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Old 09-27-2011, 09:35 PM #43
Jrob33
 
 
Join Date: Oct 2010
[quote=hardboy1864;73034374]
Quote:
Originally Posted by Jrob33 View Post
hey im not mechanically inclined, I cut the hell out of my hand trying to make one. THATS when I broke down and bought a JCS launcheR/QUOTE]

I have a JCS launcher . There not that bad.
Oh man now that I bought it I LOVE that thing..although mine doesnt shoot a mile like some peoples apparently do....
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Old 09-27-2011, 09:47 PM #44
BlackAngelSS
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Quote:
Originally Posted by Jrob33 View Post
no some were clearly hinting that tankers would stay away from the field if the rules werent changed to suit them. Its there in black and white dont go trying to back pedal and sugar coat it. It wasnt just about leveling the field, if it were we wouldnt need for seperate referrences to tanks not being at the field.
please explain why a tanker would bring a tank to a game where he has 15 nerfs shot at him the first 20 seconds he is on the field all day long?
It's pretty easy for you to say. you obviously didn't go through the trouble of building a tank. you somehow compare your launcher to the expense and work involved in tanking.

This is a game, games have rules to make things fair and fun. No need to beat a dead horse here. you obviously don't get it.
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Old 09-27-2011, 09:51 PM #45
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You know what i'd love to see more of in WW2 scenario games? Anti tank cannons, They are small and do have a small edge vs tanks but they would be fun as hell to slug it out with. Hell i even built one

you would have to be allowed to nerf them of course. then they could have as many as they want if you ask me


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Old 09-27-2011, 09:59 PM #46
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Nope I didnt compare the expenses at all, but because you choose to build and bring a tank doesnt mean that im not entitled to enjoy my time at the game as much as you. And doesnt mean restrictions should be put on my fun, to ensure yours. And lets be real not ALL tankers build/field tanks with the noble intent of making the game better, some do it so they or their crew can ride around in the AC, and shoot people without having to get shot back, some do it because they arent in good physical shape enough to play otherwise. (NOTE I SAID NOT ALL, Meaning some do) so now I shouldnt be allowed to bring the nerf launcher that I paid for, so they dont get shot out, and can stay in the game longer?.....BS!

From the condescending tone in the posts here I am sure that as long as I dont agree with you, then in your mind "I just dont get it"
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Old 09-27-2011, 10:01 PM #47
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Originally Posted by BlackAngelSS View Post
please explain why a tanker would bring a tank to a game where he has 15 nerfs shot at him the first 20 seconds he is on the field all day long?
.
sounds like the general needs to send some infantry to clear out the area that the tanks re-insert.
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Old 09-28-2011, 12:45 AM #48
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Just dont go to Skirmish and the problem is solved. Sorry fellas had to say it. Flew in from Florida to play ion about 5 years ago. Worst time I ever had! $100 cases of paint that they would not let you open to make sure it wasnt broken. After you pay they hand it to you and say "you own it"! No chrono reffs. In fact there were very few reffs on the field. The ones that were there I saw several with no masks on and I even heard a player ask a reff if he could shoot players in the safe area that was netted. The reff told him he could. The player then began to lift the netting and blast away at players with no masks. So for those reasons and many more that I did not add you can keep your Skirmish. I wouldnt even dream of transporting a tank and using it at that field.
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Old 09-28-2011, 10:00 AM #49
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Originally Posted by CNCRouterman View Post
The whole point of a "tank" is that it IS neigh invulnerable. It IS supposed to be almost impossible to defeat, EXCEPT by another tank!
That is the entire freaking idea!Ahh well thanks for clarifying that its all about tank vs tank and us lowly non tank players should just stay out of it. its not like we payed our entry fee or anything. so if the whole point is Tank vs tank, why do you shoot the non tank players? CAUSE THATS NOT THE WHOLE FREAKING POINT!
Ok, I should have included "anti tank measures", but actually, YES it IS the point of having tanks. This is in response to the implied argument on your part that regular PB markers should be able to eliminate a tank. That implied argument is false. Not 100% sure that is what you meant, but that is what I inferred.

Tanks have always been the scourge of the infantry, only out done by the King of Battle, Artillery.
yep and anti tank crews have always scared the hell out of tankers. Nothing like being trapped in a big metal coffin..but again what do i know i dont drive a tank..

Your are right on the money. Elsewhere you mention tankers should take "their own advice" regarding tactics, also a valid point, getting any allied players to actually "escort" the tanks is a tough sell, but that does not invalidate your comment.

However, in paintball, "tanks" are severely handicapped from emulating their real counterpart's true might and awesome battlefield fire power. Real tanks outrange almost all infantry AT countermeasures. On the side of the paintball infantry player, however, there are numerous advantages present. The paintball grunt can simply hide behind a tree, barrel, or anything capable of stopping a paintball, and they are relatively safe. The PAV crew, like their real counterparts, are severely handicapped in both visibility, and hearing, so it is quite easy for opposing infantry to escape notice by the tankers.
right its not like Im lobbing a foam rocket, from a device that is hard to aim or anyhting..and of course im not doing it while under direct fire from a bouble trouble, or maybe 4-6 people inside the tank shooting through gun ports. or the fact that i probably had to walk/run god knows how far or climb how many hills to get a good firing position while the tankers ad crew DROVE not to mention the enemy infantry shooting at me.. and most of the fields ive been to the tank trails LOOP AROUND..so hiding stationary behind a tree doesnt work..nice try though. oh woe be the poor disadvantaged tank crew.

Ok, this comment has me confused a bit. The first sentance implies you are acting as a legit AT member using a LAW or Havoc or similar device, and taking fire from a "?bouble trouble"? some sort of high volume marker (?) I don't have a problem going toe to toe with any AT player with cojones enough actually break cover and duke it out. Win or Lose, that player earns some respect. It would appear that there is a fundimental failure in communications here. Initially, your post implied PB marker V.S. PAV, which is a hands down fail for the PB marker player. Now, your comments describe pretty clearly a case of a LAW (or similar) player is HUNTING tanks, these are two entirely different arguments. Actually, an AT player or team hunting a Tank is no argument at all. Having 10 AT teams hunting ONE tank, however, is grist for a legitimate questioning of the game's balance, and this is what many tankers get miffed about.

If you are having issues with apposing armor, then one of two conditions are probably true:
Appreciate your advise but I dont recall saying I was having any issues at all, although I take issue with a tanker whining that he doesnt have ENOUGH of an advantage.

Again, the post I responded to "implied" a PB marker VS Tank compliant.

The opposing team is employing superior tactics than you/your team. In which case, they deserve the win, so don't whine about it, learn from it, and improve you own game tactics.
oh please please please, all wise and knowing tanker god of the paintball field please show me where i was whining.. I simply stated that its riddiculous for a tanker to whine that he doesnt have enough of an advantage.

Ok, this comment by me deserves a bit of heckling, one of the consequences of communicating with written words is the limitation of lack of inflection. I am quick to point out that I lay no claim to great wisdom or omniscience. Again, this post is where I, and I think a couple other considered you to be "whining".
quote of Jrob33:
"Give tanks a fair chance"? you mean besides the fact that they are motorized, and cant be eliminated the same way that 95% of the rest of the players. Id say you have it backwards.

