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 n00bfest East Coast Extravaganza! (Updated 5/24/2011) 
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One-Eyed Elder, Senior Admin
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
Hobo Joe wrote:
coach, did you get your plane tickets yet?


No, I'm getting them on Thursday, October 6th.

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Fri Sep 30, 2011 5:18 pm
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
ok, cool. I will meet you in vent so we can setup the flight.

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Sat Oct 01, 2011 11:52 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
is anyone of you hoes coming on this is packing an air pump for mattresses?

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Wed Oct 05, 2011 5:01 pm
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
snuggle wrote:
is anyone of you hoes coming on this is packing an air pump for mattresses?


I have a battery powered one. My girlfriend bought it -- I'm not sure if she used my money or hers, though... so I don't know who it belongs to. If it's mine, I can send it with Strange.

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Wed Oct 05, 2011 5:18 pm
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
And I have one as well.

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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
The following is the newest email from Gen. Iron Man



----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
OK guys. Read carefully.

Lot’s of info here for both Sat and Sunday.

As things progress, I am sure we will get the majority of the walk ons for
the game. This makes it that much more important to reach out to the guys
that are signing up now with an email.

Find out who they are with, how many in their group and their capabilities.
Walk on will naturally merge with these seasoned players. Your job is to
have 3-5 “groups” you can count on in your units to call on if needed.

Do wait, start e mailing now.



_____

From: Andrew Ferguson [mailto:fergusonaw@charter.net]
Sent: Thursday, October 06, 2011 10:18 PM
To: 'A Covey'; 'Al Downs'; 'Larry'; zen6013@gmail.com
Cc: 'Billy Ford'; 'Lee Ann Ferguson'
Subject: Generals brief



OK gents, here is your basic general’s brief. The reason it has been delayed
up to this point is two reasons. One, other than updated rules on heavy
weapons and AT, no significant rule changes have occurred since last year.
The second is that Greenman and company have been building things on the
field like mad, and I wanted to make sure they were ready. There are some
minor administrative changes for players, such as the following-

1. Entry of players onto the field will be through the netted dead
zones by each entry point (DZ 8 Warsaw, DZ 4 NATO). The reason we have
changed this is that we were having quite a problem with players gathering
up at the Entry point and taking eye protection off, while other players
would basically straddle the entry point and fight from there. We eliminated
this problem, as well as consolidating your mass of troops into a central
location, by eliminating the entry point as a dead zone. They were redundant
in any case. There will be a giant net crossing the field between Bravo and
Rex and part of Sim to safety the spectator area as well.

2. Any player who wants to play in the night game will absolutely have
to attend the night time safety brief. As if it wasn’t bad enough that some
players failed to chrono for the night game, it seems we have a significant
number who decide to enter the game whenever they want without attending the
brief, which drives the generals to distraction. If the guys want to play
they have to hear the brief, and you should know who is playing. There will
be a spot on the players ID card for safety brief attendance. They also need
to be chronoed, which is an additional punch for paintball, and CQB velocity
weapons only listing for airsoft. Night play means no full auto- semi
automatic only.

3. There are designated parking areas for each side’s tanks. The single
yard above Rex is not big enough for both sides, and for their merit, the
tankers said it would be fairer if they were separated. Seems that sitting
together they could hear the command traffic from the generals, so they
wanted to eliminate the possibility of cheating. Tankers are good people,
but sometimes they get other players hanging out with them. That said, they
also get their own entry points. Warsaw’s primary tank entry will be on the
road beside DZ 8 (the old player entry point) and the NATO tank entry point
will be Route 9 (the road behind Sim City) and above Route 8 (the infantry
entry point). I really want to keep the tanks separate from the infantry as
much as I can, and forcing them to enter beside tanks on the same road can’t
end well. Alternate tank entry points will be Route 4 by Ken’s house for
NATO (below Limburg) and the top of the powerlines by Meiningen for Warsaw

