Post by Drekmore on Aug 23, 2011 9:49:49 GMT -6
23-8-11 meeting report:
Operation: Market Garden Sept. 3rd-4th, 2011
...
Game info:
Sept. 2
Gate opens at 17:00hrs
We need to have tags, packets and armbands secure at HQ1 and available for people to sign in to relieve the pressure on Saturday morning. ‘
1830hrs Meet and greet at HQ2 with open hospitality tent. We will have a keg of beer and Gatoraide. We need to have someone bring some kind of food. I’m thinking hotdogs, BBQ or even pizza… open to ideas and help.
Sat. Sept 3
Air stations and paint sales open at 0700hrs.
Ref announcements start at 0900hrs.
Germans may take the field as needed anytime after 0900hrs.
Air Assault (Scene I - 0930hrs to 1230hrs)
Drop Zone Alpha (Arnham) goes hot at 09:30hrs Location 20.7 26.5 on the north road right where the road forks to go to motor cross track. (one cannon shot and radio call to open)
Drop Zone Baker (Nijmegan) goes hot at 09:45hrs Location 18.9 27.6 the north gate at HQ2 (two cannon shots and radio call to open)
Drop Zone Charlie (Oosterbeck) goes hot at 10:00hrs. Location 18.1 27.1 the south gate out of HQ2 between the two small ponds. (Three cannon shots and radio call to open)
Special rules I:
Allied Resurrection will only be allowed at Drop Zone Charlie. All Allied players must go to that point to re enter the field until another resurrection point can be secured.
Drop Zone Alpha and Baker are only open for about one minute after the cannon shot. Meaning, if you are not there and ready when the gun goes off then you missed being able to use the drop zone.
German Resurrection does not open until 1000hrs. It will be at the same point as Drop Zone Baker. German Allied players must go to that point to re enter the field until another resurrection point can be secured.
No allied tanks may enter the field until 1030hrs and may only enter at Drop Zone Charlie
Objectives I:
0945hrs Arnham bridge (200 pts for Allies only) location 18.7 26.3 (this bridge will control the green base resurrection point)
1000hrs City of Nijmagen (200pts for Allies only ) location 19.3 27.8
1015hrs City of Arnham (200 pts for Allies only) location 20.0 27.0
1030hrs Town of Oosterbeck (200pts) Location 17.3 25.8 (this location will control the south resurrection point)
1045hrs Radar Station (100pts) Location 19.7 26.8
1100hrs Prison Camp (100pts) Location 18.4 26.6
1115hrs Arnham bridge (100 pts) location 18.7 26.3
1130hrs City of Nijmagen (100pts) location 19.3 27.8
1145hrs Town of Oosterbeck (100pts) Location 17.3 25.8
1200hrs Cross Roads LZ (200pts) Location 18.8 26.0
1230hrs All points checked (100pts each) and Scene I ends. (refs will be assigned to specific points to count them on time.
1230 Cannon shot to end Scene I
Operation: Market (Scene II – 1400hrs to 1800hrs)
Special rules II:
Players will be able to take the field at 1345hrs and move with a ref to special start points as allowed.
All teams may start at any resurrection point they control or within 20ft of any control point they control.
Germans have a permanent resurrection point at the north end of HQ2
Allies have a Permanent resurrection point at the south of HQ2
Tanks may only start in cities or the town they control or the HQ2 resurrection points.
Scene will start with a cannon shot.
Artillery will be in effect
Air Strikes will be in effect
Play field will be cut off at the pond to the north. The game boundary now ends at the north shore of the pond.
Teams only be allowed to start at the HQ2 resurrection points and resurrection points they control.
A civilian uprising in Nijmagen is in effect at 1400hrs. (Any walk on players playing at DFWAP that day will be invited to join the scenario for 30 min and be set up in the village to defend.)
Objectives II:
1415hrs City of Nijmagen (200pts for Germans only) location 19.3 27.8
1430hrs City of Nijmagen (200pts) location 19.3 27.8
1445hrs Town of Oosterbeck (200pts Germans only) Location 17.3 25.8 (this location will control the south resurrection point)
1500hrs Town of Oosterbeck (200pts) Location 17.3 25.8
1515hrs Radar Station (100pts) Location 19.7 26.8
1530hrs Prison Camp (200pts) Location 18.4 26.6
1600hrs Arnham bridge (200 pts) location 18.7 26.3
1615hrs Cross Roads LZ (300pts) Location 18.8 26.0
1630hrs City of Nijmagen (100pts) location 19.3 27.8
1645hrs Town of Oosterbeck (200pts) Location 17.3 25.8
1700hrs Prison Camp (400pts) Location 18.4 26.6
17:30hrs City of Nijmagen (400pts) location 19.3 27.8
1800hrs All points checked (200pts each) and scene two ends. (Refs will be assigned to specific points to count them on time)
Cannon fires ending Scene II
Battle for the Arnham Airfield (Scene III – 2200hrs to 2300hrs)
Night game special rule:
Attacking and defending teams will be based on what side in higher in points. High points defend.
