On April 19, 2008 over 300 player gathered at Battlefront
Paintball for the latest ARC Troopers Production: The World at War.
The weather had cooperated and it
turned out to be a great day of paintball.
This scenario was the first at Battlefront to incorporate
four different teams on the field simultaneously. Each teams General
received a briefing from his Headquarters approximately one month
prior to the event. As the event drew closer information was leaked
and traded on the Battlefront Forums.
Each Generals orders were similar, stressing the importance
above all else to secure whatever resources (gold) that the ‘island’
has to offer. Below is a copy of what the British General receieved:
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Central Command
Office of the Secretary General
London England.
Operation: Queen and Country
Field Marshall Montgomery:
Our country has taken a pounding, but we
have survived. We have pushed the German scourge off our shores
and out of our skies. With "Overlord" coming and
the sure end of the war in sight it is time to start rebuilding
our nation. We need money and materials to begin bringing
our nation back from the terrible destruction we have faced.
MI-6 has discovered an island that is teeming with riches
and resources and we are sending you there immediately. Take
a Battalion of Royal Marines and secure what resources you
can. The Americans are footing most of the bill for Overlord
but have not promised any help in rebuilding our nation, so
do what you must. Make or break whatever alliances you need,
but we need those resources to insure that we have a whole
nation after this war is done. For Queen and Country Lads!
Special Units: Her Majesty's Secret
Service
General MI-6 has recently completed the training
of their new "Commando Spie" Units, we are sending
this group of men into battle with you. They are trained in
multiple languages and culture, use them to gain vital intelligence
and take out enemy positions and leadership. These men go
by the call signs of 00....use them wisely.
((Based on team size you will be allowed
spies, these players will be given every other teams arm bands.
They may move into enemy territory and accomplish any mission
you see fit. If killed while wearng enemy colors they may
actually respawn at the enemy camp, however if your spies
are identified and captured or killed by the enemy camp they
are spying on they must turn over their arm band to that general
and you lose the effect to spy on that team))
Available Intelligence:
We have information that the Mercenaries
of the French Foreign Legion have also landed on the island,
they are providing black market goods and services, use them
if you wish. These mercenaries are highly trained in both
combat and field medicine, Mercs can only be killed by a head
shot. Don't doddle with them to long though, These mercs only
believe in money, and once the time has run out they will
abandon you to whatever fates you have set for yourself. Intelligence
also believes the Mercs may be in possession of an armored
Fighting Vehicle, this could come in handy seeing that due
to the rapid deployment you are involved in we have only been
able to deploy infantry, No Tanks or Armor will be available
to you in this deployment.
Negotiators:
You will be taking several high level negotiators
into battle with you. Negotiators wear white arm bands and
are forbidden from carrying a firearm of any type. Negotiators
may travel anywhere on the field unharmed by any Army. Use
negotiators to arrange alliances or trades with other armies
or to purchase goods and services from the 13th Demi-Brigade.
The same player does not have to be the negotiator for the
whole game. Negotiators are forbidden from spying and must
properly announce themselves to inquiring forces.
Respawn:
Respawn points will be the generals tent
in order to maintain streamline communications to your forces.
Respawn will be based on a number to be determined when team
size is acquired ((ie. when 5 dead people return to the tent
they are all reinserted))
More information will be made available once it has been
collected.
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The Game Format split the players into four armies. At the
Generals meeting the alliances and team locations were decided for
the first half of the day. At 1:00 the game stopped for lunch and
restarted at 2:30. At the restart teams changed locations on the
field and their alliances. This kept one team from having to make
the long walk across the field all day. Teams were allowed to respawn
at their Allies bases even more reducing the need to hike across
the entire field. Gold scattered around the field could be used
to purchase rocket launchers, rocket rounds, an armored assault
vehicle or a mercenary squad. The mercenaries were eliminated by
headshots only and were deployed for 20 minutes of action at a time.
The Mercenary Squad was made up of ARC Troopers, Misfit Mafia and
a few other regular players from Battlefront Paintball. There was
talk amongst the mercenaries of going rogue, but these rumors quieted
down as the negotiators started spending gold before too long. The
mercenaries saw action five times throughout the scenario and went
home with their fair share of welts and bruises.
 Gold is scattered around the field at the start of the game |
First Half: All Mixed Up
For the first half of the game the Germans and British were
Allies, as were the Americans and Japanese. The Germans were first
into the city and began hanging flags and gathering gold up. The
British team was right behind them, but the Japanese Tank was driving
in from the South with troops stacked up behind them.

Japan uses the tank to advance troops within the city
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The Americans had the furthest base, but were gaining ground fast.
Using the tank as support, the Americans and Japanese worked together
and got the joint flag up and for the next hour the Americans had
the majority of flags hung at each flag check. The Japanese managed
to hang their flags a few times around the city, but meanwhile they
were collecting gold at record pace. For the last hour of the first
session Britain and Germany clearly owned the city, and infighting
began. A number of Japanese and Germans switched flags while the
others weren’t looking. The Japanese Tank was a constant threat,
but the real story was happening in the woods.
Rumors on the field spread of an American that was tricking
other teams into giving him their gold. Before too long we discovered
his identity, a negotiator going by the name “Funkie”.
Using his diplomatic immunity and a number of different pretexts,
this silver-tongued devil tricked each team into trusting him with
their gold. Funkie caused chaos all day as each of the Generals
gold reserves were reduced by his cleverness.

Japan storms Britains base using 'Kamikaze' Shields
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The
British General was the furthest from his base, and couldn’t
see or wasn’t informed that his base flag was down. Japan
had overrun his base and setup its own defensive perimeter. The
British team was loosing 500 points at each flag check. Britain
managed to retake their base, occupation lasting over an hour. When
the session ended, Britain had lost 2,500 points, leaving them with
200 points, almost entirely canceling out their flag points accumulated.
America had also lost points for their base flag twice in the first
half. Japan had 900 points but Germany won the bragging rights with
2,400 points at the end of the first session.

Mercenaries on the loose: Cry havoc and let slip the dogs of war |
Gold accounts were fairly close at the end of the first session,
except for Japan’s. Japan had found the large crate of gold
worth 10,000 some other smaller caches, but neither Japan nor America
had spent any of their gold at the black market. Japan had the highest
account at 29,500 and America 19,500. Germany spent 40,000 on mercenaries
during the first half and was left with 16,250. Britain had 10,750
and they had spent 20,000 on mercenaries.
If Germany had kept from spending their money they would
have had the biggest gold account. Its arguable that the mercenaries
helped the Germans and the British dominate the city. The German
general was having communication problems with his negotiator and
could stop him their gold. We will see what happens when friends
become enemies after lunch.
Second Half: Axis vs. Allies
After lunch the teams were all given new locations and rotated
around the field. This prevented any one team from having the advantageous
portions of the field all day. Britain and American joined forces
for an Axis vs Allies game. Japan now had the high ground, and Germany
had the longest walk to base.
Germans use 'Mustard Gas' to repel the enemy
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Japan and Germany dominated the city fairly equally during
the second session. Japan benefited from their alliance with Germany
whose team continued to communicate and work well together. Only
five flags behind Germany, Japanese had accumulated an additional
2,700 points while Americans grabbed 1,300. The Brits were left
with pointless after their flag was pulled twice more this session.