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Old March 27th, 08:48 PM   #21 (permalink)
Bunkerbait125
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Name: Live or Die
Minimum Number of Players: 2 no more
Things you Need: 2 guns 2 bunkers
Objective: It's just like a old western/colonial fight take ten steps turn and shoot but at the end of ten steps you can choose to run into a bunker or turn and shoot...
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Old March 27th, 09:08 PM   #22 (permalink)
i.Angel
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Name: Omaha Beach
Minimum Number of PlayersA: 10
Things you Need: Hill, fortified bunker
Objective:[b] 2 to 3 people defend the fort while 7+ people charge the bunker with minimum cover. Cover should be sparse so most can be tagged out before they reach the bunker. I have done this at one of my local paintball courses where they have an old bus on top of a hill and some bunkers below it. Very fun... for the people in the bunker. If the attackers penetrate the bunker they get a hell of a war story
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Old March 27th, 09:48 PM   #23 (permalink)
KnightSabre
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Location: Middle of Nowhere Illinois
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Name: Medic
Minimum Number of Players: 8
Things you Need: White arm bands for medics
Objective: Pretty much your typical woodsball game, only difference is that one player on each team is dubbed the "Medic". Medics carry no gun but can heal fallen team mates so that they can keep on playing. Medics can heal any wound except head shots. When a player is killed, he stays put and calls for the medic. Healing a player takes 1 minute. To win you must eliminate the opposing teams medic and all other players.

This game is amasingly fun, especially for the medic. Always keeping one eye on your guys to keep them fighting and the other out for the enemy so you don't get killed.
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Old March 27th, 09:59 PM   #24 (permalink)
KnightSabre
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Name: Counter Strike
Minimum Number of Players: 7
Things you Need: Something small and brightly colored to represent a bomb, a time keeper to act as bomb timer.
Objective: If you have ever played Counter Strike this is a no brainer, if not here you are. Even teams one is counter terrorist the other is terrorist. Terrorists must plant and defend the bomb in one of two marked bomb sites. Counter terrorists must eliminate all terrorists and defuse the bomb if it has been planted. Bomb will detonate 2 minutes after it has been planted. It takes 1 minute to defuse bomb (this is where the timer comes in). Game ends when either the bomb detonates or one team is completely eliminated.
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A few of murphy's laws of combat:
Incoming and outgoing fire has the right of way.
If the enemy is in range, so are you.
Never draw fire, it irritates everyone around you.
Anything you do can get you shot, including nothing.
The complexity of a weapon is inversely proportional to the IQ of the weapon's operator.


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Old March 28th, 08:40 PM   #25 (permalink)
i.Angel
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Love that idea KnightSabre! I love CS and I play it every night! I'm going to have to try that next time I go paintballing!
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Old April 18th, 10:34 PM   #26 (permalink)
tighttippmann
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2 teams
1 man w/blowgun fitted for paintball & gillie suit. He goes out alone and given a headstart to position himself.
The others search for him until either side is eliminated
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Old April 18th, 11:03 PM   #27 (permalink)
ARagingRebel
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Quote:
Originally Posted by i.Angel
Name: Omaha Beach
Minimum Number of PlayersA: 10
Things you Need: Hill, fortified bunker
Objective:[b] 2 to 3 people defend the fort while 7+ people charge the bunker with minimum cover. Cover should be sparse so most can be tagged out before they reach the bunker. I have done this at one of my local paintball courses where they have an old bus on top of a hill and some bunkers below it. Very fun... for the people in the bunker. If the attackers penetrate the bunker they get a hell of a war story
i play that alot actually. My friend has a huge hill we use. Open field to the hill and all. We have some "fox holes" to provide some cover, but you have to be tiny in order to not be shot...soo its a gift and curse for the assaulters. Overall that kind of game kicks butt.
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Old April 21st, 11:55 PM   #28 (permalink)
Spare Part
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Name: Espionage
Minimum Number of Players: 6+
Things you Need: Something to draw out of, like a hat
Objective: could be elimation, capture the flag, center flag, etc

Start out with two evenly matched teams (A & B). Have each player on team A draw out of a hat a little slip of paper, and have one or more of them marked with the word "spy" on it. No one on team A is allowed to show each other what their piece of paper has on it. Whoever draws the word "spy" is actually on the opposing team, but they will start the game as if they were on their original team. Each Team A player, one by one, hands his slip of paper over to someone on Team B, and the Team B player keeps track of who hands him the paper marked "spy". This way Team B knows who the spy is on Team A, but Team A has no clue. Now the process is repeated with Team B drawing out of the hat this time. This is pretty damn fun. No one wants to get a surprise shot in the back by someone they thought was on their team, so it adds a lot of suspense to the action. The spy can try and take as many people out at the beginning when everyone is more likely to be clumped together, or he can try to keep his cool and take people out at critical parts of the game. And of course if someone is eliminated by the spy they are not allowed to give him away. No signals!