Attacking team has full resurrection at 20.3 28.2
Defending team has no resurrection.
The attacking team will have one hour to take the air hanger. (Time may be adjusted to 30 min if the number of people in this scene are determined to be to low for a one hour engagement)
The attacking team will receive 400 points for victory.
Defending team will receive 200 points for victory.
All non-laser lights are legal.
Players may leave a light unattended.
All hits count. Refs will call people out if the sound of a paintball is perceived to hit a player.
Sun. Sept 4
0800hrs Military style worship service for all denominations.
0800hrs Air stations and paint sales open
0900hrs Ref announcements start
Hells Highway (Scene IV – 1000hrs to 1100hrs)
Germans rollout to set defenses at 09:30
British XXX Corps start the attack at 10:00hrs on the first section of the road.
Allies will have full resurrection 23.2 21.1
Germans will have one team reinsertion at 1020 at end of the highway at 20.6 26.2
Objectives IV:
1030hrs (or any time before) Knock out the German 88 AT gun located near 21.6 24.7
1100hrs Allies escort the supply truck to the end of the highway at 20.6 26.2 (400pts)
*special note: Mash units (mobile resurrection points) and medics are allowed in this scene (as is most scenes)…
Operation: Garden (Scene V – 1115 to 1200hrs)
Germans will be allowed to take up defensive positions as they come off the field from scene IV at City of Arnham location 20.0 27.0 and the Arnham bridge location 18.7 26.3
Allies have full resurrection at end of the Hell’s Highway at 20.6 26.2
Germans have no resurrection.
Objectives V:
1145hrs Arnham bridge (300 pts) location 18.7 26.3
1200hrs Allies escort the supply truck to the bend in the road at 20.3 28.2 (300 pts)
Scoring and lunch brake at 12:00hrs
Game moves to second road section and Germans set defenses at 13:00hrs
British XXX Corp start the 3rd attack at 13:30hrs
XXX Corp Push (Scene VI – 1330hrs to 1530hrs)
Germans will have full resurrection at the south resurrection point. Location 16.8 25.7
Allies will have full resurrection coming out at any point around HQ2
Objectives VI:
1400hrs Prison Camp (400pts) Location 18.4 26.6
1400hrs Town of Gosterbeek (400pts) Location 17.3 27.5
1400hrs Town of Oosterbeck (600pts Allies only) Location 17.3 25.8
1430hrs Cross Roads LZ (400pts) Location 18.8 26.0
1430hrs Town of Oosterbeck (600pts) Location 17.3 25.8
1500hrs Gosterbeek road (400pts) Location 16.7 26.5
1500hrs Oosterbeck crossing (400pts) Location 18.0 26.2
1530hrs Town of Oosterbeck (600pts) Location 17.3 25.8
Scoring and short brake at 15:30hrs
Baptism By Fire (scene VII – 1630hrs)
Objective: To be in control of the fort on the eastern side of Oosterbeck at 1700hrs. (1,000pts)
The team that is low on points defends.
The defenders may set up in the fort before the game.
Defenders have full resurrection at the south resurrection point at 16.8 25.7 (for this scene this resurrection point is not able to change hand nor is it effected by any control point)
Attackers have full resurrection at the Prison Camp Location 18.4 26.6
Control of the fort will be determined by what team has more players inside the fort at the end of the game.
No tanks in this scene.
Awards and final score announced at 17:30hrs at HQ2 stage.
The after game gathering will be at hospitality tent. We are open to ideas and suggestions.
Q&A from the meeting and emails:
Are rubber knives and such allowed?
Yes. The way a melee weapon is used is simple. If a player gets with in 10ft, the first person to say “You’re out!” (or something similar) wins. If that player does not have a paintball marker then the player has no way to engage the target. A melee weapon may be pulled simple to show that the player is still armed. No physical contact is needed and no rough contact is allowed. A touch or a tap on the shoulder to get their attention is allowed.
Mobile chronos on the ref?
Yes. At least 2 will be on the field checking.
