all about scenario games

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I've been waiting a while to write this mainly because I figured someone with a bit more experience at Scenario games would come along and do it for me.  However, I now have a number of scenario games under my belt and while I'm still far from a veteran of them I can at least shed some light on them for those of you who have never been to one. 

What is a Scenario Game?

I have found it is always good to start with the basics.  First, we are going to cover scenario games...not "big" games.  Both scenario games and big games are played on multiple fields at one time.  For example, say your local paintball park has 8 fields that you can play on and on a regular day there is an individual game going on at each field throughout the day.  For a Scenario or "big" game, all these fields would be opened up into one "big" field and there would be one "big" game going on using this one "big" field. (Seeing a pattern here?) 

This is where the similarities end.  A "big" game is just that...a regular capture the flag or elimination game played on one of these "big" fields.  A "big" game usually only runs during the normal operating hours of the field.  Also, while a big game may include regeneration times (more on this later) The game may "end" and then "restart" a number of times during the day (for instance if one side is completely eliminated or captures the other team's flag).

With a Scenario game, there is a story-line to the whole game.  For instance, you may be a team of galactic marines trying to rid earth of some evil alien menace...or perhaps a bunch of comic book heroes out to outwit the bad guys...maybe you'll be recreating a famous military engagement (such as D-Day) and "change the course of history (Scenario war games are different from battle re-enactment groups as in a Scenario game, the side that lost in history can win)...anything that Hollywood can come up with (and perhaps a number of ideas they've passed on) can be part of a scenario game.

Also, scenario games don't get reset.  Usually they are two days long starting on Saturday morning and wrapping up Saturday afternoon.  They are referred to as 24 hour games because you also get a chance to play at night!  During a scenario game you'll "run missions", "find and use props" and meet many "Role Playing Characters" along the way.  We'll get more into the actual set up and running of a scenario game a little later on.

As you can see, a Scenario game is far different from any other kind of paintball game you've ever played.

This is a story...of a lovely lady...

Well, okay so thus far there haven't been any scenario games based on the Brady Bunch but all scenario games are a story.  There is usually a "good guy" team and a "bad guy" team.  Some scenarios will even have a third team thrown in the mix as well just to cause trouble and mess with each team's head.

There is a overall plot to the story. Think of any popular movie and you understand the idea of an overall plot.  Kick the aliens off the planet.  Stop the bad guys from taking over the town.  Etc.  Now, how that plays out depends on the teams. 

The teams get missions to run in order to drive the story line and to earn points.  Some scenarios assign the missions to each sides "Generals" (Generals are regular players that are assigned to be the overall leader for that team.  To assist them they have XO...stands for Executive Officer...so that if something happens to them the missions can still be ran.  Without a General or XO in the Command Post missions cannot be assigned to the team...and that's bad) while other scenarios will allow the Generals to come up with their own missions.  Either way the missions musts be part of the story line somehow (take and hold this point...observe this point...go get this prop...etc) and are worth a certain number of points if they are successfully completed.

Where do I start?

Well, believe it or not preparing for the scenario begins long before you get on the field.  First, did you pre-register for the event?  It is usually a good idea to do so.  By pre-registering you get a couple of perks.  First, there is usually a discount on the entry fee if you register by a certain date.  Not only that, but because every scenario requires you to use the paint they provide you may also find you can get a discount on paint if you purchase it before the pre-registration deadline.  With paint going for $60+ per case you can save some big money registering early.  Also, pre-registered players also get a game patch and sometimes a t-shirt as well. 

So if you are pre-registered (or if you just paid for your registration) you will then get a packet of goodies.  This will include a player card, a player information sheet, a field map, and other various goodies depending on what the producer wants to throw in there. 

The player card serves a number of purposes.  First off, it will tell you what side you are on.  Usually one team will have their player cards done in one color (say blue) and the other team will have their player cards in another color (say red).  Also, this player card usually has "chrono check boxes" on it.  These are USUALLY three in number...one for Saturday morning, one for the Saturday night game, and one for Sunday morning. When you got to the chrono station the referee will punch one of the boxes with a hole punch signifying that you have, indeed, passed a chrono check.  There are sometimes a "penalty box" on the card too.  These will get punched on the field if you've broken a rule such as shooting hot, wiping, or any other major rule violation.  It is important to get the chrono marks checked and leave the penalty marks unchecked as you will see later...if you like free paintball stuff that is.  Also, if you get too many penalty marks checked, you will be asked (told) to leave the game for good.  Nobody likes that.

