
Some of this
information may vary from game to
game
and is
subject to change.
Ordinance,
Artillery
and
Tanks
Operation:
Eminent Storm
In a sparsely populated region of a third world nation, a rebel group,
the Contras, has assumed control of a remote U.S.
satcom base situated on a high mountain peak. Though usually
unmanned, the base is an important communication relay point for U.S.
forces when operating in that part of the world. It has been
deemed necessary to send in a covert unit to dispatch the Contras and
reclaim the U.S. property. A simple, straight forward
mission, easy enough for a highly trained Special Forces units, but it
is what the U.S. forces don't know that can be a problem for
them....................
The U.S.
Forces continue their struggle to take Satcom from the Contras and
eliminate their stronghold, but the Contras have a new card to
play..........
The
Christmas Clash
The
team commanders will be
pre-chosen and be responsible for assembling squads and assigning squad
leaders, assigning a second-in-command, assigning medics, spies, and
demolitions personnel, receiving intelligence, and assigning
missions. The commander will also have referee powers to be
exercised for either team and be expected to call out members of either
side for safety violations. All team squad leaders will answer to
the team commander. If you want to stay in
the action, you
must stay in contact with your team commander. He will be the one
who assigns missions to his squads and solo players. If you
are wandering around just shooting at targets of opportunity, you may
miss the major battles because you won't know when or where they are
taking place.
A mission could be as simple as
sending all available players to take over the enemy command base. Or a
mission could be as specific as sending the demolitions squad and
support into a certain region of the field to retrieve air dropped
ordinance. At the same
time that the commander sends out this mission, a referee will be
dispatched to the same region to certify whether or not that
mission is
started and completed conclusively. It also doesn't take a genius
to assume that another squad from the other side is probably being
dispatched to attempt a mission in the same area at about the same time.
Missions will be issued by the
commander at varying intervals. Some will be time sensitive, some
will be standing missions such as capturing enemy tanks for use by your
own team. Obviously this means that the command staff must
be careful to manage their squads effectively so that they have the
appropriate players available for missions as they are issued. Each
side will be running multiple missions concurrently and will also have
to be prepared to defend their own real estate.
On average there can be any number
of squads
out on missions at any given moment. A lot of players will be also be
between missions. Some of that time you will be off the field
getting paint or air, having lunch, etc. The rest of the time you
should be back at your command base waiting for missions. While
waiting, it is common to stand temporary guard duty around the
perimeter of your command base to help defend it when necessary.
The single most common complaint
from first time scenario players is that they were placed in defense of
a position and forgotten about. You are the only one who can prevent
this. Stay close to your commander so you will hear when squads are being assembled for upcoming missions . Keep in close contact with your assigned squad
leader so that you will be included in their missions. And if you are
not satisfied with how you are being utilized, look for an opportunity
to let the command staff know this in a positive way. Since they may
have never met you, the only way they will know your capabilities is if
you speak up.
Demolitions
teams will be assigned by the
commanders of each team. They will be responsible for the
retrieval, transport, arming, and detonation of bombs during the
game as well as helping to secure the perimeter of bases by setting
trip mines. Their roles may also include demolishing certain
structures, and blocking roads using the provided props. Most
often, mines and ordinance will be weapons which the players have
brought to the game themselves and must pass safety checks before they
may be used in the game.
Medics
Medics
will be assigned by the team
commander. Medics must be of the highest integrity because
the outcome of the battle may lie their hands. Medics will
be a RIP (Ref-In-Play) who is hand picked by
the producer. If a medic is
caught cheating, or allowing another player to cheat, that team will
lose the privilege of that medic because he will be ejected from the
game. Medics are allowed to "heal" people when they are marked on
the field, on any part of their bodies or equipment other than faces or
heads by a paintball. When a player is shot during the course of the
game, he can call for a medic to come to his location, if one is
available. The player may not move from his position unless he intends
to accept elimination and go to a reinsertion point. If he approaches the medic istead
of waiting for the medic to approach him, his card punch will be for a
violation instead of a healing. A medic has 1 minute to
reach a player
who has been marked, punch the player's card, and wipe the paint
from the player after which the player may resume
play. It will be at the discretion of the medic as to
who he will attempt to "heal". Each player will be
allowed 5 in-field "healings" during the course of the game. When
all of the
"healed" boxes on his card have been punched, he may only be reinserted
by leaving the field or reinserting from his command tent. No
player may be "healed" successively until at least one other player has
been "healed" in between. Medics cannot "heal" head
shots or players who have been eliminated by mines, booby traps,
grenades, cannons, or any artillery other than a paintball hit fired by
a marker. Medics must be aware that they will be a prime target for the
opposing team as they must go off-field for their own reinsertion when
eliminated. The role of a medic will be a very busy one and his
skills in great demand.
