The
battle action started Friday night as we invited all players
to participate in a little pre-game action. We set up
and played total elimination single hopper paintball until
it became completely dark.
The
Tournament began sharply at 10 AM Saturday morning.
Three teams were chosen based on the largest teams present,
becoming the core of the team.
Sabotage
arrived with about 16+ players and their ranks grew to a
total of 30 players
(Yellow Team)
Joint
Operations arrived from Miami arrived with approximately 17
players and its ranks swelled to 27 with Trespassers and Coalition
troops.
(Blue Team)
Closed
Caskets arrived with 14 players and was teamed with DKS to
total out at around 40 players.
(Red Team)
The
scenario called for the Texans to start standing under the
Texas flag in the center of the Alamo, At game
starting horn, the Texans could fan out to man the
walls of the Alamo, and the Two legions of Mexicans would
throw themselves against the the fortifications.
The
Texans goal was to keep the Flag Flying as long as
possible, scoring a point per minute for as long as it
flies.
The
Mexican Legions started North and South of the Alamo
respectively, with the teams rotating in and out of the
positions.
The
mission created a scenario where shock trooping the walls
was the method best used to overwhelm the Texans. The
intitial segments on Saturday showed some caution, and the
later segments total abandon with most games ending in under
10 Minutes.
Each
team played 3 times in the role of Texans, and 6 times in
the role of Mexicans.
At
the end 9 games, Sabotage was in the lead,
with Closed Caskets and Joint Ops close on their
heals.
Because
the games were so violently quick, the producer added
another long game to round out the daytime games. This
was a take and hold the objective, and was worth Ten points
to make it important enough for the heavily welted, and
tired to rise from their campgrounds.
RED
played a very smart game, allowing the Yellow and Blue
to beat themselves against each other, and then swooping in,
during the waning moments to decimate the remaining Blue
operators, who thought they had it made. Timing is
everything in a tactical scenario, and watches should be
worn or attached to your marker.
The
night game:
The
night game, based on the Alamo, found all three
teams labelled Texans, with the mission of Spiking the
Mexican Cannons.
The
Texans would need to eliminate the Mexican
sentries. Sieze the site, take a nitro charge
from the ammo box, and without jolting it, carry it
the 40 yards to the Mexican Cannons and gently emplace
it. A third of the Texans who carried a charge,
were not carefull enough with the charge, and exploded
themselves. Another third were elimanted by hostile
fire, as their team did not provide enough escort for their
engineer while he was forced to concentrate fully on his
task.
Red
Team successfully spiked two cannons for 10 points.
Yellow
successfully spiked one cannon for 5 points.
Blue
was robbed in the final moments, as a lost newbie blasted
the last blue player nearing the last cannon and within
seconds of the end of the game.
Sunday
Games
Sunday's
reinforcements arrived, and were assigned to teams
proportional to the team scores. All teams performed
well on Sunday. We found ourselves with a final
game with Sabotage and Joint Operations both close enough to
win. Closed caskets were out of the points race, and
found themselves in the position of king maker, as they
could not win, but did support the Blue Team Joint
Operations, and pressured Sabotage, giving Joint
Operations a win in their first appearance at
CampMilesPaintball.