Volume 14
Issue 387
May 14, 2005

PaintBall News

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The one place to go for official news and information about the sport. Play Ball.

     The characters not assigned to a team were more or less neutral.  They might give you a paddle for the Castle Anthrax maidens, or they might shoot at you, depending on their mood, and the results of their last encounter with any given team.  Most notable among the characters, was the father of the scenario game genre, Wayne Dollack, who played the role of the bridge tender, or "bridge troll."  He guarded the "Bridge of Death" which spanned the "Gorge of Eternal Peril," and would ask paintball trivia questions of those that wanted to cross.  If they answered correctly, they could pass.  If not, then the person who wanted to cross, and everyone with him, was eliminated, and packed off to the hospital to await the next insertion period.  Questions ranged from the ridiculously easy (How long was the first 24 hour game?), to tricks (Who did Grant surrender to at Appomattox?"), to agonizingly difficult (Name the 12 people that played in the first recognized game of paintball in 1981.)  Again, the question depended on the mood of the troll, and previous experiences of the troll with others of the same team.

     Most Viper games start with both teams trying to obtain "fuel."  But in 932 AD, there was no fuel, so the teams headed out looking for coconuts that could be used for "transportation by horseback" throughout the field.  The catch was, that the coconut halves had to be "clopped" together, and the "rider" had to "prance," just like in the movie.  As long as the "rider" was "prancing" and banging the coconut halves together, he could not be shot.  But if he stopped, then he had "dismounted," and was a fair target.

     Once the coconut halves had been found, the next thing was recon.  Teams were sent out to determine the strengths and weaknesses, then report back.  After that, missions went out, and the battle began in earnest.

     Initially, the repressed peasants overwhelmed everything in their path, and were two thirds the way to King Arthur's castle.  Then, depending on who was telling the tale, the peasants either took the base and shot it up, or they were repelled by King Arthur and his knights.

     A bit later, Arthur's forces seemed to improve their field position, advancing all the way up field to the area of the French castle, and the Bridge of Death.  They did avoid the three headed giant, as at least two of the heads were perpetually in a foul mood, and anyone coming in range was promptly shot.

     Arthur's knights seemed to have problems advancing past mid field, but the peasants did get downfield, and did take over Arthur's base at least twice, according to a peasant spokesman, who related the story on the condition that his name not be used.  The terminology agreed upon, was "a highly placed source within the peasant hierarchy."

     Late in the afternoon, Arthur's castle was under siege again, and this time, it was clearly visible from the safety of the registration trailer.

     Meanwhile, encounters with the rabbit and some of the other characters were taking their toll on players from both sides.  And the rabbit seemed to be interested in evening things out, so he decided a "peasant hunt'" would be in order.  Earlier, the rabbit had been more or less ignored by both sides, with the "Don't make him mad" theory holding sway.  After he had taken out a sizable number of peasants, then they turned into a multitude of "Sir Robins," and "ran away" whenever the rabbit approached.

     The knights thought they had found a new ally, but someone must have annoyed, irritated, or aggravated the rabbit, as he turned on the knights, and sent them on their way, as well.  From then on, the rabbit was something to be avoided.

     No one knew what to make of the Frenchmen.  They acted as if one hand did not know what the other one was doing.  At their castle, there were peasants all around, but the Frenchies were flying King Arthur's colors from the ramparts.  They were also tossing small stuffed animals at whoever was around their castle.  If a player was hit, it was meaningless, but it was annoying to be crouched behind a barrel, shooting at the enemy, and suddenly get hit in the back with a stuffed cow.

     The day wound down with the peasants again laying siege to Arthur's castle, and Arthur grinding his teeth in aggravation over the course of events.  Still, his knights were keeping them out, so it wasn't a total loss, and besides, they'd have a second chance at the big battle that would take place right around 4:00 PM. 

     At 4:00, the battle started, and here, the "slapsticks" came into play.  The slapsticks were made from PVC pipe, and were all white.  The deal, was that if the sticks were "slapped" and the end pointed toward the peasants' base, the king and his knights would get credit.  Should it point the other way, then the credit would go to the peasants.  Some players had no idea what the slap sticks were, and consequently, ignored them.  Others slapped them the wrong way, giving credit to the other team.

     The teams gathered in front of the registration trailer, where Arthur's castle was in full view from the back windows.  Spectators gathered inside the trailer to watch, as Arthur's knights and the repressed peasants, under the leadership of someone named "Dennis," clashed.  Paintballs filled the air, and those in the trailer and behind the netting watched, as players made outstanding moves, and moves that might be regarded as "boneheaded."  One player made a daring move to capture a bunker on the edge of the netting, and from that vantage point, took out a dozen or so opponents.  Another bunker was not quite as accessible, and four times, a player tried to take it.  Four times, he was shot before he even got close, due to someone from the other team being in the bunker. 

     The dinner bell sounded, and players came off the field to their own cooking, to eateries in the area, or to the jambalaya served up by the Paintball Command staff.  Out on the field, Tim, the enchanter, let go with a few more loud bangs, before joining the rest of the crowd for dinner. 

