Inside the landing
craft is the overwhelming smell of sweat and adrenaline, the
referees holding large loading doors shut against the sea of
players. A great cheer rises as the last of the water balloons
go sailing into the trees-U-S-A! U-S-A! On cue, doors drop and
half of the 3,137 registered players run screaming onto Normandy
Beach!
They hide behind pallets and Hyperball tubes, turning the mock
helicopter on the Blackhawk Down field into a mass-refuge. Paint
flies in from all directions in great ropes, the white and pink
Diablo Nightmare breaking white on goggles, hoppers and bunkers,
splattering players and bruising egos.
Last year the Axis forces held the beach, pouring players and
paint between the bunkers to stop every tentacle of the Allied
attack. This year, General Monty (Tom Sutton) worked different
tactics and angles, ultimately setting a new Skirmish record:
the Allies set up their beachhead in only 28 minutes. The previous
record stood around an hour and a half-their accomplishment
was substantial, and put great fear in the Axis players.
The game started in earnest, moving from the Allied command
center established just inside the trees from the beach. Scenario
Director Chuck Stoner radioed General Monty and Axis General
Rob Wood their next missions. New opportunities crackled over
the radio every twenty minutes for the rest of the two-day scenario
game.
Players drove and flew from all points in the country, and
several beyond. They met near Jim Thorpe Pennsylvania at Skirmish
USA, one of the country's premier fields. In business since
the early 80s and now featuring over fifty courses, Skirmish
has played host to the Invasion of Normandy (formerly, though
no longer, the Skirmish D-Day) for four years running. Their
first crowd numbered 1,500, the second around 2,000, the third
2,711 and this year's attendance-at 3,137-was more than double
their initial showing!
Campers took over the fields around the gravel road that leads
to the heart of Skirmish. They pitched tents and slept in cars,
cooked over small fires and enjoyed the vendors' village while
waiting for the action. Social alliances formed, and one particular
group of players emerged from the shadows with contracts and
propositions...
Tyrell Corporation debuted this year. A multi-national corporation
with resources and secrets galore, they aimed at war profiteering
in the most extreme and decadent ways. "They're the people
to go to for fuel," Chuck Stoner explained. "If you
need fuel to mobilize your forces, Tyrell's the people to go
to. There's a rumor, but it's been unsubstantiated, that they're
involved in gathering some historically significant-some religiously
significant-props out of the Mideast."
A. Eldon Tyrell, CEO, explained that their goals were to increase
the level of role playing in the Invasion game, add a new element
to strategy, and have fun. As military actions-from which the
Invasion was inspired-require supplies, so too must many scenario
paintball missions. Those supplies, often in the forms of plastic
"oil drums," were available from Tyrell...for a price.
In a game with thousands of players, a group of thirty who
intentionally put themselves at the political fifty yard line
and then surround themselves-literally-with potential points
is a gutsy group indeed. They realized their forces alone could
not protect their fuel dump and offices, so they set about a
hiring campaign. The Friday evening before the July ninth and
tenth games, just hours before the Friday night game, Tyrell
held a job fair near the CO2 fill station.
They attracted hundreds of inquisitive players, and signed
up nearly three hundred players from both the Axis and Allied-and
French, even-teams to work security at various times during
the scenario game. On Saturday these players worked to bend
the conflicts around the Tyrell facilities at the Airfield to
keep the props safe and the facility from coming under indirect
attack.
It came under direct attack, though, several times. A band
of Axis players overran the facility and looted some fuel barrels,
but the most egregious offenses came from "rogue"
Allied players. They hit the facility several times, hauling
away props and leaving the site sacked.
Eldon Tyrell called these raids in to the Scenario Director,
who discounted the points for the props, as they were stolen-and
even with imaginative storylines and free-flow creativity, there
must be some rules.
Sharing the CO2 fill station staging area with the masses was
a Ronn Stern Paintball Camps group numbering nearly eighty.
These camps normally focus on helping tourney players hone their
speedball skills, but in a special departure from formula these
campers came to Skirmish to live, learn, and play woodsball.
