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  • NEW FORUMS ONLINE

    As of June 6th, 2009 these forums will be closed to new posts.

    Our new forums address is http://forums.battlefrontpaintball.com.

    Please sign-up there to keep up with the goings on at Battlefront Paintball.

    These forums will remain up for a period of time. If you have any posts that you think need to be copied to the new forums, feel free to re post any pertinent threads.  Items for sale on these forums will be removed on the 6th of June as well.
  • D-DAY June 6th 2009 (A First Strike Event on the 65th Anniversary)

    D-Day June 6th, 1944. The largest invasion force in history closes in on the continent of Europe. Both the Allies and the Axis have poured untold numbers of men and materiel into the preparations for this day. Fortress Europe bristles with defenses, while the Allies hope to gain a toehold with sheer numbers and determination alone.

    Allied and Axis generals will have complete strategic control over where their troops strike on the battlefield. Beginning with the invasion of the beaches, the Allies will be tasked with pushing their advance further inland throughout the day, gaining increasing point bonuses for linking up their territories. The Axis will try to prevent this from happening at all costs. The battlefield will be sectioned off into predetermined locations. Each of these locations will grant the team holding it a special ability. The Axis will begin the day with a huge advantage over the Allies, controlling all 7 territories, their points and their abilities. However, they will have little opportunity to make up lost points, should they begin to falter. The Allies will need to establish momentum fast and keep it up throughout the day in order to gain victory. Every territory gained and held is another nail in the coffin for the Axis powers as their initial point advantage begins to slip away.

    In addition to the fight for control of the territories, Command will issue special objectives twice an hour to the generals of each side. Completing these objectives will result in a point bonus for the Allies, or the ability to counterattack a lost territory for the Axis. Regardless of whose side you're on, these seemingly insignificant tasks may result in the victory or defeat of an entire army.

    On-Line PRE-REG is $25.00

    Registration at the field on game day - $35.00

     

  • SOCOM - MAY 9, 2009


     

    Mission 1: Insurgence

     

    SEALs received word that a captured American Ambassador was being held captive within the city.  La Mano held half the town at the start and were permitted to rush forward on the horn.  The SEALs were in the woods behind the tower, but due to some unfortunate timing with the game horn and a train whistle, didn’t realize the game had started and didn’t get into the city as quickly as they could have.  La Mano held the town pretty solidly while the hostage continued to yell for help from his place of incarceration.  The SEALs ended up making a flank attack on the city behind the docks which drew a lot of La Mano players to the southeast corner of the city.  The SEALs then used the gap in security on the other side of town to push in and catch La Mano in a pincer.  Within a matter of minutes, the town fell, the hostage was rescued and La Mano was forced to regroup at their headquarters.  The hostage turned out to be a Panamanian special forces officer rather than the American Ambassador.  SEALs recovered intel hinting that La Mano was up to something more sinister than just nabbing hostages.

     

    SEALS: 2,000              La Mano:  500

     

    Mission 2: Gone to Ground

     

    Flags were stationed at the bridge to La Mano’s HQ and on the high ground above it.  There was a wounded hostage within the compound on a stretcher, and another hostage on the high ground.  For a solid hour, La Mano beat back wave after wave of SEALs assaults, including a stealth attack that came within 20 feet of the HQ.  The hostage made several daring escape attempts, only to be quickly recaptured by an alert La Mano security team.  Rocket attacks dispelled several large SEALs groups and the compound held without either hostage being rescued.  A lone SEALs member made a daring run for a bit of intel at the entrance to the compound, but was shot down while escaping.  This piece of intel was never recovered by the SEALs team which potentially put them in a difficult spot for the last mission.

     

    SEALs:  2,000             La Mano:  4,000

     

    Mission 3: Walkabout

     

    A plane went down near the covered bridge which was carrying weapons and hostages.  The hostage was taken to a secure location within Santa Clara, but the SEALs were onsite before the weapons crate could be recovered by La Mano, which deprived them of Nerf rockets for their launchers.  The SEALs were able to recover a bit of intel at this location indicating that La Mano may be building bombs.

