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 OFFICIAL RED DAWN RULES

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admin-AirborneShar
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PostSubject: OFFICIAL RED DAWN RULES   Fri Jan 15, 2010 11:37 pm

RED DAWN
GAME SCENARIO AND RULES

WHEN? JAN 24, 10 AM
WHERE? FIREZONE
HOW MUCH? $9.99

UNIFORM

WOLVERINES - CIVILIAN MIXED WITH MILITARY (can wear militia style uniform)(20 PLAYERS MAX)
FREE AMERICA FORCES- ACU MARPAT, OD GREEN(25 PLAYERS MAX)
RUSSIAN PARATROOPERS AND SPENTNATZ-] WOODLAND, BLACK,TIGER(38 PLAYERS MAX)
PILOT-FLIGHT SUIT OR COVERALLS (1 PLAYER)
SPY-DRESSED AS WOLVERINE (1 PLAYER)
A RED KILL RAG. PLAYERS NOT POSSESING ONE WILL NOT BE ABLE TO PARTICIPATE. WE DONT WANT ANY CONFUSION REGARDING HITS. IF YOU STAY FOR THE NIGHT GAME BRING A RED KILL LIGHT ALSO.

RSVP IS NOW OPEN. RSVP YOURSELF ON THE RSVP THREAD AND MENTION WHAT FACTION YOU WANT TO PLAY.


GAME SCRIPT
WOLVERINES BEGIN THEIR ASSAULT FROM THE LZ AREA. THEY CAN LINK UP WITH FREE AMERICA FORCES OR WORK AS 2 SEPERATE UNITS, DEPENDING ON COMMAND DESCISIONS. THEY MUST MOVE WEST AND TRY TO TAKE OVER THE "HIGHSCHOOL" WHICH BY NOW IS SOVIET HQ. HOWERVER, ON THE WAY THEY NEED TO ELIMINATE AT LEAST 1 PILLBOX FOB (FORWARD OBSERVATION BASE) BY THROWING SMOKE INSIDE AND ROUTING THE TROOPS INSIDE OUT AND CAPTURING OR KILLING THEM. THERE IS FOB NORTH, FOB CENTRAL, AND FOB SOUTH, IMAGINE A SORT OF "MAJINO LINE" WHERE EACH PILLBOX IS HARD TO PENETRATE AND EACH PILLBOX GIVES COVER TO THE ONE NEXT TO EAT CREATING A 100% KILL ZONE IN BETWEEN THEM.
PILLBOXES HAVE PHONE COM BETWEEN THEM AND THE HQ. YOU ARE NOT ALLOWED TO TEMPER WITH THE LAND LINE.

SPY
THE RUSSIANS HAVE A SPY WORKING FOR THEM (DOUBLE AGENT) WITHIN THE WOLVERINES RANKS, HE IS WHAT WE CALL THE "SECRET PLAYER CARD" , WE WILL NOT TELL YOU WHO HE IS AND HE WILL BE EMBEDDED WITH THE WOLVERINES AND HE WILL GIVE INTEL TO HIS RUSSIAN HANDLERS ALL THE TIME THOUGH A UNIQUE WAY OF SIGNALS AND COMMUNICATIONS, BUT WE WILL LET YOU FIND THAT OUT YOURSELVES, UNTIL YOU GUYS CATCH HIM.
IF THE WOLVERINES MANAGE TO FIND OUT WHO THE SPY IS, A FIRING SQUAD WILL BE IMPLEMENTED AND HE WILL BE SHOT AT A RANGE OF 50 FEET.

PILOT
PILOT IS SHOT DOWN BEHIND ENEMY LINE (GRID AREA VICINITY C-16) AND MUST MAKE HIS WAY BACK TOWARDS WOLVERINES. IF HE GETS KILLED OR CAPTURED (15 MIN HOLD TIME) HE MUST GO BACK TO RED RESPAWN AND START OVER.
PILOT HAS VALUABLE INTEL REGARDING THE IDENTITY OF THE SPY. HE MAY NOT KNOW WHO THE SPY IS BUT WE WILL GIVE HIM SOME CLUES REGARDING THE IDENTITY.

FREE AMERICA FORCES
FREE AMERICA FORCES CAN OPERATE AS AN ORGANIC UNIT OR AS A PART OF THE TOTAL WOLVERINE ASSAULT.