The only way players have "a fair chance" against a tank is if they are willing to go out and shell out the bucks to buy a launcher. And even then its not like we can hide behind netting and take aim and shoot while not having to worry about incoming fire.



Or.

You are incapable of playing in a scenario that include tanks, and enjoying the experience. This seams rather likely given your response.
hey thank for that analysis doctor Phil,
Sorry, no doctorate in medicine, psychology, or even physiology.
For whatever reason, you cannot, or choose not to recognize the unique characteristics and playing dimensions that tanks bring to the game.dang and all this time I thought I was having fun when there were tanks playing..thank you again for pointing out my shortcomings all powerful tanker guy.
Again, poor choice of words on my part, too judgmental and condescending. Not intended as a personal attack, but yes intended to be a bit "in your face".
The key to enjoying the challenge, is to recognize the obstacles (tanks, in this case) and acknowledge the appropriate response / counter measures required, then employ those countermeasures. It is just another part of the game. WOW im 35 years old, been playing scenario paintball for almost 15 years, have been on several sponsored scenario teams..but thank you sooo much for schooling me on "the Key" thank you super tanker man.
Well then, as someone who has been playing 5 times as long as I have been, start acting like a seasoned player interested in promoting the sport, not acting like someone born after you started playing. I am not "super tanker man" by any stretch, but I gotta admit that legitimately earning that title is a worthy goal.

What is the point of having to tag all the bases in baseball to score a run? Why bother with the bases, just hit the ball and step on home plate, SCORE! NO, then it would NOT be "Baseball". so you wanna use paintball tanks in baseball? Im down for that. But if you guys are gonna whine about nerf rockets youre probably not gonne like the guys with baseball bats either.
Ok, clearly the analogy got lost somewhere in cyberspace, but I do have to admit your response is good humor. 'course, that would break the 20' safety radius, and the guy with the bat would be called "OUT".

Paintball scenario games have various rules for the purpose of:
1) Safety.
2) Entertainment value.
3) Game Balance.

All three are required to encourage a good, safe, entertaining, memorable game that players not just have fun at, but want to do again! Repeat customers are vital to a successful, profitable PB scenario promoter.
again thank you for schooling me...and explaininjg to me why the tankers should just rule the paintball field with impunity from us lowly non tanker players who didnt spend the large amount of $ to bring a tank. After all, that expense should buy you more fun than just my measley entryfee/travel expenses/ should buy me.
Hopefully by this point, I have made it clear that I am not trying to personally attack, denigrate, or otherwise insult you. I suspect that much of this furor is based on a mis communication. I do hope that I have conveyed that Tankers want to have fun too, and certain conditions make that very difficult. Being overwhelmed by huge numbers of AT teams takes a lot of the fun out of the game for both AT players and tankers. Having Zero AT teams on one team and one or more tanks on the other is clearly an imbalance as well, and the game producers need to have a way to deal with it. There are lots of possible ways of balancing the game, and as Tankers, thats what we want too.
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Old 09-28-2011, 10:50 AM #50
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Going to try to address these in turn:
Quote:
Originally Posted by Jrob33 View Post
CNC, Im a little confused here. I have some other quotes of yours that seem to contradict youre earlier post.





You are right that infantry (that is to say, regular players with markers and not AT weapons) are at an extreme dissadvantage against a Tank. but didnt you say "there are numerous advantages on the part of the regular paintball player" ? I can quote it if youd like
This should not be hard to reconcile. Regular infantry verses Tank. Tank wins. Tank can outrange (main gun), outrun, and outfight a regular infantryman in almost every 1 on 1, out in the open or limited cover/concealment case. BUT, at least in paintball, where we don't have thermal imaging, acoustic enhancers, tank mounted grenade launchers, and have to restrict speeds, places of travel, and tank mounted PB markers are actually chronoed slower than the player on the ground, and the AT teams have nerf launchers with the same range as our primary gun, AND we are NOT allowed to shoot the primary gun at the AT guy, THEN a lot of advantages of the tank are lost. At Bear Claw (where all my "tanker" experience has been) there is a great deal of cover and concealment available to the infantry that the Tankers cannot overcome for various reasons. In this environment (or similar, obviously) the foot soldier can quite literally step off the path, meander on over 20 or so feet and hide in the bushes, or stand behind a tree or in a bunker or building, or en-defilade and wait till the approaching tank passes, completely oblivious to the presence of the infantryman. If the tank is accompanied by infantry, as it SHOULD be, but usually is NOT, then the situation changes a bit, but from a one on one view, the foot soldier DOES have a lot of advantages. The question of who wins in an encounter depends on if the infantry guy has an AT weapon, then things are often still in favor of the player on the ground. It is almost like WWII destroyer verses submarine, it becomes a contest of who detects who first, and can get of a successful attack first. Hopefully this analogy is more successful than my last attempt.


but I am decades away from my military days, and several stone's over my optimal weight, so huffing and puffing through the weeds is kinda humorous of itself, not sure which is easier to hear coming, me or the tank.thank you for illustrating one of my points..
Clearly self deprecatory humor. "Back in the day" I probably would have greatly enjoyed the challenge of packing a law/havoc and hunting tanks as you have described in another post. I was oblivious of the sport of paintball at that time, and probably couldn't have afforded it at the time, instead, I volunteered for OPFOR training exercises and went with 4 man teams hunting enemy Battalion HQs encampments humping as much ammo, pyro, and demolitions as I could pack, besides the requisite M16A2, and occasionally a PRC77 or M60 machine gun (sans M16), either of which were more challenging that the PB stuff we carry for these games.

Yes tanks have some serious advantages over regular infantry,THEY DO? but according to you when I said that I was whining, and you hammered out a long winded condescending post aimed at me..and even made alot of assumtions concerning me.
Yes tanks do have serious advantages over regular infantry. This comment by you suggests that my original assumption about your post was correct, that you were implying tank verses PB marker equipped player. So, yes, complaining about a "regular" PB player with a "regular" PB Marker going up against a "tank" IS whining. Tanks' going to win. However, that is sorta silly. Bad tactics on the part of the infantry. Now, throw in a couple of LAWs or crew serve AT weapons with the infantry and it is a whole 'nuther ballgame. The Tank had better have infantry support or it will become the hunted. Throw in 10 AT to each tank, and now you have an equally ridiculous imbalance as having zero AT assets against Tanks.

So after all that extra wind to go with the previous wind, I hope you will accept my apology for commenting in a "condescending" manner. That was not the intent. Still not sure if we are actually arguing the same argument, but in any case, I do think we see things a bit differently with respect to Tanks and game balance.