4. And finally, after last year’s complete failure of the “respawn
trees” we are adopting the Boss Company Respawn Tower Rules (below) for
Special Forces and Spetznaz. They need to meet their ref for early game
entry by 0900 Saturday at their side’s entry point. If they are not there by
0900 the ref will leave. It is very important to be punctual- no “we have
one more guy coming” business. They will be briefed and escorted by a ref
into their hides. The two refs will coordinate to make sure the two Specops
teams don’t run into each other upon insertion. Once inserted they must find
a position and hide by 0930 when the field is open for all players to enter.
Any Specops troop who did not make the 0900 cutoff must enter the field with
the regular troops, although upon game start they may operate as SF/Spez and
have the rights and privileges thereof. The cards for Specops will be issued
by the ref at the 0900 brief. Late troops must get them from their side’s
commander.



Special Operations Mobile Respond Tower Rules for Fulda Gap 2011

* Special Operations Mobile Respond Tower must be taken on field by
Special Operations at 0900 to be able to re-insert Special Operation troops
only during Saturday Day game and Sunday. They cannot be used during the
night game. SF/Spez must have ID card to use tower, which is received from
ref at 0900 brief at the entry point, or from general after 0930. Cards are
transferrable to other players during the course of the event in dead zones
only.

* SO Mobile Respawn Towers are the only other re-insert locations
for SpecOps troops except for designated dead zones. Remember, NATO Special
Forces can always use DZ 2 regardless of base conditions, and Soviet Spez
can always use DZ 7 regardless of base conditions. This applies to both
Saturday and Sunday play. Card carrying SpecOps troops are the only players
that have this ability. Each unauthorized use of SO Mobile Respawn Towers or
SpecOps DZs by unauthorized players is a 10 point penalty for each
infraction. The refs will be looking at cards.

* Respond towers can be located near a base or building that is
controlled by that team, or left in a hidden position in the woods.

* If used in a base, the flag of the base has to match the one on
the tower i.e. team must have control of base. If the side loses control of
the base while the Special Operations Mobile Respond Tower is in it, it
cannot be used again until the base is retaken. It can be moved by 2 live
SpecOps players out of the base.

* The tower must be placed firmly on ground to activate the
re-insert for troops. They can be placed inside of buildings for greater
protection ( however, if in a building, then troops have to enter building
prior to re-inserting and touch flag- no tagging the building alone)

* In order for SpecOps troops to re-insert, they must touch one of
the tag plates on the tower with their SpecOps ID card, remove barrel bag
(paintball), then are immediately in play.

* If SpecOps troops are hit immediately after touching the plate,
then they are fully eliminated, and must return to a designated dead zone.
Standing there tagging the flag and immediately getting shot over and over
again is silly (and painful). Go to a dead zone!

* Eliminated SpecOps troops can not hang around, loiter, or camp a
tower that is mobile, being moved, or not set and wait to be re-inserted (if
the ref waves you on you must leave to re-insert at your dead zone)

* The SO Mobile Respawn Towers cannot be touched, moved, hidden, or
otherwise molested by anyone other than that side’s in-play Special
Operations Forces, however SO Mobile Respawn Towers can be camped by live
enemy troops (the only DZ that can be camped). Enemy troops may stand next
to tower, but may not touch it in any way. Object lesson- lose your mobile
respawn- pay dearly to take it back.

* If SO Mobile Respawn Tower is moved, it must be carried by 2
in-play SpecOps troops at all times, and cannot be moved by tanks or
eliminated troops. If one or both SpecOps troops are eliminated while moving
the tower then they must leave the tower in place and go to a designated
dead zone. Mobile Respawns cannot be removed from field, but can be secured
in the side’s dead zone for safekeeping.

* SO Mobile Respawn Towers can be destroyed by satchel charges, air
strikes, and nukes. If destroyed by satchel charge or airstrike the SO
Mobile Respawn Tower must be removed from active part of field and
reactivated by the side’s Purple Shirt (Zonal Head) Referee at their side’s
entry point. Eliminated troops cannot carry tower back to re-insert point or
any where else except off the field at the end of the day!

* If a SO Mobile Respawn Tower is nuked, or caught in the blast
radius of a nuke, the tower is out of play for the rest of the day.

