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A 2-DAY, 3-FACTION, PAINTBALL MIL-SIM

MISSIONS

SATURDAY 1000-1045
NEUTRAL

MISSION 1: MHDG 2.0

MODIFICATIONS:

Neutral game, standard commando insertion

Mission - MurderHouseDeathGame.jpg

MISSION SUMMARY:

Welcome to Buckministan's former commerce sector, AKA Katana District. The city is a wartorn shithole, filled with an armed, dangerous, and generally untrustworthy civilian population who are as desperate for humanitarian aide as they are ammunition, which they will try nearly anything to acquire. Both factions have deep history here, each driving out the other almost seasonally. These back-and-forth engagements have often had their pivotal clashes occur near the sector's dominant structure, the Mosque, located in the sector's center. Historically, this building has been used by both factions for everything from aide and recruitment, to public executions. The control of this structure has become THE symbol of control of the sector, as well as being the most tactically advantageous terrain feature. Take it, hold it, and kill any faction member not wearing your colors.  Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

SATURDAY 1145-1230
ATTACK/DEFEND

MISSION 2: VEHICLE CONTROL POINT (VCP)

MODIFICATIONS:

Attack/Defend, standard commando insertion

CAX8 - Mission - VCP.jpg

MISSION SUMMARY:

Time to meet the locals. Rebel activity in this sector has increased in recent months and Blue's command fears losing the local population's support. Blue must take control of Checkpoint Charlie, establish a VCP separating the FOB from the rest of the district, and hold the position until the end of the game. Additionally, from the security of the VCP, Blue must execute a humanitarian aid mission to attempt and garner support from the locals. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

SATURDAY 1330-1415
ATTACK/DEFEND

MISSION 3: ROUTE CLEARANCE

MODIFICATIONS:

Attack/Defend, standard commando insertions

Mission - Route Clearance.jpg

MISSION SUMMARY:

Red and their civilian sympathizers have littered the MSR with buried IEDs. Blue must use it's engineers to locate and defuse as many IEDs as possible before the game ends.  Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

SATURDAY 1515-1600
NEUTRAL

MISSION 4: KIDNAP AND RANSOM

MODIFICATIONS:

Neutral, standard commando insertions

Mission - Kidnap and Ransom.jpg

MISSION SUMMARY:

Intel reports Red is making a move on multiple community leaders in the area that have ties to Blue. Red must locate and extract these individuals back to their Detainee Facility. Blue will be given the list of names as the game starts and must rush to prevent the HVTs from being captured by any means necessary. At the end of the game, Red must successfully negotiate a ransom payment for the detainees, or execute them if a deal cannot be reached. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

SATURDAY 1700 - 1745
ATTACK/DEFEND

MISSION 5: BOMB FACTORY

MODIFICATIONS:

Attack/Defend, red's commandos are specifically positioned

Mission - Bomb Factory.jpg

MISSION SUMMARY:

Red is reported to have a bomb factory somewhere inside the sector. Blue is tasked with locating the target building, killing or capturing the bomb maker, destroying any caches, and recovering any plans they find. In the event that the bomb maker is killed, his body must be recovered and brought back to the detainee facility for positive identification. Red must defend the factory and bomb maker at all costs.  Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

SATURDAY 1915-2000
ATTACK/DEFEND

MISSION 6: FOB ASSAULT

MODIFICATION:

Attack/Defend, offset teams, NO commando insertions, field lights will have rolling blackouts, all civilians are considered hostile

Mission - FOB Assault.jpg

MISSION SUMMARY:

The enemy's FOB must be destroyed and the civilian population couldn't agree more. All civilians will become faction recruits for this mission. The defender will be determined based on which side has fewer players. Whichever side is defending, their Limit of Advance will be moved to prevent them from patrolling the city. The civilian population will be added to the ATTACKING side (unless some civilians are needed to bolster the defenders numbers if they don't have enough players) effectively creating a 2+/1 ratio in favor of the attackers. The city's grid is hanging on by a thread, use the rolling blackouts to conceal your forces movements. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

INVASION 2.0!

SUNDAY 1100-1230
ATTACK/DEFEND

INVASION: RED

MODIFICATIONS:

Attack/Defend, only attacker's commandos can insert, attackers may not leave the FOB for 5 minutes as defenders set up defenses, player numbers or a coin flip will decide who goes first, +1 Assault Pack for faction

Invasion - Red.jpg

MISSION SUMMARY:

This is it, Red, a full-scale invasion of the sector has been ordered. Pray we have enough ammunition...

Invasion 2.0 requires the attacker to capture BOTH A and B flags inside each zone BEFORE they can begin capturing flags in the next zone. Zones must be captured in order, from 1 to 4. Any player can capture a flag, they are no longer engineer-specific objectives. Defenders CANNOT interact with flags at all. If an attacking player is mid capture and is shot out, the flag will remain at that position until another attacker starts capturing it again. The defender's objective is to simply prevent the attackers from capturing the zones. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

SUNDAY 1345-1515
ATTACK/DEFEND

INVASION: BLUE

MODIFICATIONS:

Attack/Defend, only attacker's commandos can insert, attackers may not leave the FOB for 5 minutes as defenders set up defenses, player numbers or a coin flip will decide who goes first, +1 Assault Pack for faction

Invasion - Blue.jpg

MISSION SUMMARY:

Now it's Blue's turn! We definitely don't have enough ammunition... better make sure we are on good terms with the civilians.

Same same... but diiiiiferent. Same as Red's invasion, but in reverse. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

SUNDAY 1545-1615
3-WAY NEUTRAL

FINAL BATTLE

MODIFICATIONS:

Neutral, no commando insertion

Final Battle.jpg

MISSION SUMMARY:

Not that you SHOULD have ANY ammunition left, but, regardless, there WILL be a final battle, even if we have to draw barrel swabs and prison shank each other to death! Final Battle is more about fun than anything else but it is worth a small portion of points that could tip the scale if the scores are close. Details on Final Battle will be presented later.


v DISREGARD BELOW v - Refs are paid hourly for CAX.
 

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