After the Allied defeat during the first part of
the war, Germany has gained occupation of France. German
resupply lines have been established from the Fatherland, beyond
the Maginot line, and well into Allied territory.
Reluctant to join the war, the United States has banned together
with Allied forces to defeat the German incursion. Their
attack - a seaborne invasion from Britain, across the English
Channel.
Atop the hill behind #22 lies what will be one of
the most gruesome fronts in history. This mountainous
climb, rife with German battlements, is the scene of the first
battle of the war. Germans will be stationed in squads
along the hill and in groups on top of the hill. Allied
forces must penetrate this wall, gaining a foothold on the
beachhead and establishing a jumping off point for the remainder
of the war.
Once conquered, the Allied forces are
to take position in Britain in Belgium, in order to take offensive measures
against the Germans in France, and later into Germany...

D-DAY INVASION
All German troops are to report
to the upper speedball field, south of #22, for taping and
dispersement into squads and groups. After the start of
the game, you may move to anywhere on the field, but your main
goal is to stop the Allied invasion of the hilltop.
AS EACH GERMAN PLAYER
DIES... YOU ARE TO REINSERT AT #4 OR #9 ONLY. YOU MAY
STILL PARTICIPATE IN THE INVASION, BUT ONLY FROM #4 OR
#9.
All Allied troops are to report
to #20 for taping and receipt of THREE death cards.
At 12:00, Allied players will lead a charge
against the hill. Allied players will be awarded 10 points
per player that reach the Allied flag planted at the rear of the
hilltop field.
AS EACH ALLIED PLAYER DIES... YOU ARE TO GO BACK TO #20, TOUCH
#20, HAND OFF ONE OF YOUR DEATH CARDS TO THE BASE REF AND
RE-ENTER THE INVASION.
The invasion will go from 12:00 until 1:00.
No points will be granted for the invasion after 1:00.
After 1:00, ALL players need to reinsert at
their normal bases
[Allied @ #20 & #25; Germans @ #9 & #4]
THE ALLIED OFFENSIVE
ALLIED forces will begin the game with control of
#20 and #25 bases. BOTH bases are captureable by the
enemy. If both bases fall, all dead players should report
to the camping lot treeline/entrance and await a base ref for
"hot reinsertion" into the game.
Allied COMMAND will be in #25, unless forced out.
All armband taping, issuing of missions and purchasing will be
done through this [#25] base.
Both bases will begin with 15 minute
reinsertions, which can both be bought down to 5 minute
reinsertions [e.g., 1:00 to 1:05 insertion is open, 1:05 to 1:10
it is closed, 1:10 to 1:15 it is open, etc.].
Along with missions at regular 30 minute
intervals, there are significant invasion and occupation points
available to any player. Review base kill rules below for
how to enact a base kill.
THE GERMAN DEFENSE
German forces will begin the game with control of
#4 and #9 bases. BOTH bases are captureable by the enemy.
If both bases fall, all dead players should report to the
camping lot treeline/entrance and await a base ref for "hot
reinsertion" into the game.
German COMMAND will be in #4, unless forced out.
All armband taping, issuing of missions and purchasing will be
done through this [#4] base.
#4 base will begin with 15 minute
reinsertions, which can both be bought down to 5 minute
reinsertions [e.g., 1:00 to 1:05 insertion is open, 1:05 to 1:10
it is closed, 1:10 to 1:15 it is open, etc.].
#9 base will begin with 5 minute reinsertions.
Along with missions at regular 30 minute
intervals, there are significant invasion and occupation points
available to any player. Review base kill rules below for
how to enact a base kill.
After their victory in Blitzkrieg, the German
forces are awarded with an ever-present tank and a repair depot
west of #15 [pics below]. This tank will be only be
operated by the Germans, and it can go out for 30 minutes
without "refueling." It can be destroyed by a LAW shot, or
a satchel, and it can be disabled by grenades. Paintballs
have NO effect on the tank, and shooting the tank is pointless,
and irritating. Blatant shooting of the tank will be dealt
with by a ref...