Role Players
There
may be various players on the field performing roles
for at these events. If these players are not wearing referee vests,
they
are to be considered active players and can be treated as such.
These characters may be inserting props and interacting with the
players for story line purposes. You may interact with these players in
role form, but some of them you might not be allowed to
eliminate. If they have a barrel plug in or are not carrying a
weapon,
they are not to be fired on. Otherwise, they are subject to
elimination as any other player.
Artillery and Tanks
Bring your grenades, smoke bombs,
mortars, launchers, trip mines, tanks etc., but use common sense!
The use of alternate weapons is encouraged as long as they are used
safely. Launchers which shoot multiple numbers of paintballs must
pass chrono. Grenade launchers and mortars may, under no
circumstances, be fired directly at a player or group of players.
Only trajectory targeting is allowed for those weapons.
Hot burning smoke bombs will
be allowed, but use of them must be coordinated by the staff if
launched. Otherwise, they must be placed in a spot clear of flammable
materials to be set off, and left in that spot. They may only be
thrown or launched if field conditions allow that there is little
danger of starting a fire. Pressure and
trip mines must be examined and ok'd by the event staff.
Each tank will be required to
have a referee with it at all times while it is on the field of
play. A speed limit of 5 miles per hour will be enforced at all
times. A tank may be eliminated by artillery fire or a hit on a
kill switch only. When a
tank is eliminated, all players inside
the tank are eliminated as well and the tank must immediately start for
a reinsertion point.
At no time is any player
allowed within 10 feet of a moving tank on the premises. Rules
for tanks will be covered with the tankers at the game.
Tanks will follow designated
routes. Tank route maps will be issued to tank drivers at the
event. Tankers should read the Tanker Information Page.
Special weapons and props Rules and Regs:
LAWS,
CANNONS, LAUNCHERS
Pressurized launchers must have a pressure
release valve (maximum 150 PSI) installed between the pressure chamber
and the firing valve. Pressure chambers made of PVC must be at
least schedule 40 and will be closely examined for any damage that
could lead to a pressure containment failure. All launchers must
be evaluated at the chrono station before
being allowed into play.
Chrono: 250 FPS
Ammunition: Nerf Rockets approved by staff
Shotgun Load no more than 30 paintballs
No water balloons!
No plastic enclosed shotgun load
Range: Greater than 25 ft
against infantry (Paintball loads only)
May be used during daylight play only
Vs. Structures: All players eliminated inside or
behind structure or section of structure. 1
nerf rocket hit on the section or structure or 50% shotgun
load is required for the elimination. A
section is a flat wall/platform measuring from one corner or
angle to another. Large bunkers have multiple sections divided by
corners and upper and lower platforms.
Vs. Tanks: Rockets can take out tanks. At least
50%
of paintball loads must break on tank kill plate. All players
inside
are eliminated.
Vs. Player: Only shotgun load can be
directly fired at players not behind structures. Structure
is defined as man made building . 25 foot minimum range. 30
paintballs max per load
Mines/grenades
Vs. player: Any paint from mine or
grenade that marks a player defines an elimination. This means
any small spray or drop! Same rules apply to bladder type
launchers (Scepter Systems).
Vs. tanks No
effect.
Disable mines at your own peril. You can alert
other players to a mine's location but do not remove it from it's
location if it is not your property.
Special
mounted weapons on vehicles:
Gun based: Anti infantry only. Can not
disable tanks or structures. Be careful if you are manning this
and do not overshoot other players. Anyone caught
overshooting, will be reprimanded.
Tank mounted cannons: Same rules
apply as to all other launchers.
The referees/staff are the
authority on and off of the field of play. At no time, on or off
of the field, is a player to argue with a referee. Remember, if a
ref makes a call in error, it is being made on the side of
safety. All decisions and calls made by field referees are final.
Do not argue with the referee making the call. If you feel that a
call was made in error, ask to speak to the game producer. The game
producer's call is the final word. No arguing of any sort is allowed
with the referee and it is grounds for expulsion from the game.