Last edited by Spare Part : April 22nd at 12:03 AM.
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Old May 8th, 04:14 PM   #29 (permalink)
BlueShox
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Location: SC
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Name: Grab Bag
Minimum Number of Players: 3 Players a Team
Things you Need: Bunkers, and bags of balls
Objective: Each team starts out with no balls in their hoppers, put 30-40 balls in a bag at the base of each bunker... It's used to make more carefull shooting, and make the players move more
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Old May 9th, 12:09 PM   #30 (permalink)
th0r
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Join Date: May 2006
Posts: 2
Name: Rambo
Minimum Number of Players: 5
Things you Need: 1 semi-auto marker, 4 pump guns (Brass Eagle Talons or similar)
Objective: Kill Rambo.

One player is dubbed "Rambo". He gets issued a semi-auto marker. All other players get a cheesy pump gun, such as a brass eagle Talon, with 12g CO2 cartridges and a maximum 10 round tube loader (though they can carry extra rounds).

Rambo gets a 3 minute head start to go hide. The game ends when either Rambo is dead or everyone else is.
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Old May 21st, 07:26 AM   #31 (permalink)
P41n7b4ll K1d
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Name: Operation Overrun (couldnt think of a better one)
Minimum Number of Players: 6+
Things you Need: Just the regulars
Objective: You play the game just like you would normally play with Team A and Team B. But when someone gets shot on either side, he has to switch to the other team and it goes on like that until there is no one left. Make sure when your hit, let your team know. Now everyone can play for a long time
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Old June 8th, 09:18 AM   #32 (permalink)
MADC0D3R
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Name: Armed General(s)
Minimum Number of Players: 10
Things you Need: Two bases on opposite sides of the field. 1-3 player(s) spread throughout the field. One stop watch per General.
Objective: I used to play a variation of this game on GRAW 2, and always thought it would be a cool paintball game.

Two teams are sent to opposing sides of the field. One to three people are chosen to be the Armed General(s), and are placed throughout the field. Each team must make their way to the General(s) and tag them into their team. Once tagged the General(s) are a part of that team, and must make their way back to the team's base. General(s) can shoot opposing team members, but if shot they become inactive, and must return to their starting point to be tagged again. Team members can respawn, but must return to their base camp to do so. Points are awarded to the teams for the following,
1. Bringing a General to your spawn point.....2 pts
2. Holding a General on your team.....1pt per minute
[/PHP]

Last edited by MADC0D3R : June 8th at 09:19 AM. Reason: bolding
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Old June 14th, 10:15 PM   #33 (permalink)
Tipp Mann
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Location: Texas
Posts: 25
Name: Civil War
Minimum Number of Players: at least 6
Things you Need: Nothing special
Objective:
Elimination. But everyone has no hopper. Just a bag of balls (i turn my pack around and just use a pod). You can only load one at a time into the gun. It makes you shoot a lot more carefully and it is a lot of fun. Me and my friends usually play this when we are almost out of paint.
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Old June 20th, 11:51 AM   #34 (permalink)
JkillerB
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Posts: 7
Name: capture the barel
Minimum Number of Players: 8 +
Things you Need: barel
Objective: to get the barel wich is placed in the middle of the field and bring it back to were you started or take it 2 your enimies start position for more points
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Old July 9th, 12:54 AM   #35 (permalink)
Armed_For_Life
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Posts: 5
Name: Spy vs Spy
Minimum Number of Players: 12 (8 on 4)
Things you Need: Pistols, Semi-autos (every one needs both)
Suggested Equipment: PT-Extreme with holster, Tippmann with a sling attached.
Objective: Twelve players each equipped with a Semi-Auto and a Pistol.

Divide into two teams, eight players start with Pistols, and four players start with Semi-Autos. Players 2nd marker (be it pistol or semi-auto) is slung or holstered.
Wen Chuck wielding a Semi-Auto is marked by Sam wielding a Pistol, Chuck then converts to the Pistol team, now slinging his Semi-Auto and using his Pistol. Vise versa for the others.
Possibly cap total amount of ammo carried per person to 100 round or 500 rounds, maybe more or less, you will have to experiment. Lower ammo cap for exceptionally skilled players to 40 rounds or 160 rounds.
Could also chrony the Semi-Autos to 240, and the Pistols higher up to there maximum velocity.
Optional Count-Down rule: Once marked, immediately run to the opposing side and yell out a sort of "count down" (or count-up) up to 10, during the counting you are immune. Good rule for a highly congested game.
The "Spy" part comes in wen at any time a player can take out the wrong Marker to gain access to the opposite player group (or strong hold, if you have large bunkers or forts) then switches Markers to mark the other team to add members to his side. - This is wen (like in a fort) the Optional Count-Down rule should be used. Players can carry the wrong Marker around to trick others but can not use it, not even against their own team (and missing on purpose) to complete there ruse.