     

    Within 15 minutes of the start of the mission, the security forces at Santa Clara became distracted and the hostage managed to escape.  SEALs found the hostage wandering in the woods and escorted him to the extraction zone and kept him there until he could be safely removed from the conflict.  Later on in the hour, the hideout at Santa Clara fell to the SEALs and La Mano pulled out.

     

    SEALs: 6,500              La Mano:  4,000

     

    Mission 4: House Call

     

    SEALs received intel that a high level La Mano officer was at his villa in Pueblito de Jurado.  SEALs again beat La Mano to the site before La Mano forces could get there to protect their officer.  SEALs team members quickly hacked the laptop within the villa which yielded further bomb-disarming instructions.  The laptop was returned to HQ for further examination.  The La Mano officer saw the SEALs approaching the location before they were on site to capture him, and he made a break for the ridge behind his villa.  Finding the first clump of bushes he saw at the top of the hill, he dove in and remained motionless for 40 minutes while patrol after patrol of SEALs members walked by.

     

    In the second half of the hour, La Mano forces showed up and cleared the area of SEALs.  The villa was taken back and the La Mano officer linked up with his comrades.  In the last 10 minutes of the mission, an air strike was dropped on the villa, clearing it of La Mano players, but SEALs failed to capitalize on the clearing and the territory remained in La Mano’s hands.

     

    SEALs: 8,500              La Mano:  9,500

     

    Mission 5: Double Cross

     

    Another La Mano hideout was discovered in La Mata along with intel suggesting a second high level officer of La Mano was at this location.  SEALs received intel on the officers exact hiding location within the area but were unable to kill or capture him.  La Mano once again defended their hideout and protected one of their leaders.

     

    Meanwhile, after having several of their weapons crates confiscated by the SEALs, La Mano was running desperately short of ways to obtain rockets.  A plan was devised to crack the safe at the bank and an inside man posted the combination within the base of the tower at the edge of town.  SEALs caught wind of this plan and sent a security force to guard the bank.  In the end, the bank held and La Mano was forced to look elsewhere for resources.

     

    SEALs:  10,500           La Mano: 14,500

     

    Mission 6: Diplomacy

     

    After spending the majority of the day chasing shadows looking for the American Ambassador that had been captured, the SEALs received solid intel that he was being held in the Grand Palms hotel within the city.  At the same time, it had become clear that La Mano intended to detonate several bombs within the area, but intel was still sketchy as to their location.  To further complicate matters, the SEALs never managed to recover the intel doc from the second mission which held information regarding the second step of a three step process to disarm the weapons.

     

    La Mano players set up in the Grand Palms Hotel and held their hostage captive on the second floor.  By disabling the security building as well as power to the Grand Palms, the SEALs team was able to use several stealth attacks to move around the location freely.  Despite a valiant effort by the La Mano players inside the Grand Palms, the SEALs were able to overrun the location and get the Ambassador to safety.  La Mano struggled throughout the rest of the hour to fight their way back in to town so that they could assault the extraction point.  In the end, the Ambassador was picked up and flown back to the states.

     

    SEALs: 17,000            La Mano:  14,500

     

    Mission 7: 11th Hour

     

    Pieces of the puzzle were coming together regarding La Mano’s master plan to blow up the control building for the Panama Canal while simultaneously detonating a dirty bomb further up stream.  At the same time, it was learned that La Mano’s puppet master was planning to evacuate the area just as the bombs went off.  The SEALs general used information that his team had gathered throughout the day regarding the bombs and figured out the second step in the process.  After dispatching a team to take control of the city and a second team to ambush the escaping La Mano general, the SEALs commander took point in assaulting the 1st bomb at the dam control building.  The SEALs squad found the location unguarded after the La Mano team sent to protect the location had been ambushed by the SEALs players waiting for the La Mano general.  The SEALs commander disarmed the first bomb and started a long trek around the field to get to the second bomb’s location.

