Necromancer
Moderators: THE JEW (RaVeN), [PX] Nebuchadnezzar, [PX]IronFist
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[PX]Kal Bob
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Necromancer
Requirements
Two teams, a timer and an air horn.
Setup
Teams are placed on opposite sides of the field. In the center of the field there's an air horn.
Rules
It's a game of elimination with one simple exception: each team has the option of bringing back their players from the dead once by blowing the air horn. Team 1 brings their teammates back by blowing the air horn once and team 2 blows the horn twice. Choose a time length that's good for your field size and the number of players involved - twenty minutes is usually about right.
Victory
The team with the most players left when the time is up wins.
Strategy
A good team plan is key to winning at Necromancer. Do you blow the horn at the first or do you risk not even getting to the horn as time runs out? Do you surround the horn and prevent the other team from ever blowing it or do you ignore the horn and just focus on eliminating the other team early on? Whatever your strategy, just make sure your whole team is on board and you work together.
Variation 1
Only allow the first team to get to the horn to raise their dead.
Variation 2
Only allow teams to blow the horn if they get to the horn in the first half of the game.
Link
http://paintball.about.com/od/gametypes ... mancer.htm
Two teams, a timer and an air horn.
Setup
Teams are placed on opposite sides of the field. In the center of the field there's an air horn.
Rules
It's a game of elimination with one simple exception: each team has the option of bringing back their players from the dead once by blowing the air horn. Team 1 brings their teammates back by blowing the air horn once and team 2 blows the horn twice. Choose a time length that's good for your field size and the number of players involved - twenty minutes is usually about right.
Victory
The team with the most players left when the time is up wins.
Strategy
A good team plan is key to winning at Necromancer. Do you blow the horn at the first or do you risk not even getting to the horn as time runs out? Do you surround the horn and prevent the other team from ever blowing it or do you ignore the horn and just focus on eliminating the other team early on? Whatever your strategy, just make sure your whole team is on board and you work together.
Variation 1
Only allow the first team to get to the horn to raise their dead.
Variation 2
Only allow teams to blow the horn if they get to the horn in the first half of the game.
Link
http://paintball.about.com/od/gametypes ... mancer.htm
KalNet SysAdmin.
Elitism- It's Lonely At The Top. But It's Comforting To Look Down Upon Everyone At The Bottom.
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- [PX] Nebuchadnezzar
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Re: Necromancer
This sounds like a great use of the pond area. Let's give it a try tomorrow.
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[PX]Kal Bob
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Re: Necromancer
Does anyone have an Air Horn?
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- [PX] Nebuchadnezzar
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Re: Necromancer
We can use the whistle.
- THE JEW (RaVeN)
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Re: Necromancer
Question:
Is this the standard layout of the game? Red and Purple being the spawns with the Orange the skids containing the horn.
Is this the standard layout of the game? Red and Purple being the spawns with the Orange the skids containing the horn.
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[PX]Kal Bob
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Re: Necromancer
Yes, That looks right to me.
You and I have to get the Picture Copter working so we can update that photo lol.
You and I have to get the Picture Copter working so we can update that photo lol.
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Re: Necromancer
Well, I ask because if I hold that Orange ring as centre, uh, things a little off distance-wise.
I took 3 caps from Thump's vid. That's how I came up with the Orange circle. I included 3 pics to show why.
Taking the closest point of the spawn Blue team is 26m close to it while Purple team is 38m close to it. The 3rd distance pic show an area with a building front that makes it so that starting distances are within 2m (ie. Maroon where it's 26m vs. 28m). Are there any other balancing factors besides distance I don't know about?
I took 3 caps from Thump's vid. That's how I came up with the Orange circle. I included 3 pics to show why.
Taking the closest point of the spawn Blue team is 26m close to it while Purple team is 38m close to it. The 3rd distance pic show an area with a building front that makes it so that starting distances are within 2m (ie. Maroon where it's 26m vs. 28m). Are there any other balancing factors besides distance I don't know about?
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[PX]Kal Bob
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Re: Necromancer
Only Problem I see is zero cover.
What is the distance if you put purple behind the 4 door kiln?
What is the distance if you put purple behind the 4 door kiln?
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Re: Necromancer
I'm not sure which one is the 4door kiln.
Here's a couple of potentials. I basically just looked at which view is the most symmetrical.
LEGEND:
-Blue = Team 1 spawn
-Purple = Team 2 spawn
-Orange = horn area
-Red = field limit
Proposal 1.
PRO's:
-~70ft. to horn for both teams
-protected area of buildings prevent spawn camping
-fast game
-horn is open to fire from just about every direction
CON's:
-blue can camp in the one building to guard horn
-super intense
-need markers of sorts to show southern limit
Proposal 2.
