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 CAMP BLANDING EVENT

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Headshot
O-6 Colonel
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Posts : 353
Join date : 2010-02-14
Age : 39
Location : Tampa FL

PostSubject: CAMP BLANDING EVENT   Fri Aug 13, 2010 5:03 am



BLUE, DEUCE, and DRAXXUS
PRESENTS
BLANDING CONQUEST
February 19/20, 2011


2 Days - 2 Different Games
Saturday
Sunday
Ultimate
“Town Attack & Defend”
Western Wars based
“Hybrid Scenario”

PAINTBALL IS MY PASSION!
IS IT YOURS?
P.I.M.P.


THE GAME:
Players will be shooting ONLY DXS Custom ECOFILL Military Paintballs at this event.

Saturday
The southern version of “CASTLE CONQUEST”, the Longest Running and Largest “Attack & Defend” Game in paintball, traditionally played at EMR Paintball Park in New Milford, PA. This game has always been defined as “Pure Paintball Insanity” at its finest.

Blue and Deuce are recreating this game, in a brand new format, using the infamous Blanding MOUT (Military Operations on Urban Terrain) Training Site for a true “Town Attack & Defend”. The odds of Attackers versus Defenders will be 3 to 1. The Attackers will reinsert from the woods and the Defenders will reinsert from within the town.

There are numerous Objective “Props” for the Attackers to retrieve throughout the town. The “Props” will be located both inside and outside the buildings, within the town borders. Some examples of the “Props” are a Bus, Truck, Computer, Ale Keg, Safe, and a Key to the city.

The Attackers must recover all of the “Props”, return them to their insertion point, and turn them in within 6 hours to “Win” the game. If the Attackers are not successful, the Defenders will be declared the winners.

PLEASE NOTE: We are still looking for an individual or team to lead the Defenders against Bill “Duncan” Dunlap, who will be leading the Attackers. If you are interested, please contact “Blue” at BLUE@EMRPaintball.com.

If the “BLANDING CONQUEST” is over within 3 hours, there will be a one-hour break, new Defenders picked, and a second “Town Attack & Defend” game will be held. Any Player wishing to be a Defender for the second game should report to the Stage immediately after the first game to be counted and taped up.

Saturday Evening
After the “BLANDING CONQUEST” game on Saturday, there will be open play pick-up games run until dark.

Sunday
A “Hybrid Scenario” based on an EMR favorite game, “WESTERN WARS” that pits the SOLDIERS AND SETTLERS against the NATIVE WARRIORS. This game will encompass the entire town and the surrounding woods of the Blanding MOUT. There will be multiple flag stations located within the town, throughout the surrounding woods and in the drainage ditch that will be checked every half hour for points.

There will also be various props, scattered throughout the play area that will be worth points if returned to the command post. Missions will be issued every half hour to the commanders that, if completed, will be worth points.

We are still looking for Commanders for both sides and if interested, contact BLUE at BLUE@EMRPaintball.com .


THE TOWN:
Blanding MOUT Training Site is a is a “FULL-SIZE” Town, complete with a multitude of 1-4 story buildings constructed of concrete block with doorways, windows, and stairways. The Town features 16 different building complexes bordered by a large drainage ditch and woods.




THE TEAMS:
This game will be capped at 900 PLAYERS ONLY, pitting 225 Defenders against 675 Attackers on Saturday for the ATTACK and DEFEND and 450 Soldiers and Settlers against 450 Native
Warriors on Sunday for the WESTERN WARS game.

Saturday DEFENDERS
The “Guaranteed” 125 Defender’s Slots for Saturday’s Game will be assigned to the first 125 players to Pre-register as a Defender. Anyone that wishes to defend is encouraged to get their Pre-Registration in early to be sure to obtain a Defender Slot. Defender Slots are filled months in advance of the “CASTLE CONQUEST” at EMR and we expect the same for this game, so don’t delay!