* Regardless of final resting place or disposition of SO Mobile
Respawn Tower it must be retrieved and brought to stage at end of day’s play
or all SpecOps mission points are voided for the day.

Seems complicated, but it really isn’t. Carry your mobile respawn. Keep it
where everyone knows where it is except the enemy, don’t lose it, and bring
it back at the end of the day. It is about strategy on how to properly use
the Mobile Respawn. If used correctly it is of great benefit. If used
incorrectly it becomes a burden. Object lesson- pick your SpecOps commanders
well.



OK, now the nitty gritty. These rules haven’t changed for years, but I just
want to make sure everyone knows their limits-



1. Number of authorized Anti-Tank cards- 2 per registered tank. Cards
will be given to the generals Friday Night at the general’s brief by game
control. Game control does not issue cards- that would be terribly unfair to
you as you know who you want to be AT, not I. However, before you issue your
AT gunner his card please make sure the AT device has been inspected. We
will have an AT, HW, GL and tank inspection tent beside the tower above
Rex/Bravo (ref shack). It will be manned from 1000-1800 Friday and 0800-0900
Saturday. After that time all AT must be personally inspected by me at game
control. Further, all card carrying AT, HW and tankers must meet at the same
location at 0900 Saturday morning for their Tanker’s Safety Brief. It
doesn’t take long, but it sure helps when they don’t ask questions that
could adequately have been answered by reading the rules. They will receive
a card punch signifying they have attended the brief. If anyone is caught
using a launcher that is not inspected then that will be a 100 point
deduction and the launcher will be removed from the field. If someone uses
an AT launcher on a tank, but doesn’t have an AT card, their card is not
punched, or doesn’t claim the kill, then that is a 10 point penalty per
incident, and tank is not eliminated. AT cards can be transferrable between
players in dead zones or off field, but remember that the criteria for an AT
weapon is more strict than a grenade launcher.

2. The cool flip side of this is that I am lifting restrictions on the
numbers of Grenade launchers. You may field as may Nerf firing GL as you see
fit, however they must have been inspected and they can only be used to
eliminate diamond bunkers. This relieves some pressure off you in the event
you have given out all your AT cars but someone shows up late with a
launcher, plus it allows you a depth of spares.

3. In addition to the new restrictions of the Heavy Weapons Platforms,
there will a limit of 4 per side on the field at any time. That doesn’t mean
you can’t have more than 4, but you must keeps your spares off the field of
play. The refs are being trained in the AT, HW, GL and Tank rules
extensively this year. Please don’t allow it to become a problem.

4. I have no idea how many tanks will actually be there. It is sorta
maddening, and I have a general idea, but in all honesty don’t count on more
than 3 tanks per side. You could have as many as 6-8 per side. We will not
know for certain until Friday night.

5. You have one (1) airstrike each phase (1000-1300, 1300-1500,
1500-1700, 1 on Sunday for a total of four (4). They must follow the
airstrike rules in the game rules.

6. You are authorized one (1) chemical attack per phase (1000-1300,
1300-1500, 1500-1700, 1 on Sunday for a total of 4). The smoke will be
issued by game control on Friday night. I will not chase you down to give
you your smoke- send a runner if you have to. Smoke that completely fails to
ignite will not be counted against your totals; however please make sure a
ref gets the failed smoke to verify and exchange. BTW, unauthorized (too
many) chemical attacks will get you a 100 point penalty each time. Make sure
you have your smoke controlled. And don’t forget your mask.

7. You will have a total of 2 tactical nuclear weapons available on
Saturday (time launch windows- 1st- 1230-1430, 2nd- 1430-1600) and one on
Sunday (1100-1300). Miss your launch window- forfeit the nuke. We noticed
that nukes late in the game cause player confusion, as they think the game
is over. If you want your nuke to land please launch it in a timely manner
as it takes 30 minutes for the nuke to fly its course. There will be some
warning to the other side announced as FLASH TRAFFIC on the command radio.
My advice- pay attention as the target indicated gets more specific as the
missile makes its way to the target.

