OPERATION OVERLORD

 

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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. 
 

REWARDS:

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. 

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. 

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

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]

HOW TO GET REWARDS:

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.    
 

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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