Once the 125 Defender Slots are filled, additional players requesting a Defender Slot will be added to a “Standby List”. For every 40 players that attend over 500 players, another 10 defenders will be added to the defense from the “Standby List”.

Team DELTA along with various individuals including Dale Ford of the The Ford Report and his teammates on The South Beach Pimps are already signed up and ready to take on the 3 to 1 odds.
Any Defender that has not checked in and registered by 10:00 am on Saturday morning will be dropped from the Defenders list and replaced with someone from the “Standby List”.

PLEASE NOTE: We are still looking for an individual or team to lead the Defenders against Bill “Duncan” Dunlap, who will be leading the Attackers. If you are interested, please contact “Blue” at BLUE@EMRPaintball.com.

Saturday ATTACKERS
The Attackers for Saturday’s Game are being led by Scenario Game producer Bill “DUNCAN” Dunlap.

Sunday SOLDIERS AND SETTLERS: Looking for a commander for this side that will start to the left of the town.

Sunday NATIVE WARRIORS: Bill “CHIEF DUNCAN” Dunlap will be leading the NATIVE WARRIORS in their fight to drive the Settlers and Soldiers from their land.


REGISTRATION:
This game will be capped at 900 PLAYERS ONLY, No Exceptions!

Dates

Because of the huge expense and planning involved in producing this event, Pre-Registration will end one month before the Event (1/14/11)

TO REGISTER ON-LINE with a CREDIT CARD via PAYPAL, Click Here: http://www.bluescrewtv.com/Blanding/blandingreg.html

TO REGISTER BY MAIL with a CHECK or MONEY ORDER, Click Here and Print out a form and mail with payment: http://www.bluescrewtv.com/Blanding/blandingreg.html

Age Requirements
MINIMUM AGE required to play in the “BLANDING CONQUEST” is 10 years old.

Players 10 & 11 year olds MUST have an adult of 18 years of age or older playing with them.

We recommend that no-one under 16 plays as a Defender, due to the intense close up fighting within the city walls.

ALL players under 18 years old must have a Liability Waiver/Medical Release completely filled out and signed by a parent to play.


PRICING:
Because of the Increased Clean-Up Costs, Increased Staffing Costs, Increased Paintball Costs and Preparation Time at this venue, there will be a considerable difference in cost between “Pre-Paid” Entry & Paint and “Walk-On” Entry & Paint to help with planning. Teams and Players may Pre-Register and Purchase Paintballs at the same time or separately any time up until the Pre-Reg Deadline date of 1/14/11.

Weekend Entry
Includes Saturday’s “BLANDING CONQUEST”, Saturday’s “Open Play” until Dark, and Sunday’s “HYBRID GAME”. Entry also includes weekend camping.

Pre-Paid Entry ( Before 1/14/11 )
$50
Walk On Entry ( After 1/14/11 )
$70

Paintballs
Players will be shooting ONLY DXS Custom ECOFILL Military Paintballs at this event. To get the Quantity Discount for 25 or more cases, all cases must be purchased at one time on one purchase.

1 Case, 2000 Balls ( Before 1/14/11 ) [ 1 -24 Cases ]
$65
1 Case, 2000 Balls ( Before 1/14/11 ) [ 25+ Cases ]
$60
1 Case, 2000 Balls ( After 1/14/11 )
$75

Compressed Air / CO2
Bottles will be tagged and inspected when Air is paid for. NO bottles may be used that are past inspection date for hydro test.

UNLIMITED Compressed Air
$20 per bottle
UNLIMITED CO2
$20 per bottle


LODGING:
Players are welcome to arrive anytime starting Friday at 12:00 Noon 2/18/11 and stay through Sunday afternoon until 5:00 pm 2/20/11.

On Site
Camping is FREE onsite, however is very primitive. There is no water or electric hookups or bathrooms. Campers that run generators past 11:00 pm MUST designate so on the registration and will be set up in a designated area.

. No alcohol consumption or open fires are allowed onsite at Blanding. Gas and charcoal grills are permitted.

