Paintball Games
CHOOSE YOUR BATTLE GROUND – Face the elements, destroy the enemy and create your stories on our WWI fields that replicate the famous battles of 1915 in respect of their bravery, a true celebration of Country, honour and mate ship
For over four years World War I raged on, today games vary in length. They can be as short as 5 minutes to as long as 20 minutes. You will never be out of action for long, so you can get the most out of your three hours.
ANZAC Cove – The Australia and New Zealand Army Corps landed at a small bay (now known as Anzac Cove) north of Kabatepe on the Gallipoli peninsula on 25 April 1915. Their objective was to seize part of the Sari Bair range to cover their advance across the peninsula to cut the Turkish supply lines and threaten Turkish forces fighting further south at Cape Helles.
The ANZAC Cove scenario consists of two teams – The ANZAC’s and the Turkish defenders. The ANZAC team starts at the base while the Turkish defenders spread themselves throughout the field. The entire ANZAC team must run the gauntlet to the base at the other end of the field to win. As players are hit, they must leave the field and return to their Base Bunker (Field Hospital). Players who are hit cannot re-enter the game.
Snipers' Nest - A scrubby hill about 900 metres from the sea, from which Turkish snipers made the beach north of Ari Burnu unsafe for bathing or traffic. The Snipers Nest scenario consists of two teams – The ANZAC’s and the Turkish defenders. The ANZAC team starts at the bathing post (Bath Tub) while two (2) Turkish defenders take up a defensive position inside the Machine Gun Post the opposing team position themselves across the creek at the base of the valley for an attack. The ANZAC team must find the Machine Gun Post flag station and get their flag and return it the ANZAC’s team’s flag station to win. As players are hit, they must leave the field, however, they can get their life back by touching the Medic or returning to their own flag station and tagging the Base Bunker (Field Hospital) as in other games. Players re-enter the game from their own team Base Bunker.
Chunuk Bair - August 1915 - A Wellington Infantry Regiment, tired and sick from prolonged duty, is ordered to take Chunuk Bair, a hill in Gallipoli, Turkey. They take the hill after a lot of bloody fighting and despite promised British support failing to arrive. When they get up there seems to be little else to do but come back down. The New Zealanders sustained huge losses in this pointless operation, including their commanding officer, when a British navy ship fires on the summit.
The Chunuk Bair scenario consists of two teams - The Turkish defenders and the ANZAC’s. The Turkish defenders takes up a defensive position on Chunuk Bair (the hill), the ANZAC’s position themselves at the base of Chunuk Bair for an attack.
The attack begins. If an attacker is hit they leave the field and touch the Field Hospital or Medic to get their life back. They can now rejoin the attack. If a defender is hit, they must leave Chunuk Bair and return to and tag the Attackers Base Bunker (Field Hospital) as in other games. The defender must now rejoin the game as an attacker. Gradually the defenders become less and less and the attackers eventually overrun the summit of Chunuk Bair. At this point the Safety Umpire will end the game with a whistle or air horn.
Shrapnel Valley – The valley was both an initial line of advance and later a supply route to the Anzac's front line. The Shrapnel Valley scenario consists of two teams – The Turkish defenders and the ANZAC’s. The Turkish defenders takes up a defensive position on the ridge (the hill), the the ANZAC’s position themselves across the creek at the base of the valley for an attack.
A flag is exactly half way between the two teams. The objective is to capture the flag and carry it through the opposition lines to their flag station without being hit. The purpose of this scenario is to capture the flag and return it to your team’s flag station or simply keep it from getting to the other end of the field.
First team to capture the flag and carry it through the opposition lines to their flag station without being hit wins. As players are hit, they must leave the field, however, they can get their life back by touching the Medic or returning to their own flag station and tagging the Base Bunker (Field Hospital) as in other games. Players re-enter the game from their own team Base Bunker.
Lone Pine – On the August 6 the ANZAC’s receive the signal “Get ready” Everywhere men crowd on to the fire step. “Over the top!” Men pull themselves up over the parapet and, regaining their feet, rush across the bullet-Swept No Man's Land for the opposing Turkish parapets line after line to overpower the stubborn Turks within the Lone Pine trenches. The Lone Pine scenario consists of two teams – The ANZAC’s and the Turkish defenders. The Turkish take up their defensive position at their base Bunker with their flag. The purpose of this scenario is to capture the opposition’s flag and carry it through the opposition lines back to your teams bunker without being hit to win.