Not all referees will be patrolling
the field in orange. Many will be refs-in-play (RIPS) meaning
that they will be playing the game on one side or the other, but will
retain all of the authority of their referee position while in
play. If a player is observed cheating or playing unsafely by a
RIP, they will be reprimanded or escorted from the field as that
referee sees fit. All RIPs will have identification on their
person identifying them as a referee. Keep in mind that the
person you are playing beside or against may be a RIP, so play fair.
The woods have eyes! If you witness a RIP cheating or
playing unsafely, get their name and let us know. The RIP cards
have the name of the RIP on them.
General and Safety Rules
1. NO alcohol or drug possession is allowed on the premises of Smak Zone Paintball. Drugs or alcohol found in the possession of minors during the course of this event, or while on event property, will be treated with full application of laws governing minors and substance possession/abuse. There will be law enforcement officials in attendance and on the event grounds.
2. No paintball marker will be fired off the field or out of bounds except at the chrono station. This will include shooting any structures or wildlife in the surrounding areas of the event. If a marker needs to be test fired, it must be done at the chrono station.
3. Your ID tag is your entrance ticket to this event. If you lose your ID tag, you will be required to purchase another one. You will be required to have this ID tag to enter the field of play. You may be asked to produce your ID card at any time by the event staff.
4. Each team and team member will be distinguished by a colored hopper cover. You may not falsify the color of your hopper cover except by the express dispensation of a prop to do so by your commander. Importing and applying your own hopper cover will be treated as cheating and will be handled accordingly.
5. When leaving the field, you are automatically deemed an eliminated player. As an eliminated player, you can only reenter the field of play through the insertion points at the designated times. There will be no exceptions to this rule.
6. Cursing or foul language of any type will not be tolerated at any time. Players acting in an unsportsman like manner will be removed from the field and ejected from the game.
7. When marked on the field, place your barrel plug in your maker, raise your marker in the air, and quietly walk off the field or to your command base unless you are going to call for a medic. Remember, a medic only has 1 minute to reinsert you IF he can reach you. If he cannot reach you within the 1 minute, you are eliminated. If an eliminated player approaches a medic (who will also be a RIP) instead of remaining in place and waiting for a medic to come to him, the punch he will get on his card will be a violation, not a healing. Eliminated players are not allowed to aid their team in any way until they have been reinserted. Once you have been eliminated, giving away the enemy's position is cheating. Dead men tell no tales.
8. Masks must be worn at all times in all designated "masks on" areas. Any player violating this safety rule will be removed from the field and reprimanded. If this action continues, they will be removed from the event.
9. No physical contact of any sort will be tolerated at this event except for gentle barrel tags or hand tags. If barrel tagging, take your finger off of the trigger. Yes, the barrel has to be on a marker. If hand tagging, the play must also be carrying a marker.
PAINTBALL MARKERS: Sixty-eight (68) caliber markers are allowed in this event. Management reserves the right to disallow any marker they deem unsafe. No fully automatic fire or burst fire will be allowed. Response triggers are allowed as long as the user is not overshooting. Markers must meet manufacturer and insurance safety guidelines regarding triggering mechanisms, the trigger guard, and safety devices such as a barrel plug. A squeegee is not a barrel plug. Markers must have a barrel blocking device (plug or bag) properly inserted in the barrel at all times except while on the playing field or in the shooting/chronograph range.
PAINT: Smak Zone events are now FPO Field Paint Only
CO2 AND HPA: CO2 and high pressure air fills will be available through the field. All bottles must meet DOT hydrostat requirements: five years on CO2 bottles, three years on high-pressure bottles. Bottles with dip tubes (siphon or anti-siphon) must be marked to indicate the dip tube position. All components (fittings, hoses, valves, cylinders, etc.) of the high-pressure system must meet the manufacturer's safety standards. All CO2 and high-pressure vessels (cylinders) must have all non-factory stickers removed to allow the field station operator to inspect the vessel for damage. Vessels with non-factory stickers will not be filled until the stickers are removed for proper inspection. Neoprene or cloth covers must also be removed for inspection of the vessel.
MASKS: Masks must be worn at all times on the field and in designated areas stating that masks must be worn. All masks are to be inspected for cracks and outfitted with ear protection and face shields. It is mandatory for every person to wear masks that meet or exceed ASTM standards when they are directly exposed to the fields, while games are in progress, or when they are directly exposed to any authorized shooting area where markers are being discharged. MASKS MUST BE PROPERLY WORN IN "MASKS ON" AREAS! An active player who deliberately removes his goggles during a game other than with the approval and under the direct supervision of a referee will be removed from the game. Failure to wear approved eye protection or removal, including lifting above or below the eyes or away from the face (i.e. so as to wipe moisture or fogging) other than with the approval or under the direct supervision of a referee shall be removed from the field. If you want to take chances with your eyesight, you can do it at a different field.