PRISONERS-POW RULES
TO MAKE THE GAME INTERESTING, AND UNLIKE ANY OTHER GAMES WE HAVE PLAYED IN THE PAST, AND ALSO TO ENSURE 100% HONESTY IN RESPAWNING, ANYONE KILLED ON THE BATTLEFIELD IS A POW, WHICH MEANS THEY HAVE TO GO TO THE OPPOSITE PLAYERS PRISON CELL FOR RESPAWN. THEY DO NOT NEED TO BE ESCORTED AND AUTOMATICALLY WILL WALK THE ENEMY PRISON.(WOLVERINES WILL BE HELD AT MAIN HIGHSCHOOL=BUNKER HQ, RUSSIANS WILL BE HELD INSIDE THE OLD VC CARPET BASE=ARMORY). ONCE THERE ARE 8 PRISONERS IN THE "HOLDING CELL", ALL 8 CAN LEAVE. SO AT ANY GIVEN TIME THERE IS A CASULTY RATE OF APPROX 1/3 OF THE MAIN FORCE. ONCE A PRISONER LEAVES HIS CAPTURE HE MAY NOT SHOOT AND HE CANNOT BE SHOT BY HIS CAPTIVES, THEY MUST ALL LEAVE AS A GROUP, UNTIL THEY REACH THE "FRONT LINES" AND LINKS UP WITH THEIR UNIT. WHEN LEAVING THE POW CAMP THEY MUST ALSO WALK WITH THE RED KILL RAG ON UNTIL REACHING THEIR UNITS OR WITH THEIR HANDS UP.

SPAWN RULES-8 PRISONER QUOTA ON AN 8 PERSON RELEASE PROGRAM.
THERE IS NO SPAWN TIME (SEE PRISONER SECTION ABOVE), ONLY A 8 PERSON "REFILL" .ONCE THE PRISON FILLS WITH 8 PLAYER, ALL 8 MAY LEAVE . WHEN YOU GO BACK TO YOUR UNIT YOU MUST WEAR YOUR KILL RAG OR HAVE YOUR HANDS UP UNTIL YOU JOIN THEM. THEY CANNOT BE SHOT OR SHOOT AT WHILE RETREATING BACK TO THEIR UNIT, AND MUST WALK AS A GROUP AND MAY NOT SNOOP AROUND.


POW EXCHANGE

IN ADDITION, A NEGOTIATOR HOLDING A WHITE RAG MAY BE SENT AT ANY GIVEN TIME TO NEGOTIATE A PRISONER EXCHAGE IF A DEAL IS AGREED THAN THERE WILL BE A SHORT CEASE FIRE CALLED AND BOTH POW GROUPS WILL MEET INFRONT OF THE FOB CENTRAL FOR AN EXCHANGE. EACH GROUP OF PRISONERS WILL RETREAT TO THEIR PROSPECTIVE UNIT AND THAN HOSTILITYS MAY RESUME. NEGOTIATORS FOR POW HOLDING A WHITE RAG MAY NOT BE SHOT AT.

GAME CAN BE WON IN 2 WAYS

1. WOLVERINES TAKE THEIR HIGH SCHOOL BACK (RUSSIAN HQ) . HOW IS THAT DONE? ONLY BY MANAGING TO THROW A SMOKE GRENADE INTO THE HIGH SCHOOL. WHICH "KILLS" ALL THE RUSSIANS INSIDE. ALSO WOLVERINES MUST CAPTURE ONE OF THE 3 FOBS (PILLBOX) BY TAKING IT OR THROWING SMOKE IN IT AND BY DOING SO FLUSHING OUT THE INHABITANTS OF THE FOB PILLBOX. THEY DONT WIN BY JUST CAPTURING ONE OBJECTIVE, IT MUST BE BOTH.
2. RUSSIANS CAPTURE DOWNED PILOT AND CAPTURE THE WOLVERINE LEADER. ONLY THE SPY CAN LET THE RUSSIANS KNOW WHO THE LEADER IS, SO THE SPY PLAYS A MAJOR KEY ROLE IN THE GAME. IF HE MANAGES TO GIVE AWAY THE WOLVERINES MOVEMENTS AND TELL THEM WHO THE LEADER IS IT WILL HELP THE RUSSIANS WIN.

