THE SIEGE OF LENINGRAD
RULES & REGULATIONS
DOWNLOAD GAME RULES HERE:
www.abspaintball.com/pdf/LG-gamerules.pdfGAME PLAY
Ć REGENERATION & REINSERTION
There is a difference between Regeneration and Reinsertion. These are discussed below:
Regeneration
Eliminated players may regenerate at their Main Base (HQ) without having to leave the play area. Regeneration is instant once the player touches his HQ.
Reinsertion
If a player leaves the play area, he must reinsert from a distinct point. These points are shown on the game map. These points are:
Soviet: Through the netting north of Leningrad.
German: By the trail at the edge of Mt. Zhukov.
Regeneration when eliminated at HQ
If you are eliminated while inside your HQ, you must leave the play area and reinsert from your designated reinsertion point (see above).
Ć SPECIAL OPERATIONS
The following is a list of special items and operations assigned to each side.
ARTILLERY STRIKES: Each General will be allowed 2 artillery strikes during the game. These may be launched from any base that the team holds, but only have a range of 5 grids. To initiate an artillery strike, the General informs the Base Referee from what base it will originate and at what grid the strike will occur. THE SIDE LAUNCHING THE STRIKE MUST BE ACTIVELY HOLDING A BASE IN ORDER TO LAUNCH AN ARTILLERY STRIKE FROM IT. An artillery strike may eliminate both friendly and enemy troops as well as any structures within the target grid. Additional artillery strikes may be acquired by finding artillery ¡§shells¡¨ that may be found within the play area.
BOMBER STRIKES: Each General will be allowed 2 bombing raids during the game. To initiate a bombing raid, the General informs the Base Referee that he wishes to deploy a bombing raid and at what grid the bombers should strike. Bombers may strike any grid on the game map but take ten minutes to reach their target. A bombing run will eliminate EVERYONE within the designated grid as well as any structures.
RECON AIRCRAFT: Players can not be shot at or shoot from a flying recon plane. The only exception to this is another recon plane. This aircraft has enough fuel for 30 minutes of operation; it must then return to base and wait 10 minutes while it is refueled. It can carry 1 Pilot and 1 Passenger. Should a recon plane stay out longer than 30 minutes before returning to base to refuel, it will crash. A destroyed recon plane must return to base and wait 30 minutes while it is repaired before it may re-enter the game.
Ć ELIMINATING HITS
An ¡§eliminating hit¡¨ is defined as being hit by a paintball and it breaks open. If the paintball bounces off, you are NOT eliminated. This also applies to any equipment you are carrying (gun included). Splatter (the paintball breaks next to you and the paint ¡§splatters¡¨ on you) does not count as a elimination.
Ć PAINT CHECKS
There may be times when you are hit or hit another player and cannot see if the paintball has broken. Call out ¡§Paint Check!¡¨ and a referee will examine you or the opposing player and make the determination whether it is an elimination. Do not call a paint check on a player then advance on that player! You will be penalized. All players should continue play during a paint check unless the referee calls the players neutral.
During a game of this magnitude it is virtually impossible to have a referee at every conceivable location. Here, cooperation between players is key. Ask your buddy to check you. And, if you're hit, be an HONEST PLAYER! Walk and don't talk or advise players. Everyone should remember you're never off the field for more than a few minutes at a time. Play fair and walk as you would want the other player to walk should you have marked them.
Ć WIPING (AKA Cheating)
If you are caught wiping by a referee, you will be called out immediately! The referee will punch your card and you will be given a warning. A referee may also decide to follow you around for a while ¡V just to keep an eye on you. If you are caught wiping a second time, you will be ejected from the game with no refund.
Ć HELMET TAPE
Helmet Tape is to help all players identify who is playing on their team. Helmet Tape must be worn on the front or side of the helmet and must be visible at all times! No tucking your tape under your helmet and no changing of tape color on either side. If you find another players¡¦ colored tape on the ground, you may NOT use it!
Ć SURRENDER RULE
Under 10 feet in distance, all players should offer the surrender call. The receiving player also has the option to surrender or turn and attempt to shoot.
Surrender should not become a discussion between the 2 opposing players. Ask, "Take the Hit? Three, two, one," then pull the trigger if they have not responded by yelling "Hit," "dead man" or putting their marker high up in the air.
Ć BARREL TAG RULE
Barrel Tag is not an option. Once a player touches you with his barrel and says "barrel tag," you are eliminated. A barrel tag must be made on one player at a time, with the words "barrel tag" being said each time by the attacker. And YES, the barrel must be attached to the gun!