The Apex – The Apex was an area of land at Gallipoli, between Rhododendron Ridge and Cheshire Ridge was slightly sheltered from Turkish fire. It was from the Apex that the assault on Chunuk Bair was launched on 7 August 1915. The Apex scenario consists of two teams – The ANZAC’s and the Turkish defenders. A Survival Game, while one team faces away from the field the other team is sent in to hide as snipers. After a short period of time the game commences and the attacking team make their way through to the other end of the field. The surviving team members are counted once all survivors have arrived at their destination. The team with the most survivors wins. This is a one tag and you’re out game. It is best played on our biggest field The Ridge
Dead Man's Ridge - A much contested Turkish salient running in between Pope's Hill and Quinn's Post. The Dead Man’s Ridge scenario consists of two teams – The ANZAC’s and the Turkish defenders. A single flag marks the centre of the fire support base that is surrounded by bunkers. The defending team starts the game surrounded, with the attacking team starting on the perimeter of the Bunker field. The objective for the attacking team is to pull flag and place it back in their bunker to win. The defending team must prevent this from happening for five minutes.
Hill 60 - The attacks by the ANZAC’s on Hill 60 were the last throw of the dice for New Zealanders in the Gallipoli campaign of 1915. The first attempt to take the hill from its Turkish defenders was made by men of the Otago and Canterbury Mounted Rifles Regiments on 21 August 1915 succeeded in seizing part of the Turkish trench system but could not dislodge the Turks from the hill. The Hill 60 scenario consists of two teams – The ANZAC’s and the Turkish defenders. Both teams take up defensive positions at their base bunkers. A flag is exactly half way between the two teams. The purpose of this scenario is to capture the flag and carry it through the opposition lines to their flag station without being hit. Any eliminated player re-enters the game by returning to their designated bunker, with an unlimited number of lives.
Walker's Ridge Area - The ANZAC’s managed to dig themselves in at Kabatepe in the days following the landing on the Gallipoli peninsula in April 1915. They were exhausted, and hemmed in to a very small area. The purpose of this scenario is to eliminate all players to achieve victory. In this game if you are tagged on an arm or leg you can continue to play but must not use that limb. Head or torso shots are out. Everyone ends up rolling around laughing at the site of their mates trying to drag themselves around with no legs or getting team mates to load a marker for them.
No Man’s Land – The New Zealand Mounted Field Ambulance sent four stretcher squads of four men with an officer to recover the unrescued wounded Wellington Infantry from "No Man's Land" adjacent to Chunuk Bair. The No Man’s Land scenario consists of two teams – The ANZAC’s and the Turkish defenders. Both teams take up defensive positions at their base bunkers. A single flag is placed at centre field usually visible from team bases. The purpose of this scenario is to gain possession of the flag and place it at your opposition's base. Often it is necessary to eliminate all opposition players to achieve victory.
Sniper - Our field sniper lies in wait as your patrol moves through your game zone. Our sniper uses camouflage and stealth to execute his mission. If you are hit you must withdraw from the game. When all of your patrol has been eliminated the game is over. The game will also finish when our sniper is hit!
Medics - Each team has a Medic (wears a High-Viz Vest). Only the Medic can restore your life after you have been hit. The medic must come to where you fell and touch you before you can rejoin the game. If your medic gets hit they must leave the field and touch the hospital to regain their own life. You must protect your Medic at all times.
How do you know when you are out? - Not as easy a question as you would imagine. Simply being hit by a paintball is not enough. The following conditions have to apply. A paintball has to hit you and break. A ball that bounces off you does not count unless you call yourself out before you check. You cannot call yourself out and then back in as this creates confusion.
Head Shots are not allowed - A hit above the level of the chin (head shot) does not count. Unless, you call yourself out, a paintball that hits a tree and 'splatters' on you does not count. A shot on the gun does not count. So simply put, any pellet that hits your body and breaks is a hit and you are out.
What if I'm shot at the start of the game? - Don't worry we play a rule called the tag rule. This works as follows. If you are out, hold your gun above your head so the other players know that you are eliminated and don't keep shooting you. Call for a 'tag' from one of your own team. (If someone on the other team comes to tag you don't stop them, it means they did not listen at the safety briefing and deserve to suffer).
Your teams Medic must then touch or 'tag' you to bring you back to life. This is where the guy who didn't listen at the safety lecture starts to suffer as you light him up. While waiting for a tag you may not give major field briefings to your teammates, you may only call for a tag. Giving a run down on the opposition’s field positions while you are waiting for a tag is not allowed. If you are waiting for a tag and the opposition shoot you again for the fun of it, then you are also back in the game. A member of your own team may not shoot you back to life.
FURTHER SUGGESTIONS – As stated earlier, these are only hints to assist you. It is your day so you let the referee know how you want to play.
- Each field be played twice and teams change ends.
- Time limits are placed on games
- Fast fields 10 - 20 minutes, slower fields 15 - 30 minutes
- Fields running east west are played first so the sun does not affect vision
Come on down and get your paintballing trigger fingers ready for some paintball action.
