ASQUITH PAINTBALL GAMES

(306)227-5240

Presents

 

“CONQUEST”

THE NEW AND IMPROVED BORDER-WAR BIG GAME

BIG GAME PAINT SALE!!!

$50 per case

 

 

If you play in only one game each year this is it!

SUNDAY 12th SEPTEMBER 2010

Registration Starts at 8 am

Game Starts at 11am

$30 Registration Fee Includes Free Air And CO2 For The Day

Rental Equipment is Available

With Beginner and Experienced players from all over western Canada in attendance there is no game like it. Over 300 players competing on 50 acres of playing field for over 3 hours is an event you don’t want to miss. The pictures above show just one of the three platoons that made up each team. We use our expanded field of 50 acres, with a Woods fields at each end and the Battlefield as disputed zone in the middle.  (Map of the BigGame Field)

CONQUEST!!! THE BIG GAME HAS COMPLETELY CHANGED THIS YEAR! There are over 30 strategic objectives on the field and NINE of them have Blue Fag Poles.  At the beginning of the game each general will be given 9 Battle Flags for their Army. The object of the game is to plant your flag in the top of the Blue Flag Pole and claim and hold the objective. As long as you have your Battle Flag in the pole and a player in play in the objective you control it. When your last player in the objective is eliminated they must leave and take their Battle Flag with them and return to the Resurrection Booth. They may hand the Battle Flag off to any player from their team that they meet if they wish. Sometime during the first game and at the end of the first game the referees will count the number of controlled objectives and 100 points will be scored for each objective controlled. The same thing procedure will be followed in the second game.

 

This year we have added additional cover to the west side of the central battlefield. It balances the east side bunkers. We have also removed the south side Resurrection Bays from the central battlefield to open up the movement back and forth across it. The game won’t get stalled in the middle.

NEWS FLASH!! We Have Discovered there were STARGATES buried  at our Battlefield. They have been dug up and mounted along the north edge of the field. You can now launch surprise attacks behind enemy lines. The details are explained below.

The game is a War composed of two battles, each one and a half hours long with a 1 hour lunch break following the first battle. Finally there is a 20 minute BATTLE ROYAL at the end of the second half.

Points are no longer scored each time a person is eliminated.  Eliminated players can return to the game as often as they wish, however, they must check in at the Resurrection Bay and re-chrony before re-entering the game. All players must enter the game through the Main Resurrection Area Gate and then the Main Resurrection Bay or the Resurrection Bay of their team’s Stargate.  Prior to entering they must fire at least two shots over the Chronograph in the Resurrection Area.

NOTE!!!  All players must enter the game through the Resurrection Areas and must Chrony to Enter. The game starts promptly at 11am so Chrony into the Resurrection Areas early to be able to enter the game when it starts at 11am.

 

Each Country has roped areas labeled "Resurrection Bay". Players may re-enter the field through these bays. Players may chose to stay in these "Bays" and shoot at players on the field. If a player still in a Ressurection Bay is shot, they are not eliminated. They may continue to play.

 

This next rule is for those few people who might have ideas (and you know who you are) ANYONE WHO DAMAGES OR REMOVES A FLAG FROM IT’S LOCATION WILL BE EJECTED FROM THE GAME AND SUBJECTED TO ANY OTHER PENALTY I SEE FIT TO APPLY!

 

We have expanded the Scavenger Hunt to include THE KEY CHASE.  Each general will be given a key to open a bag that is hidden somewhere on the enemies country. When the bag has been found and opened and the Bonus Prize item in the bag brought to the Head Ref at the Registration Booth base they will score a 500 point bonus. NOTE THAT THEY MUST BRING IN THEIR KEY PLUS THE LOCK PLUS THE BONUS PRIZE TO SCORE THE 500 POINTS.

