West Point Paintball’s 2015 Spring Combat Classic
Player Timeline
Friday – 10 April 2015
1600 (4:00 PM) – Gates Open to the Public
1630 – Registration, Paint, Air, and Chronograph Stations Open
1700 – MOUT Training Class Begins
Top Sniper Challenge Begins
1830 – MOUT Class and Top Sniper Challenge End
1930 – Paint, Air, and Chronograph Stations Close
2130 – Registration Station Closes
Saturday – 11 April 2015
0700 – Registration, Paint, Air, and Chronograph Stations Open
0845 – Combat Classic Operations Order Brief Begins
0915 – *Rules and Safety Brief Begins
1000 – Main Game Begins
1600 – Main Game Ends
1630 – Mini-Game 1 Begins
1730 – Mini-Game 2 Begins
1830 – Mini-Game 3 Begins
1930 – Mini-Games End
Player Party Begins
2030 – Night Game Begins
2130 – Night Game Ends
Registration, Paint, Air, and Chronograph Stations Close
2330 – Player Party Ends
Sunday – 12 April 2015
0700 – Registration, Paint, Air, and Chronograph Stations Open
0830 – *Rules and Safety Brief
0900 – Main Game Begins
1200 – Main Game Ends
1300 – Final Battle Begins
1400 – Final Battle Ends
1500 – Awards Ceremony
1615 – *Gates Close
* - Event is mandatory for all players
Rules:
Event Rules
Masks will be worn at all times on the game field (before/during/after play)
Paint: EVENT PAINT ONLY
*First Strike rounds are an exception to the EPO rule. Please note, paint purchased at a previous Combat Classic is not allowed
Please do not leave the camping area/game field. Trespassing will result in an automatic ejection from West Point grounds
Strictly Prohibited:
Fighting
Illicit Drugs
Firearms
Pets
Fireworks
Ground Fires
Game Rules
Chrono/Firing Modes: 280 FPS, all firing modes allowed
Players will be marked with armband tape that clearly denotes their team. Any player found without tape will be eliminated and told to return to their respawn to get tape.
There are no spies, traitors, etc.
Hits:
Quarter sized mark or bigger from a paintball
Gun hits count
ANY mark from a paint grenade=elimination
NO Barrel tags
NO Physical Contact. No warning. Violation will result in an automatic ejection from the game and West Point grounds
All Ref decisions are final.
Respawn Rules:
-Spawn points are protected areas. Players from the opposing team may not come within 25m of the spawn point (marked by tape).
“Dead” players may respawn by returning to their main base.
“Dead Man Walking” is prohibited.
Alternatively, players may respawn at their team’s mobile aid station.
Mobile aid stations will have a ref permanently assigned to them.
Mobile aid stations may be packed up and moved at the players’ initiative and discretion
Mobile aid stations are only in play when assembled/raised.
If the aid station is hit by a quarter-sized or larger paint splatter (ref’s discretion) it is out of play and must be returned to the main base.
Special Equipment:
Cold Burning Smoke Grenades only.
Riot shields, etc. are allowed but considered part of the player- if the shield is hit, you are out.
Questions? Have your gear checked out by the Head Referee.
Tank rules
Tanks MUST have a tank ref with them at all times. If no ref is present, the tank is unusable.
Kill boxes (1’x1’ on each side) will be added to the tanks. Tanks are eliminated if either of those boxes are filled with paint.
Rocket Launchers- Nerf launchers can “destroy” tanks with a direct hit.
No other devices can eliminate a tank.
Tanks may insert/respawn as directed by their tank ref.
Red or Blue team flags and white “dead tank” flags are required and must be provided by the tank owner.
Missions & Props
*Note- some missions are not available at the start of game play. Generals will be briefed as missions arise.
Flags:
At the end of every half-hour, teams will receive points for every flag under their control
A flag must be 100% raised to count for points. “Neutral” flags net no points.
Stockpiles:
Must be returned to base to score points. Please notify the General Ref so he can report your score.
Downed Aircraft:
Pilots
Pilots may be recovered by either team and must be taken to the base to score points.
Barricades
Barricades may not be moved by players
Barricades must be destroyed using explosives found in the stockpiles or Bangalore torpedos
Destroying barricades nets points for the attacking team. Intact barricades net the defending team points.
Vehicles may not drive around barricades.
Barbed Wire
Barbed wire consists of orange contractor fencing
Players may not move, jump over, crawl under, or otherwise pass barbed wire once it is deployed. The only way to remove barbed wire is to emplace a Bangalore torpedo across the barbed wire, which must then remain in place for one minute before detonating. The emplacing team can remove a Bangalore torpedo before it detonates. The emplacing team cannot move the barbed wire once it is emplaced.
Once the barbed wire has been destroyed, it will be collected by a referee. Players may not “capture” barbed wire to bring back to their team.
Artillery
Artillery pieces will be emplaced by a referee. Players may not move artillery.
Artillery pieces can be destroyed with explosives found in stockpiles. Alternatively, a Bangalore torpedo can destroy as many artillery pieces as it can touch simultaneously.
Artillery can be used to call for fire support. Generals may call for fire through their General Ref. Fire support can be used to deny enemy access to an area of the field approximately 50’x50’ (ref’s discretion) for 15 minutes. Fire Missions cannot be directed at an opposing team’s base. When a fire mission has been called, a referee will stand at the center point of the fires and eliminate any player who enters the 50’x50’ zone. This ref will carry a sign marked “Fire Mission” and will verbally warn players as they approach the danger area. The 15 minute timer begins when the referee has reached the correct location. Fire Missions can be earned by collecting stockpiles or as part of specific missions.