     First reports indicated that the peasants had stuck it to Arthur and the knights, and later reports confirmed the initial assessment.  But the magic grail had not been found, and in the staging area, some of  the main characters and lesser characters, were wandering around, mixing with the peasants and knights, and giving cryptic clues as to the grail's whereabouts.  Unfortunately, they were too cryptic, and often raised more questions then they answered.

     Teams headed out after dinner while just a bit of daylight remained.  Game director "Viper" said it was planned that way, so that the players' eyes could adjust to the changing light while on the field in a game situation.  The players thought it was a good idea, and many commented that it helped them make the adjustment to night play.

     Tradition says that the team that rules the day, has a more difficult time at night, and this tradition seemed to be confirmed.  The peasants had flat out kicked butt all day, but Arthur and his knights were, by all reports, doing considerably better once the sun went down.

     Other things were made easier, too.  The bridge keeper took an extended dinner break, and for the first hour of night play, was not at his station, allowing players to cross without consequence, or without having to answer any questions.  The killer rabbit and the black knight also took extended breaks, and were not out there during the first 30-60 minutes of the night game.

     Meanwhile, Arthur and the knights were completing more missions, and gaining more points, and thus, putting a nice big dent in the lead the peasants had run up during the day.  By the time 10:00 PM rolled around, the two teams were just about even in total points, with the peasants holding on to a slim 20 point lead, which could easily be erased with just one mission completion, or the recovery of one major prop, or two or three minor props.

     It was late, and the game stood down with the peasants hanging on by their teeth.  They had one thing going for them, and that was that daylight would soon be here, and perhaps recent history would repeat, and the peasants would again rule during the daylight hours.

     Morning, and the coffee was brewing in the registration trailer.  Players were congregating ,and anxious for the game to begin anew, and gulped down the coffee in great quantities.  Breakfast was served at local establishments, and at hotel lobbies one exit west on I-10.  Then, back to the field for the last leg of the game.

     The knights were at almost an immediate disadvantage.  Several of their number had other commitments for Sunday morning, and had departed after the night game, leaving the rest of their forces a bit shorthanded.  The situation was quickly rectified, and the numbers were back to being even, but the peasants seemed to have a greater determination, and quickly overcame the obstacles of the black knight and other characters present. 

     The peasants even took the morning speedball game, where the ten best speedballers from each team met on the speedball court at the northwest corner of the field.  The hero of the encounter, was Mike "Blue" Hanse, who demonstrated that old guys almost 50, can still play.  "Blue" charged up the right side of the court and took out about half of the knights all by himself.  From there, he and the other peasants secured the sword in the middle of the field, and carried it to the other end.  They were rewarded with an opportunity to purchase the sword, said to be the property of the black knight.  It was called the "Sword of Invincibility," and would render the wielder invulnerable, except for getting hit with another holy hand grenade.  In short, whoever carried the sword would be just like the killer rabbit, but without the bunny suit.

 

     The peasant leader went ahead and purchased the sword, while the leader of the knights  met with a shadowy character called by many names, most of them unprintable.  One of the more polite monikers hung on him, was the "Prince of Prevarication," and he gleefully doled out a handful of "gold coins" to the head knight.  Maybe they would make life easier for the knights.  Maybe he would be laughed at, if he tried to spend them on anything.  Then again, there might be others out there who would have a use for the coins, whether they were real or not, and who would be willing to provide something of value for them, then try and double or triple their initial investment.

     The peasants were bedeviling the knights again, and had encircled Arthur's castle, when the rabbit appeared, and decimated their ranks before being taken out with another "holy hand grenade."  The rabbit was temporarily out of the way, and the siege continued to the point where the peasants had blocked off the knights' entrance.  When the insertion window opened, the peasants were well positioned to mow down the knights as they re-entered the field. 

      That lasted through one insertion period before the referees pushed the peasants back a respectable distance, and allowed the knights to get back into their castle.

     The non team characters did their best to help out the knights, but the peasants were strong, and determined.  On top of that, they were competing their missions, and, in general, picking up where they left off the previous afternoon.

     But then, the peasants were dealt a crushing blow.  One of the knights had found the real grail, and had turned it in, thereby boosting his team's chances of overcoming their less than stellar showing in the daylight game.  The grail was the end all and be all of the game, as, after all, it was "The Quest for the Holy Grail."  It was the prop worth the most points, but just the capture of the grail would not necessarily be enough to turn the game.

     The knights' enthusiasm went up a couple of notches after they got credit for the grail, but they sort of knew that it was going to take more.  They might have gotten it, too, had not one of the knights annoyed the rabbit, who responded by taking out about a dozen or so, before  being driven off under a hail of paintballs.

     From there on out, it wasn't pretty for the knights.  The peasants had their number, and  used every trick in the book to take advantage.  But there was still a faint hope for the knights.  A decisive victory in the final battle of the game just might turn the tide in their favor.

     The teams were recalled to the staging area to prepare and gear up for the game's final encounter, then dispatched to their starting points to await the start of the last battle.  For this, the slap sticks were back in play, and the peasants, who had been in and around Arthur's castle for the better part of the game, would get to defend it against the knights.