AT weapon?
We are using both marker based and nerf based AT.
Limits on ammo for the marker based will be based on what each scene is and ho many tanks we have.
All tanks must have kill plates 2x2 front 4x4 side 6x6 back for the marker based AT guns.
Nerf needs to be marked to show who owns it.
Nerf rocked can affect bunkers/buildings that are enclosed by for walls only. Is the rocket hits the building that is bigger than 20 then only a 20 foot section is affected.
What happens when a tank is knocked out?
The tank will sit in place for 5 min. (in real life a 60 ton tank does not vaporize) out of play. The crew is tagged out but the driver must stay with the tank. The tank may be used as cover for player on both teams in that time. At the end of 5 min the tank is to move to it’s assigned resurrection points.
Where to tanks re-enter the field?
Saturday:
The Allied tanks only come onto the field at Drop Zone Charlie Location 18.1 27.1 at HQ2. The German tanks only enter onto the field at the German resurrection point at HQ2 Location 18.9 27.6
Sunday:
At the teams resurrection points.
Does a nerf rocket have a blast radius?
No blast radius. The tank or four walled building are the only ones affected. Someone next to the tank or outside the building are not effected.
Do nerf rockets need a way to leave a mark on the target?
I feel that from the stand point of requiring a marking method it would not be possible at this time. BUT, There certainly is a great advantage to being able to show a ref after the fact that your rocket hit it's mark. There is no rule saying you can't use Vaseline and chalk to mark stuff. In fact I think it's a great way to do it.
Punishment for shooting within 10 feet?
YES! the player who shot is tagged out as well. A one for one, as it's known in tournaments. in some cases a card punch (3 punches is removal for the game) if it's obvious that is was intentionally point blank and not just a goof.
Tank safety checks?
Yes, all tanks will have a basic inspection to make sure we do not have sharp edges that can hurt someone and we will look for other safety issues.
On field resurrection points, who owns them?
There are two resurrection points on the field. Both points are able to be captured by the opposing teams. The north resurrection points is located at the green building at 19.6 26.2 and ownership depends on the ownership of the Arnham bridge location 18.7 26.3. The south resurrection points is located at the netted circle at 16.8 25.7 and ownership depends on the ownership of Town of Oosterbeck Location 17.3 25.8
.... OK, how do they work?
When the control point changes hands, an announcement goes out to the resurrection point that it is now inactive. The res point is out of play for 15 min. before it becomes active for the side that just took the control point. If the other team retakes the control point before the 15 min is up, we just start a new 15 min before it comes back into play under the owners control. We will have a simple marker on the res point showing ownership.
What is a green zone?
The green zone is usually a green tape line around any resurrection points. Sometimes if they get knocked down we just assume that zone is 40ft around the resurrection point. This zone allows players to enter the field with room to move and fight their way out to discourage ‘spawn camping’. If a player is hit in the green zone, they may simply ignore the hit due to the fact they are in their resurrection point. Opponents may shoot into green zones… but, they are just waiting paintballs and waiting to get shot.
Who is in charge of the sides?
Each team has been assigned three commanders who are assumed to be equal in rank. It is up to the commanders and teams to determine the functioning command structure. There are also three XOs as well per side.
How many medics can we have?
As many as you like provided they have a CPR certification. If you have enough working together you can have a MASH unit. (Check the rules)
Weekend price on the game is $75 per person or $65 if you pre-register.
One day is $40 per person or $35 pre-register
Pre-registration dead line is Tues Aug. 30, 2011
T-shirt needs some input on color… design ideas to be discussed.
The teams are divided into a Divisional command structure with a total of 6 commanders and 6 OX positions. Contact info is attached.
ALLIED FORCES:
British XXX corp. and 1st Airborne
Colin Harris
colinjharris11@gmail.com
817-905-3436.
American 101st/82nd Airborne
Robert Campbell
beregruth@yahoo.com
1 817.729.2278
Polish 1st Airborne
Lee Banks
leebanks@101stpathfinders.com
AXIS FORCES:
2nd SS “Bitrich” Division
CO - Jeremy Smith “smitty”
touringcarking@gmail.com
XO- Greg Mertz “T.C.”
417th Inf.
CO - Jose Luis Hernandez “Aztec”
facebook.com/chidote79
chidote79@yahoo.com
6th FJR: CO
Gary Payne
facebook.com/gpaynephoto
See you at the game,
Ivan Stober
Mad Ivan’s Scenarios
Ft.Worth, TX
madivanscenarios@yahoo.com
madivans.com
DFWAP.com
OMGTX.com
Operation: Market Garden Sept. 3rd-4th, 2011
...
