SECTOR/6

SPECIAL FORCES

PLATOON LEADER

                                                   THIS EVENT HAS BEEN MOVED TO  NOV 7, 2008

Platoon Leader:   A Military Simulation Scenario Game for Paintball

The time has come for a return to the original military theme of the scenario game. After years of silly and inconsistant role playing, watching the out-gunning of the casual players, and dealing with rule changes mid-game, I have decided to run a game based on an established set of rules that promotes teamwork and tactics over individual firepower and experience. I intend to put strategy back into paintball! This is an experimental game platform that will be industry supported to evaluate feasibility as a continuing event.

The conflict will be a Battalion versus Battalion format, with an initial player cap of 100 personnel per side. Within these Battalions will be platoons, and within those will be smaller squads and teams of four to six members. Everyone on a team will have a responsibility, and a chain of command will be established before the game.

Scoring will be based on team activities, notably accomplishing missions dictated by off field higher commands (Battalion HQ or TOC). These missions will vary in scope and intensity and may be part of the Battalion Commander or Platoon Leader’s individual strategy. Points will be given for completed and successful missions. Points may be deducted for failed missions and rule violations. Accumulation of the most points at game end determines ranking and prizes for the teams.

Registration:

Teams (of a minimum of 6 players) must pre-register by 21 July 2008. Teams of 10 players or more receive a 10% discount. Individuals who wish to play, but do not have a team affiliation, are encouraged to email Ferg at info@cdpaintball.com to be placed on an aggregate team. No walk-on players will be allowed on the day of the game.

Fees: $100.00 per player

The fee includes field fee, MRE, all day air/CO2 fills, six 30 round Tac pods, a 40 rd hopper or Tac cap, a smoke grenade, a paint grenade and all paintballs used during the event (more on this later, but yes, you read that correctly). Paint will be ProBall Red or a suitable mid grade substitute.

Schedule:

Game will be on 2 August 2007 from 0800-1730.

 
Camping will open at 1400 1 August 2007.
Check in will begin at 0800 thru 1000.
Game start between 1000 and will continue thru 1700.
Awards and prizes distributed at 1730.

Command Decisions Wargames Center     
www.cdpaintball.com     Home of the Fulda Gap


Information on Check in and Game Play Procedures

This game format is designed for military efficiency, even in the check in procedures. Players will enter the camping areas as directed, and will check in with their headquarters. In general, you will not need to come to the store before or during the game, as all your logistical needs will be met at your sides HQ. Safety and rules briefings will be accomplished at the two sites as well.

In general-

• Park and camp in the areas designated for your side.
• Locate your Headquarters for check in and Platoon assignment
• Turn in your HPA or CO2 tanks for filling. Make sure they are clearly marked with your name and unit number. Staff will fill your tanks for you and return them to your Platoon. During the course of the game, this cycle will be repeated by staff as needed
• Locate your Platoon Headquarters tent and meet with your leadership. Your Platoon leader will issue you a Ration Card for your paint
• Go to supply and meet with a staff member or First Sergeant for issuance of your initial battle load of paint, grenades, meals, and other consumables. If you have a special weapon, the First Sergeant will endorse your ID card
• Test fire and chronograph your weapons at your unit’s range

Should you need any parts, snacks, or just want to say hello, you have free time until 0930. Stay away from the other team’s encampment.

At 0930 you need to be at your Platoon tent (in full kit-ready to play) for mission brief.

In the event you have a marker reliability issue, a spare weapon will be issued to you from supply while it is being serviced. This will be offered during the course of the game.

In general, once play starts, you will not need to come off the field for any reason. Your paint and air will be provided to you in the field as much as possible, as well as your meal. Your leadership may pull you off the field back to HQ for rest and resupply, but do not take it upon yourself to leave the field of battle unless authorized to do so.

Remember, this is less a paintball game as it is a military simulation using paintball as a tool. Please treat the game, and your fellow participants, with respect and honor.


Platoon Leader Game Rule Set

The following rules are designed to create the most realistic playing environment for the dedicated Mil-Sim enthusiast, while providing an entertaining experience.

I. Marker, Chronograph and Technology Rules:

I.A. Military Simulation markers (Mil-Sims) will be the required marker to play with this rule set. Mil-Sims are those markers designed, modified, or rebuilt to mimic real steel firearms in size, weight, and configuration. All markers shall be colored a combination of wood tone, matte black, matte olive drab, matte tan or camouflaged. Markers not meeting the color restrictions must be covered by paint, tape or cloth, so that none of the original color is showing. In this rule set, guns have different velocity limits, depending on style of action, size and use.

