Hellions ODB 130, ODA 133 and ODA 153 travelled to LaPorte, Indiana for the “Risk VI” scenario at Sherwood Forest Paintball on March 27. The Hellions fielded 10 players under the command of Kevin "Buckshot" Buchaniec, the team's XO, on the Red Army side wearing Red arm bands.
The day started out in the upper 30's but warmed up into the 50's. The 3 Commanders rolled dice to determine starting locations. Buckshot chose the South American continent to start the Red Army off close to the parking lot for quick resupplying. After foraging, the Commanders bid on final starting locations. Again, Buckshot secured the South American insertion Point for Red Army. A 5-man element was sent to the Moon to secure it early and begin accumulating bonus points. The rest of the Red Army spread out and took the Castle, Cathedral and surrounding area. The Moon mission was a success, and the Moon stayed in the Red column all day long.
Little else went according to plan. The Red Army felt outnumbered the entire day. With the 5-man team permanently stationed on the Moon and and a seemilng constant gaggle of red arm-banded players milling around the AA, the Hellions and the rest of the Red Army spent much of the game on their heels. In the end, the Green Army under the command of Team WOW carried the day by a huge margin.
Hellions in attendance were: Buckshot, D-Mac, Firefly, Grendel, Honu, Hulk, Kash, Quette, Sky, and Splathappy. Guests/Allies included: Glenn Lorentz, Russell "IronTalon" Weigandt, Mich O'Connell and long-time ally, Surge.
A selection of photos from the event are available in the Gallery.
This game is a MAX EFFORT event for the Hellions SFG. Members of ODB 130, ODA 133 and ODA 153 will make every effort to attend.
The game will be divided into 3 parts; Forage, Conquest, and Conquer.
Forage - The Forage section will last the first 30 minutes of the game. During this time, three Commanders will lead their forces in a battle to gather the resources needed to maneuver and re-supply their troops later in the game. Commanders will be able to use these resources to acquire such things as transport craft, medic supplies, scout forces, and even their command posts! In addition to finding these resources on the field, each commander will be given an identical list notating the locations of basic resources, if they can get through each other to get to them. These resources will be represented by 8 ½” x 11” white cards with orange X’s on the back.
Conquest - During Conquest, Commanders will once again be neutral and allowed to direct their "pieces" throughout the field. This section represents the main part of the game.
At the beginning of Conquest, Commanders will bid for their starting bases. Players will proceed to their newly purchased command posts. At the start, teams will take and hold as much of the field as possible. Points and resources will be awarded every half hour based on the amount and grouping of land held. These areas will be identified through a series of flag stations. Maps of the field indicating these stations will be provided.
In addition to taking land, there will be 2 "Retrieval" missions and 1 "Take and hold" mission that will count for points.
In an effort to maintain the strategic feel of RISK the board game, there will also be 2-3, 5 minute "winters". This will be a cease-fire period where Commanders can reposition forces to better engage key areas. The amount of forces that a commander will be allowed to move will be based on the resources they control at the time. Commanders and reinforcements will not be allowed past their current "front line", as determined by the referee in the area. This will be based on the furthest forward known player to the referee of the same color.
During all of conquest, a giant map will be available in the pavilion for all players to view what colors control which flags. Players may use radios to communicate this information to the field. The map will NOT be updated real time. It will be updated approximately every 30 minutes with the most recently scored color. These colors may not be disputed.
Conquer - Conquer represents the final push for world domination and will last for 45 minutes. For this battle, the field will be condensed to the Castle and all surrounding areas. Flags will be redistributed throughout this area. Nearly every building and rampart will be worth points. Points will be awarded at the end of the battle for each flag controlled. Bonus points will be awarded for each of 3 "hot zones" which will be announced during the break before the final battle.
GENERAL RULES
1. Goggles must be worn at all times when on the field, NO EXCEPTIONS.
Goggles must be ASTM approved full-face shields with ear protection.
2. Barrel Blocking Devices (BBD’s) must be on your marker once you are eliminated on the field and any time you are off the field. A BBD is a cloth condom or sock that covers the barrel of your marker. Barrel plugs, squeegees, sticks, or fingers do not qualify as a BBD’s.
3. Player ID Cards will be issued at registration. They must be worn at all times.
4. Arm Band Tape (ABT) must be worn at all times on the field. If you are not wearing ABT above your elbow, you are not a live player. ABT will be issued at registration. IT IS ILLEGAL TO WEAR ABT THAT IS NOT YOUR ASSIGNED COLOR. Do not pick ABT up off the ground or trade with other players. Your color will be recorded by game management at registration.
5. Hits- are any nickel sized paint marks on a player or gear that a player is carrying. One hit is elimination.
6. Eliminations- Once you are hit, you must immediately call “hit” or “medic”. If you call “hit”, place your BBD over your barrel, raise your marker in the air, and QUIETLY leave the field (dead men don’t talk). If you call “medic”, stay where you are and begin counting to 60. If a medic has not reached you by then, you have bled to death and should leave the field as is you had called “hit”. You may also be eliminated by a barrel tag. If someone touches you with their barrel and says “barrel tag, you’re dead” thank them for not shooting you and leave the field quietly.
7. Insertions- players may only enter the field from their designated insertion point. This game will be constant insertion. When eliminated, players must return to their base and tag it to be revived, or they can leave the field through an approved insertion point. DO NOT lift the netting to exit the field.
8. Markers- Only .68 calibre paintball markers will be allowed. Markers must be chronographed by the field at less than 280 feet per second. Once you have successfully chronographed your marker, you will get a punch on your player ID from the ref. You may not make any adjustments to your marker that will effect it’s velocity after this point. There are no other projectile launchers allowed of any kind.