Their week culminated, at the invitation of Paul and Cleo Fogal
of Skirmish, in playing Axis forces during the Invasion of Normandy.
True to expectations, the campers figured prominently in the
Friday night pre-scenario game and made their presence known-and
felt, to opponents-in the weekend game as well.
With nearly two thousand people on site Friday evening, there
were plenty of players looking for something to do...enter the
Friday Night Game, a side event for fun and bragging rights...and
to showcase the amazing castles at Skirmish. Axis forces wrapped
their hoppers in purple tape-the official team identification
method, along with coded player ID cards-and congregated within
the Tippmann Castle. This phenomenal structure includes twin
three story towers, full ramparts...even oxcarts to use as cover!
Allies commanded the Dye Castle just two fields away, and at
game-on, nearly five hundred players flooded the fields between
the castles. Their goal was to breach the castle defenses, then
steal all three white barrels within and take them to their
own castle for the win.
The Axis forces launched several small-scale attacks on the
Dye castle, finally capturing it in the wake of a major push.
Night and the castle fell within minutes of each other, dozens
of skirmishes raging in the darkness. Finding only two barrels
inside the castle, a group of three players peeled away from
the force to probe the depths of Skirmish's forests.
They found the barrel nearly an hour later, glowing green from
chemlights the referees attached at dusk. It was guarded by
a lone sniper, a sniper who was quickly dispatched with. In
dragging the glowing plastic drum back across the fields, they
ran across several refs and at least one friendly-fire ambush.
The referees called the game just as they managed to get the
barrel through the backdoor of the Tippmann Castle. Victory
was theirs...a good precedent for the weekend to follow.
After the beach fell, the teams set upon the individual missions.
These varied hourly and drastically in type. Word came to Axis
General Wood during the afternoon that a group of his players
were being held as "prisoners of war" in The Pentagon,
a field several hundred yards into the forest and adjacent to
the tangle of the rhododendron woods. He mobilized a force of
around one hundred players to push through The Hood and storm
The Pentagon.
Their progress was impeded by the second rain of the day, a
passing shower that power-washed the forts and trees with an
amazing display of nature's power. The players kept about their
business, hunting props-and each other-even as their boots filled
with water. In half an hour it was gone...but the attack on
the Pentagon raged on.
The Axis forces rescued their players, then moved to hold the
fort against the Allied counterattack. Referees called a ceasefire
and moved the Allies back, back across a small clearing to offensive
positions some distance away. At game-on again, they stormed
from the shadows to reclaim their stronghold!
After more than half an hour of intense altercation, they successfully
routed the Axis players. The victory was overshadowed, though,
by the Axis' early lead in overall points.
Other missions were geared for snipers and recon teams, precision
assault teams and role players, scenario hardcores and newbies
alike. Select spy and recon teams were issued disposable cameras
and given the job of taking reconnaissance photos of base security
around their opponents' command centers. These photos were developed
by Skirmish staff, then used by commanders to plot massive attacks.
"I like my missions to be pretty concrete," Chuck
explained, "so they always have specific objective locations
to go to. I also like them to deal with tangible props."
For this event, he went with historically inspired missions,
and together with Paul Fogal, planned missions that would make
for exciting game play. The ideas are only inspired by history,
though-not exact representations.
"The games aren't choreographed based historically on
who was where," he continued, "that's just not going
to happen." They used a map of the facility as a chessboard,
moving pieces that represent various groups. The missions were
then dovetailed so opposing forces would be fighting for similar
objectives, or run into each other along the way.
The action raged back and forth, the Allied compound coming
under direct attack, and both leaders dealing in various ways
with Tyrell. A shifting allegiance formed, with the assistance
of Tyrell and at the behest of vocal players: the French felt
more strongly allied with the Axis forces than they did with
their historical partners, the Allies. The pull of history was
not enough to preserve their fidelity, and late in the day the
French Resistance turned hostile against the Allies.
Spread throughout the forest were sheets of paper stapled to
trees. They contained the stories of French resistance during
WWII, told of major battles and influential leaders. Players
who stopped to read were treated to lessons in the history of
the very battle they honored...a nice touch.