Game info:
Sept. 2
Gate opens at 17:00hrs
We need to have tags, packets and armbands secure at HQ1 and available for people to sign in to relieve the pressure on Saturday morning. ‘
1830hrs Meet and greet at HQ2 with open hospitality tent. We will have a keg of beer and Gatoraide. We need to have someone bring some kind of food. I’m thinking hotdogs, BBQ or even pizza… open to ideas and help.
Sat. Sept 3
Air stations and paint sales open at 0700hrs.
Ref announcements start at 0900hrs.
Germans may take the field as needed anytime after 0900hrs.
Air Assault (Scene I - 0930hrs to 1230hrs)
Drop Zone Alpha (Arnham) goes hot at 09:30hrs Location 20.7 26.5 on the north road right where the road forks to go to motor cross track. (one cannon shot and radio call to open)
Drop Zone Baker (Nijmegan) goes hot at 09:45hrs Location 18.9 27.6 the north gate at HQ2 (two cannon shots and radio call to open)
Drop Zone Charlie (Oosterbeck) goes hot at 10:00hrs. Location 18.1 27.1 the south gate out of HQ2 between the two small ponds. (Three cannon shots and radio call to open)
Special rules I:
Allied Resurrection will only be allowed at Drop Zone Charlie. All Allied players must go to that point to re enter the field until another resurrection point can be secured.
Drop Zone Alpha and Baker are only open for about one minute after the cannon shot. Meaning, if you are not there and ready when the gun goes off then you missed being able to use the drop zone.
German Resurrection does not open until 1000hrs. It will be at the same point as Drop Zone Baker. German Allied players must go to that point to re enter the field until another resurrection point can be secured.
No allied tanks may enter the field until 1030hrs and may only enter at Drop Zone Charlie
Objectives I:
0945hrs Arnham bridge (200 pts for Allies only) location 18.7 26.3 (this bridge will control the green base resurrection point)
1000hrs City of Nijmagen (200pts for Allies only ) location 19.3 27.8
1015hrs City of Arnham (200 pts for Allies only) location 20.0 27.0
1030hrs Town of Oosterbeck (200pts) Location 17.3 25.8 (this location will control the south resurrection point)
1045hrs Radar Station (100pts) Location 19.7 26.8
1100hrs Prison Camp (100pts) Location 18.4 26.6
1115hrs Arnham bridge (100 pts) location 18.7 26.3
1130hrs City of Nijmagen (100pts) location 19.3 27.8
1145hrs Town of Oosterbeck (100pts) Location 17.3 25.8
1200hrs Cross Roads LZ (200pts) Location 18.8 26.0
1230hrs All points checked (100pts each) and Scene I ends. (refs will be assigned to specific points to count them on time.
1230 Cannon shot to end Scene I
Operation: Market (Scene II – 1400hrs to 1800hrs)
Special rules II:
Players will be able to take the field at 1345hrs and move with a ref to special start points as allowed.
All teams may start at any resurrection point they control or within 20ft of any control point they control.
Germans have a permanent resurrection point at the north end of HQ2
Allies have a Permanent resurrection point at the south of HQ2
Tanks may only start in cities or the town they control or the HQ2 resurrection points.
Scene will start with a cannon shot.
Artillery will be in effect
Air Strikes will be in effect
Play field will be cut off at the pond to the north. The game boundary now ends at the north shore of the pond.
Teams only be allowed to start at the HQ2 resurrection points and resurrection points they control.
A civilian uprising in Nijmagen is in effect at 1400hrs. (Any walk on players playing at DFWAP that day will be invited to join the scenario for 30 min and be set up in the village to defend.)
Objectives II:
1415hrs City of Nijmagen (200pts for Germans only) location 19.3 27.8
1430hrs City of Nijmagen (200pts) location 19.3 27.8
1445hrs Town of Oosterbeck (200pts Germans only) Location 17.3 25.8 (this location will control the south resurrection point)
1500hrs Town of Oosterbeck (200pts) Location 17.3 25.8
1515hrs Radar Station (100pts) Location 19.7 26.8
1530hrs Prison Camp (200pts) Location 18.4 26.6
1600hrs Arnham bridge (200 pts) location 18.7 26.3
1615hrs Cross Roads LZ (300pts) Location 18.8 26.0
1630hrs City of Nijmagen (100pts) location 19.3 27.8
1645hrs Town of Oosterbeck (200pts) Location 17.3 25.8
1700hrs Prison Camp (400pts) Location 18.4 26.6
17:30hrs City of Nijmagen (400pts) location 19.3 27.8
1800hrs All points checked (200pts each) and scene two ends. (Refs will be assigned to specific points to count them on time)
Cannon fires ending Scene II
Battle for the Arnham Airfield (Scene III – 2200hrs to 2300hrs)
Night game special rule:
Attacking and defending teams will be based on what side in higher in points. High points defend.
