count anywhere on your
body or equipment, including guns and magazines (i.e. gun hits count).
ANYONE (SNIPERS ESPECIALLY) WEARING A GHILLIE SUIT IS OUT IF HIT AT ALL,
ANYWHERE.
If you are eliminated call "Hit, hit, hit", raise your gun in the air,
place your dead rag on your head or gun, and return to one of your
assigned safe zones. You may immediately re-enter the game after you tag
in.
If under fire, face away from where your enemies are firing from and
exit play by the fastest, safest route. Putting both hands and gun in
the air is a good idea as well, because it leaves no doubt as to your
condition. Get out of the way fast if you are in an area that is under
heavy fire. Head away from the fire! Do not talk, act as a shield, trade
equipment, give equipment or ammunition to your teammates, or
participate in radio chatter. Use the honor system! Be sportsmanlike!
During the night game, any hit or suspected hit is considered out.
Remember, dead men do not tell tales (talk)! This is an honor situation.
If eliminated, Do not talk until you get to the dead zone.
DEAD ZONES and HITS:
There are six (6) dead re-charge zones currently on the map. Some of
these dead zones are conditional use, meaning your side can lose them if
certain bases are lost. The field store is not a dead zone. If you have
to go to the field store for supply, you will still need to go to an
appropriate insertion point to re-enter the game. There will be dead
zone refs around all dead zones and entry points. They will be
responsible for safety and reinsertion. There will be dead zones in each
battle area for each side (no shared dead zones) although you may use
any dead zone for safety issues. If you find yourself in an enemy dead
zone make your way to one of your own dead zones before re-entering the
game.
Entry Point and Dead zone ambushing is not allowed. All dead zones
should generally be well behind friendly lines anyway, however, no units
can set up within a 100 foot firing range of a dead zone to shoot out
reentering players. Therefore, all reinsertions should be 'Cold', not
under fire. It is important you know where they are located so you can
get to them quickly and get back in the game. The dead zones will have
water and if your dead zone is running low on water please inform a
referee. Take this opportunity to catch your breath, drink some water,
and reload. It is very important to drink plenty of water during the
event to prevent dehydration. We also recommend drinking water and
electrolyte type drinks when you are off the field. When you are
reinserted, make your way back to your unit. They may have moved by the
time you get there, so have a map handy, and know your units objectives
and battle plans.
If you leave the field for any reason, (air, paint, water), you are
considered out. You must come back into the game via your authorized
entry point.
SPECIAL RULES OF PLAY
Surrender:
The surrender rule is also known as the 20' rule. If you get within 20'
of someone and they do not see you, you can call out, "Surrender!" At
this point the other player has one of two options; they can raise their
marker and surrender, or they can turn and fire on you. If they turn to
fire, you had better be ready to fire yourself. This could create 'quick
draw' situations, but calling for a surrender is considered a courtesy
so as not to 'light someone up' when they are within 20' to avoid a
painful hit. We would recommend surrendering, but it is your choice. The
person calling for the surrender has out maneuvered you, and has done
the honorable thing by asking for surrender. Be equally honorable and
except the option. Remember, if you call for surrender, not everyone
will, so be ready!
'Barrel' Tag:
A barrel tag is when someone sneaks up on you, taps you with their hand
-not barrel (this is a safety issue), and you are out. This is not an
option. YOU CANNOT TURN AND FIRE, PERIOD! If barrel tagged, you must put
your dead rag on, raise your gun, and leave the field quietly. I stress
quietly because the whole premise behind the barrel tag is that someone
has been stealthy enough to out-maneuver you without detection. That
type of stealth deserves respect and the respectful thing to do is not
give them away by yelling you are out. A barrel tag, or surrender, is
the only time you are not required to call out in a loud voice, "HIT".
By the same token, if you 'Barrel Tag' someone, just touch them with
your hand, and say "barrel tag": do not JAB or HIT them with your barrel,
or anything else for that matter.
