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Game Saturday 13th December 2014 - CSG Field

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ReaperNet

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Post Wed Dec 03, 2014 7:09 am

Game Saturday 13th December 2014 - CSG Field

Click here for this weeks game thread! (07/12/2014)

Image

'The Front'- Christmas Rampart

CSG wrote:Interclub game hosted by yours truely (CSG) for all asnz members. The game is untested and relies on good numbers which Im confident we will get, and focuses on good short sharp combat (games of 30 mins with very limited respawns) and will pride itself on commanders tactical aptitude and some down right luck luck.

LMGs are welcome, however only a select few will get to use them (pending the tactical deployments by commanders) so bring a spare rifle!


Location: Ultimate Game, McLeans Island
Time: Saturday, 13/12/2014, 10:00am.

Show up have a good time! Lets make it a good one before Christmas. This will replace our usual Sunday game.

Link to facebook event - Click Going!
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DrDee

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Post Wed Dec 03, 2014 2:11 pm

Re: Game Saturday 13th December 2014 - CSG Field

Outski..... DAMMIT!

Wife away for the weekend and the little ones won't look after themselves..
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Flazzbog

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Post Wed Dec 03, 2014 3:41 pm

Re: Game Saturday 13th December 2014 - CSG Field

I'm in but don't have Facebook and they deleted the thread on ASNZ.
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ReaperNet

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Post Mon Dec 08, 2014 11:31 am

Re: Game Saturday 13th December 2014 - CSG Field

This weekend boys! Note, time confirmed as 10am, Saturday. Will wrap up in the afternoon.

We'll also need volunteers to act as commanders.

Some rules have been posted up for this on the event page, in case you missed it:

Welcome to ‘The Front’ ladies and gents.
This is the first go finally at doing this, so give it an open mind and Im sure you will all enjoy it. This game in time will become a full on campaign fought over weekly, can be picked up and stopped over and over when we please. But the combat doesn’t-its designed to be unfair, non stop short sharp assaults and just all out warfare to attain and retain land fought for. Your commanders decisions will carry great weight as will your teams deployed assets or lack of. Also more importantly, your personal grit to break the back of a defensive line or to stubbornly fight tooth and nail for your land will be just as important.
Make those minutes, shots and lives count as they will affect your teams outcome.

Turn phase
Each ‘turn’ both commanders get 4 points at their disposal. These points can be chipped into opposing enemy grids, or onto their own. These act as personal and supply reinforcements.
1 point in attack= 2 additional respawns
2 points in attack= 3 additional respawns + 2 LMG
3 points in attack= 4 additional respawns
4 points in attack=5 additional respawns +4 LMG
0 points in defence= 1 respawn
1 point in defence= 2 additional respawns
2 points in defence= 3 additional respawns +1 LMG
3 points in defence= 4additional respawns
4 points in defence=5 additional respawns + 2 LMG
1 point to move a mortor a grid square (cant move diagonally).

Each team MUST use atleast 1 point in attack minimum per turn. The rest can be spent as they please. If both teams attack the same adjacent way-a coin toss tells which force was quicker to mobilise, and the corresponding spent points will convert into the assault/defence (later on if this game catches on and becomes a bi-weekly campaign scaled up, ‘meeting engagements’ will become another battle phase but Ill keep it simple this first time round).
Mortors are also a turn asset. Mortors must be adjacent the square they are attacking/defending. If mortors are in a zone that’s being attacked, they can still be used hands free, but if that zone is lost in that turn, they are lost to the team (unless they capture that zone back-enemy team cannot use them, only their own).
Mortor salvos can be called in twice per battle with a 2 minute call down between salvos. Mortors are called to game marshall, marshall has a luck system that determines casualties-which can be potentially quite devastating to very light.

Battle Phase
Attack and defense is very straight forward-defence must survive the 30 minute ordeal and keep their flag out of enemy hands to attain a successful defence of their battlefront sector.
Attack must take the enemy flag, or wipe out all defenders completely within 30 minutes. If successful they attain the new sector.
Defender respawning-spawn on baseline (or flag if no enemy within range). 30 sec spawn.
Attackers spawn on their corresponding baseline instantly.
Regardless of who you are, if your out of respawns-all dead gather outside of baseline together as marshalls need to make sure whos left and whose not.
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DrDee

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Post Tue Dec 09, 2014 9:55 am

Re: Game Saturday 13th December 2014 - CSG Field

This sounds so cool, I like the idea of having a higher level tactical operation!

Still don't think I will make it tho......

DAMN!
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Drittzy

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Post Wed Dec 10, 2014 12:58 pm

Re: Game Saturday 13th December 2014 - CSG Field

Out - work Saturdays.
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Flazzbog

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Post Wed Dec 10, 2014 2:17 pm

Re: Game Saturday 13th December 2014 - CSG Field

+1
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dynimo12

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Post Wed Dec 10, 2014 5:18 pm

Re: Game Saturday 13th December 2014 - CSG Field

Out got cricket
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Bernie

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Post Thu Dec 11, 2014 7:06 am

Re: Game Saturday 13th December 2014 - CSG Field

dynimo12 wrote:Out got cricket


Ditto
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Eda

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Post Thu Dec 11, 2014 10:32 am

Re: Game Saturday 13th December 2014 - CSG Field

Out of town yo.
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Rafen

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Post Thu Dec 11, 2014 4:39 pm

Re: Game Saturday 13th December 2014 - CSG Field

if only this were a sunday game, working sat :(
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macbogan

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Location: timaru

Post Fri Dec 12, 2014 3:26 pm

Re: Game Saturday 13th December 2014 - CSG Field

Out now sorry. Got a work interview to go to sat.
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Flazzbog

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Post Fri Dec 12, 2014 3:50 pm

Re: Game Saturday 13th December 2014 - CSG Field

Good luck boganator!

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