The Elk Meadow Conflict IX (June 4th & 5th, 2010)
Bi-Annual Scenario Paintball Event
BYO Paint, Marker, Air and Food & Water
We will have an on site chronograph for safety
June 5th, 2010, 10:00am (Game Day)
Idaho City, Idaho
For additional info, driving directions, comments or questions, please contact:
Sean ~ Climber76@msn.com
Event Introduction/Safety Briefing/Games Overview/Team Selection
This year's final Elk Meadow Conflict scenario excursion has an Airborne Aftermath theme where after an inital excursion, extraction teams are sent in to rescue both chopper teams and MIA crewmembers.
Team Deathmatch (Initial skirmish)
Two 25 minute rounds.
Rescue Chopper Crew (1st round)
Chopper crew will be placed in a downed aircraft with a 45ft safety zone. Opposition are allowed anywhere outside of safety zone. A rescue team will be placed offsite with orders to extract majority of chopper crew to LZ. Once rescue crew has breeched safety zone, safety zone is now free for all. Round is 40 minutes.
Rescue Chopper Crew (2nd round)
Chopper crew will be placed in a downed aircraft with a 45ft safety zone. Opposition are allowed anywhere outside of safety zone. A rescue team will be placed offsite with orders to extract majority of chopper crew to lift off site. Once rescue crew has breeched safety zone, safety zone is now free for all. Round is 40 minutes.
A navigator from the downed chopper was KIA during the inital chopper decent. A rescue team has been tasked at retriving the remains and extracting them at the LZ. There will be a 45 safety zone around remains until rescue team has breeched zone. Round is over when remains are at LZ or rescue team is eliminated. Two 30 minute rounds.
Team Deathmatch (Final skirmish)
Two 25 minute rounds.
There will be a 15 minute break in between rounds and a cease fire will be called. This is a HARD 15 minute break. ALL players are required to leave the field back to camp. Players are to “re-spawn” back into game via HQ when break is over.
Main Game Rules:
1. Teams will be random chip draw (depending on roster and pre-planned groups of four or more, chip draws may be altered to account for groups). Each team will have two medics. Anyone who draws a medic chip for their team is allowed to trade off for a normal player chip if they can find a replacement to take their place.
*Medics - You will be given a "med-kit", which is a unique tie band that only medics will have access to. If one of your teammates is shot, they are allowed to sit in thier "kill" location and wait for you to heal them. If an enemy is able to hand tag them out before your arrival, they must respawn at thier respawn flag. If you are able to make it to your teammate, you are to tie this arm band snugly on your teammate's arm and then fully untie and remove said armband in order to heal them. A demostration of proper tying technique will be demostrated during game breifing. If a medic is shot out, the medic must respawn unless healed by another medic. Medics are NOT allowed to heal themselves.
2. While you are allowed to swap chips to the opposing side, we do not encourage this as team stacking will likely affect morale if done in excess. If you would like to play with a couple of buddies or with a family member, please ask prior to drawing your chip where immediate opinions can be gathered and arrangements can be made.
3. We encourage the implementation of team tactics. Radios, etc are more then welcomed.
4. We utilize what we call “Military Hit” for counting a paintball hit. From your elbows up and your knees up, ANY hit that breaks on your person is counted as an out for you. Gun hits are not counted. Ball bounces are also not counted.
5. If you are shot, but cannot tell, you may be called for a paint check by your enemy. This is a few moments of “truce” between the two of you while you and your enemy check your person for a valid paint hit. It is customary, if no valid hit is present, to allow the both of you to return to a safe spot before resuming firing.
6. Please use the honor system. If you are caught deliberately wiping a non-contested hit (say a shot to the face) in order to circumvent going to a re-spawn point, you may not be asked back next time.
7. There are no limits/restrictions on “paintball weaponary” brought to Elk Meadow events. If you play with a pump, as a sniper, as field reporter, mortar team, etc…we will attempt to accommodate you. As such, we fully allow Semi, Ramping, and Full Auto settings on your markers, as well. This includes Mobile Mortars, Grenades, Tanks, Rocket Launchers, etc. We only ask that discretion be used to prevent soured feelings or injury, in a worst case scenario. It’s your gear, it’s your responsibility.
