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 Battle of the Bulge - OA - 12/12/10

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Murdoc
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Murdoc


Posts : 57
Join date : 2010-08-23
Age : 48
Location : York, PA

Battle of the Bulge - OA - 12/12/10 - Page 2 Empty
PostSubject: Re: Battle of the Bulge - OA - 12/12/10   Battle of the Bulge - OA - 12/12/10 - Page 2 Icon_minitimeTue Dec 07, 2010 3:34 pm

Here is some of the info (mostly for GD team members) for those attending BOtB:

1) Tanks will be starting probably 10 minutes late in the game, from German CP. Tanks can ONLY be damaged by paint grenades or NERF rockets. We will be given a launcher and NERFs as well as 12 grenades at the start of the game. There is a 20ft. "dead zone" around enemy tanks. Any aggressor inside that boundary can be declared dead by the refs, and anti-tank shot will not count, so watch your spacing.

2) It is crucial to take Bastogne as quickly as possible. We have ten minutes from game start before the other 80% of Allied troops are permitted to enter the game and come to the aid of the troops in Bastogne. We need to make sure that Bastogne not only falls before the first 15 minutes of the game, but that we hold it for another fifteen minutes minimum in order to score the points. If we do not secured Bastogne, the rest of the game becomes much more difficult, and it leaves our Northern forces exposed from enemy forces on two fronts.

3) Nearly all of the teams that are listed for the Allied team have been to this field and played on it before. Luckily, Shepman knows the field as well, and has been able to give me a layout of what positions are going to be the best to mount our assault.

4) Missions are not scheduled or handed out in any particular order. The staff at OA will activate a mission based on their perception of when the game needs something to keep the pace going. The seige of Bastogne is the only "scheduled" portion of the game. There are 12 or so missions that will be handed out.

5) Medics will work as follows as per Lee at OA: there will be 3 medics per team, each with 20 ropes with five knots in each rope. The medic must get to each player shot within one minute of wounding, untie all 5 knots, and tie the rope around the player's arm. If the player is hit again, they are eliminated, must go to rejuv, untie the rope, put it in a bucket to be reused. If you are shot again while awaiting a medic, you must go to rejuv. Rejuv allows players to reenter for a 5 minute window every 15 minutes starting on the hour.
(Needless to say, this is the most over-complicated system I have ever heard of)

Everyone that is going to the game has my phone number, so make sure you use it. We are going to need to meet at some point to discuss planning for the game. Call me and let me know what works.

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