BARREL BLOCKING DEVICES: All players must have barrel plugs or bags in/on their markers when not engaging on the field. If you are in public areas without a barrel plug repeatedly, you will be asked to leave the premises.
WAIVERS: Every player or on-field spectator shall sign a waiver. Waivers must be turned in at the registration counter before the pre-game briefing. A player will be disqualified from the event if they enter or attempt to enter a playing field for a game without having signed a waiver. Players must be ten years of age or older. Players 10-17 years of age must have their parent or guardian's signature on their waiver. Players with health problems should consult their physicians before participating. Participants with any known allergic reactions to insect bites or plants should advise the event staff of such prior to the event and make them aware of the allergic reaction and what medical measures should be taken. Note: There is poison ivy and poison oak in the playing field. Expect to come in contact with it.
PROHIBITED ITEMS: Air horns, knives, ropes, unbreakable trip wires, shields, pyrotechnics other than smoke, firearms, whistles, BB guns, flares, armband tape (other than that which is supplied to you by your Commander) and slingshots are all prohibited items. If you have questions concerning any equipment or item, please contact the event staff. Scenario staff may closely monitor ghillie suits or any other form of camouflage clothing that may pad the impact of a paintball or restrict the player from feeling hits. Any hit on a ghillie suit will count as an elimination because of the excessively soft nature of a ghillie which encourages bounces.
CHRONOGRAPHING
AND CHRONOGRAPH PENALTIES: All markers must
be fired through a radar chronograph, maximum velocity not to exceed
285 fps for play. All markers are subject to
choronographing
at any time during the game. Players are subject to on-field
chronograph inspections. Players may not adjust, disassemble or
otherwise alter or tamper with their marker's velocity-regulating
system or power source in-field after the chronograph check. Tampering
includes,
but is not limited to: twisting anti-siphon bottles, adjusting
back-bottle systems, or any purposeful system adjustment that results
in changing the liquid/gas status of the CO2 or HPA system. If a
player is caught
adjusting the velocity of his marker in any way in the field of play,
he is subject to immediate expulsion from the event. Specific
procedures may be established for testing specific marker designs if
the event staff deems it necessary. Liquid operating systems will be
rapid-fired prior to the initial test shot in order to guarantee liquid
CO2 status. During the game, if a player suspects that his maker is
shooting over the chronographed limit, he may ask an on-field referee
for a chrono check. If his marker is shooting over the chronographed
limit, the player may adjust his velocity on the spot if he can do it
quickly. If not, he must leave the field and readjust his
velocity in the
chrono area before reinsertion. Chronographs will be near the
insertion points or other designated areas for marker
adjustments. Players will be required to chrono every time they
have the opportunity. A couple of balls over the chrono is a
small
price to pay for a safe game.
In-Game Rules
ELIMINATIONS: A player is eliminated from the game when a player signifies his elimination with a mark or not or when he is ordered off the field or eliminated by a referee. All hits that break on a player's person or equipment count unless the player calls himself "HIT!" or "OUT!" without it breaking. Overspray from a paintball breaking on a nearby object does not count. Should any part of a player's body, marker, or attached equipment accidentally or deliberately extend beyond the vertical plane of the boundary, he is immediately eliminated and must so signal and leave the game. Referees may warn players that they are in danger of going out of bounds. Should a player intentionally push out or pull in a boundary line, he will be immediately eliminated. Merely brushing against the boundary line is not considered an intentional alteration of the boundary.
SURRENDER RULES: If a player is within 10 to 15 feet of you, you must give him the option to surrender. He is required to surrender and to accept elimination. This means no bunkering moves that will involve close up shooting.
BARREL
TAGS: To add to the fun and safety of the game we
allow people to "barrel tag" their opponents. This is achieved by
taking your marker, without a barrel plug, and tapping them on any part
of their body. You must signify to them in some verbal manner that they
have been eliminated by a barrel tag. You may also use your hand, but
must have a marker in the other hand. This is a solution to
shooting
someone within the ten-foot surrender zone. You
may also do the same with a gentle hand tag. Face it, if you let
them get that close, you deserve to be eliminated.