Ironman is the time honored final hurrah of the Elk Meadow event. This is a no hits count, no holds barred offense vs defense game to end the day of any possible frustrations or ill feelings.
And if you've had a victorious day, what better way to end it then this.
A well protected defensive position will be pre-determined and a flag will be placed in the center. A purely volunteer team will step forward to protect it. Do not shy away if offense outnumbers the defenders...there is more glory in winning the event being outnumbered then not. The objective for the offensive team is to simply knock over the flag in the time allotted.
Each player will be allowed:
1 standard full hopper.
1 pod (no more then 140rd) as backup.
The game will have a 25 minute time limit.
Game Hosts will make a call, based on the team allocation, player count and morale if Riot Shields will be brought in to help with the offensive team during the last 10 minutes of the game.
For your protection:
Again, no hits count. The only mercy you will be afforded is if you exit to the sidelines. This is the same for both offensive and defensive players.
Sidelines will be strictly enforced. If you are found playing outside of the boundaries, you will be asked to leave the game.
A. Masks are to be worn at ALL times on field until cease fire is called.
B. Markers WILL be chrono’d between 280-300 prior to game start. It is encouraged to rechrono after tank changes and later in the afternoon.
C. Markers WILL be rechrono’d if a complaint of a gun firing hot is brought to the attention of any of the hosts. We don’t want anyone hurt out there.
D. Any life threatening injuries on the field will result in immediate event shut down. It’s just paintball. Get that person some medical attention, STAT.
E. Any minor physical injuries will likely involve a temporary cease fire to help the injured and crew off the field.
F. Surrender rules are in effect – If you surprise someone at less then 10ft, please offer them a moment to “surrender”. Yell Surrender and count to 3. If they refuse, attempt to fire on you, or attempt to run…engage.
G. If you are hit, it is YOUR responsibility to make it known. You are strongly encouraged to yell out “I’m hit”, wave your hand as you lower your weapon. Walking out of the field with your hand on your head or in the air also limits possible surprise shots in your direction.
H. Do NOT start fights…verbal or physical. NOTHING happens out here remotely strong enough to warrant such hostility on a fellow player. If you are approached by a game host for such actions, you will be politely asked to leave the field. Additional hostilities, we’ll ask you to leave the event altogether.
Failure to do so will result in your not being invited back again. Your actions will be used as future examples of what not to do.
Words of Wisdom from previous Elk Meadow events:
1. Personal responsibilty. LEARN IT! You are responsible for the safety of your weapon, your gear, and yourself.
2. If you encounter a problem, TELL US! We do not appreciate drama queens that rather storm off in a hail of dust then to tell us they happened to get bonus balled in the last round. People talk, reputations are made. We like happy players to keep coming back, so let us know what happened and be willing to work with us for a resolution.
3. You get what you paid for. Entry fee to Elk Meadow has been and always will be ZERO.
4. You don't want your vehicle shot, don't park it on the field.
5. If you cannot take several rounds at ten feet, DO NOT RUSH THE BUNKER IN IRONMAN!! However, pictures of your stupidity are always welcomed afterwards.
6. If you are unable to lock your attitude away back at camp, we'd strongly encourage you to rethink your attendance with us.
7. What happens on the field, STAYS on the field. If you got balled walking back to a respawn point, it was an accident. Let it go.
8. Ironman is strictly volunteer! However, peer pressure usually ends up getting us a full roster anyway. It will be something you remember. Give it a try.
9. Round breaks and lunch break is there for a reason. Some of us are there from sun up to sun down. Be prepared for some down time and enjoy.
10. The event is what you make of it. Have fun. We're all trying to do the same. And please...be respectful of the hosts.
Sean - Main Event Focal.
Overall event feedback, discussion, complaints, etc.
Kenny - Safety Coordinator
Safety concerns, feedback, complaints, etc.
Kory – Game Coordinator
Game suggestions, feedback, complaints, etc.
We all would like to remind you that this is public land and a recreational area for our fellow Idahoans. If you pack it in, please pack it out.
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The Elk Meadow Conflict IX (June 5th, 2010) Idaho City, Idaho
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