Once hit, the tank can go to the repair depot, or
to #4. At the repair depot, the tank will take five
minutes to be repaired, re-inserting it back into the game.
IF it is LAW rocketed or satcheled at the depot during this five
minute repair period, the tank is dead for the remainder of the
hour.
POINTS
Regular MISSION points,
available every 30 minutes, worth 100 points per completed
mission [unless otherwise noted on the mission card]
INVASION points. If
either side gets a base kill on any Allied/German Country, they
get 50 Points
OCCUPATION points.
If either side holds the enemy's base for 30 consecutive
minutes, they will be awarded an additional 100 points.
ALL BASES ARE CAPTUREABLE AND
USEABLE AS REINSERTION POINTS FOR THE ENEMY.
ROLE PLAYER points.
There will be assigned roles and assignable roles for role
players. Showing up to an assignment is worth 10 points.
NOT showing up is worth -20 points. Many of the assigned
roles will carry with them "BONUS" points of up to 50 points for
carrying out a specific role.
REWARDS/INCENTIVES PROGRAM
Both sides start out with two
medics.
Everything else is earned or bought.
Faster Reinsertions:
Up to three* purchases, runs all (or remainder of) game.
*Allied Forces can buy three [one for each CP], Germans
can buy one.
Each purchase knocks down 5 minutes off reinsert schedule for a
CP.
Paratrooper Deployment:
Available for purchase up to three times.
Deploy any 10 soldiers with 3'x3' green ponchos
anywhere on the field.
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Commander MUST state a
desired "location" [map number] but the players can
"land" anywhere within 200 feet [one map grid] of the
location, should there be heavy troop placements at the
actual, stated location. Paratroopers MUST drop
at/around the location, and CANNOT just wander around
waiting for the "right" time. Everybody rips off
their green poncho at once and you're all "live."
Play by the intent ... a paratrooper deployment. |
Medical Training Institute:
Up to three additional medics available, per side. Runs all
game.
Each medic is a purchase.
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ALL medics need to sit
down with the general and go over the medic rules, line
by line, to make sure they understand them. ANY ref
caught cheating or not playing by the rules will be ref
punched once, then stripped of his tape and medic card.
Medic cannot be re-bought. Striped medic cannot be
issued medic credential again. |
Spy
Recruitment:
Up to three spies may be purchased. Runs all game.
Each spy is a purchase.
Any player wanting to be a spy
needs to brief their general in advance of the game as to their
intentions and/or goals for being a spy. General should select
a spy (if warranted) out of a pool of players that show
interest and that have goals as part of doing the role.
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ALL spies need to keep
their original player ID on them at all times. General
will have nine of the other side’s player IDs
pre-punched for chronos (one set punched for AM, one set
punched AM and PM, and one set punched AM, PM and AM)
and MUST verify that the spy role player has his own
original card punched before giving up his spy ID card.
Any spy caught during the game must give up his SPY ID
card and retain his original card.
To "be caught," your General and accuser MUST come to
you with proof, and not just randomly ask players if
they are the spy. |
Reconnaissance Balloon:
Up to 6 flights per side, runs for 1 hour. Balloons can
overlap.
Each run is a purchase.
One invincible player with bright orange 3’ x 3’ poncho over
shoulders that can wander the field and radio in troop
numbers/locations.
Tank Factories:
In addition to the German tank, above, the Allies can buy one tank that will run up to two times,
for 30 minutes at a time. Like the German tank, these tanks
can be repaired at the repair depot west of #15.
Each “run” is a purchase.
Normal tank rules. Tank runs for 30 minutes.
Weapons Factories:
One ENGINEER role player will be given out with each purchase.
Explosives Factories:
ONE demolition role player will be given out with each
purchase, along with the standard satchel and C4 explosive set
and demolition tape required for the role.
V2 Rocket Laboratory:
One use per side.
Can use any time during the game, on any target (including
base).
General’s base ref will radio Jack with his intentions. Nearest
field ref will run over and call everybody within 100’ of the
location marker dead.