There will be Porta-Johns located throughout the site.

PLEASE NOTE: Any Teams or Groups of Players that would like to Rent their own Porta-John for the weekend will be able to do so closer to the event date. A contact number will be supplied here. You should bring your own padlock if you wish to lock it.

Off Site
There is a Campground located within 1/2 mile of the Site Entrance:

Mike Roess Gold Head Branch State Park
6239 State Road 21
Keystone Heights, FL 32656
(352) 473-4701

The following Motels/Hotels are all within 20 minutes of the Site Entrance:

Best Western Starke
Days Inn
Econo Lodge
Red Carpet Inn
1290 North Temple Avenue
1101 North Temple Avenue
880 North Temple Avenue
744 North Temple Avenue
Starke, FL
Starke, FL
Starke, FL
Starke, FL
(904) 964-6744
(904) 964-7600
(904) 964-7357
(904) 964-5590

Military Housing
For Military or Retired Military players, housing is available at the Camp Blanding Transient Housing (About 22 miles from the MOUT site). Active and Retired Military members of the National Guard and Military Reserves, and their dependents may rent single rooms, or family lakefront cabins that sleep eight or more. For more information, call (904) 682-3381


FOOD: There will be a Food Vendor onsite throughout the event (to be announced later)

Players may bring their own food and beverages as well as charcoal and gas grills.


PRIZES:
There will be prize drawings worth $1000’s approximately 15 Minutes after the end of the “HYBRID GAME” on Sunday. The Prizes are being donated from the “BLANDING CONQUEST” Vendors and Sponsors. All “BLANDING CONQUEST” ID Tags will be numbered and winning numbers will be picked from those numbers.


VENDORS:
BLUE’S CREW, PROCAPS, V-FORCE

Contact BLUE@EMRPaintball.com if interested in Vending at this Venue.


REFFING / STAFF:
The Ref Staff will consist of a variety of well trained refs that will be organized and managed by EMR’s Head Ref ”AJ” Allen.

The Game and Staff will be run by Christopher “DEUCE” Hanse, insuring only the highest caliber of reffing, game organization, and safe experience for all players.


TANKS:
Tanks will be allowed

· ALL Tank owners MUST provide proof of “Liability Insurance” covering themselves, Endless Mountain Recreation, INC., Michael Hanse, Christopher Hanse, Susie Hanse, and Blue’s Crew LLC.
· Proof of “Liability Insurance” MUST be provided 10 days before the Event.
· ALL Tanks must provide their own walking Ref to insure Player Safety and call “Nerf Hits”.
· NO Tank may exceed 5 MPH anywhere on Camp Blanding



EVENT SCHEDULE:
Friday:
12:00 Noon Gates open for Campers and Players.
3:00 PM Opens for Registration and Paint Sales: Chrono put out for Self Chrono
5:00 PM Compressed Air & CO2 Stations Open
10:00 PM Registration Closes
Compressed Air & CO2 Stations Close
11:00 PM Gate Closes and Locked

Saturday:
6:00 AM Gate Opens
8:00 AM OPEN FOR BUSINESS
· Pre-Reg, Registration, Chronos, Compressed Air Station, CO2 Station, Paint Sales,.
8:05 AM Chrono and Arm Banding for Defenders start at Defender Insertion Point
9:55 AM Chrono Closes for Safety Orientation and Game Rules.
10:00 AM Safety Orientation and Game Rules Given for Attackers at Stage.
10:15 AM Safety Orientation for Defenders Given at Defender Insertion.
11:00 AM “BLANDING CONQUEST” BEGINS

If the Town is Conquered within 3 Hours, there will be a one hour “Stand Down” and then a second “Town Attack & Defend” game will be run.

