This Social Series was played out on the (Sadly now subdivided) Tactics Paintball fields in Bethels Beach, Auckland New Zealand it was set up to:
· Provide new Players with an opportunity to play with regular players in a less competitive environment
· Give more Tactical variation on “Capture the Flag”
· Add “Color” to the Games through the use of Props and characters.
The Tactics Paintball fields, Bethels Beach was a very large area consisting of New Zealand Native scrub on either side of a ridge. The top of the ridge formed the Staging and safe area’s. The playing area was divided into 5 “Provinces” These provinces were to be fought over by the two opposing “Sides”, the Bethels Revolutionary Army (BRA) and the Army of the Republic of Bethels (ARB).
Initially two sides were envisioned the BRA and the ARB. Each side was headed up by this general Sides were made up of existing teams and walk ons. Teams were attached to one particular side. As time went on the number of teams sometimes expanded and contracted with the available pool of Generals
Each side had a general. The role of the was to direct play on the day and act as the spokes person for her/his side during the strategic phase of play.
It was planned for established teams to join in and for teams to emerge as players began to identify with one side or another. These teams would further be used to provide the basis for Command and control within Each Scenario.
Duration: 1 month on the 1st Saturday of the Month
Initiative: This would be decided for the next meet at the end of the days play. Initiative would be given to the side who won the last battle. In case of a draw the UN Representative (The field operator) would toss a coin.
The side with initiative may then either:
· Invade a province with which they have a common border or
· surrender initiative to another side.
If the side with initiative decides to invade then the invading side must declare:
· Which province they are invading from and
· Which province they are invading
· These provinces must have a common border.
This choice decided the Axis of play for the day with the invading player always starting from the common boundary.
The date for the next event would be set and the UN (Field operator and Marshals would have one month to draft the next scenario rules until the next field turn.
See:
Operation Purge
Operation Jugular