Its Christmas Eve, 1943 and WWII rages towards its final destination. Allied Intel coming down from HQ reports that Ortona is of high strategic importance. Ortona is the only one of Italy's deep water ports on the east coast and is desperately needed for docking allied ships which bring reinforcements and supplies. Orders are to take and hold all strategic points as close to the city of Ortona as possible until Axis forces can be driven from the field. Various types of artillery as well as armoured support vehicles are expected.
The leader of the Allied forces is Commander Chris Vokes who specializes in ground assault tactics. Although, Vokes was recently promoted, allied moral is high as Allied forces in the area have consistently been outperforming opposition forces. Vokes is sure this will continue. The leader of the Allied forces is Commander Chris Vokes NAC PA131064 Major-General Chris Vokes, commander of 1 Division (left) with then – Brigadiers Hoffmeister and Wyman, December 1943.
The axis offensive on the Winter Line has been steadily advancing; however, they now ran into renewed resistance. In order to combat this new threat, Germans constructed a series of skillfully designed interlocking defensive positions in the town.
A rifleman from the Loyal Edmonton Regiment in Ortona
The Germans had been told that their lives would depend upon this mission. This made the town an important strategic point from which the Allied support lines could be steadily harassed if not attacked in force. Also, it would shorten the Eighth Army's lines of supply which at the time stretched back to Bari and Taranto.
is the general in charge of the Axis forces in the area. In addition to the daily operations, Heidrich oversees all aspects of his troops’ movements and positions. His ambition and drive for power appears limitless and he is a cunningly ruthless opponent. Heidrich plans to remove every Allied personnel from the area and will stop at nothing to accomplish his goal.
The Battle Objective is to capture and hold any of the four designated Strategic Positions on the field. Any member of your Army simply has to remove the other Countries flag from the flag holder and place your Countries flag into the flag holder. Flags for both Armies will be placed at every Strategic Position and must remain there. Strategic Positions will be found: at The Farm, on The Road to Ortona, within No Man's Land, and the final one is located at the top of The Cannon.
Points are awarded for hanging your Countries flag at the designated Strategic Position, as well as for holding that position until the top of every hour. The further the Strategic Point is a way from your Army’s insertion position more points are awarded for its capture.
Points will be given to teams who hang their flag at any of the four Strategic Positions found throughout the field. Two points will be given for hanging your flag at the power point adjacent to your Army’s Insertion Point. Three points will be given for a Flag Hang at either of the two mid field power positions, while 4 points will be given for a Flag hang at your Army’s far Strategic Position. As well 5 points will be awarded at the top of every hour for Flags that have been hung and maintained their position.
Severe penalties will be assessed against teams that have players who violate any safety rules. This includes but is not limited to masks off in the field, barrel bags off anywhere but in the field, over balling, extremely aggressive play, off field paint, any type of cheating or swearing.
NOTE TO ALL Tactical Operatives: All equipment required for tactical operatives must be picked up and dropped off at your teams insertion point once your team is finished with that equipment or item(s). If you wish to take a break from your role as a special unit please see the field coordinator at the set-up area and he or she will switch roles so that your team is not disadvantaged. CASHING OF POINTS: Can only be done once per hour per team.
MEDIC:
A medic will be identified with a band of silver tape below their team colour. Medics may heal another player of any wound except for a head shot by touching the eliminated players hopper or hand. After they player is healed the medic may wipe the hit from the revived player. A medic cannot heal themselves. Once a player is eliminated, they may call for a medic but they cannot move. If the players cannot find a medic or if they do not wish to wait they may leave the field immediately, however once you move after you have been eliminated a medic cannot heal you. In order to indicate you are eliminated, place your safety on and put your barrel bag on. Players with barrel bags on are dead and must leave the field. Do not shoot at players with barrel bags on.
SPIES:
This is a player that is actually playing for the opposite team that his armband indicates. The spy class is the only class in the game that can remove their own team’s flag and hang their oppositions. These players have no indicating marks. Hopefully.
RIOT SQUAD:
This is a group of players that will have the ability to use a shield for a limited time while playing.
SWAT TEAM:
A group of players that can only be killed by head shots for a limited time. They will be indicated by a BLACK strip below their team colour band.
If you have been eliminated for any reason you may reinsert at your designated insertion area provided your member card has been hole punched by Horseshoe Valley Paintball indicating a chronographed marker at or less than 280fps. Ensure your marker is chronographed at 280 fps or less. Allied forces will be inserting at any point within the Citadel main structure while the Axis forces will be inserting anywhere within or between five designated houses within the Town of Ortona. These structures are not worth any points to the opposition forces.
All players must have a barrel bag on except when in the playing field. This includes the parking lot.
Approved goggles must be worn at all times while in any of the play areas.
Only paintballs purchased at Horseshoe Valley Paintball on the day of the event can be used anywhere on the premises. This includes paint shot over the chronograph.
All markers must be chronographed to 280 fps or less.
The boundaries are a waist high yellow rope that will be run around the tree line of the field.
Each team has a buffer zone at their insertion point. Enemy units cannot enter this area but they can shoot into or over this area.
A player is considered dead when they or any of their equipment is marked with at least a quarter sized hit of paint. Similar amounts of spray from grenades also count as a hit.
Eliminated players may call for medics or leave the field after placing a barrel bag on their marker. Dead players cannot talk. Note that players may continue to shoot at enemy units that are calling to medics.
Once you place your barrel bag on you are considered dead and may not fire or continue to play until you reinsert at your designated insertion point. Players that forget to place their barrel bag on should be shot at as they are indicating that they are alive.
Please be aware of and adhere to the mercy rule. If you are within twenty feet of another player call ‘Mercy’. However, the player has the option to accept the mercy and call themselves out immediately or they can choose to try and shoot you back. If the person chooses to try and shoot you, you may fire.