5:00 PM “BLANDING CONQUEST” ENDS.
5:05 PM Open Play begins.
8:00 PM Compressed Air/CO2 closes
12:00 PM Gate Closes

Sunday:
7:00 AM Gate Opens
OPEN FOR BUSINESS
· Pre-Reg, Registration, Chronos, Compressed Air Station, CO2 Station, Paint Sales,.
8:25 AM Chrono Closes for Safety Orientation and Game Rules.
8:30 AM Safety Orientation and Game Rules Given for Attackers at Stage.
9:00 AM “HYBRID SCENARIO” Game Begins.
3:00 PM “HYBRID SCENARIO” Game Ends.
3:15 PM Prize Giveaways at Stage.
6:00 PM Gate Closes



MOUT RULES:
Remember Players - This is a Military Government Facility and we are under their jurisdiction!

· 15 MPH while on base.
· Keep Windows up at all times.
· DO NOT argue with Staff, Referees, or MPs. You will be escorted off of the property.
· Report all UXOs (Unexploded Ordinance) to the event staff immediately. Do NOT TOUCH UXOs!
· No Illegal Drugs.
· No Firearms.
· No Alcohol.
· No Pets.
· No Personal Fill Stations.
· No Blocking or Holding Doors Closed on any buildings.
· No Climbing through any Windows or use to enter or exit a building.
· No Climbing anyplace on the facility, including rafters. Feet must remain on the floors or ground.
· No Cleats- they do not work on concrete, especially when wet with paint or water.


SPECIAL RULES:
· NO SMOKE IS ALLOWED FOR USE BY PLAYERS.
o The Play Area is too confined and smoke has caused medical problems for some players in the past.
· No “Dead Man Walks” are allowed in this game.
· No “Barrel Tags” are allowed in this game.
· No “Assassins” allowed to be used on other team.
· Paintball “Splatter” does not count as a hit. All calls by Refs final.


EQUIPMENT RULES:
· ONLY Semi-Auto and Pump Markers are allowed.
o NO full-auto, turbo, or multi-round burst modes permitted.
· NO equipment is allowed that fires a Projectile, Grenade, or Balloon directly at players.
· Mortars can be used that shoot ONLY paintballs.
o Mortars must be fired at a 45 degree angle or higher and with a Ref present.
· NO Law Rockets or Hand Cannons allowed that can fire more than one paintball at a time directly at a player.
o Law Rockets that shoot Nerf rockets may be used only against tanks.
o Law Rockets will not count against buildings or structures.
· NO Paintball Grenades are allowed.
· NO SMOKE IS ALLOWED FOR USE BY PLAYERS.
o The Play Area is too confined and smoke has caused medical problems for some players in the past.


GAME TIMETABLE:
The BLANDING CONQUEST will start promptly at 11:00 am on Saturday morning. Chronoing and issuing armbands for the DEFENDERS will start at 8:00 am inside the town at their reinsertion point. Upon being chronoed, ID tags will be punched by a ref and both Arms will be marked with Colored Duct Tape. Only Defenders wear Colored Duct Tape. Attackers will not be marked. Player’s will be randomly Chronoed throughout the game at their dead zones and by roving Chrono Cops while playing. Any Defender that has not checked in and registered by 10:00 am will be dropped off the defenders list and replaced from the Standby list. All of the Defenders need to be in their insertion area; taped, chronoed and ready to play by 10:00 am. The safety briefing for all defenders will begin at 10:15 am inside the Castle. Chronoing for the ATTACKERS will be held at the designated Chrono Range, location to be announced, starting at 8:00 am. All Attackers must be Chronoed by a referee at the chrono station to enter the game. The Safety Briefing and Game Rules will be covered at 10:00 am at the stage and the game will start at 11:00 am sharp.


SATURDAY’S “BLANDING CONQUEST” TOWN ATTACK & DEFEND GAME RULES:

“BLANDING CONQUEST”
WILL BE ONE OF THE MOST EXCITING, INTENSE, ADRENALINE PUMPING PAINTBALL
EVENT YOU WILL EVER EXPERIENCE.

