Red Dawn 4
"Battle for Hill 3234"

Scenario Rules

Gates open at 8:00
Registration from 8:00 am to 9:30 am.
Gates will be locked at 10:00 am so please arrive early
Lunch break from 12:30pm till 1:30pm
We will not be serving food, please bring your own.
Game Time 10:00 am to 4:00 pm

REGISTRATION:
No pre registration

Soviet Forces and Tanks

At the start of the4nd game 2nd session Soviet Forces are reinforced by armor forces of the 2nd tank guard. Armor may attack both structures (buildings, forts) and Afghan Forces. Any structures occupied by Afghan forces that is attacked by armor and hit with its vortex cannons are considered dead and must report to the staging area. Any Afghan Forces hit by either its cannon or multiple machine guns are dead.

Special rules for tanks. There will be 1 ref with the tanks at all time. Tanks can only be eliminated by a hit anywhere from a hand held Vortex cannon. 2 hits anywhare from grenades will eliminate the tank. There will be no shooting paintball's at the tank, if you are caught
shooting paintball's at the tank, you will be asked to leave the park without a refund. Speed for all vehicles is no faster than walking speed. Repeat no shooting at the tanks.

Soviet Forces will not be able to use the tanks for cover. All Soviet forces as well as Afghan forces must stay at least 10 feet from the tanks.

EVENT PAINT:
Event paint only! Just kidding, for those of you that ordered paintball from us, it will be waiting in your teams designated staging area. Most players use one 2000-round case during the entire event (some will use less and some will use more). Paint will be available for sale in your staging areas during the event in case you run out. Air canon paintball's guns belonging to Venture Games will have the allotted paintball's to fire next to the canons. We recommend that you purchase whatever paint you may need prior to the player briefing on the morning of game day. Playing Tip: We always recommend storing your paint in a cool dry area, away from wind and direct sunlight

THE PLAYING FIELD:
Boundaries will be marked by field flagging tape during the event. Do not fire your gun off the field unless told to due so by a referee.

RE-INCARNATIONS:
No reincarnations during game play. You will only be able to enter the playing field at the beginning of every new game period and only at your designated HQ's. A separate drop zone behind Delta will be used to re-incarnate any eliminated soviet paratroopers from the previous game. X-Ray will be for all other Soviet forces. Afghan forces can re-incarnate at either Foxtrot, the Village and Bravo or all of them, unless anyone of them of been captured by the Soviets in the prior game. Bin Laden's foreign Arabs forces re-incarnate at Echo. If Soviet forces capture all the Afghan bases, then they re-incarnate at Bravo. Bravo is the only base that can't be captured by the Soviets

GRENADES, CANNONS AND SPECIAL WEAPONS:
Will be allowed to be used by the Afghan side. Nerf rockets or balls will be the only way to eliminate any Soviet vehicles ie. tanks, a direct hit to the vehicle by any Nerf projectile will disable the vehicle in question and will have to go back to the Soviet HQ and wait till the next reinsertion point to re-enter the field of battle. 2 grenade hits at the same time will also take out any vehicle.

You may use land mines and perimeter noise makers. If any opposition or friendly units trip these devices, they are considered eliminated and report to the staging area.

Personal canons and other personal devices may not be captured by the opposing team for their use.

STRUCTURES AND OBJECTIVES:
High Value Objectives: Delta (Hill 3234). Both sides need to control or cature the main bridge, not blow it up
Low Value Objectives: The Village of Khost

VALUE POINTS:
None

CHARACTER & MISSION CARDS:
Bin Laden Head pf the Arab Foreign fighters, later to be called Al Qaeda.

SPECIAL CHARACTERS AND ROLES AND VALUE POINTS:
None for this event

SPY: No

HPA FILLS & CO2:Personal air will be allowed to be used
Both CO2 and High Pressure Air fills (3000psi) will be available during the entire course of play. It is recommended that you get your tanks visually inspected (exterior) and filled prior to the game starting so you can enjoy the entire event. There will be no facilities to recharge your air bottles on the field of play only your designated staging area will be available to fill your bottles. If you have your own fill bottles and stations they must be kept in your designated staging area. Both large High Pressure (Scuba Tanks) and personal HPA bottles must meet hydro stat requirements. No bottles will be filled that are out of date: Five (5) years on aluminum CO2 or nitrogen bottles that are not exempted; three (3) years on fiber-wrapped CO2 or Nitrogen bottles. All bottles MUST have all stickers (non-factory) removed from them to allow fill station operators to INSPECT the bottle for hidden damage. Bottles with stickers (non-factory) will not be filled. Bottles that event management deems damaged will not be filled, PERIOD. No exceptions. We will not endanger you or our players for the sake of filling a potentially dangerous bottle.