     

    Meanwhile, La Mano players on top of the hill outside of town fought with SEALs elements to capture the flag in the city’s center.  SEALs elements held strong as the commander pushed forward towards the river bank to disable the dirty bomb.  After a lengthy firefight with La Mano players on the other side of the creek, the SEALs commander once again was able to disarm the second device with only 10 minutes remaining until detonation.  This device actually held more explosive power than the other as the La Mano team had utilized the hostages that had not been rescued by the SEALs as bartering items on the black market to gain more chemical compound for this bomb.  This bomb would have been worth 5,000 points had it gone of as opposed to 3,000.

     

    With minutes left in the game, the La Mano general and his squad fought through the SEALs trap and was able to escape.  So despite foiling their plans this time around, La Mano will surely live on to fight another day.

     

    SEALs: 27,000            La Mano:  18,500

     

     

  • WORLD - AT - WAr April 18-19, 2009

    Pre-reg ended last night with a total of 285 players signed up. That's a lot.....and YOU CAN STILL SIGN UP AT THE FIELD ON GAME DAY. We expect over 400 total players for this one. DON'T FORGET to have your PayPal assigned ORDER NUMBER with you when you check in. Those of you who have ordered everything in advance will be done with the check-in process in a matter of seconds, and you will be able to pick up all your stuff at the Snack Shack instead of the Admin building. We have over 1,000,000 paintballs in stock....hope it's enough. Looks like the weather might even co-operate, so this should be a great day.
  • KELLY'S HERO'S February 21, 2009

    So this time Kelly will be chasing ammo boxes which contain clues, bank keys, artillery strike codes, etc, Odd Ball will be chasing ammo boxes which contain clues, bank keys, artillery strike codes, etc, and the Germans will be chasing ammo boxes which contain information about where American ammo boxes might be, artillery strike codes and information that will allow them to move some of the loot to another location.

    As always the Bank will have tons of loot....but depending on how the battle goes the Krauts may be able to move some of the stuff to one or maybe TWO different locations. With three or four groups calling in artillery....I think friendly fire may be a bit of a problem for both der Wermacht and the American army.

    This year there will be TWO different German groups. One group that starts by the Bank in the town of Nancy, and the other group that represent reinforcements heading for town from the lines that Kelly and Oddball broke thru to get to Nancy. Gonna be a great time!!

  • BATTLE of MOSCOW - January 24, 2009

    Remember....pre-registration is NOT required for this game.

     

    Some wrinkles for this game.

    The German Kommandant will have 3 airstrikes to help the Wermacht capture key bridges or strong points when approaching Moscow. The Feldmarshall will radio the HRIC (that's me) for the strike, and I will have 3 airstrike packets....each one with a different number of casualities inflicted. Russians will have 30 seconds warning of an incomming airstrike. They can leave...or hang around to see if they survive the strike. Three artillery strikes will work the same way, but only against Moscow itself...and they can only be used if the Remagen Bridge is under German control. There is NO advance warning of an artillery strike. Russians taken out by any strikes can return at the next respawn as Shock Troops....special armbands that make them invunerable to arm or leg hits...but this is only true when they are in Moscow itself.  (Makes things tougher on the Germans as they close on the city) Judging by the numbers of players comming, this will be a classic Battlefront conflict!

    Moskau muss um jeden Preis....ein eisernes Kreuz jeder Aufnahme jedes der sieben russische Flaggen. (Moscow must be taken at all cost....an Iron Cross patch to anyone dropping any of the seven Russian flags!!)

    The Order of Lenin patch (new for this game) will be awarded to any Russian that re-hangs a Russian flag dropped by the Krauts in Moscow.

    German air and artillery strikes will help them in the beginning....but Russian Shock Troops in Moscow will make taking the city "echte Schmerzen in den Arsch" a real pain in the ass.

    It's October 2, 1941 and der Fuhrer has ordered von Bock, and Guderian's Panzers to set Operation Typhoon in motion to capture Moscow within the next 8 weeks. The Germans assualt the Red Army with 1,000,000 men and over 1,700 tanks.