There will be a 20 minute BATTLE ROYAL at the end of the second half.  It is essentially the world’s largest speedball game. This battle pits the two armies against each other in a slugfest on the central Battlefield. The Battle Royal starts with each army lined up behind the edge berms along the East and West Edges of the battlefield. A rope down the center of the field prevents each side from crossing onto the other’s side. Teams may attack the other side of the field but not cross over to it. At the center of the field are two flag poles, one for each team. A flag on a rope and pulley system hangs on each pole. Each time a team runs their flag to the top of their pole they score 500 points. Whenever a player is hit they return to their starting edge berm and then may re-enter the game.

 

*****NEWS FLASH!!!!! As in the 2009 Big Game, This year will pit GENERAL GRANT against last years winning commander----GENERAL SAMMY!!.******

Registration starts at 8:00 am and the event starts at 11:00am sharp. Registration fee is $30 collected at the gate and includes free Air and CO2 for the day. Players may bring their own paint or purchase from P.A.G.A.

$50 per case

 

C02 powerlets are $1 each or 5 for $4.00

All players are required to complete a waiver form and obtain an neckband at the registration booth. The Waiver has changed for the Big Game…The only mandatory attire is Mask and Goggles (Goggles alone is not allowed). When players sign the Big-Game Waiver they will be acknowledging that it is strongly recommended that players wear neck protection, and clothing with long sleeves and long pant legs, however it is not required, and that the players accept the responsibility for injuries that may occur by Not wearing the recommended clothing.

Each player will be issued with a numbered neckband at the registration booth when they submit their waiver. The number is particular to their name and is used to record points scored, penalties etc. Players playing without a proper numbered armband will be ejected from the game for the day. Armbands are to be returned to the Registration Booth when the player leaves for the day.

Equipment vendors are welcome to attend and set up tables, however paint vending is not permitted at the event.  (BigGame Waiver/Entry Form)

 

DIRECTIONS TO PAINTBALL ACTION GAMES ASQUITH from Saskatoon. In Saskatoon proceed west on 22nd St. west and take highway 14 towards Biggar. Travel 4km past Asquith. Turn right onto highway 376 at the Maymont turnoff. Travel 8km north on highway 376 until you reach the Paintball Action Games Sign. It will direct you to turn right onto township road 374. Travel 3 km to a second paintball sign. Turn right and travel 200 meters to the parking area.

 

Big Game --The New Generation!!

We are always looking to improve the Big Game and this year WILL be NEW AND IMPROVED. Here are some of the changes . We have added more bunkers to the battlefield and moved the south Resurrection Bays to new locations to improve the game flow. The Helicopter Drop has returned to the game.

 

DURATION In a effort to solve the attrition problem the War has been broken down into 2 Battles each 90 minutes in length. There will be a 60 minute lunch break between each battle during which players will resupply, and referees will score the battle and clear the field of players. Following the second half there will be a 20 minute Battle Royal.

 

Registration will start at 8 am and the game will start PROMPTLY at 11:00 am. This ends it on time, to allow those traveling an earlier departure time. Also it seems that as paintball players get older, late running games are a little too taxing (except for Grant that is).

 

GAME START All players must Chrony into the Resurrection Booth and start the game in the Resurrection Booth Zones and only enter the field when the horn sounds. The airhorn will sound to start the Battle and end the Battle. Anyone waiting on the field for the game to start will be sent to the Resurrection Booth and sidelined for the remainder of that Battle. NO-ONE IS ALLOWED TO ENTER THE BATTLES EXCEPT THROUGH THE RESURRECTION BOOTH GATES. YOU MAY ENTER ANYWHERE ALONG THE SIDE OF YOUR STARTING COUNTRY BUT YOU MUST APPROCH THE SIDE OF YOUR COUNTRY THROUGH THE RESURRECTION BOOTH GATE.

 

BLIND FIRING We had a problem with players actually sticking their guns inside of the vehicles and blind firing them. This is extremely dangerous! Players doing this in the future will be ejected from the game. You may shoot a player from outside a vehicle but your paint marker must not enter the vehicle.