Capture:
When either of the two above situations occurs to a role player who is
'designated' as a possible target, they are obliged to surrender and are
considered captured. The capturer must get them back to a designated
area to receive points. This will be covered in more detail in the game
mission cards. They are taken to the designated area until rescued, or a
given amount of time expires. Referees and other players may not be
captured.
Bunker Tag:
CDWC has a variety of structures and fighting positions on the field.
Some of these structures are strategically placed, hardened and make
great defensive positions. However to minimize close shots a bunker tag
rule is in effect. Certain bunkers will be marked by an orange diamond
(Diamond Bunkers). To eliminate all players inside a diamond bunker you
must shoot them through the firing ports from a distance, or tag/slap
the diamond with your hand while yelling "bunker tag". This action
simulates throwing a grenade into the bunker. If you are inside a
diamond bunker and hear 'bunker tag' then you are eliminated. If you are
outside the bunker you are not eliminated.
Players in Diamond Bunkers may also be eliminated with authorized
satchel charges thrown on or against the bunker, or with a direct hit
from a Nerf rocket fired from an authorized (card carrying) AT gun,
Tank, or Grenade Launcher (grenade launchers are commercial Nerf firing
launchers the same as AT guns although they cannot eliminate tanks). See
the Tank Utilization Rules for more information.
If a "bunker" or emplacement does not have a diamond emblem then the
Bunker Tag rule does not apply and players using them for cover must be
eliminated in a conventional manner. Be aware of the "20 foot close shot
rule" described above.
NIGHT GAME:
The following special rules are in effect during the night game:
The night game can get very intense. Sometimes, firefights happen at
very close quarters. Give your opponent the opportunity to surrender
before you shoot if at all possible. There are many times this will not
be possible or feasible, but please try the best you can.
NIGHT PLAY IS SEMI-AUTOMATIC ONLY. All airsoft guns must be
chronographed at 350 fps or less, and sniper rifles, machine guns, and
DMRs are not allowed at night. It is highly recommended that you carry a
flashlight with you in case of emergency, or if you get lost. This is a
big playing field, and everything looks different at night!
Each side will be allowed ONLY 15 night vision units during the game.
There is no limited to flashlights or spotlights.
If you are injured in any way, call out for a medic. There will be
'game' medics at Fulda Gap. All ranking officers and most refs will also
be carrying first aid kits. If you are injured - MAKE SURE we know about
it and seek proper treatment. No game is worth permanent injury.
RADIOS:
There will be a multitude of radios at Fulda Gap. FRS frequencies are
The staff will have FRS 1 reserved for instruction, directions, and
emergency use. You can listen to these channels, even though it will
serve no purpose for you to do so. DO NOT TALK ON THEM UNLESS YOU HAVE
AN EMERGENCY. Do not jam, or otherwise tamper with, these channels for
any reason or you will be expelled from the event. It is highly advised
that you PERMANENTLY LABEL YOUR RADIOS with your personal information.
TANK, BRIDGE AND BUNKER RULES:
Bunkers, Bridges (foot or vehicle), and special targets can be
temporarily taken out of play with special mission cards and satchel
charges. Blown bridges will be marked by tape and signs indicating their
status. No one can cross a blown bridge by foot or vehicles. However,
bridges can be repaired with additional special mission cards or by
continuously holding either side of the bridge for 1/2 hour.
Do not take off your mask in tanks or bunkers, buildings, or towers for
any reason! Ever!
Anti-Tank/Anti-Bunker-
ALL "AT" LAUNCHERS MUST BE INSPECTED BY THE GAME
PRODUCER BEFORE GAME START. YOU MUST ALSO BE DESIGNATED BY YOUR GENERAL
AS AN AUTHORIZED AT. THERE IS A SPECIAL ID CARD THAT WILL BE GIVEN TO
YOU. BE SURE TO HAVE IT ON YOUR PERSON AT ALL TIMES WHEN YOU ARE
EMPLOYING THE USE OF AT WEAPONRY.