FPS

FPS ACCORDING TO FA RULES
ABSOLUTELY NO SHOOTING AT LESS THAN 10 FEET. ANYONE DOING SO WILL BE BANNED FOR GOOD. YOU CAN BANG INSTEAD AND IF NOT SURE ABOUT DISTANCE ITS BETTER TO "BANG"
NO ONE UNDER 18 ALSO.
ONLY PYRO ALLOWED IS SMOKE.
WE WILL USE ONE PYRO TO SIMULATE THE RPG HIT AT THE SCHOOL AT BEGGINING OF GAME PER REQUEST BY LAW ENFORCEMENT.

2 SPAWN LOCATIONS
SEE RULES AT POW SECTION. SPAWN FOR WOLVERINS AS POW AT SOVIET HQ. SPAWN FOR SOVIETS AS POWS AT CARPET BASE WOLVERINE.

LUNCH

BRING YOUR OWN LUNCH, HOT DOGS CANNED FOOD ETC SO YOU DONT HAVE TO LEAVE THE FIELD.
WE WILL HAVE A BBQ SET UP SO U CAN USE IT.

GOOD LUCK
FREE AMERICA WILL RISE AGAIN!
SEE YOU AT THE FIREZON

RED DAWN
GAME SCENARIO AND RULES

WHEN? JAN 24, 10 AM
WHERE? FIREZONE
HOW MUCH? $9.99

UNIFORM

WOLVERINES - CIVILIAN MIXED WITH MILITARY (can wear militia style uniform)(20 PLAYERS MAX)
FREE AMERICA FORCES- ACU MARPAT(25 PLAYERS MAX)
RUSSIAN PARATROOPERS AND SPENTNATZ- WOODLAND, BLACK,TIGER(38 PLAYERS MAX)
PILOT-FLIGHT SUIT OR COVERALLS (1 PLAYER)
SPY-DRESSED AS WOLVERINE (1 PLAYER)

RSVP IS NOW OPEN. RSVP YOURSELF ON THE RSVP THREAD AND MENTION WHAT FACTION YOU WANT TO PLAY.


GAME SCRIPT
WOLVERINES BEGIN THEIR ASSAULT FROM THE LZ AREA. THEY CAN LINK UP WITH FREE AMERICA FORCES OR WORK AS 2 SEPERATE UNITS, DEPENDING ON COMMAND DESCISIONS. THEY MUST MOVE WEST AND TRY TO TAKE OVER THE "HIGHSCHOOL" WHICH BY NOW IS SOVIET HQ. HOWERVER, ON THE WAY THEY NEED TO ELIMINATE AT LEAST 1 PILLBOX FOB (FORWARD OBSERVATION BASE) BY THROWING SMOKE INSIDE AND ROUTING THE TROOPS INSIDE OUT AND CAPTURING OR KILLING THEM. THERE IS FOB NORTH, FOB CENTRAL, AND FOB SOUTH, IMAGINE A SORT OF "MAJINO LINE" WHERE EACH PILLBOX IS HARD TO PENETRATE AND EACH PILLBOX GIVES COVER TO THE ONE NEXT TO EAT CREATING A 100% KILL ZONE IN BETWEEN THEM.
PILLBOXES HAVE PHONE COM BETWEEN THEM AND THE HQ. YOU ARE NOT ALLOWED TO TEMPER WITH THE LAND LINE.

SPY
THE RUSSIANS HAVE A SPY WORKING FOR THEM (DOUBLE AGENT) WITHIN THE WOLVERINES RANKS, HE IS WHAT WE CALL THE "SECRET PLAYER CARD" , WE WILL NOT TELL YOU WHO HE IS AND HE WILL BE EMBEDDED WITH THE WOLVERINES AND HE WILL GIVE INTEL TO HIS RUSSIAN HANDLERS ALL THE TIME THOUGH A UNIQUE WAY OF SIGNALS AND COMMUNICATIONS, BUT WE WILL LET YOU FIND THAT OUT YOURSELVES, UNTIL YOU GUYS CATCH HIM.
IF THE WOLVERINES MANAGE TO FIND OUT WHO THE SPY IS, A FIRING SQUAD WILL BE IMPLEMENTED AND HE WILL BE SHOT AT A RANGE OF 50 FEET.