Artillery Barrage:
Three uses per side.
One use = one purchase.
Can use at any time during the game, on any target except base.
Kills all players within 10’ of any target except base.
DOES NOT need to be a numbered location.
See V2 rocket laboratory for how to enact the kill.
[WILL ADD ANYTHING ELSE
ANYBODY WANTS TO SEE]
Carry-Over Increases from
winning prior games
Handled internally by 24HG staff prior to game
Best Percentage of Players
at Boot Camps
[15+- minute “walkthroughs” on the field
Scheduled Friday at 5PM, 6PM; Saturday at 9AM, 9:30AM,
10:00AM]
Best Percentage of Players
at Orientation
Total # registered versus total # there at 11:00
Points Winner from First Third
of game
Points Winner from Night Play
Points Winner, Best 2/3
Most RP Bonus Points Scored by end of first 1/3 of game
Most RP Bonus Points Scored by end of second 1/3 of game
Most RP Bonus Points Scored by end of third 1/3 of game
Most Effective Spies at end of
game
Spies need to report to 24HG staff pre-game and tell us what all
they did post-game
Forfeiting Mission Points
Not a "fun" method, but sometimes it is required. For
every 100 points you have amassed, you can buy ONE thing above.
SPECIFIC GAME RULES
In addition to the rules above, here are some new or game-specific
rules.
First, we're going to start doing BOOT CAMPS before every
game. Nothing terrible... Nothing very time consuming...
Just a 15-20 minute "walk through" covering how to play the game
right and what things NOT to do.
Second, we're going to start
doing something that'll hopefully help people from getting shot
up that don't necessarily need being shot up... Certain
people will be wearing 3' wide by 3' long "ponchos" of varying
colors with a hole in the neck of the poncho. When they're
wearing it, they should be EASILY identifiable to everybody out
there, even from long distances. These people are either
1) Generals you can shoot; 2) Invincible role players you can't
shoot; or 3) Paratroopers you can't shoot until they "land"
[take off ponchos]
-Generals will wear bright
blue or bright red ponchos
-Invincible players [think of them as "tanks"] will be
wearing bright orange
-Paratroopers will be wearing bright green ponchos.
Green means go - after they take the ponchos off.
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BASE KILL METHODS:
1) One foot inside CP
door (ANY door) and YELL "ALL DEAD!"
2) TWO LAW shots on CP exterior within TWO minutes
3) DEMO player throws SATCHEL and hits CP exterior |
TWO flags will be at all bases
[#4, #9, #20 & #25]. DO NOT remove the flags - they are
there to signal occupation of a base.
ALL bases MUST have
their flag raised or lowered in order for troops to spawn at
that country. IF German troops attack and complete a BASE
KILL on any Allied country, they MUST lower the Allied [BLUE]
flag and raise their German [RED] flag. Allied forces should attack and re-take over
their countries, re-establishing their flag and their
reinsertion ability at that country.
It should be said that it
is the PLAYER'S responsibility for communicating with
other players as to the ability to reinsert in an Allied
Country. Suppose Germany gets a base
kill on #20, raises their flag and #20 is a reinsertion
point. German players need to communicate to other
German players that #20 is POTENTIALLY a
reinsertion point. This is not a definite.
Allied forces can, and should, move in to re-take the Allied
Country. DON'T assume that "...because
___ told me I could reinsert there..." is a valid
argument/excuse when you illegally try to reinsert at #20
[or reinsert short of the base because you think it is
unfair that you started walking over there, ETC.].
NO FLAG = NO
REINSERTION. NO EXCEPTION.
-Commander
must wear BLUE or
RED 3'x3' fabric with
head hole over his body
-Commander will be “live” out on the field during moves, and
very much so exposed to enemy fire. Normal General Kill
points apply.
-Commander will keep base ref and all missions with him.
Anything else you need to know, read the
rules, hop over to
the FORUMS or
email me. Anything "new" or "different" on here
overrides the official rule book.
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