Pneumatic powered Rocket Launchers (RPG) can eliminate tanks,
"Diamond" bunkers, and other designated structures on the field and
anyone inside them. The target must be directly hit (no bounces) with a
factory manufactured soft Nerf football type rocket. On missions, a
judge must be contacted and shown AT card beforehand, and must be
present to ascertain whether the mission was successful or not. In
mission play if an attack is successful the structure will be taped off
as destroyed. In non-mission (normal) play, the structure can be
immediately reoccupied (except tanks). There is a limit to the number of
RPG gunners, and they must attend the same safety brief that the tankers
do to have their device checked by staff members. No homemade RPGs made
with plastic pressure chambers are allowed. All launchers must be
approved for play by staff before the General can issue an AT card.
An alternate to the RPG is a Grenade Launcher, which is usually
smaller and mounted on a regular marker. These devices fire Nerf or
small foam rounds and can only eliminate Diamond Bunkers. Grenade
Launchers cannot eliminate tanks, nor disable them in any way. There are
no blast radius rules as Nerfs should never be fired at individual
players- only structures. There is a limit to the number of grenade
launchers on the field, and you must possess a Grenadier card to use
one. All launchers must be approved for play by staff before the General
can issue an Grenadier card.
Another way of eliminating tanks is through the use of anti-tank
mines (as issued by a General as they are a numbered and controlled
item). These are marked and weighted pie plates that are emplaced by
anti-tank gunners. If a tank runs over a plate and makes contact with it
then the tank is eliminated, as well as the mine. If a player (other
than an AT gunner emplacing or removing) touches or steps on a mine then
they are eliminated as well. Mines can be replaced, but only a limited
number are available for use at any one time.
A Satchel Charge (as issued by a General as they are a numbered
and controlled item) can be placed or thrown on top of or next to the
targeted structure (including tanks) and eliminate them if they make
contact with the structure. You do not have to be an Anti-tank gunner to
use a satchel charge. You may not reuse a satchel charge once thrown,
and they need to be returned to your general after use for "recharging".
Pull out the card in each satchel charge and present it to a ref or tank
crew in the event of a successful attack with it.
Tanks-
ALL TANKS MUST BE PRE-AUTHORIZED BEFORE THE GAME BY THE
GAME PRODUCER. PLEASE EMAIL HIM DIRECTLY WITH YOUR VEHICLE
SPECIFICATIONS BEFORE ARRIVING AT FULDA GAP.
PRODUCER'S EMAIL:
FERG@CDPAINTBALL.COM
The use of tanks, provided that they are under a
strict set of guidelines, adds an
enormous amount of fun and strategy to a paintball game. Armored
vehicles on a real battlefield either dominate or are metal coffins for
the crew. These rules will attempt to balance safety with effective tank
strategy on the field. The tank rules are discussed in detail on their
own page.
Do not approach or be within 15 feet of an "in play" tank or you will be
counted as eliminated. Players may not bunker tag tanks or eliminate the
driver with paintball hits. Do not shoot the vision blocks of the tanks
or shoot at the driver. A designated safety referee will accompany the
tank(s). If a tank is eliminated by mine, satchel charge, or AT weapon,
it will either withdraw off the playing field or stay in position
depending on the game and safety situation. In either case the crew is
eliminated and at least one must proceed to a dead zone as any other
player.
Reactivations of eliminated tanks involve an uninterrupted 15-minute
"repair" by a single tank crewmember (after returning from the dead
zone) or 15 minutes off-field in the tank park. A tank that is
reactivating on the field must do so behind their own lines and the
reactivation must be announced by the safety walker one minute prior and
every 15 seconds thereafter until activation. Tanks cannot activate
behind enemy lines unless they are entering the field through their
designated tank entry point.
Do not climb on, use for cover, or enter a tank under any circumstances,
even eliminated ones. Generally speaking, unless you possess anti-armor
markers, your best tactic is to avoid tanks.
Tankers and Anti-Tankers- please review, print off, and have a
copy of the Tank Utilization Rules
on the field when your tank or launcher is in play.