    By December 4th, the power of the German attack forces a Russian army of 1,250,000 men and 1,000 tanks to continue retreating to within 35 miles of the capitol. On December 5th, after Stalin has been advised by American intel that the Japanese will not attack Russia, 250,000 Siberian troops reinforce Moscow and begin a winter offensive that saves the city and causes a 150 mile German retreat.

    Looks like the Germans in our re-creation better capture the city before the Siberian reinforcements arrive too. KRAUTS WILL BE STARTING DEEP IN THE WOODS AND WILL HAVE TO BATTLE THEIR WAY TO THE CITY. The Krauts will have superior tech in this game making it easier for them in the initial phases, but, like the real battle, as they got closer to the city, the Russians did some nasty things to slow the German advance. Speed for the Germans is important, and Hitler's interference may have an adverse effect on the German advance. AIRCRAFT and ARTILLERY will play a key role in this conflict. This will be quite the battle.

  • NEW YEAR'S EVE GAME - DECEMBER 27, 2008

    240,000 POLAR ICE PAINTBALLS ALREADY IN STOCK FOR THIS EVENT. We also still have Basic and Tournament grades available in case the weather is nice. Based on the pre registrations, looks like a decent crowd again this year.

    The Battle of Moscow tune-up will begin as soon as "der Reichstag" chaos is complete. (What is it about that patch that keeps this game at the top of the hit parade)

    Elements of the Battle of Moscow game will include superior German artillery, countered by Russian Shock Army troops...German air power early in the battle will be able to soften up Russian strong points, but later on the "winter weather" will reduce this advantage. Russians will have Siberian reinforcements at some point. Maintaining control of several key positions will be important for both armies. Example: If the Germans lose control of the Remagen Bridge, they can't use artillery against the city. That kinda thing. As always, total players will determine how complex things get during this tune-up.

    Just like Toys-for-Tots we will be passing out hotdogs and hot chocolate in the Snack Shack after "Moscow".

    Players choice games after that.

  • TOYS for TOTS - December 13, 2008

    Here it is boys and girls. The format for this years Toys for Tots campaign.

    Mission 1:  Operation SnowShoe.

    After his convictions for larceny, breaking and entering, vandalism and other crimes against property The Grinch dissapeared from federal prison system and ended up in a top secret "Suit" research facility, where they are using his DNA in an attempt to create Anti-Christmas Super Soldiers. Santa and his Army must locate, Assualt and Secure this facility and evac the Grinch, If they do he will join them in the fight against "The Suits" . "The Suits" must prevent this from happening. If santa is successful then his army gains access to the Grinch Super Soldiers. If they Fail then "The Suits" gain access to the Super soldiers.

    Winner of this round will recieve the "Howa-do shields" for use the rest of the day. However do to a genetic defect no shield carrier may cross through any smoke or risk termination. Shield carriers cannot hand shields off except at respawn areas.


    Mission 2:   Operation Black Christmas.

    "The Suits" Now alerted that Santa is aware of their intentions launch a full out invasion of the NorthPole. Game will be a 3 flag battle royal, Center flag is worth points for everyminute held, two other flags will be worth points for every 5 minutes held. The winner of this game maintains control of the North Pole and Santas Village, the losing team is forced into the Artic wilds.


    Mission 3:   Operation Jolly Fatman.

    The Losing team of mission 2 has begun construction of a holiday weapon of mass destruction somewhere in the wilds of the Artic. However the weapons components are scattered over several artic outposts and must be brought to a central location for assembly. The team building the weapon will start out at several locations with various components of the weapon and must rendezvous at the build site and then hold that site long enough to assemble the weapon. The attacking team must prevent this at all costs.

    Weapon components will be locked inside ammo cans that must be carried to the rally point for assembly.

    As before, we waive the field fee for anyone that brings a toy. Last year Battlefront players donated so many toys, the Marines filled BOTH Humvees bumper to bumper! ....and the Jarheads will be attending.

