| Hells Assault 2011 |
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Date: August 4, 2012 Time: Registration Opens at 8:00am, Game On at 10:00! Hell's Assault is an "Attack and Defend" format with a spin. Adjusted format offering even more intense battles. The original format has been revised, and the full game discription will be released shortly. Just know this.... it will be real nifty, AND there will be more prizes than ever!This event is growing and looks to be incredible! We have changed the format to flow a lot better this year, we have added to the air system for this event so air will not be a problem and we have made sure this event has more prizes than ever!! We want to make sure this is an event that players talk about for years to come!!! We have made every effort to bring in elements to this game like real live aerial attacks, Experienced Generals, and objective twists that will keep every player having the most fun.
Pre-Register HERE!
The Format
Reinsertions: -Every 10 minutes from your team deadbox. Flag Points: -Hells Assault is an attack and defend format, thus there are no points for holding any flags. The only objective is to capture (take control of) the flags. Objectives: -Hells Gate Hells Gate will be the defending team’s base with one single flag. The Defending team defends that flag and the attacking team attacks that flag. Attacking teams will need to capture and hold the Hells Gate flag for a 10 min period to “Take Control” of Hells Gate. -Reset Flag The reset flag will be located at the back center of the field, and is a flag for the defending team to capture. If the reset flag is ever pulled by the defending team, ALL the attacking players will be reset and must go back to their appropriate dead box. Attacking teams will re-enter the field at the next reinsertion. During a reset, the defending team will be allowed to stay on the field and in play. The reset Flag will have a 30 minute “Black Out” time after each pull. Special Props: -Tank The tank may be used by the defending team only. -Tank rules and restrictions The tank may ONLY be used during 6 pre-scheduled 10 minute “windows” set up before the start of the game. Each scheduled tank window will coincide with an insertion period, e.g. fourth insertion, seventh insertion, etc. It is the responsibility of the defending team to know when the tank will be inserting, and to have it ready to insert on time. If the tank is not ready at the scheduled insertion, the defending team forfeits the use of the tank during that window. Tanks may be eliminated by rockets, bombs from the ultra lights, and by designated “anti-tank” players. There will be 6 designated “Anti Tank” players, identified by “Anti Tank” Vests. To eliminate the tank, they must use “Anti Tank” paintballs supplied by DE, and hit a specific target area on the tank. The tank will be eliminated by any direct impact from a flower bomb dropped by an Aerial assault. “Near Impact” drops will not count as a tank elimination. Rocket hits will eliminate the tank only if they hit the target area and are observed by a referee. All players are to stay a MINIMUM of 5 ft away from the tank at all times for safety. -Aerial attacks The Aerial attacks will be a tool for only the attacking teams to use. For this event “Aerial attacks” will be flower bombs dropped by Ultra Light planes. A kill will be assessed to any player within a 5 ft radius of any flower bomb impact. Eliminations will be assessed by the referees. The Ultra Light planes will be available non-stop for as long as they can remain airborne. -Intel Box The Intel box is a metal box that will contain a schedule of all the Tank “Windows”. The intel box may not be moved or hidden by the defending team. The Intel box is an objective for the Attacking teams to retrieve, giving them crucial information on when the tank will be in use. The intel may only be removed from the box by a referee after it is returned to one of the attacking team bases. FLAGS There will be only 2 flags in play for this game. The Hells Gate flag and the Reset Flag.
The Intel Box will be the only “Objective” type item in play for this event
FIELD RULES -Masks and barrel plugs are required! -Chrono limit = 285 fps. -Special Weapons: Grenades = any size splatter counts as an elimination. Rocket launchers = 10 ft kill zone. A Ref must see the rocket hit. Rockets cannot be fired directly at a person. If a Rocket hits a person, the shooter of the rocket will be eliminated. Nothing may be placed on the playing field before the start of the game. -Cheating of any kind, including wiping = Ejection from the event with no refund! -The referees are free to make any sportsmanship calls, or issue penalties, as they see fit. (Examples of actions that would warrant penalties include: overshooting, arguing with referees, unsportsmanlike conduct, playing on, taunting other players, dead players talking, etc.) -All media personnel must be cleared by the team BEFORE the day of the event. They will be given apparel to designate them as media and are NOT to talk to players on the field, alive or dead, or act as referees in any way. -Only members of the Desert Edge staff are allowed behind the areas restricted by caution tape. Restricted areas include registration, food, chrono, air station, team trailer, etc. -No profanity! This is a family event, so anyone who can’t control their language will be asked to leave/removed by a referee.
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