9. Grenades- Only Atomic ordinance and Tippman style grenades will be allowed. One drop of paint is elimination.
10. Tools- You may not carry tools of any kind on the field.
GAME PLAY
1. Points- The color with the most accumulated points at the end of the game wins. Points will be awarded as follows:
Flags – 5 points each – checked every 30 min during Conquest (24).
-10 points each at the end of Conquer (12).
3 “hot spot” flags will be worth 50 points each at the end of Conquer
Continent bonuses will be awarded for continent groupings.
Missions- 10 to 50 points each depending on type and location.
2. Energy- Energy is the form of currency in this world.
Energy will be awarded as follows:
Forage- 8x11 cards will be placed throughout the field prior to the game. During Forage, players will gather these cards and bring them to their commanders. Cards must be carried in hand. They may not be folded or bent in any way. Players may only carry 1 energy card at a time. A player who is eliminated while carrying an energy card must drop it where they are shot. Cards will be worth 5-100 energy each.
Flags- 5 energy each when checked during Conquest.
Missions- 5 to 100 each depending on type and location.
3. Flags- There will be 24 flag stations located throughout the field. Each will have a number and 3 flags. The color that is hung when it is checked will be awarded the points and energy.
4. Commanders- are neutral during the first 2 phases of the game. There are no points for commander kills or base overruns. Players who shoot at Commanders will be eliminated by referees. Commanders may not wander the field past their battle lines.
5. Alliances- Alliances are a part of the Risk format and will be allowed. Alliances and non-aggression pacts are seen as the same thing for the purposes of this game. Alliances must be declared to the General Ref’s and reported to the game director. Alliances must last a minimum of 30 min. During and alliance, all flags of both allied colors will be scored at 3 points each instead of 5 and the color being allied against will have their flags scored at 6 points each. Colors that are allied may use each others medics, choppers, and any other supplies agreed to by those 2 commanders. In the event that players of differing colors are seen working together BY A REF without an alliance being in place, those 2 colors will receive 1 point per flag during that scoring round.
6. The Moon- Sherwood’s netted speedball field will represent the Moon of our little world. It may be entered or exited at any time using the appropriate purchases. However, players who go to the moon become “isolated” and cannot communicate with the rest of their team while they are on the Moon. Radios do not work on the Moon, and should not be taken on the trip. Yelling at the Moon from Earth is silly and will cause those players to be taken to a facility to deal with their issues. Players may, however, stargaze all they like and discuss quietly among themselves what they think they are seeing in the heavens. Players will always land on the North end of the Moon. Players already on the Moon must remain 50ft away from the landing zone until the landing thrusters cease to fire (whistle blows). If two groups launch for the Moon at exactly the same time and arrive at exactly the same time, they will be allowed to land at the same time. If this happens then the Moon ref will land them on the North end, but one group to the far east and one group to the far west. Otherwise, landings will take place in the order that he ships arrive at the moon with a 2 minute interval. Game director logic may be applied to these Moon rules as necessary. Due to the frontier nature of the Moon, Alliance rules will not apply to its territories or players. There will be 3 Flags on the Moon, and a 3 point/energy bonus for controlling all 3.
COMMANDER PURCHASES
1. Transport Choppers- 50 energy
Can carry 5 players + a pilot for 15 min.
Choppers cannot be eliminated and cannot fire on players.
Choppers cannot be used for recon. Players may not speak while on a choppers except the pilot. Pilots may only say “Taking off” and “landing”.
Mission cards may not travel on choppers.
Passengers must hold the rope or be eliminated (fall from the sky). Pole’s in a vertical position represent a chopper in flight. Pole’s in a horizontal position represent a landed chopper.
2. Scout Forces- 50 energy
Commanders can place a group of 5 players in any bunker on the field. This group will be escorted by a referee to their location and the group is neutral (may not shoot or participate in the game in any way other than observing their surroundings) until the target they are carrying is shot by a live player of the same color. This shot “activates” the sleeper cell and all players in the group become live (may shoot and participate as normal players) at this time.
3. Winter Movement- 1 energy per player moved
During 3, 10 minute winters, Commanders can move as many players as they can afford anywhere on the field within their battle lines.
4. Medic cards- 10 energy each (Max 10)
Medic Armbands- 25 energy each (MAX 5, each comes with 1 medic card)
Medics can heal non-lethal hits (anything other than the head) by wiping the hit and writing the player’s number on their card. Each card can heal 8 players.
5. Command posts- Bid war
After Forage, commanders will bid energy to choose which command posts they would like to occupy. Highest bidder chooses first.
6. Tactical Nuke- 50 energy each
Each side will be allowed (1) single shot, game director approved, law rocket launcher on the field. Individual rockets may only be purchased from the game director and cost 50 energy per rocket. A rocket kills all players and removes all posted flags within a 50 foot radius of impact.
7. Energy Flare- 100 energy for 10 minutes
A commander may make themselves the touch point for constant insertion for 10 minutes in addition to their normal insertion point. This is not a medic ability. Players need to clean off all hits and touch or be touched by the commander. At the end of this 10 minute period, the commander must cease communication with their team and return to their insertion point. After returning to their insertion point they may resume their role as normal.
8. Rocket to the Moon- 50 Energy
1-5 players may be sent to the moon. They must “launch” from their commanders location. After confirming their number with the commander ref, they should proceed directly to the speedball field. They may still use their radios until they leave the netting of the field and may not use them again until they either die, or return inside the main filed netting.
9. Return to Earth- 20 Energy
Any number of players currently on the Moon will randomly be assigned a flag station and returned to earth.
*NOTE- This purchase will be made by a player on the moon, not the commander.
If you have a question, please ask a referee and they will get you an answer ASAP. All decisions made by referees on the field are final.