The Player information sheet is how you know what your Character is.  Now, most get generic characters but some have very unique roles.  The more you play to your characters "role" the more fun you'll have, trust me.  There are also specific character types such as Medic, Engineer, Spy, Demolitions, Heavy Weapons, Snipers, and communications.  We'll get more into these later but just understand that these specialized roles are usually filled by more experienced Scenario players long before the day of the event.

The map that you are given will show you what the field looks like.  Out of bounds areas are clearly marked as are each sides Command Posts (CPs) and each flag station.  Flag stations represent important features on the map.  Most missions, but not all, revolve around these flag stations.  Sometimes the flag stations will have colored flags on them that represent each side and allow the teams to "control" these flags without having to have someone physically there protecting them (though not necessarily a bad idea anyway).  Knowing where these flag stations are will be a very big benefit to you during the game.

After you get all this and before game on there is usually a player's briefing.  Attend and listen to this briefing VERY well. Here you will learn about all the rules regarding special weapons (such as grenades, tanks, LAW rockets, mines, air power...name something) as well as your general field rules.  You will meet both generals here as well as their XOs and security personnel (if so equipped).  Ask any questions you have hear no matter how "dumb" they may seem to you.  First time scenario players are never looked down on for asking questions.  There is a TON to learn.

Once you have all this stuff you will then go chrono and get your player card punched.  After that, you MUST report to your side's CP and get an armband from your general (called "getting banded").  Now, believe it or not even if they have not called "Game On" yet, the game's on.  Confused? I was too at first.  But here is the deal. Remember I mentioned the Spy Player information sheet (also called a card...but I'll try to keep this simple)?  Well, a Spy player has the mission as soon as he gets his player packet to try and infiltrate the other team.  To do this they must successfully get banded by the other team's General.  They do this by hoping to find a lax security detail at the other teams CP.  A lax security detail is on that isn't checking player cards (remember these cards tell you what side you are on...now you know why) thus allowing the spy to get in and get banded.  Sounds hard?  You'd be surprised at just how easy they do it sometimes. 

Once banded you are good to go once they call game on.

Game on!

Or are you ready?  At game on you should have a good amount of air and paint on you because once this game starts, it won't stop for hours...yes...hours.  Did you go to the bathroom?  Probably a good idea to get it out of your system before hand. 

So if you really are ready you run off and find someone to shoot at when they call game on, right? 

Not necessarily.  A lot of people do and that is a good thing.  You want to take as much of the field as you can early on so that way you may have an easier time running missions.  Also, perhaps there are some key terrain features that your side MUST hold otherwise the whole weekend is in peril of failure.  It does happen.  You should get with your general and hook up with an experienced scenario team your first time out to learn the ropes. 

Yes, I said scenario team.  Scenario paintball teams are everywhere and any scenario game will see a large number of them show up.  Sometimes they can have 20 or more players on them and sometimes it may be just one or two guys representing their team.  Normally though you see paintball teams numbering 5-10 players.  Get with a team of that size (ask permission...I've never had one say no) and follow their lead.  Most Scenario teams are into running missions so you'll get a good idea of what scenario is all about by playing with them.

I'm out!!!!

SPLAT!

Uh oh, you've been hit and the game is only 10 minutes old.  Now what?  Are you out for the day?  Nope...the first thing you do is you call for a medic.  Yep, that's right...a medic...unless you're hit in the head (then you can call for a field surgeon if the scenario is using them).  You CANNOT move while you are asking for a medic.  They MUST come to you.  Usually you have 2 minutes to wait for a medic.  Once 2 minutes are up, you must move off the field to the "dead zone". 

Now, here is where things get a little confusing.  Every scenario game has some form of regeneration.  Regeneration is the time at which "dead" players can re-enter the game.  Some games have it timed others have what is called instant regeneration. 