I.A.1. Individual Weapons-

Standard Markers (Rifles) 260 FPS Max

Must be a “military-simulator” with either a fixed or folding stock or a dedicated bullpup design; have a minimum barrel length of 12 inches; a minimum overall length of 26 inches (stock extended); and will be limited to a 40 round hopper (or 40 round Tac-Cap for Cyclones/Rip Clips).

Submachine Guns/Pistols 250 FPS Max

Must be a “military-simulator” with either a fixed, folding, or no stock; a maximum barrel length of 12 inches; maximum overall length of 26 inches (stock collapsed); and will be limited to a 40 round hopper (or Tac-Cap for Cyclones/Rip Clips). Pistol(s) must be on safe and holstered unless in use. If the holster is of a closed bottom design and the barrel of the pistol(s) is not exposed, no BBD will be required. If the holster is of an open design and the barrel of the pistol are exposed, then a BBD must be used when the pistol is holstered.

Sniper Rifles 300 FPS Max

Must be a “mil-sim” with a minimum barrel length of 16”, with 28 inches overall, and a bipod. Sniper guns will be limited to semi automatic only and are limited to no more than a 20 round capacity. They must be equipped with some sort of optic, including Red Dot Scopes. Minimum engagement of 50 feet- which translates into no fire within 50 feet! A sniper must have an endorsement on their ID cards indicating they have been approved by their First Sergeant.

I.A.2. Support weapons-

Squad Automatics 275 FPS Max

Must be a “Mil-Sim” with a minimum barrel length of 16”, with 28 inches overall, a bipod, and with a maximum of a 200 round hopper. It must also weigh at least 8 pounds loaded. An automatic fire capability is not required, but suggested. Squad automatics are fed from support weapon pods or support paint only. Squad automatics are authorized one per five soldiers.

Emplaced Guns 300 FPS Max

Must be an automatic fire “mil-sim” with a minimum barrel length of 18”, with 36 inches overall and may have any size hopper. It must be equipped with some sort of pedestal mount or tripod and weigh at least 20 pounds. Minimum engagement of 50 feet, no closer. Emplaced guns are fed from support weapon pods or support paint only. A machine gunner must have an endorsement on their ID cards indicating they have been approved and trained by their First Sergeant.

Rocket Propelled Grenades 220 FPS Max

Rocket Propelled Grenade Launchers (RPGs) are simulated anti-armor weapons that use low pressure, high volume air cylinders or chambers to launch rubber or foam Nerf rounds. These pressurized containers or vessels cannot be PVC or any other plastic, and steel is recommended. It is highly recommended that players use commercially manufactured launchers. Players may not launch anything else other than commercially available Nerfs. RPGs may be used against tanks and bunkers. Minimum engagement of 50 feet, no closer. A RPG gunner must have an endorsement on their ID cards indicating they have been approved and trained by their First Sergeant. RPGs are authorized one per 20 soldiers.

I.B. Chronograph

Players must chronograph before game, leaving FTOCs or HQs, and at the end of play. In addition, a chronograph enforcement referee will be on patrol during the course of the game. If a player is found in violation, they must retire back to their home base and retire the gun until it is put back within limits. Players must velocity check before a Referee or First Sergeant.

I.C. Modes of Fire

Markers may be operated in semi auto, three round burst, or full automatic modes only. There will be a 13 ball per second limit, even in semi automatic. No “ramping” or other artificially enhanced modes of fire.

I.D. Marker size augmentation

High pressure air or CO2 tanks screwed into rear of marker may count as a stock for the purposes of determining overall length provided they meet the color requirements. Barrel extensions, such as fake suppressors, Apexs, flash hiders, or shrouds, may be used to provide barrel length.

I.E. Safety Devices

All markers must have a functioning manual or electronic safety. Barrel sleeves are the ONLY Barrel Blocking Devices (BBD) authorized. Players not having barrel sleeves are prohibited from playing until a proper BBD has been obtained. ALL markers require a BBD, while in the parking lot, camping areas, staging areas, and buildings.

II. Paint limit rule:

II.A. The maximum amount of paint that any player can carry on the field at any one time is 500 paintballs. This includes the hopper.