PILOT
PILOT IS SHOT DOWN BEHIND ENEMY LINE (GRID AREA VICINITY C-16) AND MUST MAKE HIS WAY BACK TOWARDS WOLVERINES. IF HE GETS KILLED OR CAPTURED (15 MIN HOLD TIME) HE MUST GO BACK TO RED RESPAWN AND START OVER.
PILOT HAS VALUABLE INTEL REGARDING THE IDENTITY OF THE SPY. HE MAY NOT KNOW WHO THE SPY IS BUT WE WILL GIVE HIM SOME CLUES REGARDING THE IDENTITY.

FREE AMERICA FORCES
FREE AMERICA FORCES CAN OPERATE AS AN ORGANIC UNIT OR AS A PART OF THE TOTAL WOLVERINE ASSAULT.

PRISONERS-POW RULES
TO MAKE THE GAME INTERESTING, AND UNLIKE ANY OTHER GAMES WE HAVE PLAYED IN THE PAST, AND ALSO TO ENSURE 100% HONESTY IN RESPAWNING, ANYONE KILLED ON THE BATTLEFIELD IS A POW, WHICH MEANS THEY HAVE TO GO TO THE OPPOSITE PLAYERS PRISON CELL FOR RESPAWN. THEY DO NOT NEED TO BE ESCORTED AND AUTOMATICALLY WILL WALK THE ENEMY PRISON.(WOLVERINES WILL BE HELD AT MAIN HIGHSCHOOL BUNKER HQ, RUSSIANS WILL BE HELD INSIDE THE OLD VC CARPET BASE). ONCE THERE ARE 8 PRISONERS IN THE "HOLDING CELL", ALL 8 CAN LEAVE. SO AT ANY GIVEN TIME THERE IS A CASULTY RATE OF APPROX 1/3 OF THE MAIN FORCE. ONCE A PRISONER LEAVES HIS CAPTURE HE MAY NOT SHOOT AND HE CANNOT BE SHOT BY HIS CAPTIVES, THEY MUST ALL LEAVE AS A GROUP, UNTIL THEY REACH THE "FRONT LINES" AND LINKS UP WITH THEIR UNIT. WHEN LEAVING THE POW CAMP THEY MUST ALSO WALK WITH THE RED KILL RAG ON UNTIL REACHING THEIR UNITS OR WITH THEIR HANDS UP.

SPAWN RULES-8 PRISONER QUOTA ON AN 8 PERSON RELEASE PROGRAM.
THERE IS NO SPAWN TIME (SEE PRISONER SECTION ABOVE), ONLY A 8 PERSON "REFILL" .ONCE THE PRISON FILLS WITH 8 PLAYER, ALL 8 MAY LEAVE . WHEN YOU GO BACK TO YOUR UNIT YOU MUST WEAR YOUR KILL RAG OR HAVE YOUR HANDS UP UNTIL YOU JOIN THEM. THEY CANNOT BE SHOT OR SHOOT AT WHILE RETREATING BACK TO THEIR UNIT, AND MUST WALK AS A GROUP AND MAY NOT SNOOP AROUND.


POW EXCHANGE

IN ADDITION, A NEGOTIATOR HOLDING A WHITE RAG MAY BE SENT AT ANY GIVEN TIME TO NEGOTIATE A PRISONER EXCHAGE IF A DEAL IS AGREED THAN THERE WILL BE A SHORT CEASE FIRE CALLED AND BOTH POW GROUPS WILL MEET INFRONT OF THE FOB CENTRAL FOR AN EXCHANGE. EACH GROUP OF PRISONERS WILL RETREAT TO THEIR PROSPECTIVE UNIT AND THAN HOSTILITYS MAY RESUME. NEGOTIATORS FOR POW HOLDING A WHITE RAG MAY NOT BE SHOT AT.