REMEMBER THAT THE OTHER GUY IS EXPERIENCING THE SAME INTENSE RUSH THAT YOU ARE
PLAY HARD! PLAY FAIR! PLAY SAFE! KEEP COOL! HAVE FUN!

Listen to the Refs as they make the calls, NOT the players.
Be courteous to your fellow players and make this Event a blast.

PAINTBALL IS MY PASSION! IS IT YOUR? P.I.M.P.

BLANDING CONQUEST Attack and Defend will start promptly at 11:00 am Saturday morning and end at 5:00 pm Saturday Evening. Attackers will Chrono their markers at the designated Chrono Station and the Defenders will Chrono their markers at their Insertion Area. Upon Chronoing, your ID card will be punched to show that you have chronoed. Roving Chrono Refs will be checking speeds all during the event. Chrono Speed for this event is 285 FPS. The safety speech for the Attackers will be held at the Stage and for the Defenders at their insertion.

The game will be held on the entire Blanding Training Site and surrounding woods. There are multiple objectives throughout the town both inside and outside the buildings that the attackers must retrieve and present to the insertion referee at the attackers insertion point to win the game within 6 hours. The objectives include but are not limited to the: BUS, ALE KEG, COMPUTER, SAFE, TRUCK, KEY to the CITY, and EMR’S COAT of ARMS. If the game is completed in less than 3 hours, there will be a one hour standdown and then a new BLANDING CONQUEST game run until dark. Any players wanting to defend the second game should report immediately to the stage after the first game.

The attackers will start and reinsert into the game through their reinsertion point in the woods to the left of the Town. Attackers will be able to reinsert at these points at designated times to be announced. The defenders start the game within the borders of the town and reinsert from their insertion zone by Building #3 at designated times to be announced. Defenders that are in play may leave their insertion area and proceed to anyplace within the town borders up to the drainage ditch.

PLAYERS CANNOT MOVE: barricades, boards, wooden structures, barrels, spools, or inflatable bunkers. Shutters and doors may not be closed or partially closed to make better cover. Windows that are closed and marked cannot be opened. No entrance may be blocked in any way. PLAYERS CANNOT: climb trees, ladders, or walls or into windows above the ground or drop through windows below the ground. Steps are provided with hand-rails and they are the only allowable way to enter a building. THERE IS ZERO TOLERANCE FOR: Explosives, Fireworks, Knives, Tools, Alcohol Use, or Drug Use during the game. NO SMOKE grenades are allowed to be used by any players. The firing of Cannons and LAWS must be coordinated with a referee and can only be used as artillery and must be fired at a 45-degree angle: No direct fire. Paint grenades are not allowed. Dead Man Walks and Barrel Tags are not allowed in this game.

A Player is marked out if a paintball hits any part of his body or equipment and breaks. SPLATTER DOES NOT COUNT, no matter how much there is from paintballs, subject to a Refs Call. When hit, immediately yell OUT, put your Barrel Cover on your Barrel, raise your barrel in the air, and quickly make your way off the field. If you need help, call for a Ref.

NO PHYSICAL CONTACT AT ALL OR THE PLAYER WILL BE EJECTED FROM THE PREMISES AND POSSIBLY CHARGED WITH ASSAULT! NO BLIND FIRING!! ONLY DRAXXUS CUSTOM ECOFILL Military Paintballs ARE ALLOWED! ANY PLAYERS CAUGHT WITH OFF FIELD PAINT WILL BE EJECTED IMMEDIATELY FROM THE GAME!

THREE PUNCHES ON YOUR I.D. TAG AND YOU ARE OUT OF THE GAME AND PRIZE DRAWING. Your wristband will be taken as well as your I.D. Tag. Punches will be given for Unsportsmanlike Conduct, Shooting a marker over 285 fps, overshooting, acting in an unsafe manner or endangering others, blind shooting, and intentionally shooting a ref. A player will receive two punches if he removes his mask, attempts to remove his mask, or attempts to lift his mask. We take safety and fair play very seriously. Make this a great game for all involved and be safe and courteous to all.