ASSIGNMENTS, MISSIONS, AND
RE-ENTRY:
Each side's commander will issue mission assignments at the beginning
and during each phase. The commander, or General, can be eliminated just
like any other player, and if they are out of play then the assignments
may be temporarily interrupted. Protect your Generals!
At the beginning of the game you will be assigned to a team, squad, or
company, and will generally be with this same team throughout the game.
Through the General, or their designate, you will be given missions that
must be completed for points. Additionally, the General may issue
"special" equipment necessary to accomplish certain missions.
Just like in the "real" military, if you are eliminated, for any reason,
you should report back to your squad leader or another officer for
reassignment or re-linking with your team. In the event you need to
retire from the field (gun maintenance or rest) you still need to report
to your squad leader or the General so they will now the status of their
forces. Many games have been lost when too many players left the field
without letting their command structure know.
Mission Cards: These are to be issued by the General and given to the
squad taking on the mission objectives. If a Ref is present at the
beginning of the mission, the card may be given to him and he will
observe that the mission criteria are met, fill in the card, and then
turn it in to the Game Control. There must a ref present to validate a
completed mission (so make sure you find one before the end of your
mission).
WEAPONS OF MASS DESTRUCTION:
Finally, by the nature of this game, there will be referee supported
"events", usually dictated by the opposing generals, which could cause
entire bases to be eliminated, and all players in them. These are called
WMD attacks, and may come in 3 very different forms:
Nuclear Weapons, or more appropriately Tactical Nuclear Devices,
are a very powerful, but thankfully very limited, tool in the belt of
the NATO and Warsaw Pact Generals. They will eliminate a 100 foot
diameter area of the field for the entire event phase once initiated. If
used on a base, that base will be out of play for that day or night
phase (and thus, cannot be used for points). Nukes will be delivered via
referee in a very loud and visually spectacular manner. That area will
be considered irradiated, and any player from either side who enters
that area will be counted as eliminated. The irradiated area will be
marked with boundary or danger tape until "safe" to enter. They cannot
be used to eliminate dead zones or entry points.
Air strikes- Air strikes will be simulated (loudly) by
refs at points determined by the generals and coordinated through the
Game Coordinator using a grid system.
The NATO and Warsaw general initially have 3 (three) air strikes at his
disposal. They must be called into the Tactical Operation Center/Fire
Direction Center, who will coordinate a ref to conduct the strike. The
air strike will take at least 15 minutes to coordinate. They cannot be
used within one hour of each other (no simultaneous or back to back
strikes)
To call for fires, the general, or his authorized designate, must radio
a "Fire Mission" with his call sign and the control number issued prior
to the game. The general will give a grid coordinate (including a
specific target or a direction/distance from a smoke grenade thrown one
minute preceding the strike), target type (armor/infantry in
open/structure), and location of friendly forces. If friendly forces are
within 50 yards of target, the strike must be designated "Danger-Close",
otherwise mission may be scrubbed and loss of air strike/barrage will
occur. TOC/FDC will repeat information and give updates to the general
on time to target (TOT).
The impact point will be where the ref feels that they are close to the
grid coordinate or specific building/bunker target dictated by the FDC
as called in by the general.
An air strike or mortar barrage affects an approximate 50 ft radius from
the point of impact as determined by the ref in place. A hit eliminates
the target, the players inside, and all exposed (not in adjacent bunker,
trench, tank or foxhole) players within 50 feet. The target can be
immediately reoccupied by players not eliminated by the blast after the
refs clear the structure.
A strike or barrage does not take out entry points, dead zones, or flag
stations. It can permanently take out props and role players.
Chemical Weapons- Chemical weapons, or poor man's nuke,
will be simulated by ORANGE smoke that will be issued by each sides
General. Anyone caught by a referee in an orange smoke cloud without
donning their simulated protective equipment (a dust mask over your
paintball mask) immediately will be counted as eliminated. Once the
cloud has dissipated, you may take off your chemical mask. Remember,
smoke travels with wind direction, and it could happen that you may gas
your own troops by mistake. Use these weapons under direction of your
general or officers. Regular smoke will not be considered as a chemical
weapon.
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