Welcome To P8ntballer.com
The Home Of European Paintball
Sign Up & Join In

The UKST v Everyone else "Against All Odds"

Wickham

Therapy Paintball
Feb 8, 2005
126
0
0
www.shorelinepaintball.com
AAO - Game Brief

AAO - Game Brief

Game 1 - 300 - Chopper field

The Scenario

Outnumbered, surrounded and devoid of hope. The Spartans crouch behind their circular barricade and await the full wrath of the all conquering Persians. Maybe, just maybe they can bring the giant to it's knees - afterall..........THIS IS SPARTA!

The Game

UKST are Spartans
EE are Persians

Spartans base is the giant bird nest which is surrounded by a protective barricade of barrels which all Spartans must remain within.

10m further out from the barrels is a tape barrier. The Persians are not to come within that barrier and are not to enter into the giant bird nest base.

Spartans have two respawn points within their base - at the nose and tail of the giant bird will be a marshall who will wipe and respawn Spartan players.

Persians have two starting points - either side of the field. They will also be the respawn points for the Persians where a marshall will wipe and respawn Persian players.

Persians have free run of the field but are not to advance within the tape boundary located 10m encircling the Spartans base.

On the 10m barrier are 5 gold blocks. The Persians are to retrieve the gold and return them to their respawn marshalls.

If a player returning a block is found by the marshall to have a hit on him - then that block will be null and void.

If the Persians retrieve three or more blocks - they win the game. If the Spartans stop the Persians from retreiving more than three successfully - they win the game.

Game 2 - Carandiru - Tree Top Fortress field

The Scenario

It's 1992 and the location is the infamous Carandiru Penitentiary in Sao Paulo, Brazil.
As a full scale riot by the inmates spirals out of control - the Guards take the law into their own hands.

The main body of prisoners are housed in the East Wing with a smaller number taking exercise in the yard of the main compound overlooked by a small number of Guards.

The prison is split by an enormous wall impregnable to Prisoners but which Guards can pass through with their keys - however, this does not stop the prisoners from being able to fire over the wall.

As the riot threatens to engulf the entire prison - the Guards realise with dread that 5 keys have been left behind in the main compound. If the prisoners were able to locate the keys and gain access to the Control Room then they would be in total control and able to release the main gates - leaving over 8,000 of Brazils most feared criminals flooding onto the streets of Sao Paulo.

The Game

UKST are Guards
EE are Prisoners

There are 5 keys hidden within the Central Compound (the Fortress). The Guards must stop the Prisoners from finding all 5 keys and taking them to the Marshall in the Control Room (the raised platform structure in the field south of the main fortress).

A tape barrier splits the field in half. The Guards can cross the barrier - but the Prisoners can not. Both teams can shoot across the boundary.

The Guards have two start points.
A maximum of xxx (classified) Guards in the high platforms of the fortress itself.
The rest of the Guards start xxx (classified).

The Prisoners also have two start points.
There will be xxx (classified) number of prisoners starting on the floor of the Central Compound. They are not live players until they choose to engage the Guards. They may choose to engage the Guards at the start of the game or 15 minutes after the game starts or any point in between - it's up to them.

The rest of the Prisoners will start in the East Wing.

The Guards MUST NOT SHOOT THE PRISONERS ON THE FLOOR OF THE CENTRAL COMPOUND UNTIL THEY HAVE BEEN ENGAGED BY A PRISONER IN THE COMPOUND. As soon as the prisoners decide to engage the Guards - then they are cleared to return fire.

The Guards will have two respawn points - both located near to the Control Room.
The Prisoners will respawn on the marshall in the East Wing.

The Prisoners will win if all 5 keys are located and taken to the marshall in the Control Room.
The Guards will win if they stop that happening!

Game 3 - Rorke's Drift - Twin Forts field

The Scenario

No explanation should be necessary.

The Game

UKST are B Company, 2nd Battalion, 24th Foot - Now known as Royal Welsh Regiment
EE are Zulu

Within the British fort will be a flag - they must defend it. Zulu's need only to touch it whilst in play to win the game.

Respawn for Zulu's is at the entrance to the fort at their start point on the marshall. Respawn for the British is at the rear of their fort on the marshall.

Game 4 - Lock, Stock and Two Smoking EGO's - Bridge Field

The Scenario

Harry the Hatchet is a dildo wielding madman who doesn't mess about. He gets what he wants and doesn't like it when anyone gets in his way.