PAINTBALL IS MY PASSION! IS IT YOURS? P.I.M.P.


SUNDAY’S WESTERN WARS “HYBRID SCENARIO” GAME RULES:

Arm Bands:
All Players must wear their team’s color tape on at least one upper arm in plain sight. It cannot be covered by clothes or any other covering.
Artillery:
Each Team will be allowed to have two Artillery Pieces (LAWS) that fire Nerf Rockets and those Artillery pieces may only be use against War Wagons (Tanks).
Barters:
Only Two BARTERS can be used at one time and must be traded for at the Trading Post with WRANGLER WYRM for Bars of gold. Time to use Barter is 30 minutes from start time from entry point. Any Gold Bars not used may be turned in at the store at the end of the game for 10 points each. A Barter/Mission Ref must go along when the Barter(s) is used to make it official.
Dynamite
Trade for 1 Bar of Gold-Can be used to blow up the occupants within 20 feet of any Flag Station. Dynamite must be thrown to hit within 10 feet of the Flag Stations outer wall to be effective. It cannot be thrown over the walls or it is cancelled. Only one throw per Dynamite Charge and Barter Ref must be present.
Whiskey Jug
Trade for 2 Bars of Gold-Can be used to clear out all occupants of any objective that are within 20 feet of the flag station by rendering them unconscious to be eliminated. Must be within 100 feet of objective and given to the Barter Ref to clear the objective.
Gun Runners
Trade for 1 Bar of Gold-Can be used to send any squad of maximum of 10 Gun Runners (picked from own forces) to insert any place on the playing field with the Barter Ref. Gun Runners can insert no closer than 50 feet from any outpost or FORT WORR or opposing Players. Gun Runners can be used in conjunction with Dynamite or Whiskey Jug.
Caches:
There are several caches with needed gold bars inside scattered around the field that at certain times can be retrieved and turned in at the Trading Post for Points. A key with directions to where they are hidden will be given to the commander throughout the day. The Caches must be retrieved and removed from the field within 45 minutes and are worth 50 points each. Caches must be returned to the commander along with the chain, lock, and key and then turned into the Trading Post for points and bars of gold within 60 minutes of receiving the cache retrieval orders. Any players messing with, breaking, or taking a hidden cache without a key, will cost their side 50 points.
Command Posts:
Both command posts will be located off the field by their insertion points where they will be set up under a tent and where they will receive their missions.
Flag Stations:
There will be numerous Flag Stations located on the playing field that will be checked every 30 Minutes on the ¼ Hour and the ¾ Hour and the points will be given to the team whose color is showing on the flag pole.
Gold Bars:
Each Commander will be given (15) Bars of Gold at the beginning of the game to be used for Barter for Dynamite, Gun Runners, or Whiskey. Other Gold Bars may be recovered in caches throughout the game if retrieved in allotted time.
Healers:
Both Teams will have healer(s) on their side that can heal any wounded players, except for a head shot with 20 Healing Necklaces. A player may only be healed once during any insertion. The Healer will place a necklace over the hopper of the wounded to heal him. When hit out after being healed, players need to return to their insertion point and return the healing necklace to their commander’s table so it can be used again. No Healer can go out on the field as a healer unless he has at least 10 healing necklaces with him and wears white arm band tape. Commanders can send out a maximum of healers at a time. Necklaces may be turned in at the store at the end of the game for 10 points each.
ID Tags:
It is against the rules for a player to use an ID tag from the opposing team for anything regarding the game. If an ID Tag is found by anyone, it should immediately be turned into the Trading Post.
Insertions:
Insertions will be every 10 minutes with a 3 minute window. All insertions will enter from their team’s Command Post. Opposing Players cannot come within 150’ of the opposing side’s insertion point. If inserting players cannot get out of that 150’ radius within two insertions, the opposing players will be backed up another 150 feet.
Missions:
Missions will be given to each commander every 30 minutes on the ½ hour and the full hour. Each mission will be given a set amount of time to complete and be worth a set amount of points.
Pods:
There will be numerous pods scattered throughout the frontier before the game both Saturday and Sunday that hold either Soldiers and Settlers or Native Warriors. These pods must be turned in to the trading post to get points. If either team turns in a pod that contains their fighters within, they are worth 10 points per fighter. If they turn in a pod with the opposing fighters inside, they are considered prisoners and are worth 20 points per fighter.
Radios:
Players may use radios on the field anytime they are a live player. Players cannot use radios when out or off the field.
Teams:
The RED TEAM will insert from the far right of the TOWN in the Woods and the YELLOW TEAM will insert from the Woods to the left of the TOWN.
Special Rules:
No Dead Man Walks or variations of it! If you encounter another player that sees you with your gun pointed down, you must either raise it or call yourself out. Counting Coup does count! (Barrel Tags) Must have barrel on marker to count and barrel must be at least 4”.
War Wagons:
All War Wagons (Tanks) must have a ref supplied by the War Wagon crew that walks beside the tank to insure safety and to call it out when hit by a Nerf Rocket. Tanks cannot exceed 5 MPH and must stay on mowed areas, paths, or roads. All War Wagons must present Liability Insurance covering BLUE’S CREW LLC, Michael R. Hanse, Susie A. Hanse, and Christopher M. Hanse.




