The 2011 season has opened in Europe in style with the first installment of the UK-based Super 6 Series: District 10. Hosted at Skirmish Paintball in Nottingham, and produced by Shoreline Paintball, this event has set a new standard for scenario paintball in Europe, and beyond. And, of course, the CEF was on hand to be part of it all. CEF affiliate teams the Jackals (Netherlands), Dog Soldiers (UK), Shoreline Rangers (UK) Tippmann UK (UK) and Team Pups (UK) came out in force to join in the action. They joined an impressive line up of top scenario teams including the Scottish Warriors, Team BZ, the Morcambe Bay Assassins, the Convicts, the Renegade Rebels, PBA, the Silverdale Swingers, the Kent Rangers, SPS, Ronin, 360, AUP, Going Postal, GBS, and more likewise in attendance.

Unfolding over two days, District 10 began on Saturday February 5 with a massive traders area, a series of mini-games on the impressive Skirmish site, a Tippmann TPX Pistol Challenge, a Sniper Challenge, and the first installment of the Super 6 Academy – a unique initiative that brings together some of the biggest names in paintball to help teach new scenario players the ins and outs of the game. The main event, an epic battle based on the events of the District 9 film, culminating in a struggle for domination of the Earth between the Humans (led by the Scottish Warriors and the Jackals) and the Prawns (led by the Renegade Rebels and Team Diamond Wars). Shoreline ensured this scenario would play like no other by bringing an innovative game concept, and marrying it up with cutting edge technology – the ratty flags we are all accustomed to as objective markers were replaced by dazzling red and blue LED light posts; objective possession was updated by the minute on giant plasma screens set up in the main staging area, so players could keep track of the game; game information was distributed to each faction headquarters electronically; and, both teams maintained full comms networks to keep their players connected to the action and on target throughout the day.

Industry rallied behind the Super 6 concept, and were out in force to support it, installing an impressive traders to ensure every player was kitted, teched and ready to play all weekend. BZ Paintball, Fat Bobs, London International Paintball Supplies, Phoenix Paintball, Dye, Kee Action Sports, Planet Eclipse, Tippmann and Angel all were represented. We Jackals were particularly happy to have our partners and leading sponsors from Angel out on site, who ensured our new Angel AR:Ks were operating at peak performance all weekend long. Our AR:Ks kept us in the battle all day long, and gave us the firepower we needed to face down a truly amazing opposing force in what proved to be one of the toughest battles this author has experienced.

The Saturday mini-games were a blast, played in varied, fast-paced formats that gave players a chance to experience the Skirmish site ahead of the main event. Marshaling was top notch, provided by Skirmish staff as well as the Shoreline Rangers. And, as one might expect given the impressive lists of participating teams, the level of sportsmanship was high, ensuring that everyone had a positive experience.

The Tippman TPX Challenge, organized by Tippmann and officiated by members of team Tippmann UK, brought a competitive edge to the Saturday events. More than 20 players turned out for a series of one-on-one, single magazine, single elimination series of round robin matches than culminated in a play-off round. There was some tough competition, but the Tippmann UK lads ensured everyone had a laugh in the process. While the wet English weather caused some technical difficulties, players and organizers soldiered on, and had a great day slogging it out on the hyperball field in some fast paced and dynamic match-ups. In the end, it came down to four members of the Jackals for the final rounds. When the dust and mud had settled, GHOST and FACE of the Jackals tied to claim the win at for the District 10 iteration of this event. The Tippmann TPX Challenge will be a fixture at all Super 6 events, with winners from each round facing off in a final match up at the last Super 6 event of the year in at Time Wars in Campaign Paintball Park. There, they will face off for the coveted title of Super 6 pistol champion, and a unique grand prize: a one-of-a-kind platinum plated Tippmann TPX pistol. Needless to say, the Jackals are keen to lock their jaws around so sweet a piece of swag, and will be competing in the Tippmann TPX pistol challenge at each and every Super 6 event.

The Sniper Challenge, put on with the support of TIBERIUS, saw players take to the field wielding top of the line Tiberius T-9s, to show off their one-shot-one-elimination skills. Victory here went to NIALLIST of SPS, who temporarily set aside his rope-laying ways to demonstrate the finer arts of precision marksmanship.