Aide De Camp:  is the introduction of the Aide De Camp to the Generals. A player is selected by the commander at the beginning of the day and is the Aide for the whole day. The job cannot be switched to another player part way through. So unless you are ready to do the job for the whole game, don’t volunteer. In addition to their team armband this player wears a blue armband to show they are the General’s Aide. They are also their bodyguard. When this player gets eliminated, they call hit and place their barrel plug in the gun. They can then either return to the Resurrection Bay to get back in the game, or they can wait for 60 seconds, and be resurrected by the General that they are the Aide to. Their commander carries a special cloth to wipe off the hit they received and resurrect them on the spot. Obviously the General or Admiral must still be in the game to do this. An eliminated Commander cannot resurrect his Aide. Also the Generals can only resurrect their Aide. No One Else!

 

STARGATES: New for 2010 are the Stargates. These are large red arches located along the north edge of the field. When a player returns to the game from the main area they still pass through the chrony area at the Resurrection Booth. However instead of proceeding to the Resurrection Bay to enter the game they proceed along the edge of the field to any of the Stargates and enter the game by passing under the arch. They can even enter a Stargate located behind the front and into the enemies country. To enter through a Stargate you walk along the outside edge of the field until you reach the gate. Then remove the barrel blocker from your marker, point through the Stargate with the marker and step through the Gate into the Resurrection Bay of the Stargate. You are not back in the game until you step through the gate. If someone shoots you before you step through the gate or after you are in the Resurrection Bay it doesn’t count. As with the Main Resurrection Bay you can remain in a Stargate’s Resurrection Bay and shoot at players in the game but not be shot at by them.

 

VEHICLES Tank: We have only one tank. It will not be on any particular teams side. Basically it will drive around and shoot at anyone they find. (The equivalent of a D&D Wandering Monster) The new tank has a crew of 4(a driver, a turret gunner, and two side gunners).

 

HELICOPTERS: There will be a helicopter again but it will only perform two missions per army per 90-minute battle. While the helicopter is performing a mission for one army it will be unavailable to the other army. The helicopter is a transport system for players from your Main Resurrection Bay to anywhere within 50 feet of a strategic objective anywhere on the field. It can carry 10 players. The players being transported hold onto the rope trailing from the helicopter. They may not shoot at anyone or be shot at. The helicopter travels in a straight line from the Resurrection Bay to the Dropzone where it unloads it’s cargo.

 

This year there will again be a door gunner in the helicopter. This will be a specially designated player who can shoot from the helicopter while unloading at the dropzone but cannot be shot. The player will be wearing an orange toque and functioning as door gunner. Once the helicopter arrives at the dropzone the Helicopter Referee raises his arm and holds it up for 15 seconds. During this time the door gunner may shoot at any target he wishes and NOT BE SHOT AT, while the passenger players let go of the rope and enter the game and start shooting. Once the 15 seconds is over and the helicopter referee lowers his arm and folds up the Helicopter rope, the door gunner removes the toque and hands it to the Helicopter Referee. The door gunner unhooks and becomes one of the troops dropped by the Helicopter. The Helicopter Referee returns to the Resurrection Bay.

 

Door Gunners may carry regular grenades and the special antivehicular grenades given to the generals. They may only use them during the time they are allowed to shoot, and once they become a regular soldier. Door Gunners will have a separate 5 foot long tether connecting them to the helicopter. This will free up both of the gunners hands but keep them close to the copter instead of swinging back and forth in a 20 foot arc on the end of the rope. There will be no helicopter strafing missions this year.

Helicopters have a maximum passenger load of 10 but will also have a minimum load of 4(excluding the gunner).
Players who are not a passenger or gunner on a helicopter but are walking along with it may not be closer than 15 feet to anyone on the helicopter.

You are not permitted to shoot at Helicopters
.

Also it is NOT possible to shoot down a helicopter. If someone shoots at the helicopter and hits any player or referee on the helicopter, the referee calls the shooting player eliminated (with the appropriate plus one penalty) and the shooting player and the additional player selected for the PLUS ONE must return to the resurrection point to get back into the game, while the players on the helicopter who are hit are not eliminated from the game.

VEHICLES MAY NOT FOLLOW A HELICOPTER TO ATTACK ITS PASSENGERS ONCE THEY ARRIVE AT THE DROP ZONE..They must remain at least 100 feet from the Helicopter and its drop zone until the Helicopter has finished it's drop.

