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Foam in the Fort IV

September 22nd

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#1 Ambience 327

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Posted 25 August 2012 - 06:42 PM

When:

Saturday, September 22nd, 2012
10:00 am until we are beat (probably around 5:00-6:00 pm)

Please try to arrive a bit early (~9:45) so that the first round can start promptly at 10:00 am.



Where:

Glenwood Park Elementary School in Fort Wayne, IN

Posted Image

This is simply an awesome location for a war! As you can see in the above image, there are lots of trees to use for cover, but spread out enough to allow for lots of room to maneuver. There are also two different playground areas that might also be usable for CTF or other objective games - I don't have any shots of them yet though.



What to bring:

- A Primary (more than one is a good idea - in case you have breakage!)

- Darts (#6 slugs or stock ammo only) (If you are making or buying slugs, they should be made using the guidelines provided by Ryan201821.)

EDIT: Since the attendance for this war looks to be a bit smaller than last time, I am going to try something. Darts that weigh roughly the same as a #6 slug and still maintain a felt tip will be accepted for use provided you allow me to inspect them for safety and let me test fire them on you and have you return the favor. Keep the weight in mind though - I don't want slingshot weighted darts popping up please.

Please do not count on these darts as your sole source though - if they are deemed unsafe for any reason, you will not be allowed to use them. Think of this more as a way to war-test darts that you have already tested a bit at home for safety and practicality.


- Eye protection - anyone under 18 MUST wear it. 18+ at your discretion, though it is still strongly recommended and at your own risk.

- Lunch / Money - There are lots of fast food places within a 10 minute drive. You are of course welcome to bring a bag lunch and eat on the field during the lunch break.

- Water

- Proper clothing - Dress for the weather. Also, don't be a moron and show up in camo unless it is neon pink or something.

- Any and all missle/rocket/ball shooting weapons you might have access to. You might find they come in handy during some of the game-types, and they are always useful for breaking shields.

- Melee weapons and shields will be permitted - see below...



What not to bring:

- Dangerous blasters/darts/etc - i.e. no metal spikes, wooden "gunblades", etc. Blasters will be banned if they are deemed unsafe for any reason, including firing way too hard. No blanket bans will be imposed, but it is unlikely that your singled Titan will be used unless it is fairly underpowered. (No, "I will only pump it X times" will not be acceptable!)

- Blasters or other gear that could be mistaken for actual weapons (i.e. black-painted blasters, silver "knives", etc.). These should definitely be left at home.

- Participants under 13 years old are welcome, but MUST be accompanied by a parent or a responsible adult (18+) who will assume full responsibility for the youngling's actions, attitude and safety. I will only assume responsibility for younglings that I personally bring. NO EXCEPTIONS.



Miscellaneous Information:

- We don't do "barrel tapping". Don't shoot someone from five feet away with your high-powered primary though. If you have a melee weapon, use that. If you have a weaker side-arm, use that.

- Beyond that, we do allow you a "mercy shot" if you are very close - fire your primary into the ground near the feet of your target and tell them they are "out". (Judgement and the honor system are needed here.)

- If you act like a 3-year-old, we'll send you home like a 3-year-old.

- Please clean up after yourselves - a trash bag will be provided, and everyone is expected to participate in dart-sweeps.

- Please note that there are no restrooms at the war site. Go before you get there, and go during lunch. You have been warned!

- Please keep the loud outbursts and swearing to a minimum - we will be playing in a schoolyard with nearby residential areas and don't need any residents or passers-by to have reason to complain about us.

- We will break for lunch some time around 12:00 or a bit later, probably for 30-45 minutes.

- I have not set up a specific game schedule. Gametypes will be determined mainly by popular opinion - but we will likely be playing mostly objective-type games (CTF, Sieze the Balls, etc). Meatgrinder will most likely be used as the first round and the post-lunch round - it is just a great way to get warmed up! I have the gear for the following objective games:

Sieze the Balls
Capture the Flag
Team Powerball
Defend the Core
Infection
Melee-only rounds

(Details for these gametypes can be found later in this thread.)



Melee & Shield Rules

Melee weapons will be allowed, though they should conform to a few basic rules.

- No metal should be used in the construction of the Melee weapon.

- All striking surfaces should be covered with a sufficiently thick layer of foam.

- Unmodified, store-bought plastic toy lightsabers will be permitted without regard to the above two rules. Lightsabers are cool. Bonus points if you use them with batteries for that lovely hum & glow. :) (Polycarb-bladed "Force FX" sabers are not included in this - those blades are HARD!)

- Anything I deem ridiculous or dangerous will not be allowed.

