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Re:Good Times (1 viewing) (1) Guests
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TOPIC: Re:Good Times
#18091
bengal_t (User)
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Good Times 2 Months, 3 Weeks ago Karma: 10  
I hope everybody had a great time. It was a lot of work putting an event of this magnitude on but it was all worth it in the end. Just about everybody I talked to had a great time and are already looking forward to next years event. What ever suggestions you guys may have to improve on this event even more please let me know.
 
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#18094
CAsurfnlax (User)
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Re:Good Times 2 Months, 3 Weeks ago Karma: 0  
It was a blast and I can't wait for your planned winter one and next summers too...hopefully the winter one does not fall on one of my game days. I loved that you guys had chrono and air stations up top but maybe we could have the BBQ on Saturday instead of Friday? Also I know this is way too expensive but if possible maybe a golf cart or something to drive players to and from the field when they are tired but that is more of a lazy luxury thing rather than necessity

Not much need for improvement though in my opinion
 
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#18111
FLEA (User)
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Re:Good Times 2 Months, 3 Weeks ago Karma: 12  
Just make sure that ALL referes understand the rules-heat is not an excuse.We played in the heat and we got the rules
 
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#18117
OCMI_Yeti (Admin)
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Re:Good Times 2 Months, 3 Weeks ago Karma: 13  
+1

The field was excellent. I was glad to see more of it used the second day out at the southern CP's.

Suggestions:

*Go over the scenario specific rules prior to the game. The first day the only thing that was gone over was medics, demo characters, and how to kill a tank(which differed from the posted rules on the website as then changed again mid game). I know that it takes a little bit more time but have someone go over the scenario rules like you go over the regular gamplay rules. Medics, engineers, demo, rockets, grenades, rockets, tanks, ghillie suits, and such. There are a good amount of rules that are different then regular gameplay that should be gone over in front of everyone.

*Tank Eliminations. This changed 3 times. Prior to the game on the rules posted on the website it said: "1 rocket round or 1 satchel charge destroy the tank while 2 paint grenades will disable the tanks movement only". These are excllent. However during morning rules it was changed to 1 rocket, satchel, or grenade disabled the tank for 60 seconds and another 1 rocket, satchel or grenade that hit while it was disabled destroyed it. Did not like that it had changed but I can see the idea of streamlining everyingthing for simplicity. Then while on the field, during the heat of battle, we were informed that it took 5 hits in 60 seconds to destroy the tank. I personally got so frustrated (We had just had two direct hits that took quite some time to achieve) that I left the field. I'm not sure that a person is physically capable of loading, aiming, shooting, and striking a target 5 times in 60 seconds on a static range let alone under fire and the target is potentially moving. Later I heard that it was misunderstanding and that the other side had developed reactive armour and it was supposed to take 3 hits. First the field ref was enforcing 5 hits, and second know one knew this on the field. It should have been told to all of the players at a briefing. Personally I think it should be 1 rocket or 1 satchel destroys a tank while 1 grenade disables it for 5 minutes. (require a tank ref as well)

*Rockets against infantry. Usually if a rocket hits a building or bunker anyone in it or using it for cover is out. Same rules should apply to those using tanks for cover. When I walked by the indestructable tank I noticed about 20 guys using it for cover. I am of the opinion that th rocket srikes on the tank even though not eliminating the tank should have eliminated those using it for cover.

*Loved the timed inserts. While sneaking around in the bush I wasnt worried about the people that I just eliminated tagging in and comming right back. Kudos!

*Loved the field this year. It was so overgrown and awesome. I only wished that more of it could have been used the first day. (the second day everyone was all over). The first day only Flea, Teddy, and I were in the back.

*Tank trails. To promote more tanks in the future there needs to be more places where they can go. SC needs to scrape some dirt into roads Connecting all 4 CPs and some inbetween to allowe the tanks to travel all around the field. It's a little frustrating having the tanks confined to the city area.

*Even out the tanks. Wasnt really an issue but there should be an equal number of tanks on each team. It at least will let them fight each other.

*Be more organized in briefings and raffles. Dont interupt each other with whatever relevent/irelevent information that comes to mind. It just lenghens everything out way to long and gives the appearance of an opperation of less that it really is. Example: Have Big Paul do the Introduction, that one guy do the regular field rules, Mario do the scenario rules, and then Gio can do his sponsorship thanks and advertising at the end. Just an idea.

*Love the deathcards idea. Keep that going.

*Explain what a barrel tag is and what you do when it happens to you.

*Refs are getting better every year. Keep them training on scenario ­style­ of play.

*Prices were great. Normal sceanrio entry and inexpensive quality paint. Well done.

*Law launchers. I saw a couple that had PVC expansion chambers. This should not be allowed in the future due to saftey. ­meta­l expansion chambers only. There have been a couple PVC ones that have blown up in other parts of the country recently. Just an idea.

All I can think of for now!
 
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"Out of every 100 men, 10 should not be there, 80 are nothing but targets, and 9 are the real fighters and we are blessed to have them, for they the battle make. Ah, but one, ONE of them is a warrior, and he will bring the others home..."
-Heraclitus 500BC.
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#18118
CAsurfnlax (User)
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Re:Good Times 2 Months, 3 Weeks ago Karma: 0  
FLEA wrote:
Just make sure that ALL referes understand the rules-heat is not an excuse.We played in the heat and we got the rules

yea that is actually a good idea...I remember we had the APC and they told me I needed a mission card..so I ran all the way back to the Command Post at Iraq from Vietnam to get a mission card and they handed me a tank operator card. I ran back and showed the ref and he told us we couldn't use it because it did not have a mission card. Everyone around got into quite a big argument for a while into he called the head ref and then we got the okay to use it after about 10 minutes.

It did get me some time to rest though after that run
 
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