Ć PLUGS, SOCKS, AND WEAPONS AT HEADQUARTERS
Barrel plugs are not allowed anywhere on the premises. Barrel socks only! Any marker or launching system brought inside the HQ must have a barrel sock! NO EXCEPTIONS! Any player caught bringing a weapon inside the HQ without a Barrel Sock will be immediately ejected from the game and asked to leave the premises with no refund!
Ć RADIO ESPIONAGE
Players may monitor the opposing teams¡¦ communications at anytime during the game but may NOT jam nor transmit on the opposing teams channels. This is for safety purposes in the event an actual medical emergency occurs. German players may use any EVEN channel and Soviet players may use any ODD channel. The only exceptions are channels 1, 2, 3 and 4. These channels are reserved for Game Control and Field Management. Any player caught monitoring or jamming channels 1, 2, 3 or 4 will be ejected from the game immediately and asked to leave the field!
Ć MISSION CARDS
These are issued to the General by the Base Referee at random intervals. When issued, the Base Referee will write down the mission start time on the card. When the mission is over (whether completed successfully or not), the card should be brought back to the HQ where the Base Referee will sign the card and hold it until it is turned in at Game Control. Mission cards will be collected at the end of Phase 1 (lunch break) and Phase 2 (game over).
If an eliminated player is holding a Mission Card and he has teammates nearby who were on the same mission, he MAY hand the Mission Card to one of them so that they may attempt to complete the mission.
Ć SPECIAL CHARACTERS
The following is a list of Special Characters that may be assigned by each General.
MEDICS: If a player calls for a Medic, the Medic must reach the player within 60 seconds. The Medic must record the players name on their Bandage Card and wipe the paint from the player before the player is healed. A medic may only carry 1 bandage card at a time (even if only 1 slot remains!) When all slots are filled on the Medic¡¦s Bandage Card, he can turn it in for a new blank Bandage Card at his HQ. Medics may be armed. Medics can heal other medics (including enemy medics & troops). Medics CANNOT heal themselves and CANNOT heal head wounds.
DEMOLITIONS EXPERT: Only Demolitions Experts (DE¡¦s) may use Satchel Charges. DE¡¦s may pick up (and use) satchel charges dropped by enemy DE¡¦s. Satchel Charges may be thrown into structures (bunkers, buildings, etc) to destroy them. If a satchel charge is successfully delivered into a structure, all personnel within these structures are dead. Satchel Charges MUST enter through a window or door! They cannot be thrown over the tops of buildings!
ENGINEER: May rebuild structures that have been destroyed. Once an Engineer arrives at the site of the destroyed structure, he will show his Engineer card to the referee and will then be allowed to remove the tape from the structure.
NOTE: If your HQ is destroyed, you MAY NOT regenerate until it is rebuilt by an Engineer! You must reinsert until it is rebuilt!
EQUIPMENT
Ć MARKERS
All standard sixty-eight (.68) caliber markers meeting game management specifications will be allowed. All markers must chronograph under a speed of 280 FPS at all times with a maximum of 15 BPS.
There is absolutely no marker repair or work on paintball markers to be done in the public rest areas or anywhere there are people without goggles on (protective eyewear). All repairs should be done at the chronograph range or in your campsite with a barrel blocking device on your marker at all times.
Field Management reserves the right to disallow the use of any paintball marker or paintball launching system.
Ć GOGGLES
Unaltered, ASTM approved full-face shields and ear protection on all goggles. These must be worn at all times while in the play area!
Ć GRENADES
Any non-explosive type of paint grenade is allowed. Any grenade splatter will count as an elimination.
Ć GHILLIE SUITS
All ghillie suits must be inspected and approved by the game director prior to entering the field of play. If you are wearing a ghillie suit, all direct hits count as an elimination. There are no paint checks.
Ć ALLOWED EQUIPMENT
Canteens, flashlights, night scopes, infrared illuminators, thermal imagers, Q-beams, Alice packs, leaf-o-flauge, stocks, point sights, aim sights, squeegees, scopes, night vision equipment, CBs, radios - UHF or VHF, walkie-talkies, barrel rain covers, cold-burning smoke.
ƒÜ Bazooka¡¦s/ LAW Rockets
Have a 5 foot blast radius from point of initial contact and must be Chrono¡¦d at 230 FPS. Can only be used to take out bunkers and tanks.