- Melee weapons can be used for blocking darts just like shields (see below) - but only if they are in your hand. If your Melee weapon is holstered, a hit on it counts just like a gun hit.



You'll be limited on the maximum size of your shield depending on what blaster you're wielding. This will be the standard ruling for most gametypes. Here is the breakdown. (Your most powerful blaster is what counts here.)

Melee Only = 3 sq/ft
[The largest blocking face of the Melee weapon(s) counts as part of the maximum shield area.]

One Single shot pistol, ranges < 50' - 2 sq/ft

Anything else, ranges <50' - 1 sq/ft

Blasters shooting over 50' will not be allowed to use a shield.

Shields may be used to deflect darts - hits on shields do not count as long as the shield is in your hand, strapped to a blaster that is in your hand, or strapped to your forearm. A shield strapped/slung anywhere else will not block hits - it will count the same as a gun hit.

Balls, missiles, rockets, etc. (basically any ammo larger than a Mega dart) may not be blocked by shields or Melee weapons - a hit on a shield or Melee weapon with ammo of this type will count as a normal hit.

Shields can be made from whatever, cardboard should be reinforced with duct tape. Shields that do not meet the specifications for Melee weapons may not be used as such. (i.e. Don't go whacking people with a large wooden shield!) Shields that are deemd unsafe for any reason will be disallowed.



Attendees:
Ambience 327 (host) + Guests
DarkMatter
DragonSnipe +1
Phoenix66+Guests
ck32+2-4?

Possibilities:
cheerios
MrPzowned +1
Demon Lord

Edited by Ambience 327, 10 September 2012 - 09:11 PM.

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Foam in the Fort IV
The fourth exciting Nerf War in Fort Wayne, IN.

#2 MrPzowned

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Posted 25 August 2012 - 09:48 PM

Me+1 maybe
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17:54 Noodle Yes what he did was stupid
17:54 Noodle but it's a plastic toy
17:54 Gears BUT IT COULD'VE BEEN MY PLASTIC TOY

#3 Ambience 327

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Posted 29 August 2012 - 02:12 PM

GAMETYPE RULES AND VARIATIONS

These will be explained in detail as needed at the war, but for any of you who may be interested in the rules for the various gametypes we will probably be playing, here they are. (Other Than Strategic Assault, I did not create any of these game types, though some of them may have been subtly altered from incarnations found at other sources.) All of these rules are subject to change at the whim of the hosts and the players present - we will do whatever we feel makes for the most fun and exciting rounds! (Respawn count-times are especially variable - they may be made longer or shorter depending on the pace we want to set for the games.)

If anything is unclear - please feel free to ask questions. If anything is wrong - well, I'll just take my ball and go home! (Just kidding of course - point out my egregous errors so that I may bow to your obviously superior knowledge of Nerf!)


Format

Teams: The number of teams required/allowed by the game type

Setup: How the field is set up, where teams start, and any special areas or equipment that will be used for the game type.

Respawn: How many "lives" each player has, and how they go about returning to active play.

Objectives: The goals which the teams work towards. This may be the same or different for each team.

Special Rules: Any unusual rules specific to this game type.

Variants: Any specialised variant rules for a game type which change the objectives, setup, etc. These may or may not be used, in part or in whole.



Meatgrinder

Teams: 2 or more

Setup: Teams begin play at their designated "spawn point" (1 per team), which should be spread out evenly around the play area. Nothing else is needed.

Respawn: Unlimited, 15-count at designated "spawn point"

Objectives: Have fun and get warmed up for future rounds. (There is no true objective in Meat Grinder.)

Special Rules: None



Capture the Flag

Teams: 2

Setup: Each team is given a "base" where their flag is kept, as well as one or more designated "spawn points" (which should be at least 20-30 yards away from their "base" locations). Players begin play in their "base".

Respawn: Unlimited, 15-count at designated "spawn point"

Objectives: Take your opponent's flag from their base and return it to your base without being tagged. The first team to return the enemy's flag to their base wins.

Special Rules: If a player is carrying the flag and they are hit, they must drop the flag where they were hit before heading for their "spawn point". A player form either team may then pick up the flag. If a player from the owning team picks up the flag, they must attempt to return it to their base as quickly as practical, (No running around in the backfield with your own flag.)

Variants: It may be declared that both flags must be at your base in order to win. In this case, players are always required to move any flag they are carrying towards their base as quickly as practical. It may also be declared that a player carrying the flag may not use their blaster while carrying it. (Melee weapons may be used as normal.) It is also possible that the flag may be a melee weapon, and the only melee weapon allowed in the game.



