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Rush 3.0

Rush 3.0 is a continuation in our yearly game series, focused on long rounds of the Rush-gamemode!

-The idea of ​​the game is to play the Rush game format, familiar from our weekend games and the Battlefield game series, all day long, in a larger area and with a larger number of targets.  

-The game will use special rules regarding destroying capture targets, respawning and healing. 

-The game will mainly follow the basic Järvenpää-airsoft game rules: Rules  

-The game will be semi only, with the exception of MG and SMG players. MGs can only be fielded by players with MG tickets. SMGs abide by our 1.2j limit as per our usual field rules and need no special ticket.

-Game fee 10e, 5e for our members. Payment methods are either cash or mobilepay.  

-The area is the expanded Veikkola forest area.

-Game map will be released later.


Changes from the previous entries

-Instead of there being one objective a team attacks at a time, there are now objective zones. Each objective zone has two objectives. Upon destroying both objectives the zone falls and the next one becomes active.

-Objectives are destroyed via pyrotechnic instead of smokes. Smokes will be used to support the attackers instead.

-All objectives, starting positions and respawns have been relocated. There is now 2 objective zones with 2 objetives each for a total of 4 targets.


About the Rush game format:

In the game, one team acts as the defender and the other as the attacker. There are objective zones in the game area that are fought for one at a time. The defenders try to protect the targets in the zone, the attackers try to destroy them. When both objects are destroyed, the next zone opens up for destruction. This continues until the end of the game, at which point either the time for destroying the objects runs out or all of them are destroyed. The objects will be marked with flags and numbered in the game. Who gets to attack first is decided with a coin toss at the start of the event.

The targets are destroyed as follows: Each destructible object has a pyrotechnic device, which when activated "destroys" the object. Once both objectives in a zone are destroyed, the game organizer also gives a sound signal to symbolize the next objective zones being unlocked. Only destructible flags have a pyro, which also indicates that the objects are the currently active ones.


Respawns:

Attacker: initially respawns from their starting position. When the attacker destroys an object, the destoryed objective can then be used as a respawn. Respawn happens exactly every ten minutes (xx.00, xx.10, xx.20, etc.) OR when a number of players specified on the game day arrives at the respawn point.

Attackers also get a mobile respawn at some point in the game, which can then be transported and built up in any location chosen by the attacker. The mobile spawn is activated by placing it down and turning on the audio device within as well as raising a flag next to it. The mobile respawn otherwise uses the same respawn rules. The defender can temporarily disable the mobile respawn by turning off the audio it's playing.

Defenders: when a defender is out, they fall back to a flag in the next objective zone. The defender waits on either flag until a previous object is destroyed. The defenders then respawn together whenever an object is detroyed. Defenders who are walking to respawn or who fell immediately (within the next minute or so) after the object was destroyed are also allowed to respawn.


Medic rules:

The game uses a medic rule. When a player is hit, they take out a death rag and stay in place, preferably lying down to wait. Wounded players may not communicate in any way besides shouting for a medic. Anyone can come and heal the player by tying the player's own bandage on to the injured players arm or leg. The player is eliminated normally after getting hit again. The bandage must be removed and can be used again after respawning. If the player is not treated within five minutes, they are eliminated. Wounded players can be removed from the game with a "knife kill" (either with a boffer knife or with two free hands, for example by touching their shoulder).

Players bring their own bandages. This can, for instance, be a white gauze or a training tourniquet, a plain white cloth strip at least 50cm long is fine. Some bandages can be borrowed from the organizers, but there may not be enough for everyone.


Other things to note:

Preliminary schedule is as follows:
10.00-11.30 Arrival
11.30 Opening briefing
12.00-13.45 First game
14.15-16.00 Second game

-Please carpool, there's limited parking space in the offgame area. 

-Be prepared to carry enough BBs and water in the field, the games are long and the weather may be hot. Organizers will provide some water in the field.

This event has been canceled.

User details Faction Country Team

Factions

Organizers

2/?

Red

3/27

Red MG

1/3

Yellow

2/27

Yellow MG

1/3

Total tickets

9 / 60