As you play a lot of games "in the South", any chance you will be catching the Spartan Game at Bear Claw in Oct 2011? Should be a good game, BC in my experience does a good job of hosting these MPP scenarios. We will be bringing at least one tank, and hopefully a half dozen new players that I hope we can train to screen the tank for decent combined arms tactics. We will see.
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Old 09-28-2011, 11:09 AM #51
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Originally Posted by Jrob33 View Post
Nope I didnt compare the expenses at all, but because you choose to build and bring a tank doesnt mean that im not entitled to enjoy my time at the game as much as you. And doesnt mean restrictions should be put on my fun, to ensure yours. And lets be real not ALL tankers build/field tanks with the noble intent of making the game better, some do it so they or their crew can ride around in the AC, and shoot people without having to get shot back, some do it because they arent in good physical shape enough to play otherwise. (NOTE I SAID NOT ALL, Meaning some do) so now I shouldnt be allowed to bring the nerf launcher that I paid for, so they dont get shot out, and can stay in the game longer?.....BS!

From the condescending tone in the posts here I am sure that as long as I dont agree with you, then in your mind "I just dont get it"
Some of the "condescending" tone is not deserved, some might be. I have been guilty of using such on occasion, sometimes inadvertently, sometimes intentionally when I come to the conclusion that the person I am addressing is either a Troll, or is a bit too free with flaming others. Your responses have often been laced with sarcasm, and some are quite condescending as well.

As for restricting one player type at the expense of another, clearly that is a bad policy. Restricting one player type for the purpose of game balance is a necessity. Tanks are restricted in many ways for game balance, every game I have participated in required a BALANCE of tank forces. Where one team/side had an overwhelming number of tanks sign up, the game coordinators moved some of the tanks to the other side. Where there was an odd number of tanks, they either limited the number on the field to the lesser number, or provided more AT assets to the Tank deprived side. I have no personal experience with either Skirmish or Ion, but I would expect similar adjustments to be made.
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Old 09-28-2011, 01:17 PM #52
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This has become arguing over stupid ****. This thread is suppose to be for ways to improve the Tank/At rules not bicker back and forth like little school girls. Im not saying not to put up your point of view and opinion but holy **** guys only a few people have been able to put up theres and NOT get in to a pissing match over it
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Old 09-28-2011, 01:55 PM #53
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Quote:
Originally Posted by bgr3118 View Post
This has become arguing over stupid ****. This thread is suppose to be for ways to improve the Tank/At rules not bicker back and forth like little school girls. Im not saying not to put up your point of view and opinion but holy **** guys only a few people have been able to put up theres and NOT get in to a pissing match over it



The purpose of this thread is to help formulate a "fairer" standard of rules for the future. It takes time to try new ideas out. No field does it perfect and no field ever will.

While the title implies it is for the betterment of Skirmish I bet most tank friendly fields are watching this and looking to "grow" as well.

Let's bounce ideas not insults!
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Old 09-28-2011, 02:45 PM #54
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Tank Rules

I saw this thread and wondered what all the chatter
was about so I spent some time reviewing most of your
posts.

The issues I've seen raised seem fairly straight forward. They include;

1.Tankers want to be able to play a role in the event.

2. Both Tank and Infantry supporters want to establish
a set of rules that governs the role for tanks in a game.

In order to address these points I'd like to suggest
everyone please take a few minutes to review the rules which were used this year by the players who take part
in the Annual Oklahoma D-Day Event.

These rules are the result of a series of face to face and phone conference call meetings which involve the promoter, Dewayne Covirs, members of his staff and staff members (players) representing BOTH the
Allied and German contingents.

