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Our Fields
Jungle
Called
the Jungle field due to the fast and intense close quarter
combat. Players need to watch every angle on this field, and
work well as a team in coordinating cover when moving up the
field.
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Up-the-Hill
This field relies on stealth and cunning. With hundreds of
hiding places, the enemy could be anywhere. Don't be surprised
if you all of a sudden find that you have stumbled into an
enemy platoon
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Bunker
Being
one of our largest fields, it's no surprise it is one of the
favorites for most who visit us. This field allows players
to truly test their handballing skills, for moving between
bunkers and finding that weak spot in the enemies defenses.
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Fort
One of the field types that no paintball site should be without;
the fort field is always great fun to play. Players need to
work together in attacking this one, never giving the enemy
time to dig in.
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More to Come...
With 170 acres of woodland, we are always developing new
fields. We try to keep each visit as varied as possible with
many types of fields.
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Rules |
- Goggles MUST be worn at all times when not in
a designated safe area.
- A player is eliminated if he/she is hit by a paintball
anywhere on their person, including Gun and Battle pack.
- A paintball must break and mark a player for it to count
as a kill - ALWAYS CHECK
- If a player raises their hand and calls himself/herself
out he/she is eliminated and may not re-enter the game if
he/she find that the paintball did not mark
- If a player leaves the played field boundary, he/she
is eliminated.
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Game Types
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Capture the Flag
Two teams skirmish to capture the opposition's flag and return it to their own flag station.
Any player tagged with the Flag must place it on the nearest available cover. The flag should always be carried in the
hand and not hidden. |
Central Flag
Similar
to capture the flag except one flag is located directly between
the two teams. The first team to get the flag in the middle will
score the "Flag Pull" (usually 20- points) this is only scored once
per game for the first team there. When the flag is taken to the
opposition's Flag station, a "Flag Hang" (usually 50 points) is
achieved provided the player has not been tagged.
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Storm the Bunker
In
a race against the clock one team must capture the Bunker off the
other team. A flag is placed in front on the bunker and the attackers
using team work & suppressive fire must get this flag back to their
starting point to win this game within the time allowed.
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Defend the Fort
In
a race against the clock one team must capture the Bunker off the
other team. A flag is placed in front on the bunker and the attackers
using team work & suppressive fire must get this flag back to their
starting point to win this game within the time allowed.
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Speed-Ball
An all againts all mastacre, allowing a player to stay in for as
long as he can stand the PAIN. This is one definantly not
for the wimps.
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