II.B. Paint Limit Exceptions

II.B.1. One player per 5 man team will be considered an auto rifleman (SAW Gunner) and will be allowed to carry a total of 1000 balls, although 500 of those balls must be divided between at least two other team members (they do not count against their individual paint count). These paintballs may only be used by the automatic rifleman and he may personally only possess 500 at a time. If the situation allows, paintballs of a different color (referred to as support paint) may be used for ease of reference, otherwise different color pods will be used (referred to as support pods).

II.B.2. At the request of the team leader, a supply runner(s) may bring forward up to 2000 paintballs (each) in a sealed container. The resupply runner must first see the First Sergeant or any officer in the base camp for issue authorization.

II.B.3. Players manning a crew served weapon may carry ammo for the heavy weapon in ammunition cans, limited to 500 paintballs per can with 5 pounds of additional weight in the can. The paintballs may only be used in the heavy weapon, and will be issued by the First Sergeant.

II.B.4. Players may only be issued paint at their base camp unless specifically authorized by their Platoon Leader. Any time the players are in the base camp, they can resupply with authorization or issuance by a supply sergeant to their limit.

II.B.5. In the course of the game, any player caught violating the paint rule must return to their home base for “counseling” by the platoon leader or the First Sergeant. Points will be deducted for each offense.

II.B.6. Since only a certain amount of paint (ammo) will be in the base station at any one time, the First Sergeant may order additional supplies to be delivered by truck onto the field to the base camp. However, this supply vehicle can be interdicted, or destroyed by RPG fires or mines.

II.B.7. RPG gunners may only carry 3 Nerfs Rockets on them at any one time, and may not retrieve Nerfs once fired. Refs will recover fired Nerfs and return them to supply.

III. Uniform rule:

III.A. Players for each side will be assigned a team color- either Green base (BDUs, Flectarn, etc.) or Tan base (DCU, Multicam, etc.). Players must be wearing camouflage or utilities, both top and bottom, of their side’s color as a means of differentiating teams. Jerseys may be allowed provided they are subdued, matte, or camouflage, and correspond with the side’s color.

III.B. Load Bearing Equipment is highly recommended, and should be military spec. Paintball Rear packs or pod belts (6+1, etc.) are not allowed.

III.C. At a minimum, each player should be wearing a web belt with a canteen, or have a hydration pack for their own personal water kit.

IV. Points:

IV.A. Points will be determined at a pre-set interval and will be based on an established pre-game schedule.

IV.B. Points will be awarded to the Platoon and team for the following:

• Territory held at phases (as defined by mission)
• Missions accomplished (varies, but 50-100 points)
• Enemy dead (based on casualty card use/reassignments 10-15 points)
• Enemy wounded (1 point)
• Bonus points (given by Refs or NPCs) (varies, but 25-50 points)

IV.C. Points will be deducted for:


• Failed missions (varies, but 25-50 points)
• Overshooting/Unsportsmanlike conduct (25 points per)
• Civilians (NPC) killed or injured (5-100 points per)
• Ammo violation (25 points per)
• Chronograph violation (25 points per)

V. Medic and Hit rules:

V.A. The purpose of medics is to allow commanders to keep their troops in play, tend to the serious logistical problem of treating wounded, and allow medics simulated trauma experience.

V.A.1. Medics are special players for the event, who will have ID cards specifically marked indicating their status. Medics should be recruited from public safety agencies, the medical field, or from military medical specialties and should have at least basic trauma training.

V.A.2. Medics will also receive a reduced entry fee due to their unique responsibility. While medics may carry markers, it is recommended they only carry pistols due to their special duties.

V.B. Casualty Cards will be issued to each player at the beginning of the game.

V.B.1. Each player will have a sealed “casualty card”, initially issued by game staff, which will be presented to a medic if hit, unless it is clearly a head shot. Casualty cards will list the level of treatment necessary to keep the player in the game at that time, or will present a special level of care for an attending medic, including littering a player out.

V.B.2. When hit, a player will announce “hit, hit, hit”, and will immediately lie down. They will then retrieve their casualty card and read it. The player must follow the directions, within safety reasons, of what that card states. Casualty cards will give very, very specific directions, to be read by the player and the medic. They may not be able to yell, or they may get to scream like a little girl.