NOTE: As has already been noted earlier on this thread,
no set of rules is going to satisfy everyone, nor is it implied that this set of rules doesn't also have it's own flaws. Rather I've posted them here in the hope that they might be seen as the something that can be used to build you
own set of rules upon.

~~~~~~~~~~~

TANK, PLANE & ANTI-TANK RULES for OKLAHOMA D-DAY
All tanks must be on site no later than Thursday afternoon.

All tankers, AT gunners, and Heavy Weapon gunners will be required to attend a special orientation covering the rules specific to their unique roles and the new game rules for 2010.

All tanks, planes, AT weapons and Heavy Weapons must
be inspected at this time as well.

The specific rules for each weapon category are listed in their own sections below. The inspection times and dates can be found on the schedule page at the D-Day website. Visit the official Oklahoma D-Day Forum to ask questions directly to the D-Day Staff or veteran players.

All tank and plane drivers and crews must wear approved paintball goggles at all times while on the field, whether in or out of their tank.

(New for 2011) Fuel Stations will be an important point’s objective for tanks this year. Tanks must make one course revolution each hour, checking in with a ref at the designated fuel station for their side to receive points. These will be worth 600 points per side. This can be captured by the other team to prevent scoring.

600 points / 6 hours = 100 points per hour / number of tanks on side = points per tank per hour.

Tank Kill Verification Change for 2009 and Beyond-(details in Tank & Plane Kill Procedure below)

Tankers will be issued 16 blue or red (Allied or Axis) raffle tickets with the numbers 1-16 printed on the back of the tickets (16 is the maximum number of times that a tank can legitimately be eliminated in an 8 hour game with 30 minute reinsertion intervals). The start and ending numbers of the whole string of tickets for each side will be recorded by the Bunker staff to prevent ticket fraud.

Each time a tank is eliminated, the tanker will confirm the kill and then hand the AT gunner or rival Tanker the next numerical ticket. The eliminated tank then heads to the DZ.

The tickets must be turned in by the AT gunners and Tankers after the game to registration building for points. Any tickets not turned in will not count for points. The Registration staff must record the AT gunner’s number or the Tank’s name when the tickets are turned in so proper credit is given to the gunner or driver.

TANKS & PLANES GENERAL RULES AND REQUIREMENTS:

All tanks and planes must complete the Tank/Plane orientation and have their tank or plane approved by
D-Day staff. Upon completion, tanks and planes will
be issued the Kill Stickers, Kill Tickets, Chronograph
Check-off Sheet and their paint ticket to allow them
to purchase AT paint. AT paint can be purchased at
the registration building.

PLANES
Planes must adhere to ALL tank rules with the only exceptions being noted below:
1. Max of three approved planes per side. Must
look the part and be made in a manner that will
allow for safe operation for the players on the
field and the crew of the plane.
2. Planes will have a 2” x 2” Kill Sticker on all
four sides of the plane. This must be attached to
a hard surface just like a tank Kill Sticker.
3. Planes must keep moving (5 mph) and cannot
stop, other than to allow players the right of way.
If forced to stop, planes cannot fire, but can be
fired upon and eliminated.
4. Maximum of 2 guns per plane. This may consist
of either 1 AT & 1 AP or 2 AP.
5. Only 500 rounds of AT paint per plane.



TANKS
1. Tanks must have 360- degree visibility for the driver. There must be safety netting over the windows to provide clear visibility at all times. NO GLASS WINDOWS ALLOWED. ALL EXPOSED GLASS MUST BE REMOVED OR COMPLETELY COVERED WITH APPROVED PAINTBALL NETTING. WINDSHIELD WIPERS MUST BE OPERATIONAL.

2. Tank must be mechanically able to get around the field. Brakes must work for all tanks.

3. Tank must have a hard, flat, clean surface on all four sides that is capable of accepting an adhesive backed or magnetic “kill” sticker on all four sides of the chassis.
4. Tank MUST have official target system "kill stickers" affixed on the front (2” x 2”), rear (7” x 7”), passenger
side (5” x 5”) and driver side (5” x 5”) of the tank.
Official Tank Ref will place stickers. Stickers will be attached, as close as possible, to the CENTERMOST
POINT OF EACH SIDE (measured horizontally and vertically). Stickers cannot be placed in random
locations on each of the four sides in an attempt to
confuse AT Gunners. Target sizes with be the same
for both Allied and German Tanks. It is the ENTIRE
sticker itself, not the shape inside it that is the actual target. Receiving kill stickers is the final step in the process of certifying the tank has passed orientation.

5. Tanks can only be killed by AT paint shot by an AT gunner, HW gunner or the main gun of another tank.

6. Tanks must furnish their own 2 foot by 3 foot white
flag to signal they are eliminated.

7. Tanks must furnish their own 2 foot by 3 foot yellow
flag to signal they are disabled.

8.Tanks MUST furnish their own fire extinguisher.

9. Tank crew MUST have an accurate watch or timepiece
of some kind with them on the tank while in play.

10. Tanks must show their team color by flying a 2 foot
by 3 foot flag in a visible area with a 360 degree field of view. Red for German, Blue for Allies.

11. Tanks must furnish their own standard office clipboard for the Chronograph Check-off Sheet. When spot checked for velocity, the referee will fill out and sign the sheet. Chrono sheet and clipboard must be kept with the tank at all times while in play. (Tanks are often incorrectly singled-out as "shooting hot" by players on the field because of the sheer volume of fire most tanks put out in play. This step will minimize disputes from players and offer the tank crew a clear record that shows they are playing fairly in this regard).

12. At each tank entry point on game day, a designated TANK REF will check each tank prior to them rolling onto the field to make sure that they have 100% of the required items and that their tank is 100% in compliance with the rules. Any tank that is not in compliance will NOT be allowed on the field until the proper corrections are made.

TANK MOVEMENT RESTRICTIONS

In addition to the driving and parking procedures, tanks have specific rules that govern when and where they may drive based on the flow of the game. Certain criteria must be met before certain tanks may roll into or past a given area. The phrase “Active Control”, used below, means that your team has captured and held the flag(s) at a given Objective for a valid score, as recorded by the ref. If two flags are present, both must be held. Except for the Pegasus rule below, once the Allied tanks have legitimately earned the right to travel into (or out of) an Objective area, that right cannot be taken away no matter how future flags are scored at that Objective.

1. All Allied tanks will start either at the bottom of Utah Beach in the north or at the bottom of Sword Beach in the south. Axis tanks may begin anywhere on the field, but are subject to the movement restrictions below.

2. Axis tanks must enter play at either the Airfield or Victor Ridge Dead Zones.

3. Allied tanks in the north are not allowed to roll to the Causeway or the Valley until the either the Allies have Active Control of Brecourt Manor or the final scoring opportunity of Utah Beach has passed, whichever comes first. Allied tanks can only advance to the bottom set of towers until the criteria above are met. Axis tanks on Utah can only roll down the hill (toward the boats) as far as the uppermost tower.

4. Allied tanks in the south are not allowed to roll off Sword Beach until the either the Allies have Active Control of Sword Beach or the final scoring opportunity of Sword Beach has passed, whichever comes first. Allied tanks can only advance up to, but not past, a line extending due south from the southernmost flag. Axis tanks cannot travel east past the intersection closest to the southernmost flag.

5. The exception to the Active Control rule is at Pegasus Bridge. No tank, Axis or Allied, can go north or south past Pegasus Bridge unless the bridge flag is flying their color. Only the flag control is important. Active Control and scoring times are irrelevant. If the raised flag is red, German tanks can freely travel past the bridge while Allied tanks are blocked. The opposite is true if the flag is blue. Aircraft are allowed to roll past the bridge regardless of which flag is flyingl.
Note: These restrictions do not apply to planes; only to tanks.

End of part#1
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Old 09-28-2011, 02:49 PM #55
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Rules

Oklahoma D-Day Tank Rules, part #2

WEAPON REQUIREMENTS: 1.