  • BAND of BROTHERS - September 13, 2008

    On September 13th, Battlefront Paintball and 1st Strike proudly present: Band of Brothers, a single day scenario game based around the popular HBO miniseries and book by Steven Ambrose. Join the men of Easy Company in their daunting fight to liberate Europe, or stand along side the courageous German soldiers, ordered to defend the fatherland to the last man.

    For more details visit the Band of Brothers Website. Pre-registration ends August 31st.

    Large chunks of guys are already pre-registering for this one! Should be a great game.

  • IA DRANG - We Were Soldiers - August 16, 2008

    BASED ON PRE-REGISTRATION AS OF AUGUST 10th IT LOOKS LIKE 200+ PLAYERS 
    WILL BE LOCKING HORNS FOR THIS BATTLE.

    The game will start with American and VC forces deployed as they were at
    about 10:30 a.m. November 14, 1965. The lost platoon will be in its 'lost'
    position cut off and surrounded by PAVN troops. The first 2 airlifts of
    Americans will have landed at X-Ray and will be starting to consolidate
    their lines. Additional copters will be in the air when the horn sounds.

    The LZ will be hit on three sides and the lost platoon may be hit from
    every point on the compass.

    The game will have three objectives. The VC
    will need to overrun and eliminate the lost platoon, and overrun LZ X-Ray
    and eliminate American Lt. Col. Hal Moore. Once these two objectives are
    completed the VC can advance on Firebase Falcon, where the copters and
    artillery are located, and destroy it.

    Americans will respawn by airlift from the firebase. There will be 4-5
    copters ferrying dead troops out of the LZ and fresh troops in. Hal Moore
    cannot be eliminated by a paintball. The VC must get close enough to
    bayonet him, and once they do, the Americans can no longer respawn by air.
    They must fight there way to the LZ. The lost platoon will have only one
    respawn by air. They must then either hold out until the Americans rescue
    them and win the objective, or be eliminated and have the VC win the
    objective.

    THERE WILL BE A BREAK AFTER 2+ HOURS SIMULATING NIGHTFALL THE
    FIRST DAY. (This will allow each team to resupply and get a burger) The
    lost platoon will either have been rescued, eliminated or have held.
    Points will be awarded accordingly and the platoon will join LZ X-Ray for
    the second phase of the battle.

    If the VC appear to be about to overrun the LZ, Hal Moore can call 'Broken
    Arrow' which will enable every American aircraft in country to support LZ
    X-Ray. Any VC within 100 yards of X-Ray must evacuate in 30 seconds or be
    wiped out. This will give the Americans time to regroup, but Hal will no
    longer be superman. He can be taken out by a paintball shot and, if the
    American flag at LZ X-Ray is down, Firebase Falcon will then be in the
    game. (The Firebase cannot be attacked until the VC accomplish the first
    two objectives of eliminating the lost platoon and wiping out Moore and LZ
    X-Ray)

    REMEMBER NVA sappers (yellow armbands) can only be taken out with a head
    shot.
  • Names for new bunkers and pill boxes

    The names have been drawn. The "batting order" for naming the new Battlefront Bunkers is as follows with Kamikaze Patch winners list first and Iron Cross winners list second:

    Kamikaze's

    1. Josh Goodhart - 10/13/07

    2. Kevin Miller - 6/24/06

    3. Mike Sr. - 5/20/07

    4. Kyle Balluch - 6/14/08

    5. Adam Brosnahan - 9/3/06

    6. Ben Shingleton - 11/19/06

    7. Chawn Edmondson - 10/13/07

    8. Mike Miller - 5/14/06

     

    Iron Crosses

    9. Mitch Prozy - 6/16/07

    10. Scott Robert Bruce - 9/23/06

    11. Adam Butler - 7/14/07

    12. Ken Caine - 7/14/07

    13. Nick Petrella - 2/24/07

    14. Matt Finnicum - 6/24/06

    15. Zack Caine - 7/14/07

    One block in each bunker will have your name, the patch won, date won, etc. Let me know if you have a particular name you want on your bunker.....within reason!