V.B.3. Generally if a player is killed by their casualty card, receives a head shot, receives an additional hit while lying for a medic, or “times (bleeds) out” due to untreated wounds, they must return to their home base or forward aid station and see their First Sergeant for reassignment and re-issuance of a casualty card.

However, if a medic is present the hit player may call for that medic to treat the player according to the medical rules listed on the casualty card. A medic must generally begin treatment within 3 minutes after the hit; otherwise the player is “bled out”. If no medic is present or is eliminated, the player must return to their home base.

V.B.4. Hit players may be pulled behind cover by fellow team members. They may also be littered, carried, or drug to the medic provided that their casualty card allows it.

V.B.5. A medic has his own card and if hit must get treated by another medic. The medic must also carry a medical kit, with simulated supplies, to administer aid. Medics will treat enemy wounded when the situation presents itself.

V.C. Stand Down Command. There will be an easily remembered code word, such as “Man Down” for anyone to use to announce a real injury and suspend play while the real world injury is being taken care of.

V.D. Gun Hits- Gun hits do not count for purposes of casualty cards, but they do knock the player’s marker out of service until they can get back to the TOC or resupply.

V.E. Pillage Rule- To be developed further. FTOCs may be pillaged and the supplies stored there used by the seizing force per rule VI.C.

VI. Forward Aid Station/Forward TOC:

VI.A. The Aid Station/Forward Tactical Operations Center (FTOC) will be on-field netted areas, Conexes, or trailers that will serve as the field headquarters for the First Sergeant, supply, and the personnel officer who reassigns players.

VI.B. FTOCs are considered neutral only inside the netted area, and can be taken by enemy forces by surrounding them. FTOCs may be overrun at any time. Only a satchel charge or a Nerf rocket can be used to blow a clearly marked (base station) command post. When taken, all players in the Aid station or FTOC are considered dead and must retire to their off field Headquarters for reinsertion. As there will be not shooting into or out of Aid Stations, and anyone in an aid station will have their weapons made safe with a barrel sleeve on.

VI.C. Because of the fragile equipment contained inside, NO firing will be allowed out of, or into, the FTOC itself. Refer to rule V.II.C., as there will be no discharging markers within 20 feet of the field TOC by players from either side. Also, when a base is overrun, no equipment or personal items may be taken from inside the command shack, however supplies such as paint and Nerfs, or information documents provided by the enemy First SGT may be seized per the pillage rule.

VI.D. Once a FTOC has been seized and cleared, that netted zone becomes an FTOC for the possessing side unless abandoned.

VII. Sportsmanship and Game Play:


VII.A. All goggles must be ASTM approved full face and ear protection. MASKS MUST BE WORN AT ALL TIMES IN THE CHRONOGRAPH AREAS AND ON THE FIELD OF PLAY! Even if fog or paint covered, do not remove your mask under any circumstances unless you are in a netted FTOC or are off the field of play. To do so will result in your removal from the game. Exception- during a verified, real world emergency, and players are in stand down, medics may remove their masks to treat their patients.


VII.B. Discharging of markers in the parking/store area will not be tolerated and will result in your expulsion from the field! Do not shoot at wildlife, referees, observer/controllers, or non-play support vehicles.


VII.C. There is no shooting or posting within 20 feet of a Field TOC. There will be no shooting or posting within 100 feet of an entry lane into the game.


VII.D. Wiping paint, any form of cheating, or un-sportsman like conduct (OVER SHOOTING, FIGHTING, FOUL LANGUAGE, AGGRESSIVE PHYSICAL CONTACT.) will not be tolerated. If you are found cheating you will be expelled from the game and not allowed to return.

 
VII.E. Under no circumstances is anyone allowed to ARGUE with a referee. On the field, their calls are final, period. If you have a problem with a call, then take it to one of the game coordinators, or a head ref. There will be multiple head refs, one at each battle area. They will be assisted by numerous refs all over the field. Each unit will have a ref/refs attached to them as well. Referees and Observer controllers are here for your safety and to facilitate clear game play. If you see any ref allowing any unsafe actions, please report him/her to the game coordinators. They will have numbers on the backs of their t-shirts that will identify them individually. “Reporting” a ref for making a “bad” call, is bad sportsmanship, and will not be accepted. The game coordinator does not second guess his refs.