8. Launching the first nuke of the game is a 200 point penalty. It was
dropped from the previous 300 points in games past.

9. Dropping a nuke on your own territory (as defined by the power line
and start of game positions) is a 100 point penalty per incident. It
happens.

10. Airsoft will have a player brief at 0900 and game on at 1000,
regardless of troop positions. Get them to the brief at 0900. Get them on
the field immediately after the brief. Seriously.

11. Paintball will not have a brief, since the safety brief is part of the
registration process (I promise I will have a shorter video). The field is
open for entry at 0930. 30 minutes to get your troops into position is not a
problem. My advice- give your pep talk before 0900. Don’t waste time, and
let your unit commanders handle their troops.

12. You will have a ref stationed with you at all times. We call this the
arbitrator ref, and they are a purple shirt. They will have direct
communication with game control at all times, which is your lifeline. Don’t
ditch your ref or you will truly be sorry. Generals are not worth points,
nor are there any general led missions. In fact there is no requirement that
the general be on the field at all. To help you out here I will make it a
rule that the general cannot be on the field until after the 1st hour of the
Saturday day game. It helps you get your game started without having to
worry about getting shot. Don’t abuse this- you can command strategically,
but don’t sit on the sidelines and radio tactical info to your troops (i.e.
there is a guy behind the blue bunker to your left crap).

13. Airdrop- your airborne forces need to be ready (holding the rope) for
their drop at 1145 and will meet outside their entry point. You will have to
designate a drop zone for them to me by 1130. A ref will escort them to
their drop zone anywhere on the field except for an enemy dead zone. They
will have to hold a length of rope as they proceed to the drop zone. They
cannot shoot, nor can they be shot (but they might…still they aren’t
eliminated). If they let go of the rope before the drop they are eliminated
and have to go to a DZ. Once on the drop zone the ref will start a 5 second
countdown upon which the airborne troops will release the rope, make their
weapons hot, and find a position of cover. At the end of the 5 second count
the paratroopers are in play. I have seen really successful drops, and I
have seen miserably unsuccessful drops. Think about what you are going to do
with these guys. You can drop them on your own positions for reinforcement
if you want to, cause combat drops behind enemy lines suck, even in
paintball.

14. The night game is simple- only 1/10 of your troops will show, and ½ of
those will drop out after the first hour. This is why the points are reduced
for the night game. If both generals agree, or if I determine it is
significantly skewed, then I will stop collecting points for the night game
after the first calculation. If any shenanigans happen, then I will stop it
completely. Remember there is a limit of 15 night vision devices per side,
but no limits on flashlights or spot lights.

15. The Sunday game is simple too. Regardless of what happened during the
Saturday game (nukes, etc) the field will be reset and all bases back in
play. However the starting positions are very different. NATO will be on the
offensive and will assume the bases of Limburg, Marburg, Bad Herzfeld, and
OP Romeo. Warsaw will start in Frankfurt, Fulda, Camp Lee, OP Alpha, and
East Germany. The dead zones, and dead zone rules, remain the same which
does allow for a beginning NATO advantage at certain points, but only
because they are compressed. This inevitably balances out very quickly. The
game starts at 0900 unless the generals request a delay (and often do) until
1000. The game will start with or without the generals at 1000.

16. You will notice when you get to the field both Frankfurt and Gotha are
enlarged. So enlarged they have 2 flag stations each. This means that a base
can be split on points. Think about that…

17. Finally, there always seems to be some questions about how to turn on
(or off) access to DZ 2 and DZ 7 for use by general (non-SpecOps) troops.
Read the map as the answers are there, but remember- NATO must control OP
Romeo or Bad Herzfeld to use DZ 2 by their troops (other than SF). Warsaw
must control Marburg to use DZ 7 (controlling Limburg is not enough) for use
by troops other than Spetznatz. Now, the math starts getting hazy if any of
those bases are nuked. Simply put, if both OP Romeo and Bad Herzfeld are
nuked, then DZ 2 is out of play except for use by the Special Forces. If
Marburg is nuked, then Warsaw must take Limburg to use DZ 7. If both are
nuked then DZ 7 is out of play except for use by the Spetznatz. Trust me
when I tell you that we will be keeping up with this, and this has been
developed through years of game play. It works, makes sense, but most
importantly is fair.



