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View Full Version : OCMI Big Game Series presents: Iwo Jima, April 19, Giant Lakeside/Barona


Gadget Soldier
04-01-2009, 08:05 PM
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OCMI and Giant Paintball Present:
Big Games Series: Iwo Jima

THIS IS A BYOP (BRING YOUR OWN PAINT) EVENT!!!
$25 entry, includes all day air!

Story:
During 1944 the United States was in the midst of driving towards the main island of Japan. After capturing the Marshall Islands in February and spending the summer securing *base*s of operations they set their sights on the tiny island of Iwo Jima. Seeing this, the Japanese spent the year reinforcing the island with additional soldiers who constructed a labyrinth of defensive tunnel systems, machine guns, and artillery.

On February 19, 1945 at 2:00AM the American battleships opened fire on the islands defenses signaling the beginning of the invasion. This was followed by intense bombing of the island and more naval gunfire which had little to no effect on the heavily fortified Japanese forces. At 8:59AM the first of 30,000 U.S. Marines began to pour onto the island in tiny amphibious landing craft. Once on shore the Marines were met with fierce resistance. By days end they managed to push to the other side of the island cutting the Japanese forces in half. Once cut in half the Marines began to turn their attention towards Mount Suribachi on the south side of the island. By the fifth day of fighting they had fought their way up the side of the mountain and raised an American flag at the top. Once the mountain was secured the Marines focused on taking the rest of the island. The north side of the island was rocky and very difficult to maneuver though and took the Marines and additional 17 days to secure the island. Once secure the island served as a major *base* of operations in deciding the outcome of the war.

In the end the both sides took immense casualties. Of the 22,000 Japanese defenders on the island 21,703 died as a result of combat or ritual suicide to keep from being captured. The Americans and their allies suffered 27,909 casualties, with 6,825 killed in action.

General Idea:
The general idea of the Big Game is to create a stepping stone between recreational paintball play and scenario paintball play. This type of game takes some aspects from a scenario game such as a larger field, a theme, props, and all day play but leaves out some of the more confusing and tedious aspects like characters, missions, and role-playing. This can get players both exited and used to a larger game format without feeling so overwhelmed by many of the other parts.

Game Play:

Rules--
The regular park rules will be in effect with gun hits counting for elimination.

General--
Each side begins at its own starting outpost which is a flag station. They need to capture as many flag stations as possible, as well as recover/capture both Japanese and American officers that have been downed throughout the field. There will also be food stores, weapons caches, and medical supplies spread throughout the field. Points will be awarded for flag station control as well as prop retrieval.

Flag Stations--
Flag stations will be spread throughout the field and marked on your player map. Each flag station will have your team’s flag and the other team’s flag on it. To gain control of the flag station, simply raise your team’s flag to the top. The game will be instant reinsert at the closest flag station that your team controls. There will be a circle drawn on the ground 10 feet out from the flag post. If you get shot inside that circle then you must go to another team controlled flag station to reinsert.

Props--
Props will be distributed throughout the field at the beginning of the day and again after lunch. Teams will get points for recovered props. To recover a prop simply bring it back to your teams starting outpost to get credit. If you
get shot or the prop gets shot while carrying it you are out. Drop the prop where it is and reinsert at the closest flag station.

Medics--
Medics will be in play for this game. They will be marked by a special medic arm band and will carry while “medic tape” along with a towel. If you get shot anywhere but the head and wish to be healed by a simply drop to the ground. The medic has 2 minutes (120 seconds) to get to you. You may not move. If the medic does not get to you in time or you move in any direction (no matter how far) you are out. Go back and reinsert at the closest team controlled flag station. Medics can heal another medic but they can not heal themselves.

Launchers--
Field approved launchers will be allowed in play. The “kill radius” is 10 feet in every direction from the spot where the rocket impacts in open terrain. A direct hit on a building eliminates everyone inside that building and everyone using that building for cover not matter how large that building is. If a rocket impacts just outside of a building (but does not hit the building) the 10 foot radius rule is used on all players outside of the building. However any players inside the building are still in play as the rocket did not strike the building.

Grenades--
Paint grenades are allowed. If even a single droplet of splatter gets on any player from a paint grenade then they are out.

Scoring--
Points will be totaled at the end of the morning session and at the end of the afternoon session. Scoring is as follows:
100 points - Flag station controlled at end morning/afternoon play
25 points - Captured/Recovered American Officer
25 points - Captured/Recovered Japanese Officer
10 points - Recovered Supply Store
10 points - Recovered Weapons Cache
10 points - Recovered Medical Supplies
The team with the most points at the end of the day wins.

General Game Day Schedule:
0700 Park Opens
0830 Morning Rules
0930 Game On
1230 Lunch
1330 Game On (Switch Sides)
1600 Game Over
1615 Final Score and Raffle

More info at Giant Paintball (http://www.giantpaintball.com)