With Timed Regeneration you go to the Spawn area (the area where you can reinsert) and wait until the next Regeneration window opens up.  This can be every 10, 15, 20, or 30 minutes on the hour.  For example, say you have 15 minute regeneration windows.  You get shot out and arrive at the spawn point at 12:06.  You would have to wait until 12:15 for the next spawn window.  This also means if you were to get there at 12:14 that you would only have to wait for one minute before re-entering the game.  Also, the window usually is open for five minutes or so.  So say you get to the spawn point at 12:04...well you could then go right back in the game without waiting...BUT YOU MUST GO TO THE SPAWN POINT TO RE-ENTER THE GAME!!!

Instant Regeneration works a little differently.  With instant regeneration you can re-enter the game as soon as you get to the spawn point.  Usually producers will make the flag stations spawn points when they use instant regeneration.  However, you must use a flag that your team controls and if you get shot out within a certain range of a flag station you control (say 75 feet) then you must go to a DIFFERENT flag station to regenerate.  This keeps people from camping out at the flag stations and constantly regenerating.

Break time!

If you are new to scenario chances are you're going to need a break at some point in time.  You can pull yourself out of the game at any time to rest.  Some players will even pull "guard duty" back at the CP to catch a breather if they don't want to leave the field.  Most players will also carry water onto the field with them to help them stay hydrated.  We cannot stress enough how important it is to remain hydrated while playing.  Some players will use canteens but most will wear what is called a Hydration Pack or “Camelback”.  Camelback is a brand name but refers to a Hydration Pack.  You wear the Hydration Pack like a backpack and they can carry up to 100 ounces of water.  A small tube runs from the bottom of the back, up over the player’s shoulder to a mouthpiece.  The player can put this mouthpiece in and have instant access to cool water, a must on the field during a scenario game.

In addition to proper hydration, proper nutrition is important too.  You’ll be burning a lot of calories out there so getting in a good breakfast and lunch is important too.  For dinner, most scenario producers halt the game around dinner time (like 5 pm).  The break will last about an hour or two giving players time to eat and rest. Some players will have extravagant cookouts while others will hit up the field’s snack bar or get fast food from a local eatery (if one is around). 

The night game will start after the dinner break and last until lat that night.  Usually the night session isn’t stopped until there are too few players remaining to run the game.  Sometimes this is as early as 10pm, other times the night game my last until the early morning hours.  After the night game players are given the chance to get a little rest before play resumes the following morning bright and early. Don’t be surprised if you only get a few hours sleep between the night session and the Sunday session. If you want to know more about playing at night, check out the guide to playing paintball at night.

Stop…mission time…dooooooo do do do…do do…do do…

Okay, appologies for the parachute pants. So we’ve kind of talked about missions a bit but how do they work and why are they important.  Well first, understand that Scenario games are not like other paintball games.  With other games, eliminating all the other players or capturing the flag brings victory.  With a scenario game however, flags may change hands many times and with regeneration the odds of you eliminating all the players of the other side are beyond remote. So how do you win?

Missions.  Rather the points you get from missions.  The producer usually has a number of pre-made scenarios in hand when the game starts.  More common missions are take and hold missions.  These require each side to try and take and hold a certain spot, usually a flag station, for a certain amount of time.  A variation on this is the Attack/Defend mission.  The idea is the same but the difference is the Defending team must hold the spot for a certain period of time.  If the Attacking team over-runs the position the mission is a failure. Another popular mission is the recon mission.  This mission will require a player to be within a certain distance of a specific map location and keep it under surveillance for the required period of time.

Other missions may be to take out the other team’s General, go to a certain location and find a prop before the other team does then bring it back to base, or to blow up a certain spot on the field using mock explosives. 

For a mission to begin, a referee must be notified that the group is on a mission, show the referee the mission card and have him note at what time you are starting the mission.  The referee should remain on sight to make sure the mission is completed (or fails) and then sign the mission card off and call in the success or failure status of the mission for both teams.  If a team fails to do this then they run the risk of having the mission be declared a failure.  Getting a ref to witness the mission is of utmost importance.

Such a character!