 


Mortars. Rules for large caliber weapons are already in the Big Game. Any device with a bore larger than .68 caliber is deemed to be a large caliber or heavy weapon. They may not be fired in a direct fire mode, even at vehicles. They may only be used in an indirect fire mode. Anyone firing them in a direct fire mode will be ejected from the game. They are used very infrequently because even though they are very cool, they aren't very effective.

Flamethrowers....are permitted, however like mortars, cannons etc., they must be inspected and approved by the Head Referee prior to being used in the big game. They will be tagged with a permission tag. No unapproved devices may be used. Flamethrowers are devices that project a stream of paint (a mixture of water based tempera paint and water)to a maximum range of 50 feet. If a player is struck by the stream or receives a splatter from the stream that is larger than a quarter they are eliminated as if they were hit by a paint pellet. The same elimination rules apply to eliminations caused by paint grenades or water balloon type grenades. For safety reasons Flamethrowers or Grenades may not be allowed to impact a player's head or mask (Generals Included).

Pyrotechnics: Pyrotechnical devices, eg smoke grenades, lighter fluid or hairspray cannons etc are not permitted in the big game. They are a fire hazard.

Neutron Bomb: At the beginning of the game there will be a wheeled Neutron Bomb located at the center of the Battlefield. If one team manages to place this bomb inside the opposing team's headquarters, the headquarters is destroyed, and the bombing team scores 500 points. The Bomb is then reset in the center of the Battlefield. Nuclear Devices like a Neutron Bomb are very powerful. Warning they are also very heavy and hard to move. VEHICLES MAY NOT BE USED TO MOVE THE NUCLEAR BOMB!!!

Eliminations: Players are eliminated if they are struck by one or more paint pellets that break, or spray from a flame thrower or grenade, on their persons or equipment and leave a mark larger than a quarter, or if they are physically tagged on their shoulder by another player's hand. Generals are only eliminated if they are tagged by pellets, spray or a hand on their General's helmet. Vehicles are eliminated if struck on the red dot on the driver's side window by a special anti-vehicular grenade provided by the Big Game operators.

Penalties: Starting in 2004 a new system of penalties was implemented. Any player who must be ordered from the field by a referee will be subject to a PLUS ONE penalty. This means that any player whom a referee must declare eliminated from the game will suffer these penalties. The PLUS ONE penalty means in addition to the player being ordered from the field, the player on their team closest to them will also be ordered from the field. The same as if they had been eliminated. The referee will call in on his radio to that team's Resurrection Booth Referee and a note will be made on the Resurrection Sheet beside both players' numbers. If they fail to report in they will not be permitted to take part in the next Battle. The following offenses will incur a PLUS penalty:(Note that penalties are not restricted to the items on this list) -Playing with an obvious hit -Failure to call yourself out when hit. (Don't ask a Ref for a paint check…if you think you are hit, call yourself out) -Failure to completely leave the field and report in when eliminated. -Shooting an eliminated player who has their barrel plug in or Barrel Muzzlecover on their paint gun and their arm carrying the paintgun is extended above their shoulder. -Blind firing into vehicles. -Blocking vehicle travel -Chronying over 300 fps with a three shot average on the field. -Verbal abuse of players or Referees. -Shooting a Referee -Not having a Barrel Safety device in a pressurized paintgun while off the field or range. -Firing a paintgun off the field or range without a barrel safety device installed. -Unsportsmanlike Conduct. -Unsafe behavior. -Behavior Contrary to the Best Interests of the Big Game and the Sport of Paintball.  

  Over shooting and shooting eliminated players....Come on guys(and you know who you are) when you see someone with their gun in the air DON'T SHOOT THEM!! To players who have been shot I say the same thing I tell my regular customers, don't just yell hit, also stick your gun up above your head. This gives an audible and visual signal to the shooters that you are out, and they should stop shooting. Then stand up. Keeping your gun in the air, dig out your barrel plug and put it in your gun and keep it above your head while you walk off the field. If you get shot while your plug is in and your gun above your head, identify the offending player, point him out to the ref and we will penalize his A** and his buddy's A** off the field.

