Teams
Teams will be broken down by camo: predominantly green versus predominantly tan.
- Team Alpha: Multicam, Tropentarn, AR cadpat, Desert Marpat, PMC loadouts and solid tan and brown. These are examples only. Any Brown/Tan based camo/load out applies
- Team Bravo: TW cadpat, Marpat, Woodland, Flectarn, Arpat/Universal (aka ACU), and solid colors *other* than tan/brown. These are examples only. Any Green based and/or non brown/tan based camo/load applies
Cost and Registration
The game fee per player is $90, to be prepaid. The final cutoff for registration is May 6.
Payment can be made by EMT, PayPal +4% or direct deposit. PM Camogames with your full name, age, callsign, where you're from, and let me know the option you chose for payment. After full payment is received, you will be let into your team forum.
Game Schedule
Available Friday afternoon/evening and Saturday 8:00am-9:30am
Gun Chronoing
Start time: 9:45am
Welcoming and Pre-Game Briefing
Start time: 10:00am
Scenario 1 - Battle for Claybankia
Objective: To secure and occupy as many structures as possible. To qualify as secure, there must be no opposition forces inside structure. Points awarded for every structure securely held.
- Time limit: 120 minutes
- Respawn: Instant, Unlimited
- Structure Point Valves: Varies
- Pros: None
- Teams begin at assigned start points.
- Game starts when air horn is blown, timer begins then.
- In order for a structure to be considered secured, There must be no live opposition forces inside the structure.
- Structures marked in RED on the plant map can not be secured as they can not be occupied. They can however be used for cover. Structures marked in BLUE are safe zones and are out of bounds for play. Smoke stacks can not entered either, but are not marked as such as there is no access points for them. They can be used for cover
- The Admin/Smoking kiln may be used for cover on the outside. Firing into or out of the Admin/Smoking Kiln is prohibited.
- Blow air horn at 120 minutes, players freeze in locations and admins quickly go and tally up points.
15 Minute Break
Start time: 12:30pm
Scenario 2 - Flags of Fury
Objective: To secure as many team colored flags within the time allotted.
- Time limit: 90 Minutes
- Respawn: Instant, unlimited
- Flag point values: 50 points each
- Props: 20 flags of each color (two colors) to be installed in each playable structure
- Teams begin at assigned start points.
- Game starts when air horn is blown, timer begins then.
- Players attempt to secure as many of the colored flags assigned to their team as possible.
- Once a flag has been taken from its mount it must be transported to the respective team base.
- Once a flag is removed from its mounting location, no other flag may be removed by that team until the original flag has reached the team's base.
- Flag colors are team specific, flags can not be touched, stolen or hidden from the other team.
- Only one (1) flag may be in play (transported) by each team at any one time.
- Flags must be carried in the open. No hiding of flags on a players person is permitted.
- If more than one flag is found to be in transport by any one team at one time, all flags in play by that team will be confiscated and all points for said flags deducted from that teams score
- When a flag carrying player is hit, he/she drops the flag where they were hit. The flag carriers other teammates can pick up the flag from there, the opposing team can not touch, move or hide the flag.
- Flags may be passed from player to player providing both players are live. Only the flag can be passed. Nothing can be used as a weight to make the flag throuw farther. Balling it up is allowed, but the player balling it must throw it immedietely and the player catching it must unfurl it for carry as soon as possible after it's caught.
- Players found purposely removing opposing teams flags will have the point value for the flag deducted from their teams score plus a game misconduct point deduction for cheating.
- Horn blows at 90 minutes and any flags in transit are disqualified. Only flags secured in the teams base will be counted.
30 Minute lunch Break
Start time: 2:30pm
Scenario 3 - Voyage of the Damned
Objective: One team must escort a transport from the Outland to Claybankia. The other team must stop them at all costs.
- Time limit: 90 Minutes
- Respawn: Instant, unlimited
- Scenario Point Value 2500 (winner take all
- Props: 4-6 flags of each color to be installed in each playable structure
- A transport is planted in the Outland of the clay fields.