The Super 6 Academy brought something new to the table. At each Super 6 event, leading members of the paintball scene will be on hand to lead classes intended to teach new and even experienced scenario players some of the finer points of the game. Free, and open to all event participants, the Academy is a unique initiative from paintball players, for paintball players, intended to help bring new players into the game, give players an opportunity to learn from each other, and build a more experienced and more competitive community. For this frist installment, Al “The General” Murray of the Team Tippmann UK walked a mixed group about thirty new and more experienced players through the basics of defensive tactics. The Jackals were on hand, serving as the opposing force for the live fire component of the class, while fellow CEF team Dog Soldiers lent their experience to the main force. All participants, be they the more experienced scenario players of the Dog Soldiers or the Jackals, or players brand new to the scenario scene, left the field pleased with the experience and having learned something new that will improve their game. CEF members will continue to be active supporters of the Academy, as participants and instructors, throughout the Super 6 series.

A second academy session was led by Ian “Stellaking” Pinchen of the Scottish Warriors. As the current UK Player of the Year Ian was ideally suited to talk about the role and responsibilities of a scenario game “General”.

A players party in the neighboring town of Worksop capped off a busy Saturday for all event participants. It is a testament to the strength and sense of community prevalent amongst paintball players across the UK that such effort is committed to bringing players from all teams together in a social setting, off the field. Gathered at the local pub, one encountered few of the divisions and egos so prevalent elsewhere. Team colors were laid aside, stories were told, memories of past seasons shared, and the great exploits of the day recounted. Having played paintball around the world, whether in North America, in Europe, in the Middle East, or in Asia, this author can say with confidence that there are few communities where sportsmanship, love of the game, and mutual respect are as in evidence as they are in the UK. It is credit to the leading figures of the UK paintball community that they have succeeded in building so inclusive and example worthy environment for the players.

Sunday set the bar high. For some time to come, this author predicts that Super 6: District 10 will be the new standard against which all serious scenario events are judged. The marshaling, provided by Skirmish paintball, was superb. The intensity of play, and sportsmanship, brought to the field by the players was unrivaled. The organization, game design, and support from Shoreline was exemplary. The field was divided into two zones separated by a safe zone corridor, with one zone representing the prawn starship, and the other being the planet Earth. The two factions were required to carefully balance their forces, and manage simultaneous efforts to attack into their opponents zone while defending their own territory. Each zone featured three LED flag-posts, scored for points for every minute of possession, with points valued scaled to the relative importance of the objective and difficulty for the opposing team in taking it. Added to the mix were the usual array of scenario elements including props to be captured scattered across the field, special characters to eliminate, and the like. Some of the real innovations, however, took place off the main field. A separate hyperball field became the focal point for a series of side missions, worth critical points, that gave speed ball players the opportunity to make a potentially decisive contribution to the outcome of the game. Similarly, a separate area was set aside for a two-player sniper team from each faction, who would likewise engage in their own series of unique special missions in their own zone throughout the day, with the potential to score massive points for their faction. While, due an early injury, the sniper segment of the game did not proceed as planned, the hyperball missions did go forward, and proved to be an effective means of creatively adding new dimensions to the standard scenario format.

The Jackals, co-leading the Human faction with the Scottish Warriors, and supported by such teams as Tippmann UK, the Convicts, the Morcambe Bay Assassins and Team Pups would face a grueling day. The Humans elected to go offense heavy, committing the majority of their forces to an early assault on Prawn territory, while retaining only a small force to defend their own ground. The Scottish Warriors, Convicts, and Morcambe Bay Assassins would lead the attack, while the Jackals and Tippmann UK led the defense. From game on, we knew it was going to be a tough slog. The Prawns had elected to go offense heavy as well. A prawn force led by the Shoreline Rangers, the Renegade Rebels and the Dog Soldiers quickly pushed back the defending humans and captured two of three objectives. Fortunately, the Human attackers had enjoyed similar success, and in short order had managed to capture all of the Prawn territory. For a while it looked as though it could go either way, but the Prawns were quick to regroup, and delivered a hammer blow that scattered the remaining Human defenders and secured them their final objective on Earth. The Jackals led an early attempt to throw the invaders out, re-capturing two objectives, but these gains were short-lived. The outnumbered defenders were gradually overwhelmed by the Prawn hordes.

