Battle for Wake Island
Sunday September 19, 2010
Hours and Dates
- Sunday, 19, 2010
- 8:30 am doors open
- 9:30 Game Briefing
- 10:00 am games starts
- 5:00pm games ends
- 5:15 - 5:30 Burgers n beans
- Games winners announced
Pricing for Battle for Wake Island $25 (per person)
Entry fee includes
- Field Admission
- C02 & HP Air refills
- Referee Supervision
- Free Burger n beans dinner, post game
Battlefield Paintball sells discounts pricing at these events
- 500 paintballs - $15
- 2000 paintballs - $50
- Paintball gun rental $10 (includes goggles & Air)
- Goggles with face mask rental $5
- Air Tank rental $10 (includes C02)
- Ammo belt rental $5
Snacks available
- Power aid , soda and bottled water
- Potato chips and candy
- Slushy's
Battle for Wake Island Scenario Rules
19 September, 2010. Battlefield Paintball, Osseo, WI
SCENARIO INTRODUCTION.
Wake Island, 1941. The Japanese, flushed with the perceived success of their attack on Pearl Harbor, strike at the US Marine garrison on Wake Island with the intent of crushing all resistance and taking full possession of the island. Though heavily outnumbered, the Marines of Wake Island are determined to resist to the last man and to delay the Japanese invasion for as long as humanly possible, in hopes of receiving air support and reinforcements from the carrier group that was not destroyed in the Pearl Harbor attack.The Japanese invasion force begins the game in the amphibious landing craft on the Beach, and must continue to use the landing craft as their reinsertion point until they gain possession of the Garrison Respawn Flag.
The Marines begin the game manning the trenches and bunkers overlooking the Beach and will attempt to hold the Garrison area until they run out of respawns on the Garrison’s Respawn Flag.
The Japanese respawn on Red flags, while the Marines respawn on Blue flags. There are a total of four Respawn Flagpoles on Wake Island. At the beginning of the game, all four are flying Blue Marine Respawn flags. The Japanese mission is to find and take possession of all four Respawn Flagpoles by changing them to Red. The Marines’ mission is to prevent this from happening for as long as possible by fighting to defend each Respawn Flagpole location, and infiltrating behind enemy lines and changing Red flags back to Blue. Respawn Flagpoles may not be moved by either team.
RECOMMENDED UNIFORMS.
Period-authentic uniforms are preferred, but if not possible, desert tan or khaki shirts or jackets are recommended for Japanese players, and olive-drab or woodland camo shirts or jackets are recommended for Marines. Players are encouraged to bring shirts or jackets of each team’s color if they are unsure as to which team they will be assigned.
VICTORY CONDITIONS.
If the Japanese succeed in eliminating every single Marine player on the island AND change the color of every Respawn Flagpole on the island to Red before the end of the game, they have taken possession of Wake Island and have won the scenario. If any of the Marines succeed in surviving the entire scenario OR at least one of the Flagpoles is still Blue at the end of the game, the Marines have held out until reinforcements could arrive and have won the scenario.
ALLOWABLE PERSONAL WEAPONRY.
Players are allowed to use pump or semi-auto paintball markers shooting under 280 Feet Per Second. Field paint only. Paint grenades are allowed – a dime-sized paint grenade spatter eliminates a player. Any other weapon must be shown to the Event Organizer and personally cleared by him before its use in the game is legal. No pyrotechnic device of any kind is allowed for use by players.
10-FOOT BANG KILL & TAP OUT.
The minimum engagement distance for paintball fire is 10 feet. The maximum allowable rate of fire is 12 balls per second. To eliminate a player within 10 feet, either shout “BANG!” or tap the player gently on the shoulder and say “You’re Out.”
WOUNDS.
A player is not automatically eliminated by a paintball hit. A player is wounded instead of eliminated if a paintball breaks on any part of his/her torso or limbs, from the shoulders to the tips of the fingers to the bottoms of the feet, including any of equipment or gear worn. Hits to a player’s marker may be ignored and do not wound nor eliminate a player. When a player is wounded he will call out loudly “I’M OUT” or “I’M HIT”. He will immediately LIE DOWN OR KNEEL and place a RED BANDANA (his “dead rag”) on his head. A wounded player may not move, fire a weapon or speak any words but “Yes”, “No” and “Medic!” The wounded player must kneel or lie down exactly where he was hit and call “Medic!” until a Medic comes to heal him or a team-mate comes to rescue him. If a wounded player is hit again anywhere on his body before he is bandaged, he is automatically eliminated. A player who declares himself wounded may change his mind and eliminate himself at any time by placing his barrel blocking device, removing his dead rag, and heading for his team’s reinsertion area.
RESCUES & CAPTURES.
Any other unwounded player may move a wounded player by placing one hand on the wounded player’s shoulder and maintaining CONSTANT CONTACT while the player rises and WALKS with his mover – a player moving a wounded player may not run. If the wounded player is from the same team as the mover, the wounded player has been rescued from the battlefield and should be taken to the nearest Medic. If the wounded player is from the opposite team, he is a POW and should be taken to the nearest team Respawn Flagpole for detention.Each team may hold wounded enemy players as POWs at any Respawn Flagpole they control until the next respawn time in order to make them miss a respawn. Once the respawn time is reached, all POWs are automatically eliminated and are free to go to one of their team’s Respawn Flagpoles or leave the game. Live or eliminated players MAY NOT be captured or held – ONLY wounded players may be captured and held as POWs.