CHRONOGRAPHS:
Our field Chrono speed for this event is 285fps and will be checked every other game. We also reserve the right to pull anyone we suspect of shooting hot to verify their velocity. If we catch your gun repeatedly shooting hot, we will deem you an unsafe player pull you off the field and not allow you to finish the event with out a refund.

SAFETY:
GOGGLES! Keep them on your face at all times when you're on the field. ASTM Approved Full face and ear protection is required. If you are observed without your goggles on, you will be ejected from the field, this is what sets us apart from other fields. BARREL BLOCKING DEVICES. Keep them on your marker anytime you're eliminated or off the field. Do not feel bad to holler "Barrel Plug!" at any person in any goggles-off area, to put their barrel blocking device on. You have a right to expect others to respect your eyesight! These safety rules are as much up to you to enforce as they are us. Remember the first rule of paintball: PLAY SAFE!
Playing Tip: Follow the "Goggles and Barrel Blocking Device" rules or you'll be removed from the event.

FIELD REFEREES:
All decisions of the field judging staff pertaining to play are final. Under no circumstances is anyone permitted to ARGUE with a field judge. Doing so is grounds for expulsion from the event. If you have a problem with a call by a referee, remember: It's only a game! Take any grievance to the ultimate judge, That’s Me!

ELIMINATIONS:
Direct hits making a quarter-size mark during the day is elimination. If you're carrying something and its hit, you're eliminated! Gun hits count! Splatter does not count. Saying "Hit" and indicating you're hit by putting your barrel blocking device on your gun or raising your marker over your head indicates you are eliminated continue doing this until you have cleared the fire zone and proceed to the main staging area.
Playing Tip: If you are in an area that is taking heavy fire - such as a bunker with other players or in your base while it's under heavy assault - get your gun up as high as possible and get out of the way fast! Do not talk, hand equipment or ammunition to your teammates and do not continue to participate in radio chatter about on-field events.

Leaving the field or walking out of bounds is the same as being eliminated. Once you step outside the area of play, you are eliminated. There is no going out of bounds then coming back in. Any player leaving the field of play must wait until the next re-incarnation window then re-incarnate into the game at your designated team re-incarnation station.

There shall be no dead man walks for this event. Your team and unit armbands must be worn and visible at all times.
Playing Tip: Dead men don't talk. Play fair. Play honest, stand-up ball. Check yourself first! Reach back and find a blob of paint? Call yourself out and walk. Go get that air refill or drink of water you've been wanting

SURRENDER RULE:
Surrender: It's a double option. Under 10 feet in distance, all players should offer the surrender call. The receiving player also has the option to surrender or turn and attempt to shoot (taking the draw). Look at surrenders like a chess match: with checkmate you never have to take the king in a game of chess. If you've out-maneuvered the other player, you should be in a position that no matter what, they're going to take the hit.

PAINT CHECKS
During a paint check, a referee will examine the player and make the determination whether the player is eliminated or alive. Do not call a paint check on a player then advance on that player that goes for any surrounding players! If you do, you will be eliminated from play and report to your designated re-incarnation station.

In a game of this magnitude - with the huge numbers of players - it is virtually impossible to have a referee at every conceivable location. Here, cooperation between players is vital. Ask your buddy to check you. And, if you're hit, walk and don't talk or advise players. Everyone should remember you're never off the field for more than 15 minutes at a time.

Playing Tip: Dead men don't talk. Play fair. Play honest, stand-up ball. Check yourself first! Reach back and find a blob of paint? Call yourself out and walk. Go get re-supplies or refreshments.

BARREL TAG RULE:
In general, barrel tag rules will not apply for this event. Refer to the surrender rules.

BAD BEHAVIOR:
No physical contact with other players is not allowed. No cursing or un-sportsmanlike conduct is allowed. Cheating, although rare at Venture Games, does and can happen, especially in such large events as this one. If you witness cheating on the field, keep your standards high! Don't ever stoop to a cheater's level. Keep in mind who you saw doing this and let one of the field ref’s know, we will keep and eye out for this individual. Chances are if they do it once they will continue to do it again until exposed. Those caught breaking these rules will be expelled from the event.

RADIOS:
Will be allowed, so use them if you have them. Channel 10 is for Venture Games staff

PETS:
No pets allowed at our field, that means mascots too!

Thank you for participating in this event, I hope you find it enjoyable and above all fun!

Michael
Venture Games / Tactical Ir


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