Sieze the Balls

Teams: 2 or more (generally at least 3)

Setup: Each team is given a "base" location consisting of a bucket filled with a number of balls (3 or more), as well as a designated "spawn point" (which should be at least 20-30 yards behind their "base" locations). Players start at their designated "spawn point".

Respawn: Unlimited, 15-count at designated "spawn point"

Objectives: Take balls from your opponent's buckets and return them to your own bucket. The team with the most balls in their bucket when the time is up wins. Balls not in buckets when time is called do not count towards any team.

Special Rules: A player may only carry a single ball at any given time. If a player is hit while carrying a ball, they must drop the ball where they were hit before returning to their "spawn point".



Team Powerball
(Adapted from multiple sources.)

Teams: 2

Setup: Each team is given a "base" location consisting of 3 buckets spread out 20-40 yards apart, roughly parallel to the opposing team's buckets. (The center bucket on each side should be a bit further back than two outside buckets.) Each team is also given a designated "spawn point" which whould be 20-30 yards behind the "base" location. Finally, each team is given 8 balls of their team color (red or blue, or similarly contrasting colors) and 4 white balls (the "Powerballs"). These are placed at the team's designated "spawn point" at the start of the game.

Respawn: Unlimited, 15-count at designated "spawn point".

Objectives: Take your balls to your opponent's "base" and get them into one of their buckets. Any balls in a team's buckets when the time is called score points for the opposing team. The two outside buckets are worth 1 point each, the center bucket is worth 3 points. A "Powerball" in a bucket is worth double the normal points (so 2 or 6). Balls not in a bucket when time is called are worth no points. The team with the most points wins.

Special Rules: A player may only carry one ball at a time, and they may only carry balls of their team's color or "Powerballs". No player may intentionally touch, pick up, block or otherwise disturb a ball of the opposing team's color at any time. When a player is hit while carrying a ball, they must drop that ball where they were shot before returning to their "spawn point". (The ball may not be dropped into a bucket after a player has been hit.) Any player may touch, pick up, carry, block, etc. a "Powerball" at any time, except that you may not attempt to strip a "Powerball" from the hands of another player. Once a ball, whether it be a normal ball or a "Powerball", has been placed in a bucket, it may not be removed by either team.

Variants: One player per team may be designated a "Goalkeeper". The "Goalkeeper" is armed with either a melee weapon or a single shot blaster that shoots less than 50 feet (but not both). The "Goalkeeper" must remain on his team's side of the field (i.e. may not cross the "center line"). The "Goalkeeper" is invulnerable - i.e. he may not be eliminated by either shooting or melee hits. (Optional - the "Goalkeeper" may be "stunned" for a 5-count by shooting and/or melee hits - which means he cannot move or shoot/swing melee.) Unlike other players, the "Goalkeeper" may touch the opposing team's balls - but only to attempt to block a thrown ball or to quickly throw a ball back towards the opposing team's side. (The "Goalkeeper" may not hold an opposing team's ball for more than a 3-count before he must throw it away, and all throws must be directed toward the opposing team's side - no throwing it behind your own team's buckets.)



Defend the Core

Teams: 2

Setup: Each team is given a "base" location with a "core" - a large container with a receptacle for darts/arrows/missles/nerf balls/etc to be fired into. Each team is also given a designated "spawn point" which should be 20-30 yards behind their "core".

Respawn: Unlimited, 15-count

Objectives: Put as many darts/arrows/missiles/balls/etc into the opposing team's "core" as possible within the time limit. Each "hit" on the core - i.e each dart or other projectile put into the "core" - counts as 1 point. The team with the most points when time is called wins.

Special Rules: None

Variants: Scoring can be adjusted by allowing larger projectiles, which are generally shorter ranged/less accurate/otherwise harder to get into the core, to be worth more points. For example - all arrows/missles/nerf balls could be worth 5 points. There could also be 1 or more "bombs" placed in the middle of the playing field. (i.e. a colored ball - a player carrying it may not shoot/melee, and must drop it immediately if hit.) The ball may not be thrown, it may only be dropped into the "core" when the carrier can touch the "core" with both hands. These bombs could be worth additional points - i.e. 5 or even 10.



Infection

Teams: 1 or more "Zombies" (each armed with a single melee weapon only), everyone else is a "Human" (each armed with whatever weapons are allowed). Zombies should be designated by wearing a clearly visible loop of flagging tape around their neck/head/arm/etc.

(For games with 10 or more players, starting with 2-3 "Zombies" can keep the game from getting off to a slow start)

Setup: The "Humans" scatter throughout the playing area, while the "Zombies" remain in the center of the playing area at a designated "Zombie Spawn" location. (The "Zombie Spawn" location should have an ample supply of melee weapons and flagging tape.)

