Online registration is available this year! Check out our page on active.com!
http://www.active.com/more-sports/ce...t-classic-2010
***NEW***
Updated Game Map:
Updated Rules
CC Spring ’10 Rules
· Field Paint Only!! (Except First Strike Rounds)
· Gun Hits Count
· Cold Burning Smoke Grenades only. Questions? Have your gear checked out by Head Referee.
· NO Barrel tags.
· NO Spies.
· Chrono 290 FPS
o Violators will be marked. 3rd infraction =ejection.
· Masks worn on field at all times
· Wristbands on at all times.
· Armbands. Visible on right arm or right shoulder of vest at all times
o Turn in for raffle ticket at end of game.
· Hits
o Quarter sized mark or bigger from a paintball (Refs discretion)
o ANY mark from a paint grenade=elimination
· Generals only killed with Head shot. Worth no points.
· Physical Contact. No warning. Automatic ejection from the game and West Point
· No arguing with Referees. All Ref decisions are final.
Special Equipment
· Tank rules
o Tank commanders/owners receive one (1) free entry and (1) free case of paint (“walking” tanks do not count for this offer). Each General can only field 3 tanks at a time. In order to put each tank in play, he must turn in 1 can of gas to a tank ref. There will be six cans of gas on the field at the beginning of the game. When a tank enters the field, the gas can is re-hidden by the refs. It is possible for one side to capture more than three cans of gas, thus preventing the other team from putting one or all of their tanks in play. Kill boxes will be added to your tank. Red or Blue team flags and white “dead tank” flags are still required and must be provided by the tank owner.
· Rocket Launchers
o Each general will have three Anti-Tank (AT) cards. They can be given to any player he wishes and the holder of the card will be able to use their Nerf rockets to take out tanks. ONLY PLAYERS WITH THE CARDS CAN USE THEIR NERFS AGAINST TANKS AND HAVE THEM COUNT! All other launchers can fire SABOT rounds of paintballs (FPO!) in an indirect manner at players and directly at tanks. Paintballs shot at tanks from LAWS count like any other paintball towards filling up the kill box. LAWS will be limited to a range of 30 yards (FPS to be determined) with Nerf rockets.
· Mortars
o Sabot only (Paintballs) Indirect only.
o NO WATER BALLOONS/GRENADES
o Questions? Have your gear checked out by Head Referee
Missions and Points
· Flag Stations
o Points tallied at the half hour (Bases do NOT count for points)
o 50 Points per half hour
· Mission
o Missions will be assigned throughout game play from Mission HQ.
o Points will total to:
§ 1000 on Day 1
§ 500 on Day 2
· Misc.
o Supplies hidden on the field:
§ Artillery Tubes – PVC Pipe
· Once returned to base, each tube can be used by General for one fire mission. Fire Missions will coordinate with Mission HQ for time and place, Artillery has a 50 ft. Diameter Kill zone (Ref discretion).
§ Fuels Cans – 5 Gallon Water Jug
· Return to base to allow 1 tank per jug to enter play for a maximum of 3 tanks at any time.
· Teams may secure more than three jugs, but only three may be played at once.