VII.F. Barring the exception or situation from rule V.B.3., overshooting is not allowed. Overshooting, which is the repeated shooting of an already eliminated player, is grounds for elimination or, if deliberate, removal from the field. Allow all suspected hit players to call themselves out or pull their casualty cards. Be sure to loudly call yourself as hit (if you are) to prevent overshooting. Shooting a player with a barrel sleeve mounted on his barrel is overshooting, provided that player has his marker and sleeve clearly visible.


VII.G. Dead men don’t tell tales (or talk)! This is an honor situation. Either you are honorable, or you are not. If you are a casualty, do not talk, signal, or engage in radio traffic until you get to the FTOC or HQ unless allowed by the conditions of your casualty card.


VIII. Rank:


Officer positions are usually determined before game day. Players can volunteer for practically any position or they may be selected on game day. Once in a position a player may only be demoted by a superior ranking player and that player’s superior. Demotions must be for situations involving a point violation or mission failures.

IX. Non-Player Characters/NPC:

Non-player characters (NPC) are civilians and others (including OGAs- other governmental agencies) who add subplots to the game. Occasionally helping them will sometimes add bonus points to a team’s score. Killing or harming a NPC is generally a violation; however, players may defend themselves and engage a NPC that is threatening them.

X. Special Weapons:

X.A. Some missions require special weapons and equipment.

X.A.1. Paint grenade/mine splatter (any amount) pull your casualty card.

X.A.2. Rocket Launchers are defined in rule I.A.2. RPGs destroy tanks, bunkers, and anyone within ten (10) feet of a rocket impact, including initial ground impact.

X.A.3. Satchel Charges are weighted (5 pounds or more) canvas or web bags that simulate explosive charges. Satchel Charges disable tanks, but destroy bunkers, and anyone within ten (10) feet of a landed charge.

X.A.4. Flame Thrower rules to be developed further.


X.A.5. Anti-Tank Mines: An anti-tank mine is a device that is pre-placed on the battlefield prior to the tank’s approach. If the tank runs over the anti-tank mine, or sets off the mine, then that tank is disabled for a period of fifteen (15) minutes. Anti-tank mines may be simulated by aluminum pie plates or may be command detonated powder/noise/paint devices.
 

X.A.6. Artillery includes mortars, heavy (reporting) rockets, and pneumatic artillery. They also include heavy anti-tank weapons as defined in Rule XIV, section 22.

X.B. All special weapons are issued by the First Sergeant or Platoon Leader.

XI. Training:

Any team member wishing to be issued and use any special weapons (to include support weapons, sniper rifles, or Rule X special weapons) or equipment (to include special radios, surveillance gear, etc.) for missions must be trained by the First Sergeant or an officer, who then annotates the training on their ID card.

XII. Close Shots:

Bunker rules: There are no bunker tag or close shot rules in effect; however players are expected to be considerate of other players for point blank shots. Safety is the first priority.

XIII. Team Construction:

For purposes of administration, teams shall consist of five to fifteen persons, with the squad leader being an NCO or Officer. Within the team, one in five may hold a Squad Automatic position; one in ten may hold a Medic position; and one in twenty may be a Sniper or RPG Gunner.

XIV. Tanks-

Only Heavy Paintball tanks that realistically mimic the size and function of real tanks will be allowed, and will be used according to the rule set below. No light tanks or PUGS. This is not meant as a slight, but heavy tanks have tremendous, and realistic, maneuvering limitations that make their inclusion more in tune with the purposes of the game.

Soft skin vehicles (trucks, jeeps, etc.) will be allowed for supply, recon, and support. No netting is allowed over the windows on the soft skin vehicles, and paintballs hitting the windshield that would have hit the driver or passenger will call for a casualty card.
 

General vehicle Rules-
 

Rule 1:
The use of a paintball Armored Fighting Vehicle (PAFV), or “tank”, is contingent upon approval by the field operator and scenario designer at least three weeks prior to the event. The operator then must physically inspect the vehicle for safety immediately prior to the game.


A heavy tank will be defined as any PAFV that is built on a automobile chassis, or real tank with a minimum dimension of 5' wide, 10' long. They do not need to have a turret but they are usually manned by a crew of several individuals.
 