With the zones now evenly split – the Humans in control of the Ship and the Prawns in control of Earth – the Humans decided to make a move. Reinforcements were shifted to Earth in a bid to reclaim captured territory. Unfortunately for us, the Prawns had dug in hard and proved more difficult to dig out than we anticipated. The Human attack stalled. Meanwhile, on the Ship, Prawn defenders regrouped and managed to begin liberating objectives. By mid-morning, the Prawns had swept the Humans off the ship, while retaining their firm hold on Human territory. As one Prawn put it, they had achieved “total field domination”. Not to be put off so quickly, the Humans organized a hasty response. Shifting resources from Earth to the Ship, a series of counter-offensives was launched that succeeded in wresting control of the ship back from the Prawns. However, Prawn counter-attacks materialized quickly, and a see-saw battle for control of the ship began, with objectives switching hands back and forth multiple times. Meanwhile, on Earth, Prawn possession of key objectives went largely uncontested, as time ticked by, racking them up a massive early lead.

The Humans, led by the Scottish Warriors, the Convicts and the Jackals, led several more pushes against the ship, while Tippmann UK and Team Pups continued to press the Prawns entrenched on Earth, but to little avail. Slowly, communications began to break down as the Humans became scattered, and exhaustion began to take its toll. As the game moved to late afternoon, a Prawn victory seemed assured, their total control of the field having gone unchallenged for much of the day.

As the final countdown to game end approached, the ship side of the field was closed. A Prawn doomsday device was headed for Earth. All players shifted to the Earth side of the field for the final confrontation. The Doomsday Device, escorted by event staff, made its way slowly though the various fields that comprised the Earth, stopping at pre-determined points to allow the two sides to contest control. A fluid battle quickly developed as both sides followed the path of the device as it moved back and forth through the field and across multiple zones. Whenever it stopped, fierce firefights would erupt as both sides rushed forward attempting to secure vital points. In the early minutes of this phase of the game, all appeared lost for the Humans. The Prawns dominated control of the device as it moved through those areas closest to the Prawn respawn point. However, as the distance between the Prawn respawn point grew, and the proximity of the device to the Human respawn declined, the situation reversed. Rallying around the Warriors and the Jackals, the Humans led a series of hard pushes that won them control of the device for much of the final phase of the game. Buoyed by this success, the Humans rallied, and Prawn advance ground to a standstill as the final minutes spun out.

Unfortunately for the Humans, the rally came far too late in the game. Having dominated the field throughout the day, the Prawns had amassed an insurmountable lead. The final score, when the dust finally settled, left the Prawns with more than 3000 points, and the Humans with a paltry 850. The Prawns had claimed a decisive and crushing victory over their Human rivals. It was a testament to the quality of the event, however, that as players exited the field at days end all the talk was about the quality of the experience rather than the outcome of the day. Humans and Prawns mingled together in excited groups in a crowded staging area, recounting the most memorable encounters of a challenging day and sharing their praise for a masterfully executed event.

As one might expect, given the excellent level of industry support, the closing ceremonies for this event saw fantastic prizes given away, including custom paintball clothing, paint, kit, and tickets to the next installment of the Super 6 series. Within hours of the close of the event, paintball forums across Europe were ablaze with praise for the event. The level of organization, the execution, and support was second to none. The Super 6, conceived of as a way to bring paintball players in the UK the highest possible quality of scenario event by combining the resources and ingenuity of the top events producers, sites, and industry representatives across the country, succeeded. A new standard has been set. Event organizers in North America, the long-standing unrivaled home to the world’s premier scenario events, should take heed. The level of innovation and investment evident at this first installment of the Super 6 series has established the UK a real challenger. Feedback from participants has been superlative, and with five more events to go this season, the Super 6 is set to continue making waves that can’t help but reach across the Channel and stretch even across the mighty Atlantic.

The Jackals, and the CEF, have had their first taste of what this series is offering, and enjoyed it thoroughly. Count on seeing maroon goons at every Super 6 event.

For more information on the Jackals: http://www.jackals.nl/
For more information on the CEF: www.ddaycommonwealth.com
For more information on the Super6: http://www.super6paintball.co.uk
For more information on Angel Paintball: http://www.angelsports.com/
Article courtesy of  CEF Public Affairs
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One Response to “District 10 AAR”

  1. [...] This post was mentioned on Twitter by Morecambe Assassins , Super6. Super6 said: D10 report – hot off the press from the Cat Shack: http://www.catshackreports.com/2011/02/district-10-aar/ [...]

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