Cardsharp Eddy is a decent chap - but in way over his 'ead. He finds himself in the uncomfortable position of needing to high-jack some of Harry's loot to pay off a debt to......er....Harry himself.

If everything goes like clockwork - it's so farking necky that it may just work. If not....then....Eddy and his pals are in for a bad day. Lovely Jubbly!

The Game

UKST are Cardsharp Eddy's crew
EE are Harry the Hatchet's mob

Eddy's crew need to stop Harry's mob from crossing the bridge with the case.

Harrys mob need to take the case across the bridge and touch the designated taped tree to win the game.

Respawn for both sides will be on the marshall at the rear of your staring positions.

Finale - Barrel field

We'll mix the teams up. Blow some stuff up. Usual deal - not part of the scoring for the day.
 

Timboy

www.shorelineoutdoor.com
Couple of reminder points for this weekend's game:

DO NOT TURN UP ON-SITE ON SATURDAY.
The site will be busy running punter games so walking the field is not possible. No players should arrive on-site before the Sunday.
Lee and I will see you in the restaurant/pub on Saturday night

ALL PLAYERS MUST REGISTER. If you are part of the UKST or have any other arrangement with Shoreline - you still need to register upon arrival.

PLEASE BRING YOUR BOOKING RECEIPT WITH YOU. Bring along the email you received when you booked. It'll contain a number towards the bottom of the email (i.e. 090205-165308-4299) which is your booking reference. Bringing your email receipt with you will greatly speed up registration.

'BRING A MATE' TICKET HOLDERS MUST HAVE PHOTO ID WITH THEM. Without the photo ID the site owner will not release the kit which means that you'll not be able to play.

ALLOW PLENTY OF TIME FOR ARRIVING AT SITE. If you have a long way to travel in the poor weather then please be generous with your journey time as you risk missing some of the early games if you are late. The game will start at the publicised time.

PLEASE KEEP CHANNEL 4 CLEAR. Staff will be using Channel 4 to communicate to co-ordinate the event and for safety reasons. No information regarding game play will be broadcast so there is no need for players to tune to that channel. Please keep it free for us to run the game.

CHRONO LIMIT IS 280 FPS. Each player will be given a player number and your chrono test will be recorded against your player number. It's simply case of looking down the list and seeing the player numbers that have not had a witnessed chrono check to ensure everyone has done what they should have. Any players after the first game who do not have a witnessed chrono check tick next to their number on our list will be pulled from the following game. You need to ensure that your chrono test is witnessed and recorded on the list by our designated staff who will be manning the chrono stations - this is your responsibility. There will also be chrono checks in the field.

ROF has been talked to death in this thread and others. It's clear what the rate is and what the rules are. There will be ROF meters random testing in the field. Ultimately it's the finger on the trigger and the person attached to the finger that bares responsibility for playing appropriately. Any inappropriate play could see you getting tugged.

There will be several photographers and DVD recorders in the field. Please take extra care not to shoot near them as they will be using very expensive equipment. They will be wearing high vis vests as will all the staff.

As with any Shoreline event - if you have any questions or issues then just come and have a chat with either Lee or Tim and we'll do what we can to put it right.
 

LUIGI B

Danger Zone Marshall
Oct 6, 2008
35
0
0
Rotherham
What a day this was my 1st big game and i loved it thank you all so much for making me welcome it was brill and i will be going to more of them
 

mrfisk

New Member
Sep 8, 2008
94
0
0
So you playing today if it was not for your entourage helping you,You would not have got out of safe area.The big man was the best Oh that was me LOL.
 

Wickham

Therapy Paintball
Feb 8, 2005
126
0
0
www.shorelinepaintball.com
Final numbers on the day were;

Everyone Else team had 142 players
v

UKST with 41 players

Final Score: UKST 3 - Everyone Else 1

Everyone had a great day and we literally blew everything up in that last game. Thank you to all who worked, played and even just watched the event.
 

Timboy

www.shorelineoutdoor.com
We've uploaded the game footage that we had from Against All Odds last month to the video page on http://www.shorelineoutdoor.com

It's in two parts and you'll find them at the bottom of the video page.

We did have something special lined up for the DVD - but some technical problems have prevented us from doing what we wanted to do...so we'll save that plan for another day.

Some apologies:

Firstly, all the footage from my camera was useless as it had been left in .....ahem... ...night vision mode from the last time I used it.

Martello very kindly loaned us his footage to put something together - so thank you to him for doing that. However, it does mean that nearly all the footage is of the UKST because that's who he was playing for.

Anyway - take a look.