All markers, including the Main Gun / AT Gun on tanks will comply with the basic standard for markers in play at Oklahoma D-Day. All tanks are strictly limited to a maximum of 2 AP markers firing from the tank, in addition to their Designated Main Gun (2+1) as armament. Once the Anti-Tank paint supply of the main gun has been exhausted, it cannot be used as part of the tank's armament as a "machine gun" firing field paint unless one of the other two markers are withdrawn or removed. The number of allowed anti-personnel guns in use by the tank can NEVER exceed TWO (2).

2. Tanks must designate one of their "2+1" markers as a Main Gun / AT Gun if they wish to shoot anti-tank paint and have the capacity to knock out designated bunkers and other tanks. If the tank does not designate a Main Gun, then the tank is limited to a maximum of TWO (2) Anti-Personnel guns. The "Plus 1" marker for the Main Gun is then forfeited. This Main Gun can be a marker, or a Marker-in-a-Tube (Pzooka / mock cannon) type construction. It will be marked with a pink ribbon of flagging tape tied around the barrel where it is visible outside the tank. A tank may use full-sized hoppers on their Main Gun / AT Gun. (AT gunners as players on the field must use 10-round tubes in place of full-sized hoppers) A tank is not required to have a Main Gun / AT Gun, however, if one is not designated, the tank will not be allowed to shoot anti-tank paint and will not have the capability to knock out other tanks and designated bunkers. THE "Plus One" MAIN GUN CANNOT BE USED AS A "THIRD" ANTI-PERSONNEL MACHINE GUN, which would give the tank an illegal 3 Anti-Personnel Marker Configuration.

3. No paintball multi-round loads will be allowed in play, whether fired from homemade or commercially manufactured cannon. No loads firing multiple paintballs will be allowed of any kind.

4. Only Scepter Combat Systems Launchers / Mortars firing standard Scepter paint grenades / mortar rounds will be allowed as mortars / grenade launchers fired from tanks.

TANK/PLANE RULES OF PLAY & SAFETY GUIDELINES
(NEW FOR 2011):
1. Any hit on the target system of a tank (with anti-tank paint fired from another valid tank, plane, Heavy Weapon or AT weapon) that breaks the plane of the target with a quarter-sized spot or larger counts as elimination. The tank is out of play until the next reinsertion.
See Tank and Plane Kills for more information.

2. Tank must never go faster than 5mph (walking speed).

3. Players must yield right of way to tanks.

4. Tank driver has the authority of a ref (in matters regarding player safety and during tank reinsertions). He/she will be required to go through the tank course. Driver is neutral outside of the tank, provided they are wearing the required orange safety vest.

5. Players are not allowed to block any road, for any reason, in any way, shape, or form.

6.Tanks chrono at 285 fps and must chrono with refs before initially entering play and whenever spot checked.

7. Tanks may be used as troop carriers. If the tank is eliminated, so are all the troops inside.

8. All qualifying paint hits on a tank are considered kills. A tank cannot be simply disabled.

9. Players inside tanks are immune to paintball hits.

10. Players are to stay at least 10 feet away from ALL SIDES of tanks at ALL TIMES!
EXCEPTIONS:
1. For re-supply purposes, players may approach a legally parked tank flying its white flag.

2. Players may approach a legally parked tank when tank
is used as a personnel carrier.

11. Tanks are allowed to pull off the tank routes IN TEN DESIGNATED AREAS to hold a position, support an assault, attack a position, etc...

Tanks ARE NOT allowed to freely roam the field off the tank routes. When a tank pulls off the tank route, it MUST STOP and PARK.

A tank must either be parked or following the tank route. It cannot move back and forth in an off-road position.

A tank that wishes to park MUST be directed by a member of the crew that exits the vehicle and acts as a Walking Guide.

The walking guides will be required to wear hunter orange safety vests.

The walking guide is NEUTRAL while guiding the tank and is NOT in play.

If a tank, being parked, is seen not using a Walking Guide, the ref staff will “X” the tank just like a player’s hopper - 2 “X’s” on the tank and it is out of game.

(NEW FOR 2011) To Park Your Tank in one of the designated tank parking areas:

1. The tank must first come to a COMPLETE STOP on the tank road.

2. The Walking Guide must exit the vehicle.

3. The Walking Guide must check that the desired parking area is clear of players and hazards BEFORE guiding the tank off the road. The walking guide has the authority of a ref in this capacity. Players in the area will obey his instructions for sake of safety.

4. The tank, under the direction of the Walking Guide, may then pull off the tank route and park up to ONE VEHICLE LENGTH from the main tank road in the tank parking area.

5.At all times during this process, the TANK is vulnerable to AT fire and can be knocked out. However, the Walking Guide is always Neutral / Invulnerable and NOT in play. DO NOT SHOOT AT THE WALKING GUIDE.


To Return Your Tank to the Tank Road:
1. The Walking Guide must first check to see that the reentry path is clear of players and hazards. The walking guide has the authority of a ref in this capacity. Players in the area will obey his instructions for sake of safety.

2. The Walking Guide must direct the tank back onto the Tank Road.

3. Once back into the roadway, the Tank must come to a complete stop. The Walking Guide returns to the vehicle.

4. The Tank may then continue on down the Tank Route.

5. At all times during this process, the TANK is vulnerable to AT fire and can be knocked out. However, the Walking Guide is always Neutral / Invulnerable and NOT in play.
DO NOT SHOOT AT THE WALKING GUIDE.


ANTI-TANK WEAPONS GENERAL RULES AND REQUIREMENTS

All AT gunners must complete the AT orientation and have their AT weapon approved by D-Day staff. The CO’s of the Allied and Axis AT units will assist with this. Upon completion, they will be issued a laminated Kill Card (blue for Allied and red for Axis) on a lanyard (aka Gunner Card), a yellow "Out of Play” flag, and a ticket to buy AT paint. AT paint can be purchased at the registration building. The Kill Cards will have the tank’s unit logo on one side and a large number on the other. Allied cards will be numbered 1-45 and Axis cards 1-40.


Anti-tank weapons (Pzookas) can ONLY take the following form:
Anti-Tank Weapon bodies built around paintball markers (Marker-in-a-Tube) with the following restrictions:
Allied:
US bazooka, Type 1 - 60" long by 2" in diameter.

US bazooka, Type 2 - 54" long by 2" in diameter.

British PIAT - 36" long by 2" in diameter with warhead on the end.


German:
Panzerschreck - 60" long by 3" in diameter.

Panzerfaust, Type 30 - 42” long by 2” in diameter with
the warhead on the end.

1. The bazooka must be built around the marker. Olive drab, grey, brown and black are the only colors. No white can be showing. (Absolutely NO homemade, or commercially manufactured paint cannons will be allowed.

No commercially manufactured Marker-in-a-Tube designs / Pzooka bodies have been approved for use at D-Day).

2. All AT weapons must use ten-round tubes in place of a normal hopper for anti-tank paint.

3. Only 200 rounds of AT paint per AT gunner

4. The Allies have been allowed 45 shoulder-fired AT weapons and the Germans have been allowed 40.

5. Any hit that breaks the size of a quarter or larger to your AT tank weapon is the same as a hit to your body, marker or gear. You are out.

6. Any player struck with an anti-tank paint round that breaks and leaves a mark the size of a quarter or larger is eliminated. In a bind, you can defend yourself by firing your Pzooka at an enemy player, but this is a waste of your limited supply of anti-tank paint.

7. All Pzookas must chronograph under the same restrictions as any marker; 285 fps in daytime play. Since paint checks and hits on AT targets cannot be checked at night, Pzookas will not be allowed in the Night Game.

8. AT weapons must have a Barrel Blocking Device. This can take the form of an oversize barrel sock (such as those capable of covering a marker barrel and Scepter Grenade launcher with one BBD) affixed securely to the tube OR the use of a standard slip-on PVC cap that fits snuggly over the bore end of the launcher tube. If you use a slip-on PVC cap, please be sure to paint it a bright color (such as red or yellow) that is different from the color of the marker body so that it can be easily identified when in place for safety considerations.

TANK & PLANE KILL PROCEDURE
Tank kills will be worth TWO POINTS each. Each time a tank is killed; two points will be awarded to the opposing side.

End of Part #2
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Old 09-28-2011, 02:52 PM #56
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RULES Part #3

In order for any tank, plane or HW kill to be legitimate, the AT paint that hit the unit must have been shot from a valid AT card carrying gunner or another valid tank, plane or HW gunner.

To have your tank kill recorded, the following procedure must be followed:
1. AT gunner must obey the 10’ clear zone around a tank or plane at ALL times, even while attacking. The exception would be during the tank kill verification.

2. Any hit on the target system of a tank (by AT paint) that breaks the plane of the target with a quarter-sized spot or larger counts as elimination. The tank is out of play until the next reinsertion. Tanks cannot be simply disabled.

3. The AT gunner is allowed to signal to the Tank Crew that he has scored elimination if a referee is not present to call the hit. All AT gunners will use a yellow flag to signal a tank that it is hit.

4. Tank kills are treated much the same way as Sniper Kills. The AT gunner is neutral and OUT OF PLAY while signaling a tank crew that he has eliminated them; while interacting with the tank crew to tally his kill; and finally while returning to cover.

5. When the tank is eliminated, it must come to a complete stop. The AT gunner may approach the tank at this time.

6. The tank driver has the option to exit the tank to visually verify the hit. The hit MUST NOT be wiped off until the hit has been verified by the driver or until the driver has handed over one of the kill tickets to the AT gunner. If the hit is wiped off prior to verification, the kill does not count.

7. Upon reaching the vehicle, the AT Gunner must produce their Kill Card and present it to the tank crew. After the hit is verified, the next numbered Kill Ticket is given to the AT gunner. The same basic format would be used for tank on tank kills as well.

8. Once this transaction is completed the AT gunner is sent back into play and is again vulnerable to enemy attack.

9. The tank is eliminated and must hoist its required 2' x 3' white elimination flag. The tank continues on the tank route to the Tank Dead Zone that is closest to the location in which they were just eliminated, subject to the game constraints regarding Tank Movement Restrictions. Once there, it must exit the tank route and await reinsertion.

10.The eliminated tank MAY NOT re-enter the game until the top or bottom of the hour. (Reinsertion times for tanks and planes will remain at 30 minutes, while players are now at 20 minutes). Depending on what time an eliminated tank reaches the Dead Zone will determine how long a tank will have to sit out of play until it can reinsert.

Example: If a tank reaches the Dead Zone at 11:28 am, it will be allowed to reinsert in 2 minutes at the next reinsertion time that comes at 11:30 am. If the tank reaches the Dead Zone at 11:32 am, it will have a 28 minute wait until the next reinsertion time at 12:00 pm.

11. When reinserting, tankers must use the same
procedure as when returning the tank to the road after being parked. The only exception is that they are immune to AT fire until they are at least 50’ away from the Tank DZ and have changed their flag color. The tank also cannot fire its weapons until it is beyond the 50’ zone and have changed their flag. Prior to switching flags, the tank must come to a complete stop on the road (only for a matter of several seconds; enough time to change flag). The normal parking procedure does not need to be followed for the flag change.

The Tank Commander has the authority of a Ref in regards to his tank's reinsertion. He will monitor the time and reinsert his tank into play on the appropriate intervals.

12. If a tank leaves the field for any reason (repairs,
cleaning, re-supply, etc), it must report to the appropriate Dead Zone first and then wait until the top or bottom of the hour to reinsert.

13. Both Tanks Crews and AT gunners can earn points for eliminating enemy Tanks.

14. Tanks may engage each other with their main guns
to achieve eliminations. Tanks may engage each other as Moving Tank vs. Moving Tank, Parked Tank vs. Moving Tank, or Parked Tank vs. Parked Tank. Once an elimination has been scored, use the following guidelines:

 The two battling tanks will be required to stop. The surviving tank will still be active and vulnerable to attack. A member of its crew will approach the eliminated tank to gather a Kill Ticket in the same manner as described above. The crew member will return to the surviving tank and the tank will be signaled back into play (vulnerable to attack).

 The eliminated tank will leave the field as described above.

BUNKER BUSTING PROCEDURE new for 2011
Bunkers that can be busted will be determined by D-Day Adventure Park Staff. The bunkers will be fitted with varying sizes of kill stickers determined by staff before D-Day week. If a paintball breaks the plane of the sticker in a concise manner all occupants of the bunker will be eliminated. The AT gunner will shoot the target and once a hit is determined he will call himself “neutral” and confirm the hit with bunker occupants. Players will leave the field and proceed to the nearest dead zone. This is a game of honor and both sides must realize that this allowance in effect difficult to staff so it is important to work together and make honest and absolute decisions. In the event a decision can’t be determined and a staff member is called upon for a decision the outcome will be a wash and play will resume. We will not in any way make a defined call, The allowance to the game is strictly based on your actions and your valor!

HEAVY WEAPONS
GENERAL RULES AND REQUIREMENTS

All Heavy Weapon gunners must complete the Tank/Plane orientation and have their Heavy Weapon approved by D-Day staff. Upon completion, Heavy Weapon gunners can be issued special field cannon Kill Cards to use to record tank kills. They will also receive their Kill Stickers and their paint ticket to allow them to purchase AT paint. AT paint can be purchased at the registration building.

1. Two classes of Heavy Weapons are available: mobile and fixed. Both will have to look the part of a WWII era field cannon of the appropriate side of the war. Both will be marker-based weapons using AT paint. The marker must be incorporated into the design of the heavy weapon but does not have to be in the barrel of the mock weapon.

2. All gunners for these weapons will have to attend the Tank and AT orientation and have their weapons approved just like the tanks and the shoulder-fired AT weapons. Same kill verification as AT weapons.

3. There is no limit to the quantity of Heavy Weapons.

4. 500 rounds of AT paint per Heavy Weapon.

5. Full sized hoppers are allowed on the Heavy Weapons.

6. Heavy weapons can switch between AT and AP paint at their discretion.

7. No firing and moving at same time. The Mobile weapons are not meant to be used as portable bunkers. Move, stop, shoot, move again.

8 Gun shield sizes are as follows:
a. Mobile weapons can have up to a 36” tall by 48” wide front gun shield. The side shields can be up to 36” tall by 36” wide.
b. Fixed Weapons can have up to a 48” tall by 48” wide front shield. And the side shields are 48” tall by 36” wide.

9. The staff may grandfather in some approved Heavy Weapons from the past games like Harold’s Folly, an 88mm replica, etc.

10. No netting of any kind allowed on the Heavy Weapons. No cover over the top allowed on the Heavy Weapons.

11. No rear cover. The rear of the weapon must be open.

12. Eliminating a Heavy Weapon:
a. Fixed: Fixed HW will have a Kill Sticker affixed to the front (centered vertically and horizontally). A hit by AT paint from a tank/plane main gun or other AT weapon on the Kill Sticker will disable the Weapon and eliminate all of the crew.

b. Mobile: A hit by AT paint from a tank/plane main gun or other AT weapon anywhere on a mobile HW will disable the Weapon and eliminate the crew/gunner.

13. The HW gunner/crew that is eliminated must then report to the Dead Zone. The HW itself is invulnerable to elimination and is only “disabled” when hit by AT paint. Another player or crew can use the HW immediately, although only anti-personnel paint can be used unless the new gunner is carrying AT paint and a valid AT card. The previous disabling hit must be wiped off prior to re-using the HW. Following a hit by AT paint, the crew will, at minimum, remove the marker and AT paint from the disabled weapon and go to the DZ. Normal reinsertion rules apply. Mobile weapon crews may elect to haul the entire weapon to the DZ, where fixed weapon crews will likely elect to leave the entire mock cannon in place.

14. No player may vandalize or disable a Heavy Weapon on the field. A lot of work often goes into their creation. Please respect that fact.

15. Unlike the weapon itself, the crew of any Heavy Weapon can be eliminated by all standard means: field paint hit, barrel tag, mine, grenade or flamethrower splatter; or AT paint hit on their person or the weapon they are operating.

16. Casemates: There are five of these on the field. They represent 88mm Flak Cannons in reinforced concrete bunkers/casemates. They require the crew to be marked. They cannot be taken out by AT paint

Depending on the design and scale of the Heavy Weapon, the Game Officials may elect to impose special provisions on eliminating it, such as using a tank Kill Sticker in place of the "Any AT Hit, Anywhere" rule to adjudicate the elimination of the weapon and crew.