We mentioned before that there are certain “roles” one can play in a scenario.  Each role has its own quirks that make it unique to scenario.  We’ll cover the most popular ones here but remember that scenario producers may make up new ones to fit the scenario they are sponsoring.  Not only that, but sometimes players can approach a producer with a particular character that they may want to play and, so long as it fits into the scenario and doesn’t give one side a huge advantage, the producer usually lets them play that role. 

  • Medic – We started to cover this one earlier.  A medic is just like any other player. However, if a player is hit (usually anywhere but the head) he can drop down where he is and call for a medic.  The medic player has a certain amount of time (usually 1-3 minutes) to reach the “wounded” player.  Once he reaches them, the medic can wipe off the hit and the “wounded” player can get back into the game.  The Medic role can be a very unique role to play depending on the rules.  Sometimes the medic must tie a white ribbon on the player to show he has been healed.  Once out of ribbons, the medic can no longer heal.  Other times the medic may be required to fill out the player’s information on a log book to prove which players the medic has healed.  Once the log is full, the medic must return to get a new log before he begins healing again.  Both these rules are meant to keep medics from being too much of a tactical advantage.  There are stories (and I’ve seen it happen) where one player will lead a rush with a medic running crouched behind him constantly touching the rushing player.  This means that unless the rushing player gets hit in the head he stays alive through the paint barrage he’s rushing through.  Other times medics will lay down behind a critical bunker not firing at the other team.  He’ll remain there healing all the other players in the bunker as they fight to defend it thus making the bunker almost impervious to an assault from players with regular paintball markers.

  • Field Surgeon – Basically the exact same thing as a medic with the only difference being that they can “heal” head wounds.  Usually a field surgeon must wear a long, white coat to differentiate himself from your standard medic.  Not all games use Field Surgeons.

  • Demolitions – A Demolitions character (or demo guy) gets to do the fun stuff…blow things up.  A demo man can use special props like bombs, C4, or other large explosive devices that normal players would not be able to use (more on these things later) that can blow up large structures on the field.  For instance, there may be a castle on the field that cannot be destroyed by anything less than a large demolitions charge.  You would need to call in a demo man to take care of it.  To operate, the demo man must tell a ref what his intentions are.  The ref will ask to see the demolition charge and the player’s card showing he is, indeed, a demolition character.  The ref will then watch as the demo man places the charge where it must be placed to accomplish what the demo man is setting out to do (each “charge” has different a blast radius and different items it can and cannot destroy).  Once the charge is placed (and the smart demo man has cleared its blast radius) the demo man detonates the device and the referee will designate all players in the blast radius as eliminated (usually friend and foe alike unless the demolition charge was some kind of smart bomb that only takes out enemies…).  The demolitions man is then allowed to come it (without being fired upon) and “tape off” the demolished structure to show that it has been destroyed.  Once a structure is destroyed it cannot be used again unless it is repaired.

  • Engineer – An engineer character can build things.  Usually though they are called in to “rebuild” structures destroyed by demolition charges.  To rebuild a structure, they must go in and un-tape a demolished structure.  Unlike the demo man who gets to tape it up without being shot at, the engineer is still “in the game” and can be eliminated in the normal fashion.  Engineers can also set up and clear minefields (in some games…in others this may be a job for a Demolition Character), “build” bridges or construct bunkers if the producers allow it.

  • Heavy Weapons Expert – This role is used by some producers to limit the number of LAW rockets and Satchel Charges brought onto the field.  Also, the heavy weapons character may be a special role that is required to use some props such as “mortars” or “cannons” if the producer decides to use such props during the course of the game.  If no such limits are placed on players anyone can use a LAW rocket or Satchel Charge during a game.

  • Communications officer – This role is not very common but common enough to mention.  Basically they can set up Satellite communication stations and build up or hack into computer networks.  Now, these are not real Satellite communications or computer networks but rather props set up by the producer and simulated to do these particular functions.  Obviously during a World War II scenario you may not have a Communications character since there wouldn’t be much for them to do.

Props, gizmos, and gadgets.

This is the fun part of scenario.  There are no limits to the number or type of props that may find their way into a scenario.  Players and producers alike are constantly coming up with new and innovative ideas for props.  If a player comes up with a prop, the prop has to be cleared by the producer before it is allowed onto the field.  We’re going to cover some of the more common props here but remember, a prop can be just about anything from a scrape of paper to a full military vehicle!