GAME CAN BE WON IN 2 WAYS

1. WOLVERINES TAKE THEIR HIGH SCHOOL BACK (RUSSIAN HQ) . HOW IS THAT DONE? ONLY BY MANAGING TO THROW A SMOKE GRENADE INTO THE HIGH SCHOOL. WHICH "KILLS" ALL THE RUSSIANS INSIDE. ALSO WOLVERINES MUST CAPTURE ONE OF THE 3 FOBS (PILLBOX) BY TAKING IT OR THROWING SMOKE IN IT AND BY DOING SO FLUSHING OUT THE INHABITANTS OF THE FOB PILLBOX. THEY DONT WIN BY JUST CAPTURING ONE OBJECTIVE, IT MUST BE BOTH.
2. RUSSIANS CAPTURE DOWNED PILOT AND CAPTURE THE WOLVERINE LEADER. ONLY THE SPY CAN LET THE RUSSIANS KNOW WHO THE LEADER IS, SO THE SPY PLAYS A MAJOR KEY ROLE IN THE GAME. IF HE MANAGES TO GIVE AWAY THE WOLVERINES MOVEMENTS AND TELL THEM WHO THE LEADER IS IT WILL HELP THE RUSSIANS WIN.

FPS

FPS ACCORDING TO FA RULES
ABSOLUTELY NO SHOOTING AT LESS THAN 10 FEET. ANYONE DOING SO WILL BE BANNED FOR GOOD. YOU CAN BANG INSTEAD AND IF NOT SURE ABOUT DISTANCE ITS BETTER TO "BANG"
NO ONE UNDER 18 ALSO.
ONLY PYRO ALLOWED IS SMOKE.
WE WILL USE ONE PYRO TO SIMULATE THE RPG HIT AT THE SCHOOL AT BEGGINING OF GAME PER REQUEST BY LAW ENFORCEMENT.

2 SPAWN LOCATIONS
SEE RULES AT POW SECTION. SPAWN FOR WOLVERINS AS POW AT SOVIET HQ. SPAWN FOR SOVIETS AS POWS AT CARPET BASE WOLVERINE.

LUNCH

BRING YOUR OWN LUNCH, HOT DOGS CANNED FOOD ETC SO YOU DONT HAVE TO LEAVE THE FIELD.
WE WILL HAVE A BBQ SET UP SO U CAN USE IT.

GOOD LUCK
FREE AMERICA WILL RISE AGAIN!
SEE YOU AT THE FIREZONE


Last edited by admin-AirborneShar on Mon Jan 25, 2010 4:33 pm; edited 1 time in total
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ARKANGEL

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PostSubject: Re: OFFICIAL RED DAWN RULES   Mon Jan 18, 2010 12:51 am

shar i can wear od green if im a wolverine right and is it ok if i wear a helmet too
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admin-AirborneShar
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PostSubject: Re: OFFICIAL RED DAWN RULES   Mon Jan 18, 2010 1:25 am

yep np king
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Tedder1
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PostSubject: Re: OFFICIAL RED DAWN RULES   Mon Jan 18, 2010 11:55 am

That map looks way better than mine. I got kinda annoyed when drawing the one i did because for some reason when it gets saved the program blurs or distorts lines and colors. Whatever program Eric is using works better than paint.
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ARKANGEL

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PostSubject: Re: OFFICIAL RED DAWN RULES   Mon Jan 18, 2010 11:08 pm

thanks shar
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Jacob "Badtrooper"
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PostSubject: Re: OFFICIAL RED DAWN RULES   Tue Jan 19, 2010 12:14 am

Shar, if the Russians lose an FOB, and take it back, do the Woverines have to capture an FOB again, or are they allowed to continue on to the main bunker?
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Sharky
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PostSubject: Re: OFFICIAL RED DAWN RULES   Tue Jan 19, 2010 1:32 am

The Wolverines must maintain control of the FOB until the main bunker is also taken.Ya gott a have both.
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PostSubject: Re: OFFICIAL RED DAWN RULES   Tue Jan 19, 2010 1:54 am

SHARKY GOT IT RIGHT! GOT TO HOLD BOTH STRATEGIC LOCATIONS AT THE SAME TIME!
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Geist
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PostSubject: Re: OFFICIAL RED DAWN RULES   Tue Jan 19, 2010 9:32 am

One of the most importand thing will be ....

Like,
Where was the shoot come from?
Where are they?
Who shoot you?
How many are there?


Please remember.......Dead men Tell no Tales


Dead men Tell no Tales


Last edited by Geist on Tue Jan 19, 2010 3:20 pm; edited 1 time in total
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PostSubject: Re: OFFICIAL RED DAWN RULES   Tue Jan 19, 2010 12:45 pm

Tedder you use pc and like free stuff? Smile
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