CIVIL WAR

North vs. South

September 9th-10th, 2006

 

LOCATION

Pyro Paintball
USANA
224 Sand Bridge Rd
Elmer, NJ 08318

Phone: 856-358-4891


From North Jersey: Take NJ Turnpike to Exit 4 towards Rt. 73 North to Rt. 295 South until it merges into Rt. 42 South. Continue on Rt. 42 South. Exit at Rt. 55 South , Vineland/Glassboro. Continue to exit 39B, Rt. 40 West, Elmer. At third light, make a left onto Main St. At three way fork, take the middle road, make a right at the second street, Sand Bridge Rd. Continue one mile and we are on your left, there will be a USANA Paintball sign at the entrance.

Map of Elmer NJ



Prices:

$60 Registration
$10 Air Pass
$30 one day play (either Saturday or Sunday)
Paint: Mid level NPS brand 60$ case


Rules:

Conduct - This is by far the most important rule we have. We strive to create a friendly atmosphere where players can come & enjoy playing against good competition. It is also designed to be a place where a parent can bring their child or allow their child to come & trust they will not be subjected to anything bad.

We encourage you to have a great time - but if your great time keeps someone else from enjoying the event we will deal with it.

Our Stance on Cheaters! - We will be playing on one of the largest fields in the world. It is impossible to have a ref every where at all times. We will do our best to get as many good ones out there as possible to watch safety, enforce the rules and CHECK FOR CHEATERS!

If you feel the need to play on after you have been hit please don't come. It wil save us the effort of throwing you out! Cheaters ruin events & cause nothing but grief for all. Mistakes happen and players always assume they hit you every time they fire...But... If you get caught cheating be prepared for some swift, harsh judgement and public ridicule when I post the names of players I have banned for cheating!

Paint- This is a field paint only event. Anyone caught using other paint will be made to leave & not refunded their money. We try hard to offer good paint at a fair price. Our paint sponsor does a lot to help us for this event & so we show our support by using their paint only.

SAFETY

Pre-Game Briefing / Safety Meeting - It is mandatory that all players attend this meeting & be there on time. We will go over the safety & some game rules. Players have made a habit of being late & holding this meeting up and causing the game start to be delayed - Players that are not there on time will recieve ref punches! You will read what a ref punch is further down in the rules.(Please check the time for this meeting on the itinerary when it is posted)

Crono - Guns will be set to 280fps or lower for day games. After dinner break on Saturday the guns will be turned down 250fps for night play.

Equipment - There will be random safety equipment checks through out the game & you're responsible to make sure that you comply and your equipment is safe.

Guns: Must be able to crono under the limits for the time of the game. Must shoot only paintballs. (LAW rockets must be inspected before game by ref)

Crape shot guns are allowed as long as they crono under the limit (also must be shot up in the air on a 45 degree angle Not right at someone!)

Mask: Must be a paintball appoved mask & lens must not be cracked.

ID's: These must be kept on you at all times. It is how we keep track of your safety compliance. If you lose one during game, it will be assumed you have 2 ref punches all ready so please keep them safe & handy!

Berms - We have decided to allow the berms into play for this event to see how it works. These berms can be tricky & we advise that you stay off of them. If a berm is not taped off it will be allowed to be used. If it is taped KEEP OFF!

Please remember anytime you play paintball you do so at "Your Own Risk!". This goes for the berms as well... So use your best judgement please.

Ref Punches - All refs will be carrying hole punches. They will use them to punch holes in your player ID Cards when you are found to be in violation of any safety rules or are found guilty of misconduct. There will be two spots on the card for the ref to punch. If you get a third you be asked to leave & not refunded your money.  Some examples of ref punches will include: being late to the mandatory safety meeting (THIS IS FOR YOUR GOOD & we will not hold up the masses for a few stragglers anymore), cheating of any kind, safety violations such as removing mask in play, arguing with a ref, foul language, hot guns (over crono limit)...

Boundries- The field boundries will me marked with colored tape (The color will be announced at the pre-game safety meeting). Please respect these boundries, to violate them will result in you being sent to the deadzone for an extended amount of time.

Our facility is 350 acres & is very large! Please look over the map on the website & the ones that will be provided at the event so you don't get confused.

Night Time Play - We already mentioned guns must be crono under 250 for night time play (after dinner break Saturday)

Lights or No Lights - We have gotten input from a ton of players & it is pretty much split down the middle - Some want fields lit up some want it all dark.

So we decided to split it up as well. We will have some of the fields lit up & the rest with none. This way those with the nightvision can use them & those without it can still have some fun with out shooting up their own team mates so much!

Game Basics

Re-spawning or Reinsertions - Reinsertions will be every 15 minutes after the game begins (on the hour, 1/4 after, 1/2 past & 1/4 of the hour). There will be a 5 minute "open window" where players may enter & leave freely. So if a player enters in the deadzone at 4 minutes after the hour he has 1 minute to get back out. If he doesn't get out in time he must then wait until 1/4 after to reinsert.

DeadZones & Field Hospitals - Deadzones and Field hospitals are the re-spawning areas. These areas can never be over run or taken over by the opposing team.


Props - There will be props on the field that are involved in the game & point scoring and then some that are not. You should not move any prop unless you are sure you know what to do with it. Some props will be brought to base, some may have to be taken to differnt places. Removing them without knowing what to do with them could cost your team dearly! All instructions on the props will come from mission orders & will be clearly defined!


Tanks - It looks like we're going to have quite a few tanks at North vs South. Yes we know there were no tanks during the civil war! Tanks will serve as mobile artillery units or Gunships. So we will need to make the rules clear to make sure both tankers & players al have a good time!