Last edited by Headshot on Fri Aug 13, 2010 5:21 am; edited 1 time in total
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PostSubject: Re: CAMP BLANDING EVENT   Fri Aug 13, 2010 5:20 am

Here is the Deal,

This is one of the biggest events on the east coast, let alone Florida. If you are serious about going you need to sign up ASAP! I would say sign up before November 1st. Mafia Wars and War Games will be a maybe depending on how many of you want to go to this event. Here is why:

Entry - $50.00
Paint - $65.00 per case (recommend at least 3, thats $195.00)
Air - $20.00
Total - $265.00 (Recommended you bring about $100 - $250 cash for an emergency)

So between Now and Feb 18 you should try to put away $20 per week and that will give you $500 - Because of the Mafia Wars aftermath, I recommend that everyone be responsible for their own way. If you want to help someone then don't expect to get it back. We are all adults.

Keep in mind this is in the Jacksonville Fl Area, you will need to get there and back so plan accordingly.

Camping on site will be just like Mafia Wars, so its First come First Serve and its free.

Each person should bring 3.5 days of food and water for them selves plus I will bring Dogs and Burgers for 3 days for everyone to share. NO ALCOHOL!!!!

I will be Bring a Command Tent plus my Tent I used at Mafia Wars. The Command Tent Has 4 Rooms and a Lobby. My other tent can be used for someone that needs a tent or can be for Gear and food Storage only.

If you have any Questions Please call/Text me @ 813-447-1237


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Join date : 2010-02-14
Age : 39
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PostSubject: Re: CAMP BLANDING EVENT   Sat Aug 21, 2010 12:40 am

Okay guys, Blanding is a green light mission. We will be signing up on next Friday. It will be $50 try, $20 air pass, $65 per case of paint. Please respond to me by Thursday if you are going to attend. Currently I have 3 confirmed people going. Art, Boris and myself.


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Age : 41
Location : Tampa, FL

PostSubject: Re: CAMP BLANDING EVENT   Tue Aug 24, 2010 12:35 am

YEA BOYYYYYY!!!!!


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E-8 Master Sergeant


Posts : 8
Join date : 2010-08-24

PostSubject: Re: CAMP BLANDING EVENT   Tue Aug 24, 2010 6:41 pm

I am deff in Blanding is too amazing to pass up. I am working on getting some more participation.