Now I was hoping to have a surprise for you, and it will be there but not
available for play, but the multistory tower in Sim is up. It is physically
imposing, but we cannot allow any players in it. The 2nd story is going up
in the main building in Sim, but it is under the same restriction. There are
a ton of inspections that must be done on it for certification for its
primary use (rappelling) so in any case it will be greatly restricted when
finished.

OK, according to the records NATO has won this game most often in airsoft,
and Warsaw has won more often in paintball. The game is balanced as long as
we have the correct player and tank ratios. Please endeavor to get your
folks registered ASAP.

I am sure there may be some questions, so be sure to “reply all” when you
ask so I don’t have to repeat it over and over.



Ferg


Mon Oct 10, 2011 12:10 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
Jesus, I'll read this in the morning, LOL! TMCRRN!

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Mon Oct 10, 2011 12:30 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
Hey, what is the absolute minimum time I can be there for the full thing (what dates and times?)


Mon Oct 10, 2011 9:47 am
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Raging Knight
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
If you want to miss out on hanging out with all of us and strictly just play paintball (which would be lame of you, but at least youd be getting out there) then you'd have to get there the morning of Saturday, November 5th before 9 AM. The game starts at 10, we have to be on the field at our AO at 9:30. The game ends Sunday the 6th at around 6 PM.


Mon Oct 10, 2011 10:43 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
Hmm, I might be able to take that Friday off. Just need to make sure I don't have any exams or labs anywhere NEAR that week.


Tue Oct 11, 2011 8:07 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
You have to be there at like 9 to attend the safety briefings. They stamp your card once you do. If you don't attend the briefing, you can't play.

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Tue Oct 11, 2011 11:52 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
Strange wrote:
You have to be there at like 9 to attend the safety briefings. They stamp your card once you do. If you don't attend the briefing, you can't play.


no glove, no love.

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Tue Oct 11, 2011 11:56 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
lmfao, youll get them paintball AIDS


Tue Oct 11, 2011 1:23 pm
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
My vest holds 2x tanks 7x pods.

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Sun Oct 16, 2011 11:30 pm
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Raging Knight
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
damn, thats not bad. I assume you'll be using a stock and a remote? I'll only be using the HPA tank on my gun, i dont have the right kind of pack to carry a spare tank with me. Its all good, my tank has about 900 shots on it. My pack carries 4 pods plus 3 that I can fit between the 4 main pod sleeves in spandex sleeves. Don't carry more pods of paint than your tank can shoot. Would be a waste of energy.

17 days left. Im stucking foked!


Sun Oct 16, 2011 11:39 pm
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
Nope, not using a remote so I can carry the two extra tanks. ;)

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Mon Oct 17, 2011 1:35 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
just read all of this omega... so long but it sounds pretty cool. So we can bring a bunch of nerf guns and use them as GL?

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Tue Oct 18, 2011 1:35 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
you have to have a specially made nerf launcher and you then have to register as a grenadier with the fulda gap people where theyll inspect it and then give you a card for it.

This is what im talking about. It shoots the little nerf footballs:

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Tue Oct 18, 2011 11:21 am
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
I'm just going to get a leaf blower and retro fit it with a spray line that feeds paint into the nozzle of the leaf blower and just blow paint all over everything.

That would be hilarious.

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Tue Oct 18, 2011 7:14 pm
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Post Re: n00bfest East Coast Extravaganza! (Updated 5/24/2011)
I just took my gun to a local paintball place to make sure everything was straight, and ended up finding a few people with to test the gun out with. For what little it was, I loved it, and now I'm super stoked for November now!

Now, how necessary is a second tank? And should I get a longer barrel? I tried a couple, but it didn't seem to be firing that differently, except maybe the balls went a little further?


Tue Oct 18, 2011 8:54 pm
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