Rule 2:
A neutral referee must accompany all PAFVs. The PAFV crew may be required to provide a referee for a ref pool; however they may not ref their own vehicle. The referee must have radio communication with the tank he is escorting. This radio may be provided by the tank crew or may use frequencies compatible with the ref channels. It is the ref’s duty to prevent the tank from traveling in an unsafe direction, calling players out who get too close to the tank, calling bunkers and other tanks out, and calling the tank they are escorting out or disabled in the event it is hit by an anti-tank weapon or runs over a mine.
 

Rule 3:
Tanks may not travel faster than walking speed, which is approximately 5-7 miles per hour. Tanks may not travel off established roads into rough terrain, or attempt to drive the tank over obstacles or muddy territory.
 

Rule 4:
Tanks shall be constructed to have a sufficient hard surface area to insure that Nerf rockets will bounce, but not penetrate, on the target. This should be at least 80% of the tank- front, sides and backsides.
 

Rule 5:
Tank commanders are responsible for the conduct of their crew. Commanders are considered general referees in regards to tank combat and are expected to regulate each other, however a field ref decision will always override.
 

Rule 6:
The vehicle must be readily identifiable as to which side or team it is on. This can be accomplished by taping opposite corners with two feet of the armband color or, in scenarios with identifiable national insignias, have the proper markings identifying the allegiance.
 

Rule 7:
The vehicle must have a standard method of showing that it has been eliminated from play. A high visibility flag that is positioned up to indicate knocked out (red) or disabled (yellow) status can accomplish this.
 

Rule 8:
The vehicle, even if un-powered, wheeled or tracked, must have a fully functional braking mechanism, including a manual or emergency system, other than human interference.
 

Rule 9:
The occupants of any vehicle must wear approved safety goggles at all times, even while inside of the AFV.
 

Rule 10:
Vehicles must check in with their base prior to being activated. Tanks will be considered neutral, unable to enter into combat, or be eliminated, until activated.
 

Rule 11:
Players may not use an in play tank as a bunker, or an eliminated tank as cover when it is exiting the field after its elimination.
 

Rule 12:
No player may approach within 10 feet of a functioning and on-the-move AFV. A player may be waived in to a parked tank by the tanks commander or driver for communication purposes only. If the AFV itself approaches within 5 feet of a player’s position, that player is eliminated. This prevents close shots for both sides.
 

Rule 13:
There will be no riding on the exterior of the tank.
 

Rule 14:
Tanks may not engage the enemy (personnel, armor, or bunkers) at less than fifteen feet nor may they block the doorways to buildings.

Rule 15:
All general rules apply to powered tanks in addition to the following. All powered tanks must be safe to the passengers and crew. A fire suppression system (fire extinguisher) must be installed.
 

Rule 16:
All powered vehicles must have an ignition cut-off switch that is accessible to the referee in case of emergency. The cut-off switch is not to be used to eliminate the tank but rather used in situations where the engine must be cut-off for safety purposes. Remember that there are situations when leaving the vehicle’s power on is necessary to power the braking and steering mechanisms.
 

Rule 17:
Vehicles may only be operated by a qualified, adult driver who has been approved by the field manager prior to engaging in play. The driver must have sufficient vision to drive the tank safely.
 

Rule 18:
Drivers of powered vehicles must have a valid driver’s license and valid personal vehicular liability insurance policy of at least $300,000.
 

Rule 19:
Tanks that wish to operate at night must have lights. Tanks will not be allowed to move at night but will be guided in to place by referees to act as portable bunkers.
 

Tank Combat
 

Rule 20:
Vehicle mounted paint markers, including those shot through firing ports, must chronograph at 260 fps day, 240 fps night. Chronograph speeds are checked by refs, just as are regular player markers.
 

Rule 21:
Tank crew exposed outside of the tank may be eliminated with a regular ball break and must then exit the tank and report to their assigned dead zone, unless that is impractical, in which event the hit player will sit and not participate in any actions other than safety for no less than 15 minutes. The driver may never be eliminated by a paintball and is considered an integral part of the tank.
 

Rule 22:
Tank elimination. A tank may be destroyed or damaged in a variety of ways. Other tank’s main guns, RPGs, satchel charges, or land mines can eliminate tanks. Paint grenades do not eliminate tanks, nor do they damage them.
Heavy tanks may not be destroyed from the front by RPG fire. They may only be eliminated from the sides or the back. Heavy anti-tank weapons, other tanks main guns, satchel charges, or anti-tank mines may eliminate a heavy tank. Light tanks may be eliminated by an RPG hit from any direction.
 