     Knowing what was at stake, the knights bolted toward the castle at the signal to start.  The peasants met them with equal force, and blunted their initial attack.  The knights regrouped, and attacked again.  This time, they did not protect their flank, and several peasants were able to take up positions on the knights' left side, and lay waste to the knights that came up the center.  The knights figured that out, and sent in a few more of their number to root out the flankers.  The job got done, but at a cost of time and manpower, that the knights could not afford.

     Adding to the confusion, was "Tim, the enchanter."  He was out with his "bird banger," making a racket, and causing everyone to look in the direction of the loud noise.  There were rumors of Tim tossing paint grenades around somewhat indiscriminately, but he vehemently denied it.

     The killer rabbit made one quick appearance, and despite his invulnerability, he was met with a hail of paintballs from both sides.  Discretion being the better part of valor, he made a hasty exit, took off the bunny suit, and watched the battle unfold from behind the safety of the netting.

     Several times the knights pushed up, only to be repulsed by the peasants.  Then, the peasants would push, and the knights would push back, with neither side accomplishing a whole lot.

  What was accomplished, was the control of the slapsticks, and that went to the peasants.  They got out of the castle and into the moats and trenches, and from there, were able to hold off any knight advance.  Despite the battle being a tactical stalemate, the peasants prevailed by virtue of their control of the slapsticks.

     And then it was done.  The last screamer was launched, and the signal given for the players to retire from play, and gather at the registration trailer for the post game ceremonies, which included the announcement of the scores, presentation of awards, and the always popular player raffle.

     Twenty minutes went quickly, and those that had not already hit the road for home, scarfed up the plastic chairs from the staging area, or brought their own chairs, to sit and relax, and jump up shouting, should their player number be called.  The first leg lasted some 15 minutes, and some nice prizes went out to lucky players, but that was interrupted for another 15 minutes, as both commanders were recognized, and called up to the stage for the presentation of the game awards.

     Once the awards were done, the raffle resumed for the second leg, and was interrupted once again, this time for the announcement of the scores.  It was no secret that the peasants had won just about everything, but the knights did, in fact, find the one true grail.  But it was not enough.  When the props and missions were tallied up, the peasants prevailed by a wide margin, 395-190.

     While the scores were being announces and more prizes were being awarded, some players turned their attention to the branches of a large tree, in which one of the toss out prizes had become lodged.  One young player tried to dislodge it by throwing his shoe, but that wound up getting stuck, too.  Then, he took off his other shoe, and got the first one down.  A few more tosses, and the prize finally dropped, and he was able to snatch it up.

     The last of the prizes went out, and the players hit the road for home.  "Viper" and his staff, along with the Paintball Command staff, traded congratulations, then took a short breather before wrapping up the final details of the event.  Viper Enterprises extends its thanks to Charles and Carrie Segrave and Don Prieto, the owners and operators of Paintball Command, and to the Paintball Command staff, who worked overtime to get things ready for the event, and who kept things together through the game.

     Thanks also, to the game's primary sponsor, National Paintball Supply, and to the other fine sponsors, including Ariakon, COPS 911, Hotheads Ordnance, and Signs o' the Times.  Special thanks to Hammerhead Barrels, which not only was a game sponsor and contributor to the prize package, but also set up a display booth on site, and provided several players chosen at random, to receive a barrel to use during the game.

     More thanks to the celebrities that attended.  Mike "Blue" Hanse, who originated the "Quest" game at EMR Paintball, in Pennsylvania, and Wayne Dollack, affectionately called "The Godfather of Scenario Paintball."  Also on hand, was the editor and publisher of Scenario News, Lawrence "TB" Wright, and Jerry "Dutch" Schappart, a well-known commander in his own right.

     Special mention to 13 year old Jacob Howard, who prevailed upon his doctor to allow him to play, despite a cast on his left forearm.  The doctor was accommodating, and even cut a small portion of the cast near the wrist, which allowed Jacob to have better control of his paintgun while playing.

     "Viper" and Paintball Command combine in extending thanks to the 300 players that came out to play, and sends out an invitation to all players to come out and play in a Viper scenario.  For more information on his schedule and game locations, call the office, (713) 690-4311 or the cell phone, (281) 844-4572, or check out the Viper site, <http://www.viperpaintball.com>. 

      Paintball Command also has a slate of events scheduled for 2005.  For more details,  check out the website, <http://www.paintball-command.com>, or give them a call, (985) 809-7668.

-30-

GAME AWARDS

                                              Peasants                            Knights

Most Valuable Player              Barrie "Nudi" Reed              J. J. Breazeale

Most Valuable Team               Techno Storm                     Hidden Loyalty/

                                                                                      Sliced Cheese

Toughest Opponent                 Hidden Loyalty/                  Joe "Jammer" Arcurio

                                             Sliced Cheese

Sportsmanship                       Tony McAnally                    Lorena Horton

Best Young Player                  Tyler Justo                         J. J. Breazeale

Best Role Player(s)

The Taunting Frenchmen

Best Referee

Andrew Buyer

(Received a set of coconuts from the original Quest, 1998)

 

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