When: Nov 3, 2012 starting 10 AM
Where: Yorkville, same location as cat 2&3
County Highway 1 (W Fox Rd.)
Ammo: Expect to see a mix of rubber dome darts, BANS, putty-wrap darts, and stock ammo (especially taggers, I have a healthy stash). I also have a fairly large collection of balls/rockets/arrows, which I'll distribute on the field before the game starts. Marshmallows might be allowed, depending on how George feels about diabetic racoons. Since all of the homemade darts are somewhat experimental, you're not expected to bring your own. But, if you do, you win extra cool points.
If you have slugs, bring them anyways, and plan not to use them. Contingency plans are good.
Blasters: I may or may not have a way to measure blaster power at the war, but don't expect to use conspicuously powerful homemades or big-blasts and their ilk. I consider a well made +bow with a long barrel to be conspicuously powerful, but in most cases that's fixable by swapping in a shorter barrel.
That said, since putty-wrap darts are so remarkably well padded, and sometimes hopper well in overpowered blasters, I might make exceptions and mark overpowered blasters for putty-wrap darts only. This is partly dependent on how many putty-wrap darts are present at the war. And don't count on bringing putty wrap darts and an overpowered blaster to give you a range advantage--you'll do better with a lower powered blaster and rubber dome darts.
1. Eye protection covering your eyes from all angles is required. Normal eyeglasses usually fail to adequately protect from the sides. If you aren't wearing eye protection, you aren't playing.
2. A hit is defined as some legal projectile, fired from a player that is "alive" and wearing eye protection, strikes a player or a player's blaster.
3. Melee weapons can be used to block darts, but not large ammo. Anything larger than a tagger dart is large ammo.
4. Shields are allowed on a case-by-case basis, and only with the specific weapon that I approve it to be used with. Most melee/shield combos will be approved, few blaster/shield combos will be approved. Like swords, shields cannot block large ammo.
5. Darts must be fired from a blaster of some sort (I'm pretty flexible on the definition of "blaster" here--blowguns are fine) to be considered legal projectiles, but large ammo can be thrown.
6. When hit, players must acknowledge the hit (a wave or verbal acknowledgement works here), and promptly return to the respawn point. Players may pick up ammo if it's on the way back, but are expected to make a reasonable effort not to obstruct players on either team.
6a. There may be an "express" respawn point placed closer to the objective for players using stock ammo.
7. No deathmatch.
Defend the Core
Ryan and I have hosted a few wars in the past, and even when we're well prepared (we're usually not), it's too much for us to take care of without creating downtime for everyone else. So, we're trying to split the responsibilities as much as possible.
Dart Czar 1: KaneTheMediocre
Dart Czar 2: msinickers
Dart Czar 3:
Mobstacle Czar 1: Ryan McNumbers
Mobstacle Czar 2:
Real Estate Czar: Cheerios
Food Czar: Cheerios
Flagging tape / Teams Czar:
5-9 Naper Villains
This post has been edited by KaneTheMediocre: 25 October 2012 - 12:28 PM