 The War of 2007

This year saw a new game with old familiar faces. Once again General Grant, the winningest general in the history of the Big Game, squared off against Captain Kirk. We had returned to the old format of a pair of 2-hour halves with a one hour lunch break in the middle. The new point system and scavenger hunt brought a refreshing revitalization to the 15th Annual Border War.

As it would in real warfare, The Tank proved to be a major factor in this war. However this year it was a team of it’s own. Roaming the field like a monster of legend, the tank kept the game flowing and balanced.

Most players applauded the Scavenger Hunt format which gave everyone the chance to contribute to the success of their team, regardless of whether they took part as a member of a group or individually. But in spite of switching ends at half time, only three people, (two of them being Brenda Ward and her daughter) from the Orange team, were able to complete their cards. Unfortunately the penalties for “Eliminated players failing to leave the field”, incurred by other players from the Orange team, effectively cancelled out the 300 point bonus they received for their completed cards.

As it did last year the Neutron Bomb played a major role in the outcome of the game. Late in the second half the Orange team grabbed the bomb and pushed into the woods, heading for the home base of the Green Team. Unfortunately they ran smack into the Tank, parked in the woods. But in spite of heavy losses they managed to forge on through.

But as they neared the O.K.Corral the drive stalled. A heavy defence organized by Captain Kirk not only kept the green base safe, but captured the bomb as well. However he did not survive the battle. While he was heading to the resurrection booth his team carried on and mounted a counter attack with the bomb. They headed for the north tape and pushed west out of the woods into the speedball zone, where they were stopped dead by General Grant and his power squad.

What happened next took me completely by surprise. ONE powerhouse of a man from the green team grabbed the 150 lb bomb and pulled back into the woods. A few minutes later surrounded by a squad of teammates he emerged from the woods at the south tape and headed west into Plainsland.  It was at this point that a heroic effort by a member of General Grant’s squad, had an unforeseen consequence.

As the Tank was about to head out to stop the advance of the Neutron Bomb, a courageous Orange Team member charged through heavy defensive fire and grenaded the tank, knocking it out for the next half hour. The green team drove through the lightly defended right flank of the Orange Army and Bombed Steel Town, the Orange Team’s home base, and scored 500 points.

The war ended 15 minutes later. The final score was Green Team 1636 points, Orange Team 1273 points.

A great time was had by all, with more than enough war stories to last through to next year. We hope to see you all back next year, and for those of you who weren’t there……..why are you depriving yourself of the best game in the land?

Everyone agrees this is a great game for both beginners and experienced players. The large field, helpful players and staff, and variety of terrains provide you the chance to enjoy whatever type of play you are into.

GREAT WARS OF HISTORY

The 2003 Border War Big Game was the biggest ever. Players from all over Western Canada attended. This time General Grant and Captain Kirk commanded the forces of their nations. Once again with over 100 players on their side they got a real taste of command. Organizing 100 warriors is one heck of a lot tougher than a 10 man team. However our two Napoleon’s were up to the task and did great jobs. In addition to the Tank and APC this year each army had it’s own helicopter and bomber as well. The general’s were better prepared to use their assets than last year. Captain Kirk and his forces built up a huge lead in the first half of the game. Near the end of the second half the army of Captain Kirk controlled 75% of the field and were threatening the enemies home base. However General Grant rallied his troops and pushed the invaders back to the central no-man’s land. I could go on about the various stories that occurred during this war, because since it was a war it was composed of numerous battles and skirmishes but in the end it came down to the last hour. Attrition was the deciding factor in the War. As the day progressed fewer and fewer of Captain Kirk’s forces returned to the fray. The last hour saw Captain Kirk backed by a dozen die-hard warriors attempted to hold off the General Grant and his remaining 90 man army. A valiant but doomed effort. General Grant was once again victorious. Both General’s should be commended for their efforts and as I understand it are already planning their next Campaign.