  • Tanks – Perhaps one of the most popular props in scenario paintball is the paintball tank.  A paintball tank is a prop that has a crew of players to maneuver and fight the tank on the field and can only be taken out by a anti-tank weapon such as a satchel charge or LAW rocket (more on these in a moment).  Paintball tanks can be actual vehicles that have a wooden (usually) shell on them so that they resemble some sort of armored vehicle.  They can also be foot-powered tanks that powered by the player(s) inside the tank walking and pushing it along while they shoot from it.  Tanks can carry a variety of weapons from a single paintball marker up to multiple markers and cannons that fire Nerf football rounds.  Again, only the imagination of the tank’s creator limits the possibilities…along with the rules of the scenario.  Each scenario has different rules for tanks.  Some only allow foot powered tanks.  Others allow only vehicle-based tanks.  Those that allow both types can either split them up into heavy tanks (the vehicle based tanks) and light tanks (the foot powered variety) with a set of rules for each or they can set down a set of rules that all tanks must follow regardless of how they are powered.  If you are thinking about building a paintball tank, check with the scenario producer first to see what the limits and rules are concerning tanks in his games. 

  • LAWS, Grenade Launchers, Cannons, and Mortars – I group all these together because they are basically the same thing…they just fire in different manners.  All are air “cannons” that shoot 2” projectiles.  Usually these projectiles are Nerf Vortex Footballs or “grapeshot” paintballs (nothing more than 10-20 paintballs shoved down the barrel and fired at once).  When firing the Nerf footballs, the player firing the device is not allowed to aim it directly at other players.  When firing at vehicles or buildings however the player can aim it directly at the vehicle or building so long as no one else is in the direct line of fire.  A LAW is a man portable device used mainly to take out tanks and buildings.  Grenade launchers are the same thing but usually are attached under the barrel of a marker.  Cannons are much larger and usually are not easily transported while mortars are set up to fire only in an arch and generally are a bit more bulky that LAW rockets.  However, understand that each device, no matter what it looks like or how it is fired, generally has the same characteristics.  If a building or bunker is hit with a round, the building or bunker is destroyed and everyone inside or behind it is usually out.  They also generally have a certain “blast radius” (around 25 feet most of the time).  When used against tanks, usually the first hit will immobilize the tank and the second will destroy it.  (Note that the rule on taking out tanks WILL vary from producer to producer….check the rules before assuming this is how it works.)  They also must be chronoed like a standard marker and generally fire at lower velocities than your regular marker since their rounds are far heavier than one paintball.  Also, any home made devices MUST be approved by the promoter before they are allowed onto the field.  Also, whenever you use one of these rounds you MUST have a referee present when you fire to call whether or not you hit your target and to inform any opposing players that they are out.  Failure to do so may result in a wasted effort on your part.

  • Satchel Charges and Hand Grenades – These I’m lumping together because their method of delivery is about the same.  The only difference is what they look like and how they work.  Hand Grenades (and some grenades purposely made for grenade launchers) are nothing more than big water balloons.  Their skin, or membrane, is usually a little thicker than your average water balloon but the idea behind them is the same.  They usually have a “safety” clip on the end where you would fill them that must be pulled prior to using the grenade.  When they hit, anyone that gets even the most miniscule amount on them is considered out.  While not a requirement, it is usually a good idea to have a ref nearby in case there is any discrepancy as to whether or not a player is out via a grenade hit.  A satchel charge is like a very small pack filled with “explosives”.  To use, the player throwing it must inform a referee that he is planning on using the charge before he makes his throw.  Usually a satchel charge will have a certain radius and everyone in that radius is out.  One BIG difference between grenades and satchel charges is what they can take out.  A satchel charge can take out a building or vehicle just like a LAW rocket.  In most cases, a grenade has no effect against such items.  As with any prop, these props must be okayed by the game director before they are taken into the field.

