24 Hour Tournament |
TMA were MARSHALLING the (2002) 24 HOUR TEAM TOURNAMENT at SAC this was billed to be a HARDCORE 24 HOUR EVENT. No HANDICAPS would be in operation either. ALPHA TEAM consisted of 6 players: 4 of SECTION 6 with 2 complete newbs. Only 5 players Sunday. BRAVO was TMF (4players)+ Team SUICIDE(2 players) + a newb (using a non hop high cap.) CHARLIE were the BUSHPIGS 4 players at the start, reinforced to 5 on Saturday evening. All guns were chronographed. CLICK HERE for results of tests |
BRAVO: 2 Regular teams had joined up to form a combined team. They were TEAM MAGNUM FORCE (TMF) and TEAM SUICIDE (TS). CHOPPER, STRIKER, STINGER and DODGER made up TMF. While O.D. and RAZER (CO) were TS along with their new recruit; LEMMING. Who was using a non hop AEG. Together, they had plenty of options for all roles, including strong ASSAULT and PATROL skills. They outnumbered the other teams. |
2002 |
CHARLIE: The infamous BUSHPIGS made up the third team. A mix of varied Airsofters with much experiance, they had drawn with TMF earlier this year in the SPEEDBALL TOURNAMENT. Now they wanted the 24 HOUR TROPHY. However, LONEPIG was going to be sorely missed this event, due to illness. NAPOLEON (CO), APOC (Sniping), CHURCHILL (Security) & FACEMAN (Support) would be pushing for the TROPHY. ANDROID (Assault) would join them on the Saturday evening and bolster their low numbers on the Sunday. |
ALPHA: 4 intrepid Airsofters came down from Edinburgh to represent SECTION6 (S6) for the second time. They included (Co-ordinator) SCOTT, and second in command MONKEY. FLETCH and FIONA made up the rest of the Assault Team. All of SECTION6 used standard mags only, as they are used to Mil-Sim style Speedball games. CQB is the name of their game. SECTION6 have been to SAC once before in 2000. But this would be a first 24 Hour game for them. To bolster their numbers, they accepted 2 complete newbies; KARL and NEIL. |
SECTION VI |
TMF + TEAM SUICIDE |
BUSHPIGS |
Each team was given a briefing and their first TASK explained. It would be COVERT INSERTION worth upto 3 points. Each team had a different set of GRIDs in which they could set up their camp. 1 point for giving the correct position of the team's FLAG and TAGZONE once positioned. With the final point for not firing or being fired upon. They had chance for a team chat before setting off 1 at a time to their start points. No team knew where the others started or which GRIDS their adversaries could camp in. |