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Post by windhund on Nov 3, 2013 1:59:44 GMT -5
OXCC Battle of the Bulge....let's get as many 1.SS Panzer Korps members there and we will not be denied MVT!!!
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Post by hardboy on Nov 3, 2013 14:40:46 GMT -5
YES!!!!!
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Post by SSBlackangel on Nov 4, 2013 20:14:16 GMT -5
Lets do this! Isaac i hope your halftrack is ready. goose is counting on you as our second armored vehicle
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Post by hardboy on Nov 4, 2013 21:04:21 GMT -5
Half track is ready. She is running good. Just have to make minor repairs.
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Post by bobw on Nov 5, 2013 9:23:50 GMT -5
Please take plenty of pics with the vehicles in action.
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Post by hardboy on Nov 5, 2013 17:49:08 GMT -5
we always do
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Post by SSBlackangel on Nov 12, 2013 9:22:19 GMT -5
I still have to weld up my diff. ill try to do that this week. havent touched the thing since ion
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Post by hardboy on Nov 12, 2013 17:15:25 GMT -5
I have some welding to do also. Might end going to a shop this time.
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Post by windhund on Nov 12, 2013 18:42:40 GMT -5
So Adam...Are we running Russian for Skirmish Stali? Since they need our armor against Crapgame?
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Post by hardboy on Nov 12, 2013 19:08:24 GMT -5
Can not see this happening,,,
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Post by SSBlackangel on Nov 13, 2013 9:23:41 GMT -5
i doubt im bringing my tank to stalingrad either way. i might go A/t or just stay home.ill call you about it one night. I'm not playing for a General who banned our tanks.
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Post by hardboy on Nov 13, 2013 10:09:25 GMT -5
What a shame. After all the times we have gone and lent a little realism to there games. One of the few groups that really dresses like WW2 infantry and has close looking paintball tANKS. To be treated like this just blows.
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Post by SSBlackangel on Nov 18, 2013 12:11:55 GMT -5
We can still talk to Paul. If we got all the members of the unit behind us to expresss our displeasure i'm sure hed talk to Terry about our tanks at least.
As for the buldge i think TJ alcott is going German too. this should be alot of fun
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Post by SSBlackangel on Nov 18, 2013 13:25:16 GMT -5
tank rules for the game
1. Tank Approval Requirements: a) All tanks must be approved by field management prior to play. This will preferably be done in advance of the event, but may be done the morning of the game at the discretion of field management b) All motorized tanks must have functional & reliable brakes, horn, forward, & reverse gears. An airhorn is not suitable for this purpose because airhorns are used for other game related signals. (This section NA for walking tanks) c) Driver must have viewports with clean field of vision sufficient to clearly see what is in his path. Windows/ports overly obscured by paint will force the tank to turn off its engine per the ‘Tank-as-Bunker’ rules until they can be cleaned. d) Tank crews must provide radios for driver & tank ref to keep in direct contact. e) Viewports must be provided so that a shooter in the tank can see his target for any gun port he is using. f) Any bulk air source carried in the tank must be secured so it cannot fall or roll around inside. g) A fully enclosed crew compartment is required– no part of the driver or any passenger should be exposed to direct paintball fire. h) The tank must have a mounted flag holder & red/blue and white flags. i) Walking tanks must be recognizable as tank-shaped, or otherwise fit the game theme.
2. General Tank Rules a) A ref will be assigned to escort each tank while on the field. No tank may enter the field without a dedicated ref. Tank crews may be required to provide an additional tank safety walker. b) Tanks are limited to 5 mph, or the walking speed of their tank ref, whichever is lower. c) No player on foot may approach within 20 ft. of the tank unless explicitly instructed to do so by the tank ref. Any player who does otherwise will be immediately eliminated. d) The tank may not knowingly approach within 20 ft. of a player on foot, or the tank will be eliminated. e) A live tank will fly a flag in the color of the side it is currently supporting. The tank might change sides during the day at the discretion of the game producers. An eliminated tank will change the normal flag to a white flag and return to its CP to reinsert the same as a normal player 8 f) Grenades will immobilize a tank for 5 minutes, but the tank may still use all its weapons. g) A direct Nerf hit will eliminate a tank. Nerfs fired from tanks are treated the same as any other launcher. TNT will also destroy a tank if the tank is within the blast radius. Note that players must still respect the 20 ft safety zone around the tank and may NOT throw the TNT. h) When inside the tank, any players must follow the instructions of the driver, who must in turn obey the tank ref. i) Tanks may only move in reverse under direct instruction of their tank ref to make sure no players are behind the tank while moving. j) Walking tanks might have access to some areas their larger counterparts cannot reach. However, they may not climb over berms or embankments, and in grassy areas must stay on mowed paths. 3. Tank-as-Bunker Rules: Under some circumstances, a tank may be used as a bunker. a) The tank will park, turn off its engine, and make one long horn blast. The tank ref will announce to surrounding players that the tank may be used as a bunker, and they may then approach b) To change position, the tank must first make two horn blasts. The tank ref will check all sides of the tank to move all players at least 20 ft. away. The ref will then tell the driver that he may restart his engine and move. c) NO PLAYERS MAY APPROACH WITHIN 20 FT. OF A TANK WHILE ITS ENGINE IS RUNNING. A walking tank is always considered to have its ‘engine’ running and therefore may not be used as a bunker. 4. Pillbox Rules: In some circumstances the General may have the option to use a tank as a Pillbox. The rules are as follows: a) Upon deciding to use a pillbox, the General will pick from one of several predetermined pillbox location to use. The tank will be escorted by the tank ref to this location as a neutral vehicle (white flag flying, no shooting). b) When at the designated location, the tank will park, turn off its engine, and an orange flag and cone will be placed on it to indicate that it is acting as a Pillbox. It will also raise the colored flag indicating it is active and may begin shooting. c) Once en route to the selected Pillbox location, the tank is committed to acting as a pillbox at that location for 20 minutes – the General cannot change his mind and decide to revert back to a tank until the 20 minutes expires. It cannot move or change positions, but it is also immune to Nerf rockets for this duration. Only TNT can destroy a pillbox. To destroy a pillbox, the TNT must be placed by a live Engineer inside the designated pillbox circle painted on the ground. It may NOT be thrown. Even if destroyed as a pillbox, the tank must wait the full 20 minutes before reentering play.
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Post by hardboy on Nov 19, 2013 20:46:37 GMT -5
Wow these are complicated rules. Have to sit down and study them. They should keep them simple like WESTPOINT. Its all good. It will be fun.
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