Attacking team has full resurrection at 20.3 28.2
Defending team has no resurrection.
The attacking team will have one hour to take the air hanger. (Time may be adjusted to 30 min if the number of people in this scene are determined to be to low for a one hour engagement)
The attacking team will receive 400 points for victory.
Defending team will receive 200 points for victory.
All non-laser lights are legal.
Players may leave a light unattended.
All hits count. Refs will call people out if the sound of a paintball is perceived to hit a player.
Sun. Sept 4
0800hrs Military style worship service for all denominations.
0800hrs Air stations and paint sales open
0900hrs Ref announcements start
Hells Highway (Scene IV – 1000hrs to 1100hrs)
Germans rollout to set defenses at 09:30
British XXX Corps start the attack at 10:00hrs on the first section of the road.
Allies will have full resurrection 23.2 21.1
Germans will have one team reinsertion at 1020 at end of the highway at 20.6 26.2
Objectives IV:
1030hrs (or any time before) Knock out the German 88 AT gun located near 21.6 24.7
1100hrs Allies escort the supply truck to the end of the highway at 20.6 26.2 (400pts)
*special note: Mash units (mobile resurrection points) and medics are allowed in this scene (as is most scenes)…
Operation: Garden (Scene V – 1115 to 1200hrs)
Germans will be allowed to take up defensive positions as they come off the field from scene IV at City of Arnham location 20.0 27.0 and the Arnham bridge location 18.7 26.3
Allies have full resurrection at end of the Hell’s Highway at 20.6 26.2
Germans have no resurrection.
Objectives V:
1145hrs Arnham bridge (300 pts) location 18.7 26.3
1200hrs Allies escort the supply truck to the bend in the road at 20.3 28.2 (300 pts)
Scoring and lunch brake at 12:00hrs
Game moves to second road section and Germans set defenses at 13:00hrs
British XXX Corp start the 3rd attack at 13:30hrs
XXX Corp Push (Scene VI – 1330hrs to 1530hrs)
Germans will have full resurrection at the south resurrection point. Location 16.8 25.7
Allies will have full resurrection coming out at any point around HQ2
Objectives VI:
1400hrs Prison Camp (400pts) Location 18.4 26.6
1400hrs Town of Gosterbeek (400pts) Location 17.3 27.5
1400hrs Town of Oosterbeck (600pts Allies only) Location 17.3 25.8
1430hrs Cross Roads LZ (400pts) Location 18.8 26.0
1430hrs Town of Oosterbeck (600pts) Location 17.3 25.8
1500hrs Gosterbeek road (400pts) Location 16.7 26.5
1500hrs Oosterbeck crossing (400pts) Location 18.0 26.2
1530hrs Town of Oosterbeck (600pts) Location 17.3 25.8
Scoring and short brake at 15:30hrs
Baptism By Fire (scene VII – 1630hrs)
Objective: To be in control of the fort on the eastern side of Oosterbeck at 1700hrs. (1,000pts)
The team that is low on points defends.
The defenders may set up in the fort before the game.
Defenders have full resurrection at the south resurrection point at 16.8 25.7 (for this scene this resurrection point is not able to change hand nor is it effected by any control point)
Attackers have full resurrection at the Prison Camp Location 18.4 26.6
Control of the fort will be determined by what team has more players inside the fort at the end of the game.
No tanks in this scene.
Awards and final score announced at 17:30hrs at HQ2 stage.
The after game gathering will be at hospitality tent. We are open to ideas and suggestions.
Q&A from the meeting and emails:
Are rubber knives and such allowed?
Yes. The way a melee weapon is used is simple. If a player gets with in 10ft, the first person to say “You’re out!” (or something similar) wins. If that player does not have a paintball marker then the player has no way to engage the target. A melee weapon may be pulled simple to show that the player is still armed. No physical contact is needed and no rough contact is allowed. A touch or a tap on the shoulder to get their attention is allowed.
Mobile chronos on the ref?
Yes. At least 2 will be on the field checking.
AT weapon?
We are using both marker based and nerf based AT.