~~~~~~~~~~~~~

Anyone wishing to receive a copy of these rules can forward
a note including their E-mail address to my attention, C/O
adorsai@aol.com.

Sincerely,
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Old 09-28-2011, 03:31 PM #57
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Quote:
Originally Posted by dorsai View Post
Tankers will be issued 16 blue or red (Allied or Axis) raffle tickets with the numbers 1-16 printed on the back of the tickets (16 is the maximum number of times that a tank can legitimately be eliminated in an 8 hour game with 30 minute reinsertion intervals). The start and ending numbers of the whole string of tickets for each side will be recorded by the Bunker staff to prevent ticket fraud.
I love this Idea
4. Tank MUST have official target system "kill stickers" affixed on the front (2” x 2”), rear (7” x 7”), passenger
side (5” x 5”) and driver side (5” x 5”) of the tank.
We tried this a number of years ago at Skirmish and all it did was cause fights over wether the square was covered or not
7. Tanks must furnish their own 2 foot by 3 foot yellow
flag to signal they are disabled.

11. Tanks must furnish their own standard office clipboard for the Chronograph Check-off Sheet. When spot checked for velocity, the referee will fill out and sign the sheet. Chrono sheet and clipboard must be kept with the tank at all times while in play. (Tanks are often incorrectly singled-out as "shooting hot" by players on the field because of the sheer volume of fire most tanks put out in play. This step will minimize disputes from players and offer the tank crew a clear record that shows they are playing fairly in this regard).
The last two ideas i love and hope that someone brings them to the attention of Terry* cough* goose
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Old 09-28-2011, 03:36 PM #58
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At D-Day all either an AT gunner or another tank has
to do is to hit the target, not cover it entirely. Since
the color paint being used by AT and tanks is different
than the rounds infantry players fire, it's pretty easy
to determine when a target has been hit.


Sincerely,


Sincerely,
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Old 09-28-2011, 06:15 PM #59
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hey CNC to clarify, I would never advocate that a regular PB marker should be able to elminate a tank, I never intended to suggest that, my issue was the comment about limiting the AT guys. I guess my big issue is I have invested several hundred dollars into my JCS launcher (and NO im not trying to compare that to the cost of building/fielding a tank) and I can tell you I am none too happy when I go to a game that has armor, and allows the use of my type of launcher, but then Im told I cant use mine because there are too many AT guys already. Now I have no problem with telling me I need to be on this side or that side to keep the AT numbers even...but Ive never seen a game where someone showed up with a tank and was told no we have too many tanks and not enough AT guys so you cant use your tank. To me if the field as a general rule allows the equipment, be it a nerf launcher, or Cold smoke, or tanks or mines, or grenades etc etc. then if the players are willing to make the investment and purchase/build the equipment they should be allowed to use it!

To me thats kinda like tellin me I cant use my Ego because we already have enough on my side....

And Since you were gentleman enough to extend an apology I will also apologoize for the sarcasm. (although I laughed out loud while i typed the baseball comment)

Now to further clarify I am all for tanks in paintball and I think they def add a great aspect to the game. One of my favorite games was a time when I had mutiple marker problems, so I did nothing but field my JCS all day.

Last edited by Jrob33 : 09-28-2011 at 06:27 PM.
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Old 09-28-2011, 06:25 PM #60
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oh and I meant a Double Trouble..2 (usually mechanical markers like A-5 or 98 C) setup to fire simultaneously with the use of a crank or something similar. I usually see these mounted in tank turretts but have seen a few carried on the field. Now I gotta say a player on foot would have to be a fool to stand out in the open and slug it out with a tank. although i have had some intersting situations after my first rocket missed..
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Old 09-28-2011, 06:50 PM #61
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Quote:
Originally Posted by dstanley753 View Post


While the title implies it is for the betterment of Skirmish I bet most tank friendly fields are watching this and looking to "grow" as well.

Let's bounce ideas not insults!

Goose, I changed up the title of the thread in create a more open forum for this kind of discussion. This way it is not just limited to one field but to others as well. I am really seeing some opinions coming in from not just the skirmish participants but others as well. If the game stays stale, it would have died out long ago.
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Old 09-28-2011, 08:37 PM #62
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Quote:
Originally Posted by Jrob33 View Post
hey CNC to clarify, I would never advocate that a regular PB marker should be able to elminate a tank, I never intended to suggest that, my issue was the comment about limiting the AT guys. I guess my big issue is I have invested several hundred dollars into my JCS launcher (and NO im not trying to compare that to the cost of building/fielding a tank) and I can tell you I am none too happy when I go to a game that has armor, and allows the use of my type of launcher, but then Im told I cant use mine because there are too many AT guys already. Now I have no problem with telling me I need to be on this side or that side to keep the AT numbers even...but Ive never seen a game where someone showed up with a tank and was told no we have too many tanks and not enough AT guys so you cant use your tank. To me if the field as a general rule allows the equipment, be it a nerf launcher, or Cold smoke, or tanks or mines, or grenades etc etc. then if the players are willing to make the investment and purchase/build the equipment they should be allowed to use it!

To me thats kinda like tellin me I cant use my Ego because we already have enough on my side....

And Since you were gentleman enough to extend an apology I will also apologoize for the sarcasm. (although I laughed out loud while i typed the baseball comment)

Now to further clarify I am all for tanks in paintball and I think they def add a great aspect to the game. One of my favorite games was a time when I had mutiple marker problems, so I did nothing but field my JCS all day.
REAL SIMPLE. They limit the tanks to 3 on the field at a time. Then it's pretty fair to EVERYONE to limit the a/t weapons to 6 on the field at a time or so as well.

You really can't understand this?
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Old 09-28-2011, 08:45 PM #63
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Quote:
Originally Posted by dorsai View Post
In order for any tank, plane or HW kill to be legitimate, the AT paint that hit the unit must have been shot from a valid AT card carrying gunner or another valid tank, plane or HW gunner.

To have your tank kill recorded, the following procedure must be followed:
1. AT gunner must obey the 10’ clear zone around a tank or plane at ALL times, even while attacking. The exception would be during the tank kill verification.

2. Any hit on the target system of a tank (by AT paint) that breaks the plane of the target with a quarter-sized spot or larger counts as elimination. The tank is out of play until the next reinsertion. Tanks cannot be simply disabled.

3. The AT gunner is allowed to signal to the Tank Crew that he has scored elimination if a referee is not present to call the hit. All AT gunners will use a yellow flag to signal a tank that it is hit.

4. Tank kills are treated much the same way as Sniper Kills. The AT gunner is neutral and OUT OF PLAY while signaling a tank crew that he has eliminated them; while interacting with the tank crew to tally his kill; and finally while returning to cover.

5. When the tank is eliminated, it must come to a complete stop. The AT gunner may approach the tank at this time.

6. The tank driver has the option to exit the tank to visually verify the hit. The hit MUST NOT be wiped off until the hit has been verified by the driver or until the driver has handed over one of the kill tickets to the AT gunner. If the hit is wiped off prior to verification, the kill does not count.

7. Upon reaching the vehicle, the AT Gunner must produce their Kill Card and present it to the tank crew. After the hit is verified, the next numbered Kill Ticket is given to the AT gunner. The same basic format would be used for tank on tank kills as well.