  • Mines – That’s right, mines.  Mines can be used in a number of ways and come in many different shapes and sizes but they all have the same purpose, to take out players who are not aware of the mine’s presence.  Some are just props that when a player is in the mine’s effective range is told he is out by a referee.  Others may fire off paint or smoke to signify the mine has detonated.  Paint mines usually require that the player is physically marked by the paint from the mine in order to be out.  These mines can be triggered via a remote detonator, trip wire, or timer.  Players can even buy their own mines and bring them to the games as well so long as the game director approves them.

  • Helicopters and Aircraft – Since using real helicopters and airplanes would be very expensive (and not all that practical though it has been known to happen from time to time) scenarios simulate these vehicles.  Usually there is a wooden stick with a rope tied to it.  It looks like a capitol “T” with the stick being the upper portion of the “T” and the rope being the leg.  A “Pilot” holds onto one side of the stick while a referee holds on to the other side (like a pilot and co-pilot).  If the Helicopter or Airplane is on a recon mission, only these two individuals will be on the vehicle.  Players with paintball markers are not allowed to shoot at the vehicle nor can anyone in the vehicle shoot at the players (for safety sake there are no “gunships”).  If it is a troop transport, the players that are being  transported MUST hold on to the rope attached to the stick.  They too are not allowed to fire from the vehicle.  Also, a player may not release the rope or stick just whenever they wish.  Doing so constitutes a “fall” out of the vehicle and the player is immediately out.  The Vehicle must “land” in order to drop off its transported players.  Again, as with other props the game director will let you know if these props are in effect and what the rules behind their usage will be.

  • Other props – Let your imagination run wild.  Players have brought props from “jet packs” to Anti-tank rifles to radio controlled bombs, to paintball flamethrowers (think fire extinguisher filled with paint).  All you have to do is make sure you get your special prop approved before the game starts by the game director.  Also, each promoter may bring props unique to the scenario.  These special props usually are displayed during the game briefing so pay particular attention to them. 

Another note on props.  Some producers make the teams “purchase” their props using “money” they have in their bank accounts.  Usually there will be a “purchasing agent” that keeps track of what has been spent, what has been earned, and what items the General wants to purchase.  Producers do this so that one side doesn’t end up with 1,000 LAW rounds while the other side has ten.  This way of prop allocation really can add a whole new level to the role-playing aspect of the scenario game.

Scoring

As was mentioned before each side is scored based on the number of missions they complete SUCESSFULLY.  Failed missions do not count for anything.  At the end of the Saturday day session a score will be tabulated for the missions ran during that session.  Usually these scores are posted or otherwise communicated to the teams so they know where they stand and if they need to step things up a notch because they are lagging way behind.  After the night session on Saturday another score will be posted showing the points for that session.  NOTE that most producers WILL NOT add the two sessions together for a total but rather give you a total for the missions completed only for that session.  This way you can see who “won” each section of the scenario.  On Sunday no scores are posted until after the scenario game is over.  This builds drama for the Final Battle and leaves the announcement of who the winner is until the awards ceremony later in the day.

In addition to the missions counting for points, finding certain props or having so much “money” left over in your bank account at the end of the scenario may count for bonus points as well.  You may also get bonus points for the number of times the enemy’s CP was destroyed or its leaders, the XO and General, are eliminated.  That’s why it is important to find out what props are worth what in the players meeting on Saturday. 

Final Battle

On the last day of the scenario, the producer will have a large battle called…well…final battle.  This battle is usually set up to represent the Final push by both sides to win the scenario.  Each side may know about where they stand from the previous two sessions scores and how they did that day but they won’t know who is actually in the lead.  If the two sides are close, the side that wins final battle will win the entire scenario. 

For final battle there is just one main objective.  That main objective may have a couple different parts…such as finding multiple props on the final battlefield…but the overall objective will be fairly straightforward.

What to bring (by Koolaid over at Ariakon)

So now that we’ve covered some of the basics of the game, what all should you bring?  Well, rather than rehash something that someone else has already written such a good write up on I’m just going to let you read it in their own words (with some editing for spelling and punctuation…)  So Koolaid, take it away!

During the game 

Some items like a full on parts kit, and backup markers you don't have to take on the field with you.