20 ft. Rule - This is a safety rule designed to keep tanks from accidently running over players. In the past this rule was abused by players as a way to eliminate tanks. So after input from both sides we cam up with this definition to the rule:

1. Tanks will obey the 20ft rule & will never knowingly come within 20ft of a player.

- If a tank knowingly approaches closer than 20ft it is eliminated
- If a player hides & then "jumps out" when the tank is within 20ft the tank will not be eliminated & the player will be escorted safely from that position to one more than 20ft away

2. Players in bunkers that are within 20ft of the road.

- If a player has the "abliity to kill or stun" a tank he will have the right to this bunker for as long as he or she can hold it.

- If a player does not have the ability to kill or stun a tank, then that player has 5 minutes to make his move or be eliminated.

- Why do we do this? We don't want one person to hold up or stall the action due to a safety rule.

* Remember that in real life a tank rolling up on a solider with no anti-armor weapons would be really be in a bad situation also...

* in a stand off between a tank & a player the ref should find out if the player has the ability to stun or kill the tank - he does not have to inform the tank... only has to enforce the rules. If tanks are not sure they can always blow up the bunker with a nerf.

Tank Eliminations - Tanks can only be eliminated with direct hits from an approved LAW rocket or another tank.

Tanks will follow to the same reinsertion rules as players.

Immobilization of Tanks - Tanks can be immobilized for a 5 minute period when it is determined they have been hit with a grenade. "Being hit" is defined as a being marked with an amount of paintb that would be at least equal to a 1/2 dollar piece.

Remember during this time tanks may still fire!

Personnel Carrier Tanks - Tanks may carry players inside their tanks. In order for players to exit the tank the tank must me stationary & ignition turned off!

If a Carrier is destroyed while carrying players the players inside are killed as well & must report to a re-spawning area as well.

Special Effects . There will be Land Mines as well as other Boobie traps placed around the facility. They will serve as cannon fire. If you are hit by the paint from one of these you are dead and can not be healed, you must report to the nearest re-spawn point.

No player is permitted to touch or mess with boobie traps in anyway shape or form. We don't want them broke or you hurt. Remember some are pressurized by air & are just like a paintball gun! (So plz if you see one feel free to tell your partners - but don't touch it!)

It is impossible to have a ref by every boobie trap at all times - So we will rely alot on players honesty & itegrity to call themself out when you are hit by one.

"Being hit" is defined as being marked with enough paint to amount to the size of a quarter.

Special Roles

Engineers - There will be no Enineers for this event.

Medics - Medics will be in play for this event. We will however change how they heal to discourage cheating. Hole punches did not work as we had hoped & were too hard to check for cheating.

How Medics Heal - Medics will now recieve their healing supplies at the start of the game. They will be special colored Gauze wraps. When a player is hit he must STAND STILL! and let the medic come to them. The medic will then heal the player by wraping the arm of the person that was shot - If he can get there in less than 1 minute.

Medic Supplies- The medics will recieve: An ID Card, Limited amount of Gauze supplies and a pair os scissors.

Colors - Medics will wear team color armbands as well as an additional Medic armband.

Definition of a Wounded Player - A player is wounded when he/she is hit by a paintball anywhere other than the head (headshots are kills & not able to be healed). Gunshots count as hits also.

Land Mines, grenades & Boobie traps - Players marked by these may not be healed in the field. They are kill shots & must report to the dead zone to be reinserted.



Point & Scoring System

Hold / Control Points - Points will be awarded for the team that controls the Strategic locations that will be announced on the map. Every 1/2 hr who ever holds the location will recieve the points for that 1/2 hr (30pts or 1 per minute).

Deciding who has control of the position- There will be flags at every hold/control position. The flags will actually be 3 flags that are connected - One Blue (North), One Grey (South) and One White (Neutral). The Game will start with all in the neutral position.

How to take control A clean player must reach the flag station & remove the current flag & replace it in the holder with his teams color. If he is shot before the chage is made he must place the white one back in there!

Missions Mission points will be written on the missions when they are handed out.

Missions can come from the base or from a ref
 

Game Map

 

Third Party: The Carpetbagger:
 

Colonel Beauregard J. Fauquier Tyrell

And his group of "Carpet Baggers" will be gracing Pyro's North vs South event at USANA on September 8th,9th & 10th to add some fun & excitement! They will play the 3rd "Neutral" party that has only one loyalty.... Greed!

Colonel Tyrell comes from an old Virginia family. His ancestors came to America in one of the first waves of immigration. The Tyrell Family’s early history is shrouded in mystery. Colonel Tyrell is reticent about what drove the family from Europe.

One clue may be his strong dislike of anything French. When pressed on the reason for this animosity, he responds gruffly that the Tyrell family had a “sharp disagreement” with the French monarchy sometime around the time of the late Crusades.

Colonel Tyrell is very superstitious about Friday 13th.

Early in the war, he lost his plantation near Winchester, VA. This
convinced him that wealth must be held in forms other than land. Something portable that one can tuck under the arm and run like hell for instance.


What Tyrell wants:

Profit. He no longer cares who wins the war. His goal is to earn as much money and collect as many valuables for himself as he can.

He has formed Tyrell Mercantile to pursue this goal.

_____________________________________________________________________________________________


Tyrell Mercantile

Import/export business formed by a group of “like-minded individuals seeking new opportunities”. Provider of rare, foreign luxuries and hard to find items.

Prior to the war, Tyrell Mercantile exported cotton and tobacco from the South and imported numerous goods from all over the world through Northern ports.

As soon as the war started, Tyrell switched to a more profitable trade. The company began shipping Southern cotton and tobacco to the North and using the profit from those sales to import weapons from England for the South (Whitworth rifles, etc.). This resulted in Northern troops marching South in uniforms made from Southern cotton and Southern troops sniping at them
with rifles indirectly paid for by the North.

 

 


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