8. Once this transaction is completed the AT gunner is sent back into play and is again vulnerable to enemy attack.

9. The tank is eliminated and must hoist its required 2' x 3' white elimination flag. The tank continues on the tank route to the Tank Dead Zone that is closest to the location in which they were just eliminated, subject to the game constraints regarding Tank Movement Restrictions. Once there, it must exit the tank route and await reinsertion.

10.The eliminated tank MAY NOT re-enter the game until the top or bottom of the hour. (Reinsertion times for tanks and planes will remain at 30 minutes, while players are now at 20 minutes). Depending on what time an eliminated tank reaches the Dead Zone will determine how long a tank will have to sit out of play until it can reinsert.

Example: If a tank reaches the Dead Zone at 11:28 am, it will be allowed to reinsert in 2 minutes at the next reinsertion time that comes at 11:30 am. If the tank reaches the Dead Zone at 11:32 am, it will have a 28 minute wait until the next reinsertion time at 12:00 pm.


The Tank Commander has the authority of a Ref in regards to his tank's reinsertion. He will monitor the time and reinsert his tank into play on the appropriate intervals.

12. If a tank leaves the field for any reason (repairs,
cleaning, re-supply, etc), it must report to the appropriate Dead Zone first and then wait until the top or bottom of the hour to reinsert.

13. Both Tanks Crews and AT gunners can earn points for eliminating enemy Tanks.

14. Tanks may engage each other with their main guns
to achieve eliminations. Tanks may engage each other as Moving Tank vs. Moving Tank, Parked Tank vs. Moving Tank, or Parked Tank vs. Parked Tank. Once an elimination has been scored, use the following guidelines:

 The two battling tanks will be required to stop. The surviving tank will still be active and vulnerable to attack. A member of its crew will approach the eliminated tank to gather a Kill Ticket in the same manner as described above. The crew member will return to the surviving tank and the tank will be signaled back into play (vulnerable to attack).

 The eliminated tank will leave the field as described above.

BUNKER BUSTING PROCEDURE new for 2011
Bunkers that can be busted will be determined by D-Day Adventure Park Staff. The bunkers will be fitted with varying sizes of kill stickers determined by staff before D-Day week. If a paintball breaks the plane of the sticker in a concise manner all occupants of the bunker will be eliminated. The AT gunner will shoot the target and once a hit is determined he will call himself “neutral” and confirm the hit with bunker occupants. Players will leave the field and proceed to the nearest dead zone. This is a game of honor and both sides must realize that this allowance in effect difficult to staff so it is important to work together and make honest and absolute decisions. In the event a decision can’t be determined and a staff member is called upon for a decision the outcome will be a wash and play will resume. We will not in any way make a defined call, The allowance to the game is strictly based on your actions and your valor!

HEAVY WEAPONS
GENERAL RULES AND REQUIREMENTS

All Heavy Weapon gunners must complete the Tank/Plane orientation and have their Heavy Weapon approved by D-Day staff. Upon completion, Heavy Weapon gunners can be issued special field cannon Kill Cards to use to record tank kills. They will also receive their Kill Stickers and their paint ticket to allow them to purchase AT paint. AT paint can be purchased at the registration building.

1. Two classes of Heavy Weapons are available: mobile and fixed. Both will have to look the part of a WWII era field cannon of the appropriate side of the war. Both will be marker-based weapons using AT paint. The marker must be incorporated into the design of the heavy weapon but does not have to be in the barrel of the mock weapon.

2. All gunners for these weapons will have to attend the Tank and AT orientation and have their weapons approved just like the tanks and the shoulder-fired AT weapons. Same kill verification as AT weapons.

3. There is no limit to the quantity of Heavy Weapons.

4. 500 rounds of AT paint per Heavy Weapon.

5. Full sized hoppers are allowed on the Heavy Weapons.

6. Heavy weapons can switch between AT and AP paint at their discretion.

7. No firing and moving at same time. The Mobile weapons are not meant to be used as portable bunkers. Move, stop, shoot, move again.

8 Gun shield sizes are as follows:
a. Mobile weapons can have up to a 36” tall by 48” wide front gun shield. The side shields can be up to 36” tall by 36” wide.
b. Fixed Weapons can have up to a 48” tall by 48” wide front shield. And the side shields are 48” tall by 36” wide.

9. The staff may grandfather in some approved Heavy Weapons from the past games like Harold’s Folly, an 88mm replica, etc.

10. No netting of any kind allowed on the Heavy Weapons. No cover over the top allowed on the Heavy Weapons.

11. No rear cover. The rear of the weapon must be open.

12. Eliminating a Heavy Weapon:
a. Fixed: Fixed HW will have a Kill Sticker affixed to the front (centered vertically and horizontally). A hit by AT paint from a tank/plane main gun or other AT weapon on the Kill Sticker will disable the Weapon and eliminate all of the crew.

b. Mobile: A hit by AT paint from a tank/plane main gun or other AT weapon anywhere on a mobile HW will disable the Weapon and eliminate the crew/gunner.

13. The HW gunner/crew that is eliminated must then report to the Dead Zone. The HW itself is invulnerable to elimination and is only “disabled” when hit by AT paint. Another player or crew can use the HW immediately, although only anti-personnel paint can be used unless the new gunner is carrying AT paint and a valid AT card. The previous disabling hit must be wiped off prior to re-using the HW. Following a hit by AT paint, the crew will, at minimum, remove the marker and AT paint from the disabled weapon and go to the DZ. Normal reinsertion rules apply. Mobile weapon crews may elect to haul the entire weapon to the DZ, where fixed weapon crews will likely elect to leave the entire mock cannon in place.

14. No player may vandalize or disable a Heavy Weapon on the field. A lot of work often goes into their creation. Please respect that fact.

15. Unlike the weapon itself, the crew of any Heavy Weapon can be eliminated by all standard means: field paint hit, barrel tag, mine, grenade or flamethrower splatter; or AT paint hit on their person or the weapon they are operating.

16. Casemates: There are five of these on the field. They represent 88mm Flak Cannons in reinforced concrete bunkers/casemates. They require the crew to be marked. They cannot be taken out by AT paint

Depending on the design and scale of the Heavy Weapon, the Game Officials may elect to impose special provisions on eliminating it, such as using a tank Kill Sticker in place of the "Any AT Hit, Anywhere" rule to adjudicate the elimination of the weapon and crew.

~~~~~~~~~~~~~

Anyone wishing to receive a copy of these rules can forward
a note including their E-mail address to my attention, C/O
adorsai@aol.com.

Sincerely,
We have A General that dresses like a farm animal. There is no effort at all torwards realism.They use to ask the Generals to gear up properly and put on a bunch of uniform contests in the past though.they seemed to do away with that.
They would never impliment a rule to make anti tank weapons look realistic.alot of us are really just hoping they can name the beaches in the proper order someday. It's cool that you guys pull it off all the realism stuff.


Hey do they allow mortars at D Day yet? if so what do they use for ammo?
__________________
SS Brigadeführer A.Deckmann
CO 1.SS Panzer Division LSSAH & 1.SS Panzer Korps
Team Captain"The Black Korps"

1.SS Panzer Korps

Last edited by BlackAngelSS : 09-28-2011 at 08:48 PM.
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