  • Marker (bring a back up if you got one) -- If you are shooting with CO2 make sure you have at least one backup tank, you never know if a burst disc will go out on you, if it gets warm outside, it could cause an over pressure, and then you usually have to buy a new disc, and if there is no one there certified to put it in, then your tank is basically useless.
  • Parts kit -- You should have a complete complement of o-rings.  Most Spyder style markers all use the same size o-rings (tank size) so you really need lots of them, you never know when you may need one. If you have a remote line, don't forget the little o-ring on the QD those can fall out.  Your parts kit should contain all the tools required to completely disassemble your marker, lube, cleaning solution, and lint free rags.
  • Bring the necessary gear, mask, gloves, proper clothing -- Wear light clothes that allows your skin to breath.  Jerseys are nice if you can afford a custom one get it, it will greatly reduce your risk of getting it stolen if it has your name emblazoned across the back of it.  Bring plenty of socks.  if you are wearing boots then plan on two pair of socks per day if it is sunny and nice, and if rain is in the forecast, go for 3 or more.  Your feet are your most valuable asset out there. Take care of them.
  • Paint -- From what I've heard the shear massivity (doubt that is a real word) of the field out there you will want to bring a lot of paint (Editor’s note:  This post was first about D-Day in OK).  Just to remember that you have an air source that can handle it all.  If you can't fire a whole case of paint on one tank, then don't bring it all out there.  If you have the necessary gear to do it, then use your best judgment.  Remember the more gear you carry the heavier and slower you will become (I wish I had video of Robo walking around with a pug, he moved 10 feet per minute…Robo’s Edit:  Yea…but I was a TANK!!!! LOL) an average load out for me is 4 tubes and a hopper full. 760 rounds.  Because I wear a vest I don't loose much mobility, and I hardly notice the weight of 4 ammo tubes, and a tank on my lower back.
  • Sun block -- bottom line, you need it that or keep yourself completely covered, but you may end up a heat casualty.  a little SPF 15 applied 2-3 times a day will do you good, and remember to apply the first coat before sun up, so it can soak into your skin.
  • Camelbacks -- These are great, and can keep you hydrated on the field, if you don't carry water on the field with you, make it the first thing you do when you get to the staging area.

At the staging area

This sport cost money both on and off the field, but much like the initial cost of getting into paintball hurts the wallet, being prepared for a weekend long game can hit just as hard.  if you already have most of these items, then you're good to go.  Some of these items you probably won't have till day of, so save your pennies for when you need them most.