Main Gun or Anti-tank weapons- Pneumatically launched Nerf type rockets, if allowed, must not be used against individuals. A direct hit on the rear or sides by a Nerf counts as an elimination on tanks. If hit, that tank is considered eliminated and must withdraw from the field (unless the crew wants to utilize the tank repair rule). All personnel inside of the tank must report to the dead zone (no medic cards allowed) once tank is removed from the play field.
Anti-tank weapons: Anti-armor weapons use low pressure, high volume air cylinders or chambers to launch rubber or foam Nerf rounds. These pressurized containers or vessels cannot be PVC or any other plastic, and steel is recommended. It is highly recommended that players use commercially manufactured launchers. Players are limited to 5 rounds of ammo on the field at any time, and may not launch anything else other than Commercially available Nerfs. They must chronograph at less than 225 Feet per second. Nerfs may be used against tanks and bunkers.
 

Light anti-tank weapons or RPGs are man-portable rocket launchers. RPGS cannot eliminate heavy tanks on a front hit.

Heavy anti-tank weapons are similar to RPGs except that they are usually crew-served and only semi-mobile. They must weigh at least 50 pounds and have a minimum overall length of 4'. They can be tri-pod mounted or mounted on a portable cart. Heavy anti-tank weapons can eliminate heavy tanks on a front shot.
 

Satchel charge: A satchel charge must land on the tank or on the side of the tank to eliminate it. A satchel charge does not necessarily need to make a report provided that the ref can see the satchel charge land on, or be run over by, the tank. A satchel charge that lands next to a tank will only disable it for a period of fifteen (15) minutes, however, during that time, it may still shoot.
 

Anti-tank mines: An anti-tank mine is a device that is pre-placed on the battlefield prior to the tank’s approach. If the tank runs over the anti-tank mine, or sets off the mine, then that tank is disabled for a period of fifteen (15) minutes. Anti-tank mines may be simulated by aluminum pie plates or may be command detonated powder/noise/paint devices.
 

Rule 23:
Tank Repair. An eliminated tank may either be driven off the playing field or may be left in place with its elimination flag up and exposed. If left in place, no one outside of the tank crew may approach or enter the tank, or use it as a bunker. The tank must sit in place until a designated crewmember goes to and returns from the dead zone and spends at least fifteen (15) uninterrupted minutes “repairing” the tank. That crewmember must not be eliminated during this period or the time limit starts over. The use of this rule may be beneficial if the roads are too congested for travel or the tank commander does not want to yield ground by withdrawing.
 

Rule 24:
Tank Combat. A paintball AFV may engage individual targets with paintball markers, and bunkers and other AFVs with Nerfs. Tanks may eliminate other tanks and may eliminate bunkers by hitting that bunker solidly (no bounces) with a Nerf round.
 

All personnel inside and within ten feet of the exterior of a bunker will be eliminated if the tank eliminates that bunker- front, rear and back.
 

Rule 25:
An armored fighting vehicle (tank) may only have a single main gun but may use additional shooters using standard markers. These markers may be bow or co-axial mounted or they may be used via firing ports, open hatches, or turrets.
An APC (armored personnel carrier) may not have an anti-armor main gun but may carry as many personnel as can safely be transported. APCs are limited to a maximum of six (6) working or manned firing ports. APCs may utilize anti-tank launchers in the absence of a main gun.


Appendix- Cliff’s Notes Guide to the Platoon Leader Rule Set

• Register as a team. 10 or more gets a discount.
• Entry fee covers most everything you will need for the event.
• Be on time.
• Stay with your platoon. Lone wolfing not recommended or effective.
• Your marker will determine your position, rate of fire, and velocity limits.
• You have to use a small hopper and only carry 500 rounds, with few exceptions.
• Teams will be registered as Green or Tan, depending on which uniform color you have. There will be no ribbon or armband to determine team side. Wear a load bearing vest.
• If you get hit in the head or goggles, you are dead. Go to recycle.
• If you are hit in the gun, your gun is non-functional until you go to recycle.
• If you are hit anywhere else, pull your casualty card and read it. Do what it says.
• Medics can field heal hit players if they can get to you in time.
• Your field HQ can be taken and destroyed. If lost, you have to go to your off-field HQ to recycle back into the game.
• This is an honor game. Even more so than a regular paintball game. Play well, but play honestly.
 

 

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