COMMAND POSTS/BASES: Each team may possess a base, which will be located on the field and be used as their command post. These bases are neutral and not subject to be overrun and captured by the opposing team. The bases are to be used by commanders and their teams to help store props, store munitions, organize their troops, assign missions, and to re-insert players back into the game.
COMMUNICATIONS BASE: A communications base for each team will be located somewhere on the playing field. For the purposes of these scenarios, the command bases for each team are also the communications bases.
TEAMS: Teams will be made up of all the players participating in the event and will be divided into teams of their choosing as long as the numbers for each side are balanced per the scenario. Each team will have designated role players such as a commander, squad leaders, demolitions experts, snipers, and regular infantry.
INSERTIONS: When eliminated during the course of the game a player must leave the field with a barrel plug in his marker and marker pointed in the air. He will report to the designated safe zone to await reinsertion into the game. A player may enter the staging area at any time during the course of the game, but is not allowed to re-enter the playing field without going through the reinsertion point or waiting until the designated time. Reinsertions will be made at every quarter of the clock hour. For example, 10:00 AM, 10:15 AM, 10:30 AM, 10:45 AM, and 11:00 AM. In some games, reinsertion will be immediate under certain circumstances.
PAINT CHECKS: Paint checks are allowed during this event to determine if a player has been marked. If you call for a paint check, you are not allowed to move from your position until a referee calls you back into the game. If you call "HIT!" or "OUT!" instead of "PAINTCHECK!", you have effectively eliminated yourself from the game at that point and must start for a reinsertion point. Paint checks are a privilege so don't abuse them. If a referee feels that you are abusing this privilege, he will give you a warning. If you continue to abuse paint checks following this warning, you may be asked to leave the field for a period of time. If a referee is not available, call on a team member to check the player in question. Players from either team are expect to be good sportsmen and provide a paintcheck for another player on either team while not taking advantage of them.
REFEREES: All decisions and calls made by field referees are final. Do not argue with the referee making the call. If you feel that a call was made in error, ask to speak to the game producer. The game producer's call is the final word. No arguing of any sort is allowed with the referee and it is grounds for expulsion from the game. Not all referees will be patrolling the field in orange. Many will be refs-in-play meaning that they will be playing the game on one side or the other, but will retain all of the authority of their referee position while in play. If a player is observed cheating or playing unsafely by a ref-in-play, they will be reprimanded or escorted from the field as that referee sees fit. All refs-in-play will have identification on their person identifying them as a referee. Keep in mind that the person you are playing beside or against may be a ref-in-play, so play fair.
CHEATING:
Cheating of any kind during the course of this
event will not be tolerated. If you are not coming to the event with
the intention to have fun and play fair, don't come at all. In
another words, if you are prone to cheating or unsafe play of any kind,
YOU ARE NOT WELCOME AT THIS FIELD. Any
player who sees a
safety violation or cheating is encouraged to call upon the player in
question to correct his behavior and to let someone on the staff know
about it.
Prizes may be awarded throughout
the event in several different ways. There will be certain role
playing characters who may carry a prize in-field or a card that can be
redeemed for the prize at the end of the event. These characters
may subject to elimination by either team. When the character has
been clearly eliminated by a player, that player will then be awarded
the prize(s) that the role player is carrying on his person. (Kind of
the equivalent of taking the weapons off of a dead enemy.) These
role players will also have referee powers and must be able to clearly
tell which player they have been eliminated by in order for that player
to be awarded the prize.
Other prizes will be awarded
as "trophies of war". For instance, if a team's mission is to
capture a base by a specific time of day, and they are successful, then
the surviving players who have completed that mission may divide the
prizes captured within the base, such as paint grenades, smoke bombs,
or paintballs. A referee will be on hand to dispense those
prizes. If the team which occupies the base successfully defends
it, then they will divide the prizes among themselves after the time
deadline has passed.
Some prizes may simply be
discovered hidden in caches in-field. The tricky part about
claiming these prizes is that some containers may not be prizes at all,
but booby traps. Open at your own risk!
More prizes may be dispensed
by the commanders as rewards to squads or individuals for missions that
they have completed successfully.
At the end of the event,
players will be nominated and voted on for Most Valuable Player, Most
Valuable Squad status for each team. These players will each
receive a special prize for their contribution to their team.
