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Over the years we have played many games. Here are a list and the rules for some of the more popular game formats we indulge in.

CAPTURE THE FLAG (Woodsball Field)

Two teams and two flags are placed on opposite sides of the field. The objective of the game is to retrieve the opposing flag from your opponents and return it to your own flag station.


HILL DOMINION (Woodsball Field)

Two teams start from their respawn stations. The objective of the game is to assault the hilltop bunker and raise your flag. The team holding the hill at the end of the game are the winners. When you are hit, you can respawn back into the game.


EL’PRESIDENTE (Woodsball Field)

Two thirds of the players are assassins. They are given a ten minute head start onto the field to prepare positions. The remaining players are secret service men. There job is to escort one player who is the president from the beginning of the field to the opposite end. If the president can make it all the way without being hit, his side wins. If he is eliminated on the way the assassins win. The president may not be armed. This game is always good for a little role-playing.


FOX AND THE HOUNDS (Woodsball Field)

A couple of players are given a ten-minute head start and then the rest of the players hunt them down and eliminate them.


BEACHHEAD (D-Day Field)

A third of the players occupy the defending pillbox. The rest of the players load into the two landing craft. When the doors drop, they storm out onto the beach and try to make it up to the bell by the pillbox. When they have rung the bell, eliminated opposing team, or the time limit expires, the game is over.

Special Beachhead Rules: Thirty minute time limit. The attacking players, once hit, may retire behind the landing craft where, once five players are present, they may storm out onto the beach again. They are allowed to do this as many times as they wish. The defending players in the pillbox may only take one hit and are out of the game for good.

FORTRESS EUROPE:Mini D-Day Scenario

OVERVIEW

Two armies will be formed, ALLIES and AXIS. Axis army will hold the field from the Atlantic wall back to the defenses outside of the towns of Colleville and St. Laurent. Allied forces will only hold the LCT at the beach. The Allies must assault the Atlantic wall, advance and secure the town of St. Laurent and Colleville while performing other objectives and specialized missions.

RULES

1. Each army will have a General appointed who will direct their army and is worth points to the opposing side when eliminated.

2. Each side will have specialized rules concerning only their own army.

3. Objectives are worth points. When they have been achieved, the points will be awarded to the side that holds them. Each side will also have special missions that will be worth various points.

4. The side with the most points at the end of the game will be declared the victors.

5. Whenever an army general is eliminated, place a washer in the cup provided at each respawn station. It is expected that each general will be honorable and do this whenever they are eliminated.

6. There will be two phases to the game. The first phase will involve the landing at the d-day beaches. The second phase will involve the battle over the field as the armies fight to breakout or contain one another. There will be a fifteen minute lull between the two phases to allow for planning and units to gain their start positions.

7. When eliminated, walk out and touch your respawn pole, after which time you may reenter the game. Each army has special rules regarding respawning listed in their specialized rules. Each respawn area has a fifteen foot entry area where players may not be hit. This area is marked by orange topped survey stakes.

8. All other field rules apply unless stipulated differently under army specific rules.


POINTS

Atlantic Wall: 30 to the side that holds after 20 minutes

Radar Station: 10

Fuel Depot: 10

St. Laurent: 10

Colleville: 10

General Elimination: 5 each elimination

Special Missions: Various

AXIS RULES

1. There will be two phases for the scenario game. The first phase will involve the attack on the Atlantic wall. In this game, the axis will hold the WN 64 area in the beginning. Once the beach falls or the time limit is reached, there will be a fifteen minute lull after which the second phase of the game will start. In this second phase of play you will have complete control of the playing field at the beginning of the game. Troops can be placed anywhere on the field except within 50 feet of Allied entrance gate prior to game play.

2. When one of the four strategic positions fall, you will have ten minutes to counterattack and retake the position. Once ten minutes has passed and if you have not retaken it, the position is permanently in Allied control and they have gained the points for that position.

3. For the first phase, when hit, no respawn is allowed for Axis players. In phase two, when you are hit, proceed to your respawn pole outside of the Axis entrance gate. Touch the pole and then you can reenter the game. There is a lone flag pole located near this gate with an orange flag on it. If the flag is posted, then the respawn point is open. If that flag gets pulled and is laying on the ground, respawn is currently closed. This can be done by an Allied interdiction card which represents allied air power being focused on this supply point. When the ref replaces the flag the line of communication are open again.

4. Artillery strikes must be called in by radio to the head referee. He will proceed to those points on your grid chart and declare effects of the artillery. As a rule, like historical counterparts, this fire can be erratic and may not even come down where you call it in.

5. All players must have their ROF on semi-automatic. The only exception to this is if an Axis player is in an enclosed bunker or enclosed house. They may then fire at full auto. Once they leave this position, they must turn back to semi-auto.

ALLIED RULES

1. There will be two phases for this game. The first phase will involve assaulting the Atlantic wall. Once this position has been secured or the allotted time has passed, there will be a fifteen minute lull and then the second phase of the game will commence. You will proceed onto the main playing field to carry out your first day objectives for this second phase.

2. For the d-day beach assault, you cannot advance past the shingle until you have placed a Bangalore torpedo into the wire defenses. Once this has been done, you may continue up the beach.

3. When you are hit in the first phase, you may assemble behind the LCT. When five people have grouped up, you may go thru a landing craft again. When you are hit during phase two, you may respawn normally.

4. When you take an objective, the enemy has ten minutes to counterattack and retake it. If after ten minutes you still hold that objective, you have gained the points for it. To take an objective, you must raise your flag on the pole and call out loudly that the objective has fallen to the ALLIES.

5. To make use of an air interdiction card, hand the card to a referee. The ref will then go over and remove the flag for the axis respawn point closing it down during this air attack. This respawn point is closed for ten minutes during this interdiction attack.

6. All Allied players must keep their ROF on semi-auto. AXIS players in fortified positions are the only players allowed to go to full auto. They have their own rules regarding this.


 
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