Limits on ammo for the marker based will be based on what each scene is and ho many tanks we have.
All tanks must have kill plates 2x2 front 4x4 side 6x6 back for the marker based AT guns.
Nerf needs to be marked to show who owns it.
Nerf rocked can affect bunkers/buildings that are enclosed by for walls only. Is the rocket hits the building that is bigger than 20 then only a 20 foot section is affected.
What happens when a tank is knocked out?
The tank will sit in place for 5 min. (in real life a 60 ton tank does not vaporize) out of play. The crew is tagged out but the driver must stay with the tank. The tank may be used as cover for player on both teams in that time. At the end of 5 min the tank is to move to it’s assigned resurrection points.
Where to tanks re-enter the field?
Saturday:
The Allied tanks only come onto the field at Drop Zone Charlie Location 18.1 27.1 at HQ2. The German tanks only enter onto the field at the German resurrection point at HQ2 Location 18.9 27.6
Sunday:
At the teams resurrection points.
Does a nerf rocket have a blast radius?
No blast radius. The tank or four walled building are the only ones affected. Someone next to the tank or outside the building are not effected.
Do nerf rockets need a way to leave a mark on the target?
I feel that from the stand point of requiring a marking method it would not be possible at this time. BUT, There certainly is a great advantage to being able to show a ref after the fact that your rocket hit it's mark. There is no rule saying you can't use Vaseline and chalk to mark stuff. In fact I think it's a great way to do it.
Punishment for shooting within 10 feet?
YES! the player who shot is tagged out as well. A one for one, as it's known in tournaments. in some cases a card punch (3 punches is removal for the game) if it's obvious that is was intentionally point blank and not just a goof.
Tank safety checks?
Yes, all tanks will have a basic inspection to make sure we do not have sharp edges that can hurt someone and we will look for other safety issues.
On field resurrection points, who owns them?
There are two resurrection points on the field. Both points are able to be captured by the opposing teams. The north resurrection points is located at the green building at 19.6 26.2 and ownership depends on the ownership of the Arnham bridge location 18.7 26.3. The south resurrection points is located at the netted circle at 16.8 25.7 and ownership depends on the ownership of Town of Oosterbeck Location 17.3 25.8
.... OK, how do they work?
When the control point changes hands, an announcement goes out to the resurrection point that it is now inactive. The res point is out of play for 15 min. before it becomes active for the side that just took the control point. If the other team retakes the control point before the 15 min is up, we just start a new 15 min before it comes back into play under the owners control. We will have a simple marker on the res point showing ownership.
What is a green zone?
The green zone is usually a green tape line around any resurrection points. Sometimes if they get knocked down we just assume that zone is 40ft around the resurrection point. This zone allows players to enter the field with room to move and fight their way out to discourage ‘spawn camping’. If a player is hit in the green zone, they may simply ignore the hit due to the fact they are in their resurrection point. Opponents may shoot into green zones… but, they are just waiting paintballs and waiting to get shot.
Who is in charge of the sides?
Each team has been assigned three commanders who are assumed to be equal in rank. It is up to the commanders and teams to determine the functioning command structure. There are also three XOs as well per side.
How many medics can we have?
As many as you like provided they have a CPR certification. If you have enough working together you can have a MASH unit. (Check the rules)
Weekend price on the game is $75 per person or $65 if you pre-register.
One day is $40 per person or $35 pre-register
Pre-registration dead line is Tues Aug. 30, 2011
T-shirt needs some input on color… design ideas to be discussed.
The teams are divided into a Divisional command structure with a total of 6 commanders and 6 OX positions. Contact info is attached.
ALLIED FORCES:
British XXX corp. and 1st Airborne
Colin Harris
colinjharris11@gmail.com
817-905-3436.
American 101st/82nd Airborne
Robert Campbell
beregruth@yahoo.com
1 817.729.2278
Polish 1st Airborne
Lee Banks
leebanks@101stpathfinders.com
AXIS FORCES:
2nd SS “Bitrich” Division
CO - Jeremy Smith “smitty”
touringcarking@gmail.com
XO- Greg Mertz “T.C.”
417th Inf.
CO - Jose Luis Hernandez “Aztec”
facebook.com/chidote79
chidote79@yahoo.com
6th FJR: CO
Gary Payne
facebook.com/gpaynephoto
See you at the game,
Ivan Stober
Mad Ivan’s Scenarios
Ft.Worth, TX
madivanscenarios@yahoo.com
madivans.com
DFWAP.com
OMGTX.com