- 4 waypoints set up at even intervals between starting point and plant.
- Teams are allowed 10 minutes to set up before air horn signals start of game.
- Escorting team must stay within 10 feet of transport for it to move. (admin driving and admin on roof/top to watch for proximity of players and to radio start & stop). If players are outside of 10 feet, transport comes to stop.
- Only one live player needs to be in proximity for the vehicle to move.
- Players should avoid being in front of the vehicle. Driver will stop at any time he feels there is a hazard to the players around the vehicle or to the vehicle itself
- Players are not allowed in or on the vehicle.
- Every time transport passes a waypoint, 10 minutes is added to time clock, extending game play.
- Escorting players can use only respawns (CCP's) behind the advancing transport. Defending players can use only respawns (CCP's) ahead of transport.
- The vehicle iteslf and the admins inside are not targets. Shooting either will not stop the vehicle. Intentional shooting of the vehicle and/or Admins on and/or in it will result in a wanring for that team. Continued infractions will result in a game misconduct point deduction for the infracting team.
- Game ends when transport reaches terminus or time runs out.
(Game can be replayed with teams switching sides. Only setup time is required for transport and players to move into position.)
15 Minute Break
Start Time: 4:45pm
Scenario 4 - Gatherers Gardens
Primary Objective: Each team must find, collect and secure valuable "flowers" from "gardens" scattered throughout the site.
Secondary Objective: Each team must find, collect and assemble a set of words or a phrase from letters scattered throughout the site. Letters may or may not be found in the flowers.
- Time limit: 90 Minutes
- Respawn: Instant, unlimited
- Scenario point value: 20 points per secured flower
- Gardens are setup using survey flags, one color for each team. Flags are scattered throughout the field in gardens of 5-10.
- Flags are team specific and can not be touched, moved or stolen other than at opposing team base, see below.
- Flags must be carried openly and cannot be hidden on a players person.
- When a flag carrying player is hit, he/she drops the flag where they were hit. The flag carriers other teammates can pick up the flag from there, the opposing team can not touch, move or hide the flag.
- Flags are transported to their respective base and must be placed into a lockable storage container (aka Vaults) once they arrive at the base or CCP.
- Vaults must be stored at either a fixed base or at a mobile CCP.
- Vaults used at mobile CCP’s must stay within the CCP boundary and the Vault can only be opened to accept flowers while the CCP is setup and active.
- Teams are supplied with 6 Vaults each for the flags.
- Teams may store as many flags in each Vault as they wish.
- Vaults may be locked with the supplied zip tie at any time the team wishes.
- Once locked, the Vault may not be reopened.
- Unlocked Vaults may be stolen by the opposing teams at any time. Locked Vaults are off limits.
- The contents of stolen containers may not be transferred between containers. Not can the contents be removed by anyone but the original team (if the container is reclaimed and not locked) or by the Admin staff.
- If a team unlocks a stolen vault (cuts the lock off), they will lose double the point vault the vault contains (point value of all the flags inside because it was locked and the same value again for cheating). If an unused lock becomes detached from an unlocked vault or if a lock accidentally breaks off a lock vault, the onus is on the stealing team to prove it was so when stolen.
- Vaults may be staked down to the dirt ground only (with poly rope or paracord only, no metal cable or chain) to help prevent theft, but the opposition can cut any rope or cord used. Vaults can not be tied or staked down is such a way that would damage or deface the property (no digging, no hammering into the structures, etc.) or in such a way to make recovery difficult (i.e. dropping into a hole). Vaults can not be attached to structures at any time.
- Vaults unaccounted for by the end of the game will result in a 500 point deduction for whichever team last held them. Teams are responsible for keeping track of vaults either in their possession or stolen (Vaults will be numbered).
- Horn blows at 90 minutes and any flags in transit are disqualified. Only flags secured in the teams base and/or locked Vaults will be counted. Flags stolen by the opposing team in an unsecured Vault will count in their totals. Stolen locked Vaults will count in the totals for the original possessing team.