As darkness fell, the play consolidated to the eastern end
of the forest, around the Allied command center. Weary players
disengaged and returned to their tents for dinner and sleep,
while nearly 1,400 hardcore players stayed on to attack-or defend-the
compound. When the last rays of daylight retreated, the Allies
flicked on spotlights. Referees wandered around with lights
as well, the beams searching the shadows for Axis players.
They didn't have to look hard...the attack was upon them from
the first minute, hundreds of players pushing from the beach
through the tree line. Under cover of night a group of Ronn
Stern Campers infiltrated the woods two hundred yards west of
the action, then flopped down and belly crawled past lost patrols
and through dense woods to the edge of the Allied perimeter.
With the primary action towards the front, only a few dozen
players held the northwestern edge...and despite their searchlights,
they missed the crawling snipers.
This stealthy attack preceded a major shift in the deployment
of Axis forces, as they swung northwestward into the darkness
after an hour of grinding down the southwestern defenses. By
the time the attack commenced on the perimeter, the snipers
were inside barrel tagging opponents.
The base fell in time, and the Axis departed for the evening
with high hopes-and high scores for the Sunday game.
As retribution for sacking his facility, Eldon Tyrell brought
charges against the Allied team in the First Court of Skirmish
on Sunday morning. The Allies blew off sending a representative,
so a public defender was assigned to defend them in absentia
to a panel of judges and jury members...comprised of French
and Axis players. The ruling handed down found in favor of the
plaintiff, and Tyrell Corporation walked away from the proceedings
with strengthened alliances to the Axis and French teams...and
a bench warrant for the arrest of General Monty and his commanding
officer.
Serving the warrant was difficult, so Tyrell settled back into
their traditional role of muckraking and racketeering, and waiting...waiting
to see what became of the Arc of the Covenant, a prop they acquired
from the Middle East and sold Saturday evening to the Axis forces
after a particularly impressive demonstration.
Sunday morning was bright and clear, with the few clouds in
the sky afraid to do more than smile down at Skirmish as they
passed harmlessly across the sun. Players packed the field,
their tents jumbled and muddy messes of dirty equipment and
wet socks...there was a game to play, and nothing held them
back!
Action raged near The Hood and through the rhododendron forest,
and included an Axis bombing mission against the Allied compound
that was aborted due to lack of fuel. General Monty paced his
headquarters, listening to his radios and desperately dispatching
troops to capture as many points as they could. He found himself
beset by every other team and group on the field, and though
the Allies were strong, the odds were daunting.
The missions wound the teams back towards the beach for one
final attack on the pallet-and-pipe field adjacent to the camping
and vendor areas. A large crowd gathered a safe distance away
to watch several thousand players mass behind impossibly small
bunkers and trade unfathomable volumes of paint. The "German
Secret Weapon" made an appearance-a man in a large box
with a target painted on the front, dancing through the action
while paint exploded all over his outfit. The Cat in the Hat
was there, along with Laura Croft, Clint Eastwood, and other
costumed characters. Creative anachronism is celebrated in scenario
paintball, and fully embraced there at the Invasion of Normandy.
Then a wave of Axis players marched through the open, markers
throwing clouds of paint into the air, their ranks lead by players
with a strange staff-the Shield of Ra-and the Arc of the Covenant.
Orange smoke popped everywhere, thickening the air with pungent
smells and swirling clouds. The Allies counterattacked one,
twice, then three times, gaining and losing ground like they
were running on a treadmill.
Axis forces stopped these advances and pushed back, negotiating
the ground with stomping boots and empty pods dropping like
leaves. They finished on top of their game, pushing the Allies
completely off the beach and then taking the battle beyond the
required lengths, into the trees, and back towards the command
post. When the referees called the game, the Axis force had
dominated the beach every bit as decisively as had the Allies
not but twenty four hours earlier.
When the points were tallied, the final anachronism came to
light: the Axis team won. Next year new commanders will weave
the saga of the Invasion of Normandy...and they hope to see
you there!