Once an entire side is gone, game is over.
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Old July 9th, 05:01 AM   #36 (permalink)
Nightlight7
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Join Date: May 2009
Location: O-H-I-O
Posts: 72
Name: Whatever you want it to be
Players: At least 8
Need: Typical stuff
How it works: 4 teams (at least 2 people per team or else it wouldnt be a team!). Each team starts in a different corner of the woods and try to eliminate the other teams. You could apply this to any game really, such as capture the flag with 4 different teams with different flags.
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Old July 9th, 05:29 PM   #37 (permalink)
kitch
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Join Date: Jul 2009
Posts: 1
Name: Don't have one.
Minimum Number of Players: 4
Things you Need: Big area, preferably wooded. Some kind of tokens
Objective: At the start, pass out the tokens (poker chips, different kinds of coins, etc.) one specific token to each player. Each player gets a set number of tokens (1, 3, 5 depending on how long you want the game to last.) Game is free for all, when a player is hit he/she must give a token to the player who got the kill. When you run out of tokens you are out. Important to note, you collect tokens from other players for kills but you can only pay for your deaths with your own tokens. At the end of the game whoever has the most tokens wins, regardless of when they were put out of the game. This game encourages aggressive (fun) play.
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Old July 10th, 02:02 AM   #38 (permalink)
Armed_For_Life
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Join Date: Jul 2009
Posts: 5
Name: Nine Ball, or Odd Man
Minimum Number of Players: 9 (two teams of 4 + one odd man)
Suggested Equipment: Winchester Feeders. Pump Markers.
Things you Need: Standard Equipment. Good Honest players who will not over shoot.
Objective: The teams start in separate areas (hidden/unseen) and then try to eliminate each other wen the game starts.

The Odd Man is invulnerable, wen Marked the Odd Man uses the Count-Down Rule. He counts out-loud up to 15, and must do so before he can fire again. During this count down he may run to get away. If Marked again during a count down (running or not) he must re-start his count down. The goal of the Odd Man is to cause extreme havoc to both teams as they battle it out.

Each player gets 50 rounds each, and the odd man gets 200+.
Lower Marker velocity for Odd Man to 20 PFS lower than the velocity used by the teams
Game Ends: Wen there is one team left standing, the winners.
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Old August 15th, 09:13 PM   #39 (permalink)
paintball_matt3
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name-hostage
number of players-about 6
what you need-any woodball field (better with like a small building

if playing with 6 peaple than 3 peaple guard the hostage(such as a flag but it is better to use a brave person) and three peaple go out and try to save the hostage. the peaple guarding the hostage win whenever the time run out or all the other team is eliminated. the searchers win only if they eliminate the guards or bring the hostage back to there side of the field
no one can shoot the hostage on purpose if either team shoots the hostage that team lose. use different color paint for each team. the hostage cannot move by themself. the guards can leave the hostage alone but i dont recomend it because the other team can get the hostage

hostage is better with real person
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Old September 17th, 11:21 AM   #40 (permalink)
ExtremeVelocity
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Valkyrie Paintball Game

Found this one on Paintball Scenarios.net. Played with my group this weekend and everyone seemed to really enjoy it. Here are some printable instructions.

Name: Valkyrie
Minimum Number of Players: 10+
Things you Need: Orange Traffic Cone, Armbands
Objective:

It is the early 1940's and Hitler has his evil grasp on most of Europe. Many people around the world, even many of his own Generals, believe Adolf is a mad man. A small resistance has formed within the Third Reich and a brilliant assassination plat targeting Adolf Hitler is created. This is a daring and dangerous mission to abolish one of the most horrible tyrants the world has ever known!

The Resistance must attack and wipe out Hitler before he ruins all of Europe and creates enemies across the globe. If these German "traitors" can sucessfully eliminate Hitler in time, they can save their dignity and negociate an end to World War II while they still have a leg to stand on. The have a 30 minute deadline or risk being caught and tried for high treason.

Hitler must stay alive if he wants to dominate the world. He has a small force of dedicated Nazi soldiers who will defend their leader to the death. Hitler must 1.) eradicate all of the attacking traitors, 2.) outlast the timer, or 3.) escape to Italy where he can hide and survive to fight another day.

Directions: Place an escape cone (passage to Italy) near the south end of the field for Hitler's escape. Hitler and his security secretly go out in the field 5 minutes before the game starts and take cover. The German Resistance has a few more players and begins their attack by blowing a horn to start the operation. Hitler's troops can regen one time by touching Hitler. The Resitance fighters can regen one time by touching the designated medic. The medic must wear a red cross. Neither the medic nor Hitler can regenerate during this game. If the medic is hit, attackers can no longer regen for remainder of the game.
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