  • July 12 3rd Anniversary Picnic

    3rd Anniversary and Player Appreciation Day
     

    BIG TIME ITALIAN CHEF WILL BE COOKING FOR THIS EVENT. GUARENTEED THAT YOU GUYS WILL BE STUFFED AND MOVING SLOW FOR THE AFTERNOON GAMES. Ham, turkey, chicken, burgers, hot dogs, sausage, and all the other stuff that goes with a summer picnic.

    Kamikaze Mike wants to do a full-blown Iwo Jima battle as the major event for the day, and 6 Americans must be present on Mt. Suribachi before the American flag can go up. Mt Suribachi for this battle will be the VERY strong high ground we call the Artillery Platform on the south side of Crab Creek just east of the Remagen Bridge. I'll be building lots of bunkers around it before this game.

    Sure looks like it's gonna be "PATCH DAY" at the front. Chance to win the REICHSTAG IRON CROSS first, followed by a 2 hour IWO JIMA where the KAMIKAZE patch and IRON CROSS will be up for grabs. After lunch the zombie game will give ya'll a chance for the ZOMBIE HUNTERS award. Looks like the Illegal Aliens game has moved ahead of the Civil War battles. One in ten "illegals" will be drug dealers that are armed to the teeth...and carrying "drugs" in the form of paintballs that INS agents can seize and keep IF they catch the dealer. The booty in the landing craft on Omaha will be split up among any wetbacks that make it to the beach and the INS agents not knocked off by the drug dealers. This is the first time we will be playing this game so..... We'll see if we have any time left for any Civil War battles.

  • IRISH WAR of INDEPENDENCE June 14, 2008

    The Brits will have their secure HQ at the Bank. They will be responsible for maintaining control of 6-8 key positions in the town, the Remagen Bridge and the Jap HQ bridge. When this game starts ALL PLAYERS WILL HAVE THE SAME COLOR ARMBANDS. This is to simulate the Brits inablilty to tell "peaceful" Irish from those in the IRA bent on blowing stuff up. Operating in groups of 5 players, these Irish squads can calmly mingle in with the Brits protecting an objective, take the Brits out (by "bunkering" them or whatever)and then destroying or capturing and trying to hold the objective. The Brits will be forced to respond....weaking their other positions making those spots vulnerable to attack.

     

    It goes without saying that eventually the Brits will start to know who is Irish and who isn't so, during the last 40 minutes of the scenario the gloves come off, and the Irish will be able to group their entire force together. Their objective will be the British secure HQ complex.The Brits will be able to leave the Remagen and Jap HQ bridges to assault the Irish without fear of losing these objectives. Should make for a chaotic end to this battle.

     

    Details on how the points are won and lost will be part of the mission brief Saturday.

  • KELLY'S HERO'S REMATCH

    Besides all the info containing Ammo boxes in the February game, the Americans will be split into two groups. In the movie Kelly had one group and Oddball had the other one. Both had different objectives to acheive before they linked up to attack the Bank. In addition, there were 3 German Tiger tanks guarding the loot.

    There will be ammo boxes that Kelly's group will need to find or capture to unlock the Bank....and there will be other ammo boxes that Odd Ball's group will need to find that will contain keys to the Bank. Each American group will be acting independently to obtain their keys, but they must obviously link up before they can take the Bank.

    Information on the link point will be contained in the last ammo box for each army. At some point during the battle, German intelligence may learn the location of the link point before the Americans do. They may want to place their forces in a position to prevent the link up....or at least delay it. Also, at some point Odd Ball's group will find a few howitzers that they can hump thru the woods and use them to get rid of the 3 Panzerkampwagens guarding the bank. Can't wait to see how this game goes.

  • World at War Pre Reg

    ONLY A COUPLE OF SLOTS LEFT FOR THE AMERICAN AND GERMAN TEAMS. PROBABLY HAVE TO SHUT THOSE DOWN WITHIN 24 HOURS. REST OF YOU GUYS WILL EITHER NEED TO LEARN TO SPEAK JAPANESE OR WITH AN ENGLISH ACCENT. You might want to join an army sooner rather than later. Registering the day of the event is fine....but it may be tough to join the army you want if it's already full.

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