Most of the prizes that will
be given throughout the day will be those which can actually be used in
the event, during the game. This design is to reward the players
who get the job done for their team and not to hand out free gifts to
the "campers". In Smak Zone events, you're going to have to
"work" for
those prizes!
Game day
registrations vary between the scenarios and single day events, but
will usually begin at 6:00 A.M. game morning and end at 9:30 A.M. After
that
time, latecomers will have to wait to enter the game until staff has an
opportunity to register them. Game start is at 10:00 a.m. and
game end is at 12:00 p.m. for 2 day games. See the
itinerary.
Players must be ten years of age or older. Players below the age of 12
years must be accompanied by a parent or legal guardian on the
field of play. Players 10-17 years of age
MUST have their parent or guardian's signature on their insurance
waiver. All players are required to fill out and return a waiver
to the registration counter before they will be issued a player ID
card ( ID cards issued for scenario events only at this time). If
you have pre-payed, you will still need to check in at
the registration counter to be issued your ID card and pick up paint.
The ID card is your ticket to this event. If you lose it, you
will be required to purchase another one to
participate in the event if it cannot be verified that you have already
registered. You will have to produce your ID card when
chronographing and any other time that you are asked to, so you will
have to keep
it on your person.
If you do not have it,
you will be escorted off of the field. You will not be allowed to
return to the game until you can present it to the person at the field
entry. Your ID card will identify which team you are on, chrono
information and other event related information.
It's number will also be used in prize drawings.
The entry fee to participate in Smak Zone
events is
$35 for the scenarios if you pre-pay and $25 for single day
games. After the
pre-registration deadline,
the fee will increase to $50. Event fees include a
free BBQ,
free camping, free prize giveaways, and a free pancake breakfast.
CO2 and HPA fills during the course of the event are included with your entry fee. Other items will be
on sale by vendors as well.
If you wish to pre-pay, mail your
payment to:
Smak Zone Paintball
Rte 1 Box Z-12
Patterson, MO 63956
Smak Zone events are held rain or shine. There will be no refund of payments except for unavoidable circumstances. If you have to cancel after you have made payment, contact Smak Zone Paintball to submit a request for refund. If the event is canceled for any reason prior to the event, your registration fee will be returned to you in full within 60 days. If you are ejected from the event for misconduct, violation of safety and/or game rules, or for any other infraction that management deems valid, no fees shall be refunded to you. This includes entrance fees, paint fees, or any other expenses that you may have incurred.
At his time, the cost for field paint is $55 for Battle Line's AIM and
$60 for Battle Line's FIRE.
Smak Zone Paintball, host field of this event, is located at Patterson, MO approximately 120 miles south of St. Louis, MO. The following is a close estimate of the driving times from major cities in the region. For a map of our area, and directions click here.
St. Louis, MO...............2 hours
Kansas City, MO...........6 hours
Springfield, MO.............3 1/2 hours
Memphis,
TN................3 1/2 hours
Nashville,
TN.................4 1/2 hours
Little Rock, AR...............4 1/2 hours
Chicago, Il.....................7 hours
Smak Zone Paintball is located 5
miles from Sam A. Baker State Park and within 20 miles of two different
Corps of Engineers camping areas all of which have excellent camping
facilities. Primitive camping is provided on-site with potable
running water and portable toilets.
For
those who may never have gone to a big game or scenario,
Warpig
is an excellent resource.
Make sure your marker is working
before game day. Having to sit out and work on your gun is no fun
when the action is underway.
Wear reasonable clothing. This
game will be played in the woods and partial woods. There are
brushy areas, rocky areas and areas with briars. This means no
sleeveless shirts, shorts, or open toed shoes. Clothing that doesn't
expose too much flesh to the environment is a must. Ghillie
suites will work well in this terrain. Note: ANY hit on a
ghillie suite is considered an elimination whether it breaks or not due
to the overly soft nature of a ghillie.
If you own an FRS or GMRS radio,
bring it. Communication in-field is of the utmost
importance. Each team will be assigned the frequencies that they
may use
throughout the game for the purpose of communication between the team
commanders and the game producer. Channel 1 is reserved for all chatter and
propoganda. FRS channel 2 and
GMRS channel 22 are reserved
for staff. Each team will be assigned the remainder
of either even or odd channels to use as they see fit. It is part
of the game to try and get intelligence on the opposing teams
activities during the game by monitoring their frequency (if you can
find it), but do not, under
any circumstances, interrupt transmissions
between players.
This
page is updated periodically so keep checking in.