Operation: Trident AO Map:
Where:
TCPaintball
3262 McConnell Highway,
Charlotte MI
When:
07/25/2015
Cost:
$20
Scenario:
In a sudden bold movement, a highly trained group of freelancers, known as Dice, insert into the virtually unprepared Grodno Region of Belarus. They quickly and efficiently establish security on all four sides and prepare for all-out assault.
The US, unwilling to advance troops so deep in Europe, merely must content with putting an embargo on the Grodno Region in order to cut off all supplies from Dice and forcing them to move out. However, unknown to the US, Grodno forms an underground chain of supplies and keeps afloat.
CAG is finally ordered to insert into Belarus and take back the key city of Lida which controls the main road in and out of Grodna. The Grodna underground coordinates with CAG and assists them in their insertion.
TeamsGreen Team
Dice:
Woodland, Woodland MARPAT
Tan Team
CAG:
Multicam, DCU, Desert MARPAT
Grodna Underground:
Civilian Attire, Solid colors NO CAMO.
Objectives:
1: Hold village sections (1 point per-section)
2: Take/Hold key positions (1point each per break):
Church
Town Hall
Artillery
Woods Cabin
3: Hold (Dice) or Detonate (Coalition) Town Bridge(1 point)
4: Capture (Dice) or Rescue (Coalition) Downed Pilot and HVT (1 point each)
Timeframe:
1030: Players Arrive, Registration, Chrono
1100: Gameplay Begins, Players must help establish “Un-Capturable” Spawn/Company HQ using canopies and tables. Company briefing, loading, etc.
1130: Players Inserted onto the field, field wars begin
1200: First and second Objected Issued
1300: Break
1400: Players re-inserted, third and fourth Objective Issued
1500: Final surprise objective issues
1600: Games End
1615: Debriefing
Objectives in detail:
Hold village sections
The field will be divided between the village, woods, and mounds. One point is given for each section held at break and then at game’s end. The field is held by changing the flag to the teams color.
If a field is held, HQ must leave a minimum of two players (guards) on the field until such a time as the field is retaken. The players can be relieved by other players.
Take/Hold Key Positions
These positions (Church, Town Hall, Artillery, Woods Cabin) can be used as spawns and give a point to the team that holds it at break and game’s end.
Hold or Detonate Town Bridge
Three players from the Coalition are the designated “engineers” of the team. These players alone can detonate the bridge. These players must attach two bombs to the bridge and start the five minute timer to detonate the town bridge, thus giving a point to the team. If, by game’s end, the bridge has not been blown, Dice receives a point. The refs can decide after break if they want to put the bridge back into play for a second detonation after the break.
Capture/Rescue Downed Pilot and HVT
Both teams must attempt to take the dummy, or “downed pilot”, in the village and/or also the HVT, dropped in the Mounds field. One point is given for each. Teams need not take both to receive a point.
How to Win:
Hold more points than the opposing team at Debriefing.
Weaponry Rules:
Mid-Caps only. Hi-Caps are not allowed AT ALL unless used by a designated LMG replica(e.g. M249, RPK, PKM, M60, Mk46, Mk43, etc.)
All players are restricted to semi-auto on the field. No full auto is allowed besides the LMG replicas listed above.
FPS (MiA Standards used):
• 1.0 - 340.9 fps - Arms length engagement limit
• 341.0 - 400.9 fps - 20 foot engagement limit
• 401.0 - 540.9 fps – 50 foot engagement limit, bolt action or permanent* semi-auto replicas only
• 541.0+ fps - Prohibited or allowed with permission of event organizer only
P*, SMP, and other HPA systems are limited to 1.55 joules.
*Permanent semi-auto refers to replicas that do not have full-auto fire capability, no matter how the selector switch or other user input device is manipulated.
Medic Rules:
Each player is expected to call himself out when hit on any part of his body and/or gear on his person. Gun hits and ricochets are not counted as hits. DEAD MEN TELL NO TALES! DEAD MEN DO NOT TALK!
When hit, the player can choose to either be medic-ed back in, or respawn. And unlimited use of each is allowed. Each side has a max of two medics. These medics will use arm-bands (each medic has a limited amount, but can replenish his supply at base) to medic players back into the game. After the second hit, the player must spawn at either the team’s “un-capturable” or one of the “Key Positions” listed above. A player cannot move from the place at which he was hit unless to move out of the firing line. An in-game player can move a “hit” player by keeping in contact with him and escorting him where he will.
Vehicle Rules Vehicles are allowed during this game, but only as a means of transportation and expedient distribution to the fields of play. They will move on the road on the outside of the fields and out of play areas, no fire will be given or received by those on the vehicles.
Upon extraction from a field, the squad must report to the CO for orders. The squad can request transportation from the CO and a vehicle can be accommodated to expediently insert the troops. Their will also be a "scout vehicle" on the field allowing for the squad to be able to scout the field they are about to insert into.
Requirements:
-Players must be 16+
-Players must have full seal goggles, SHOOTING GLASSES ARE NOT ALLOWED
-Airsoft Replica
-Red Scarf, "Dead Rag"
Recommended:
-Radio
-Hydration
-Good Shoes
-LBV or other system
-Change of clothes and shoes, just in case
Payment can be made here::
https://www.vantora.com/paintball/tcpaintball-lansing/registration/default.asp?id2=72743Pre-paying by July 7th will get you 10% off your BB purchase.