MEDICS & BANDAGING.
Medics are assigned by team commanders, wear “Red Cross” armbands and carry white bandages. To heal a wound, a Medic must tie a white bandage around the wounded player’s arm. Once the bandage is tied in place, the bandaged player removes his dead rag and immediately re-enters play. If the Medic is hit before the bandage is fully tied in place, the wounded player remains wounded and the Medic is either wounded or eliminated (depending upon where he has been hit.) If a bandaged player is hit again anywhere on his body, he is eliminated. A bandaged player who is eliminated should remove his bandage at the reinsertion point and give it to a Medic or referee before reinserting. A Medic may not heal himself.
ELIMINATION.
A Bang Kill, a Tap Out, a grenade or mortar hit, or a paintball hit on the head or neck is an automatic elimination. A paintball hit anywhere on the body of a wounded or bandaged player is an automatic elimination. Eliminated players are considered dead and MUST NOT talk or communicate in any way with their teammates until they have returned to their team’s nearest Respawn Flagpole. Any player with a barrel blocking device on his gun is considered to be eliminated, but to avoid being fired upon, the eliminated player should also carry his marker above his head with both hands.
RESPAWNS.
A player may respawn on any Respawn Flagpole flying his team’s respawn color (Red for Japanese and Blue for Marines.) Respawns occur every fifteen minutes on the hour, at fifteen after the hour, on the half-hour, and at fifteen to the hour. To respawn, an eliminated player must touch the Flagpole before the next respawn time. All players waiting to respawn insert immediately as a group at the respawn time.Japanese players are allowed unlimited respawns on any Red Respawn Flagpole. Each Marine may only respawn on any one Flagpole three times; after he has used up his respawns on a Flagpole, he must fall back to the next Flagpole to respawn. Once a Marine has used up all of his three respawns on every Flagpole on the Island, he must leave the game for the Safe Area after his next elimination.
The color of a Respawn Flag may only be changed by a live player. Eliminated players MAY NOT change flag colors, nor may they prevent a live player from changing the color of the Flagpole upon which they are hoping to respawn. If the color of a Respawn Flagpole changes while eliminated players from the opposite team are waiting for the next respawn time, those eliminated players must leave the area immediately and find another Respawn Flagpole that is still flying their team’s color. Japanese players may always respawn on the Red flag behind the landing craft on the Beach. The Marines cannot change the color of the landing craft flag.
COMMUNICATIONS.
Except for genuine emergencies, walkie-talkies may only be used at Respawn Flagpoles – the person talking on the radio must be TOUCHING the Respawn Flagpole. Channel 7 with all its subsettings is the Event Organizer’s & Referee’s channel and its use is restricted.
HEAVY WEAPONS.
The armored vehicle, mortar, and bazooka supplied by the Event Organizer are the only heavy weapons authorized for use in this scenario. Only the specific player authorized by the Event Organizer for each heavy weapon may operate that heavy weapon.
THE ARMORED CAR.
The Japanese begin the game with one armored vehicle that must be “landed” on the beach in order to enter play. The armored vehicle may only be operated by the driver authorized by the Event Organizer. Players on foot must stay at least 10 feet away from a moving vehicle, unless they are members of the vehicle’s crew. The vehicle may be approached when parked, but when it is moving all players must stay at least 10 feet away from it. The armored car is confined to roads and open field areas, and is limited to speeds under 5mph while on the field of play. The destroyed vehicle must stop immediately, turn off its engine, and display a red flag to indicate its destroyed status. The destroyed vehicle remains in position as an obstacle/barrier for 15 minutes, after which time it withdraws from the field to the Safe Area and reinserts from the beach.The armored car and its occupants are immune from paintball fire as long as they are inside of the vehicle, DO NOT attempt to fire into the armored car’s viewports, open hatches or roof openings. ESPECIALLY DO NOT throw paint grenades into the vehicle!
The armored car driver is also the vehicle’s safety referee. All players must follow any and all safety-related decisions or commands issued by the vehicle’s driver. Failure to do so may result in removal from the event.
THE BAZOOKA.
The Marines will be issued a 12-gram CO2-powered “Bazooka” firing 2-inch diameter closed-cell foam NERF rockets for use as a simulated shoulder-fired anti-tank weapon. A hit by a rocket anywhere on the armored car destroys the vehicle and eliminates all of the vehicle’s occupants. A bazooka rocket hit to the side of a one-roomed building or bunker wounds all the occupants of that building or tent.
THE MORTAR.
The Marines will be issued a CO2 or compressed-air powered mortar capable of firing up to four 2-inch diameter closed-cell foam NERF rockets simultaneously. This weapon may be used to “shell” enemy positions with indirect fire in open areas. Any player who is within 10 feet of the spot where a NERF rocket strikes is eliminated, unless there is a solid barrier between the player and the strike area, or that player is within a trench or foxhole. A mortar round which lands inside of an enclosed space eliminates all players within that space. A mortar round that strikes the armored car destroys it.
Destroyed City