Respawn: When a "Human" is tagged out by a "Zombie", they are "Infected" and turned into a "Zombie". The new "Zombie" must go to the "Zombie Spawn" location and drop all weapons they are carrying and arm themselves with a single melee weapon instead. They must also acquire a flagging tape loop as described above.

When a "Zombie" is tagged out by a "Human", they should sit/kneel down and begin a 15-count. During this time the "Zombie" may not move or attack. When the 15-count is reached, they may become active again.

Objectives: The "Humans" must try to survive until time is called. The "Zombies" must try to "Infect" as many humans as possible. The only winners are the surviving "Humans" when time is called.

Special Rules: None

Variants: If, during their 15-count, a "Human" gently taps a "Zombie" with a melee weapon, the "Zombie" must stop their count and move to the "Zombie Spawn" location. Once there, they may resume their count. Once they reach 15, they may become active again. It may be declared that some/all "Zombies" may only walk. (i.e. only starting "Zombies" may run, or only non-starting "Zombies" may run, etc.)
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Foam in the Fort IV
The fourth exciting Nerf War in Fort Wayne, IN.

#4 Phoenix66

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Posted 30 August 2012 - 08:24 AM

Like I said over on the revolution, I will be there. Along with my Dad and Brother. Possibly some guests.
See you guys there.
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The more the merrier (except if you're a 10 year old with a foam sword. In which case - the fewer the better)


#5 Demon Lord

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Posted 02 September 2012 - 03:23 PM

I'm not committing to being there or not being there, given my history of trying to attend these wars something will pop up at the last minute to stop me from going. If I show up it'll be wonderful, if not no surprise.
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QUOTE(VACC @ Mar 7 2011, 09:03 AM) View Post

Don't worry so much about what other people will allow. Throw your own wars and kick your friends' asses until they all want one.

#6 Ambience 327

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Posted 03 September 2012 - 03:43 PM

Why do I get the feeling that the chances of you showing up are somewhat higher for having said that...? :lol:

Edited by Ambience 327, 03 September 2012 - 03:45 PM.

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Foam in the Fort IV
The fourth exciting Nerf War in Fort Wayne, IN.

#7 Ambience 327

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Posted 10 September 2012 - 09:11 PM

Important update:

Since the attendance for this war looks to be a bit smaller than last time, I am going to try something. Darts that weigh roughly the same as a #6 slug and still maintain a felt tip will be accepted for use provided you allow me to inspect them for safety and let me test fire them on you and have you return the favor. Keep the weight in mind though - I don't want slingshot weighted darts popping up please.

Please do not count on these darts as your sole source though - if they are deemed unsafe for any reason, you will not be allowed to use them. Think of this more as a way to war-test darts that you have already tested a bit at home for safety and practicality.
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Foam in the Fort IV
The fourth exciting Nerf War in Fort Wayne, IN.

#8 Phoenix66

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Posted 21 September 2012 - 04:51 PM

We will see you guys on the field tomorrow.
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The more the merrier (except if you're a 10 year old with a foam sword. In which case - the fewer the better)


#9 Ambience 327

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Posted 21 September 2012 - 08:48 PM

Just an FYI - we are still a go unless there is lightning or pouring rain.
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Foam in the Fort IV
The fourth exciting Nerf War in Fort Wayne, IN.

#10 Ambience 327

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Posted 22 September 2012 - 10:28 PM

Great war, in spite of the weather and the army of...shall we say..."adoring fans". I couldn't help feel bad turning all those little guys away, but they were WAY younger than I was comfortable with allowing for walk-ons, and we really weren't equipped to deal with them.

Sorry about that guys - that place has NEVER been busy like that, what with the picnic and all, before. Of course, my previous wars all took place in between school years - something to keep in mind for next year.

The older guys who did play with us were pretty cool though. And the rounds we got in between the rain showers and the mini-hailstorm were all quite fun. I loved carpe as always, despite having only 1 ball in my team's bucket at the end.

It was great seeing all the returning faces, and meeting some new folks (like DM's sister*, Phoenix's dad & cousin, etc), and it was definitely great having Ryan, Wes and DarkMatter present, continuing the tradition of all of us rocking out at Foam in the Fort. You guys are officially disallowed from ever missing one. EVER.


* P.S. - long live the Queen and victor of the melee-only "Highlander" round. Her tactic of blending into the environment in her bright pink jacket, and sneaking up to back-stab the "winner" of the round when he thought he had slain all opposition was clearly superior, and in no way instigated by the war host or anyone affiliated with the war in any manner at all. No sir. Not a bit. :lol:
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Foam in the Fort IV
The fourth exciting Nerf War in Fort Wayne, IN.


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