LMS
Last Man Standing
Boris..
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PostSubject: Re: CAMP BLANDING EVENT   Wed Aug 25, 2010 11:32 pm

Guys We will speek offline about an official Team name Change. It was brought to my attention that others are not as dedicated or willing to spare time to this sport. Going foward we will only allow commited players to brand themselves with our name and logo.



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PostSubject: Re: CAMP BLANDING EVENT   Thu Aug 26, 2010 3:18 am

Guys, All the Cabins are booked. Looks like we will be Camping in Tents!


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PostSubject: Re: CAMP BLANDING EVENT   Fri Aug 27, 2010 3:39 am

click here to sign up for Blanding

Please Fill out the form like below so we can all be assigned to the same team.




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PostSubject: Re: CAMP BLANDING EVENT   Fri Aug 27, 2010 3:43 am

Just Do your $50.00 Fee now, We can buy the Paint anytime before the 1/14/11 Deadline. If more people are coming we should buy all paint at once to get the largest discount.

Recommend that each person get at least 2 cases.


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PostSubject: Re: CAMP BLANDING EVENT   Fri Aug 27, 2010 11:54 pm

At the Top of the Form please enter your own info......in the comments at the bottom you need to just say your apart of Silent Strike Tactical Paintball


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PostSubject: Re: CAMP BLANDING EVENT   Fri Aug 27, 2010 11:55 pm

Im In!!!!!!!

Receipt ID: 4429-5229-6233-1060
An email with your order summary has been sent to silentstrikepaintball@gmail.com
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DEUCE@EMRPaintball.com

Thank you for Pre-Registering!

Your confirmation number is 2011118 and your Prereg Form has been received.

Please print this screen for your records and bring to the field when you check in. THIS IS YOUR CONFIRMATION OF PREREGISTERING! All concerns with registration must be addressed via e-mail at blue@emrpaintball.com as it is handled at the office via internet and not at the field. DO NOT CALL THE FIELD with INQUIRIES CONCERNING YOUR PREREGISTRATION! Thank-You.


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PostSubject: Re: CAMP BLANDING EVENT   Tue Aug 31, 2010 12:20 pm

Looking forward to this. Well need to practice cqb and urban combat, more specifically structure defense and maybe even room to room.Headshot can you make us a bang house? :-)
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PostSubject: Re: CAMP BLANDING EVENT   Thu Sep 02, 2010 2:12 pm

Ha I wish i had the time and resources to do that. Maybe we can get some practice at Gator this weekend. Also they have posted Mafia Wars II and we might be attending that event. As of now i know Spark, Chaos, Rabbit, Headshot and some locals (Tim Leggett, Nick Coppley, Jason Miller) Want to attend. I sure that once LMS reads this post he may jump in on it to. It is the week before turkey day.

But back to the bang house, maybe i will work on it in call work!!!!!, But seriously, I will see if there are any fields that have something we can use or maybe we can find an abandon bldg that we can dry run through. Maybe.


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PostSubject: Re: CAMP BLANDING EVENT   Mon Sep 13, 2010 10:43 pm

Guess orbitals castle will have to do


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PostSubject: Re: CAMP BLANDING EVENT   Sun Sep 19, 2010 12:48 am



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PostSubject: Re: CAMP BLANDING EVENT   Mon Sep 20, 2010 11:03 pm

Looks like herb will be going and james is thinking about it as well
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PostSubject: Re: CAMP BLANDING EVENT   Tue Sep 21, 2010 1:53 am

Thats good news. So at least 4 maybe 5. Do i need to purchase another tent?


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PostSubject: Re: CAMP BLANDING EVENT   Fri Sep 24, 2010 9:12 am

lets find out who else has a tent. I got squat for camping.
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PostSubject: Re: CAMP BLANDING EVENT   Fri Sep 24, 2010 6:20 pm

Well Art has one and i have my 2. The Small one and the Larger one that will be here soon. The large one has 4 bedrooms and one large living area. Made for 12-16 people but i think the 4 of us will be just fine in it.









Each Room can fit a full size air mattress


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