PRO's:
-~70ft to horn for both teams
-protected area of buildings prevent spawn camping
-fast game
-horn is open to fire from just about every direction
-less intense
CON's:
-purple may have a slight camp advantage
-longer game?
-need markers of sort to show southern limit
Proposal 3.
PRO's:
-~130ft to horn for both teams
-protected area of buildings prevent spawn camping
-largest amount of players can play
-horn is open to just about every direction
-less intense
CON's:
-blue has 2 easy bunkers
-blue has more cover off the break
-purple can spawn camp easier using .68
-blue can spawn camp easier with First Strikes
-staging area doors must be shut/barrier put up to avoid an incident
-need markers of sorts to show southern and eastern limit
Proposal 4.
PRO's:
-~300ft. to horn
-massive
-combo of woodsball vs. tactical
-excellent choke point for fire from a good amount of direction
CON's:
-staging area doors must be shut/barrier put up to avoid an incident
-purple easier to spawn camp, but this is semi-countered by 2 major entrances further up
-best played when there's green vegetation
-would definitely require markers/map/walk-through before game started
I think these are your best bets. You could mark the limits easily with 5 or so wooden stakes (on the smaller maps, anways) that were painted and flagged. If you saw someone go beyond them, call 'em out. I could provide probably as many stakes/flagging/paint that we need as long as nobody steals or breaks them.
I also believe the spawn areas I've outlined are good candidates for placing flags for "dual flag" capture-the-flag. The orange could be the spot for "single flag" capture-the-flag.
Thoughts?
Here's a couple of potentials. I basically just looked at which view is the most symmetrical.
LEGEND:
-Blue = Team 1 spawn
-Purple = Team 2 spawn
-Orange = horn area
-Red = field limit
Proposal 1.
PRO's:
-~70ft. to horn for both teams
-protected area of buildings prevent spawn camping
-fast game
-horn is open to fire from just about every direction
CON's:
-blue can camp in the one building to guard horn
-super intense
-need markers of sorts to show southern limit
Proposal 2.
PRO's:
-~70ft to horn for both teams
-protected area of buildings prevent spawn camping
-fast game
-horn is open to fire from just about every direction
-less intense
CON's:
-purple may have a slight camp advantage
-longer game?
-need markers of sort to show southern limit
Proposal 3.
PRO's:
-~130ft to horn for both teams
-protected area of buildings prevent spawn camping
-largest amount of players can play
-horn is open to just about every direction
-less intense
CON's:
-blue has 2 easy bunkers
-blue has more cover off the break
-purple can spawn camp easier using .68
-blue can spawn camp easier with First Strikes
-staging area doors must be shut/barrier put up to avoid an incident
-need markers of sorts to show southern and eastern limit
Proposal 4.
PRO's:
-~300ft. to horn
-massive
-combo of woodsball vs. tactical
-excellent choke point for fire from a good amount of direction
CON's:
-staging area doors must be shut/barrier put up to avoid an incident
-purple easier to spawn camp, but this is semi-countered by 2 major entrances further up
-best played when there's green vegetation
-would definitely require markers/map/walk-through before game started
I think these are your best bets. You could mark the limits easily with 5 or so wooden stakes (on the smaller maps, anways) that were painted and flagged. If you saw someone go beyond them, call 'em out. I could provide probably as many stakes/flagging/paint that we need as long as nobody steals or breaks them.
I also believe the spawn areas I've outlined are good candidates for placing flags for "dual flag" capture-the-flag. The orange could be the spot for "single flag" capture-the-flag.
Thoughts?
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- [PX] Nebuchadnezzar
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Re: Necromancer
#2 is best for small games, and #4 for large games
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[PX]Kal Bob
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Re: Necromancer
Number 2 is what I meant, but I also like number 4 as well.
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Re: Necromancer
Would we like to give them a try next time? Something along the lines of:
1. If < 10 people show, Proposal 2
2. If > 10 people show, Proposal 4
Might switch things up a bit.
1. If < 10 people show, Proposal 2
2. If > 10 people show, Proposal 4
Might switch things up a bit.
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- [PX]IronFist
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Re: Necromancer
THE JEW (RaVeN) wrote:Would we like to give them a try next time? Something along the lines of:
1. If < 10 people show, Proposal 2
2. If > 10 people show, Proposal 4
Might switch things up a bit.
I think this should be more like
if > 30 people show, Proposal 4, lol.
The pond area alone is really huge (everyone remember that cap the flag match we played over there where basically everyone got tired and gave up? lol) including the entire other area would just be massive. I think you would need a lot of people to make the #4 layout work.
I really like the #2 layout though. It makes a lot of sense and we should try it out for sure (and probably switch to it full time).
Ilon "Rezzer" Rezon in the Late Era RPG
- THE JEW (RaVeN)
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Re: Necromancer
I'll try and remember to bring wooden stakes so we can start marking stuff out.
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