  • Tent -- Camping is limited, so if you are with a group, sacrifice privacy for space.  I personally can sleep up to 8 people.  I have a 4-man and a 3-man tent, for my team, and I still sleep in the bed of my truck. Unless its doing nothing but raining, you won't be in the tent much anyway unless it is raining, make sure you apply a few coats of Scotchgard at least TWO weeks prior to the event, for best results. 
  • Sleeping bag -- Everyone should bring their own, nothing fancy, just make sure it is suitable for the environment you will be in, if its warm at night, you won't need an artic weather bag. if you have some kind of padding to lay on as well, that will really save your back for day two.
  • Grill -- unless you are rolling up in an MTV cribs style motor home, or think buying fast food all weekend (and still complain about how expensive the game costs) get a grill.  You don't need the biggest and the best.  Those small Coleman grills will suffice; make sure you have at least two of the disposable tanks. You will also need an array of cooking supplies such as salt, pepper, garlic powder, other seasonings, tongs, spatula, peering knife, grilling fork, aluminum foil, butter.  You will need a small tub that you can put water into.  I use a Rubbermaid container, to hold all of the supplies, and I also fill it with water, to wash the utensils, and potatoes.
  • Water -- Bring lots of bottled water for your buddies, and get two to three jugs for cooking/washing. 
  • Other supplies -- Paper plates, trash bags, gallon size Ziploc bags, plastic forks/ knives/ spoons.
  • Food to bring -- Potatoes, you burn lots of energy and these puppies give it right back, make the "non-cooks" on your team do KP duty on breaks to keep the taters fresh after they are peeled and sliced put them in water, and keep them out of the sun.  I usually put them in the back of my truck, or in a tent.  The water will be all cloudy but if there are any contaminants they will cook off. (I'll do a recipe topic tomorrow)  bring beef, you can buy 20 packs of burgers for cheap, they cook fast, and are satisfying.  If you are more comfortable around an open flame like me, bring steaks, pork chops, and chicken.  If you are not comfortable cooking chicken I recommend you buy precooked frozen chicken, you can still cook it on the grill and it heats up fairly quickly.  If you are not comfortable with pork, don't risk undercooking it, it could put you in the hospital.  Also bring other things like chips, and buns, hotdogs, or other quick things that can be eaten through out the day as you come in to stock up on gear.  If you are within driving distance to a Costco or Sam’s Club, these are the places to get these items, Last game I went to, it cost 58 bucks to feed 7 people for 3 days, and I was giving food away.  you take an average fast food cost of 4.65 per meal and eat twice a day for all of those people it would take 195.30 for 7 people to eat two fast food meals a day.  Also some events have food available, but the costs are inflated, and the meals sure aren't.  Have everyone on your team pitch in and get chow.
  • Coolers  -- You will need at least two coolers one for raw meat, and another for perishable items, that need to be kept cold.  Do not mix these up.  if you can buy your meats frozen.  Believe it or not, the last game I went to, I bought a 24 pack of hamburger patties, on the 3rd day over half of them were still frozen, I kept them on ice, out of direct sunlight, and only opened the coolers when I needed to.  if the event promoter, does not have ice available, you may have to send a car out the evening at the end of the first day of play to stock up.  if you want you can have third cooler for beverages, I like to keep it simple and just drink water, but I like to unwind a little in the evening with a fine liquor, be responsible, if you are not old enough don't drink, if you are don't make a spectacle of yourself, it could get you thrown out of the game.  if you are underage you could be arrested, and that would suck.  Don’t overdo it if you do.  It’s not fun to play hangover.  Also, we in Team Devil don't include the cost of non-water beverages as part of the playing expense.  Anything from soda to Heineken is on those who want that stuff.

Last but not least, bring a camera, we all love stories, but they are more fun with pictures.  Have a good time, and most of all be prepared.  Most gear is a one-time cost, and they are the gifts that keep on giving.  I play most scenarios for 150 or less, and I've seen groups spend thousands once everything is said and done.  Travel together, your dollar goes farther and it’s less expense on you.

Awards, Victory, and Free Stuff!!!

The Final Battle has been fought and the shooting has stopped but that doesn’t mean the day isn’t over.  You’ll all meet one more time (usually where you had the players briefing on Saturday) and you’ll attend the Awards Ceremony. During this ceremony three things will happen.  First, you’ll find out which side won.  Second, the Generals for all sides will hand out awards for their Most Valuable Player (MVP), Most Valuable Team (MVP) and usually Best Sportsmanship.  Sometimes there will be an honorable mention and best referee award as well.  After that comes the raffle where the producer will give away paintball merchandise donated by the scenario’s sponsors.  Only those with all three of their Chrono punches filled out and with no Rule Infractions may win in the raffle.  Everything from markers, paint, clothing, and any other paintball gear you can think of is raffled off.  Usually Awards will take a couple hours and it is a great time to get to know the other players and teams that you have met with this weekend.  Go to enough of these games and pretty soon the faces become more familiar and you will grow into the local scenario family in your area. 

Conclusion

Well, even if you haven’t read all this you can tell there is a lot to Scenario paintball.  (I wrote this in Word originally and as of this line it stands at 13 pages…single spaced.)  It is the complexity of scenario that makes it so unique.  The possible story lines are limited only by ones imagination so that every time you head out to a scenario game you will find it unique.  Even if it is an annual game like Oklahoma D-Day the way the game is played makes each year different from the ones before it. 

As always I know I've missed some things and the guys here will definately add to this.  Please feel free!   

Perhaps the best part of scenario paintball is that it isn’t about winning or loosing.  It is about having fun.  Some players can head out and not shoot a single paintball all weekend yet still have a great time.  So come on out to a scenario game and see what it is all about.  Don’t be scared off by the intricacies of it, veteran scenario players and teams are always willing to help out new players both on and off the field. 

Good luck, and remember, it is all about having fun.

- Robotech

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