Monday, October 30, 2006

Unreal Paintbal



The Castle.


A massive steel and wood castle with two 20 foot turrets scalable by spiral staircases. The

structure is surrounded by a speedball type field containing barrels and tyre barricades for cover. You need some serious skill to attack and capture this stronghold.


Rubber Rampage.


About as open and as fast as you can get in the woods, with hundreds of tyres tactically placed into barricades. You can’t have more fun with a paintball gun. This game is fast, furious and with people lurking round every corner, you are bound to take some souvenirs home from this map.


Desperation.


There were rumours this lost Wild West Village was once inhabited by over two hundred people but if anything this place now has a population well into the minus numbers. Sorry the Aerial Plan worlden go in


Command Post.



Deep in the woodland you prepare to take your last stand against an unbeatable foe that surround you. Your team members must work together to fend of endless attacks from the advancing enemy. This siege style game will test your organization, planning, teamwork and endurance. Hold the enemy back for a full 15mins and you just might escape alive.sorry aial map not working


The Bridge.


In the heart of the forest lies a bridge…a BIG one! Your team needs to get to the other side to escape. Everything looks quiet; you take that first step home, only another 60ft to go. Wait! Was that something moving in those bushes…?


The Trenches.


Fight your way through the tight trenches and blind corners with the rest of your team deep in enemy territory. A rabbit warren of hills and trenches. Line of sight? Forget it!

There are a lot more and better pictures on there web site

http://www.unrealpaintball.co.uk/trenches.html








Saturday, October 07, 2006

Chopper Squad Skirmish Gold Coast Scenario Game













CHOPPER SQUAD SKIRMISH GOLD COAST

Stalk the other team and engage them in a fire-fight, eliminate their key players with a burst of paintballs, then charge forward and blow the oppositions chopper.

BLOW THE BRIDGESKIRMISH GOLD COAST

Beat the opposing team, take the high ground, then charge forward to detonate the bridge across the valley.

TANK BUSTERSSKIRMISH GOLD COAST

Each team has its very own real military tank that has to be defended at all cost against the opposing team. Coloured smoke grenades are used to designate hits on the enemy armour as you assault fortified positions.

CAPTURE THE FLAGSKIRMISH GOLD COAST
This is the classical paintball strategy scenario where teams have flags mounted atop their forts that must be captured to win the game. Not as easy as it looks because defenders may be hidden anywhere in the bunkers and smaller forts.

HOLD THE FORTSKIRMISH GOLD COAST
Use the elaborate defences and network of smaller forts to hold your main defensive asset, the team base.
TERMINATORSKIRMISH GOLD COAST
Use all of the teams available firepower to seek out the enemy and destroy them within the time limit set for the game

rules of airsoft

Hit taking:
Airsoft relies on honesty - unlike paintball there is no mark left by airsoft hits. Nothing ruins an airsoft game faster than players not taking hits. Please help us to provide top quality airsoft games by being an honest player.
A hit occurs when a BB fired directly from a gun, or launched by a grenade or spring operated trap, strikes a player anywhere about their person or attire.
Gun hits and definite ricochets do not count as hits, but all other areas (head, equipment, mask, fingers, feet etc) do.
When you are hit, shout 'Hit' and raise your hand. Leave the game field keeping your arm raised to indicate to other players that you are out of the game. Do not linger in the game field.
Cheating:
We use a ‘3-strikes and you’re out’ system for cheating.
At the start of the day, each player is given a uniquely numbered armband in their teams colour.
If the marshals are told that a player is not taking hits, their number is marked down on a board.
The first strike is a friendly warning, the second strike is a formal warning and the third strike leads to your being escorted from the site.
Players can look at the board at any time to see if any 'strikes' have been issued.
Other actions which may earn you a strike are: blind firing, goggle lifting (removing protection in the game area), persistant overly aggressive play. This is not an exhaustive list.
Surrender rules:
We play a ‘surrender’ or 'bang' rule. If you are likely to shoot a player at very short range, please give them a chance to surrender, or alternatively touch them and say ‘bang’ – this will count exactly the same as a hit with a BB. It hurts less, and makes you more popular.
Use common sense in the application of this rule - do not try and 'sniper-bang' players who you could quite safely shoot.
The surrender rule is best used where you have caught someone completely by surprise and they are, for example, facing the other way.
Grenades and smoke:
BB grenades and blank firing grenades will count as hit if they explode within 5 metres of you outside, or within the same room if inside.
If you can get hard cover (like a wall, door or sandbags) between you and the grenade then you are safe. A bush is not hard cover.
Blank firing grenades must only be used with 9mm blanks - 12 guage blanks are not permitted as they are too loud in confined spaces.
Due to their weight, blank firing grenades should only be thrown underarm - use common sense to avoid injuring other players; it's not a real war.
Blue coloured smoke (which will only be issued by Marshals) counts as toxic gas. If used, then the opposing team to the user must evacuate the smoke immediately or remove themselves from the game.
Any other coloured (non-blue) smoke has no effect other than obscuring.
Thunderflashes count only as distraction, they have no effect in eliminating players.
Mark 9 thunderflashes may not be used as they are too loud in confined spaces. Mark 5 thunderflashes are fine.
Ammo limits:
In order to prevent 'spray-and-pray' tactics which we feel ruin realism and cause games to bog down, Dragon Valley imposes an ammo limit of 600 rounds per player per game.
Magazines for gas or spring powered pistols do not count toward your allocation of rounds. If you want to carry three tonnes of GBB mags, that's up to you.
Standard magazines for the new Marui MAEG pistols are not counted toward your allocation - once released the hi capacity magazines for these pistols will be counted.
Shotgun shells do count toward your allocation of rounds.
Moscart shells, being single shot, do not count toward your allocation of rounds.
Each team may take out one support machine gun (a large fully automatic weapon such as an M60 or M249; not an MP5K with a drum mag!) with 2000 rounds maximum per game.
Infringements to this rule will be counted as cheating and will earn you a 'strike' under rule 2.
Marshals decisions are final. If you disagree with the decision of a marshal, take up the matter with a head marshal or with the organisers.
If you are unclear on any of these rules, or you have any questions about them, just ask one of our friendly, experienced marshalling staff.
Please put safety above any game constraints. If you or the marshals would see what you are doing as dangerous, then simply don’t do it.