October 5, 2024

MAPLE SUGAR RUSH!

DON’T MISS THE RUSH!

The Beautiful Bastards are hosting an all day game! This event is also newbie player friendly so if you have ever wanted to try out a longer game that gets your blood pumping, then this is the event for you!

Gates open at 9AM for registration, chrono and briefing.

SCENARIO:
The Maple Sugar Snatchers have caught whiff of some top notch syrup and are trying to gain control of operations run by the Guardians of the Maple Shack. The Snatchers will have to capture multiple control points to secure the syrup production.

Game will run from 10am to 6pm and we will break for lunch. An official break will be called every 1.5hrs, and the game will resume at the last CPs held.
Teams will not be switching sides – presuming it isn’t an absolute steamroll.
No uniforms are required, this is just more of a technical game day – aka milscrim. Players are encouraged to bring a small “go bag” for spare ammo and water. Reloading on the field is allowed.

All standard CWA field rules are in place.

TEAMS: The Guardians of The Maple Shack VS The Maple Sugar Snatchers.
OBJECTIVE: Capture/Defend a sequence of control points using map coordinates found at each CP
NOTES: CPs will be identified by caution tape, pocket maps will be distributed to both teams.

ATTACKERS:
The Maple Sugar Snatchers will start at POA.
At each CP, the team must find an envelope containing map coordinates for the next CP. Once the entire team is at CP, the air horn will be blown ONCE and attack will begin.
Attackers can secure a CP by either eliminating all hostiles, or by having 3 people touching the tree/pole/whatever marked by caution tape.
When a CP has been secured by the attackers, the air horn will be blown twice and all attackers must gather at the new CP and find the next map coordinates.
It is important that the attacking team works together as a team and to make sure players know where to attack next.
Attackers get unlimited lives, 1 medic per life, 4 minute bleed out. Respawn at last captured CP.

DEFENDERS:
Defenders must stay within a 30 yard/90 foot radius of each CP.
If the CP is taken and the air horn is blown twice, any remaining defenders MUST retreat to the next CP. You CANNOT return to a CP that has already been taken.
Defenders get 2 MEDICS at each CP. Once dead, must retreat to the next CP and wait.

More info to come!