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CQB Championship Details

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CQB Day Overview

• Initially Maximum of 2 teams per ASNZ Incorporated club.

• 16 teams Maximum

• Teams minimum of 6 with 2 subs (teams of 6-8)

• 4 events team events plus individual shooting competition

• If you are not at your event at the correct start time you may forfeit that event.

• If a team forefeits against you, your score for that game will be an average of your scores from the other times you played

• Round scores will be added to give overall event score and determine event placing.

• Championship points will be awarded based on event placing. Championship points will be added from all events to determine overall CQB Championship Winner (gold, silver and bronze)

• ASNZ event rules apply

• CQB day is limited to 350FPS on .2g BBs or 1.13joules.

• Guns will be chrono’ed with hop set and using BBs that will be used in the gun during the day. And tagged with a coloured tie.

• Polarstars and GBB rifles will be randomly spot checked throughout the day.

• NO BANG RULE but melee kills are allowed.

• The word of an ‘Event Marshall’ is the law. NO ARGUEMENTS.

• Any verbal arguments between competitors will result in both players being considered “hit”

• Any physical arguments will result in immediate removal from event.

• Any complaints about a competitor’s behaviour must be taken to the ‘Head Marshall’ by a team leader.

• The ‘Head Marshall’ has the final say on everything.

• No TAG Rounds.

• No CO2 Grenades

• No stun/sound grenades

• No smoke grenades

• No PYRO of any kind.

• No BB shower grenades

• No grenade launchers (M203 shells, 40 mikes, etc)

• Yes C02 pistols, but they must be chrono'd and under 1.13j

• Yes Smoking, in the carpark only.

Timetable for CQB day - Squad leaders check in with Admin on arrival

0730 Gates open: ICs check in, chrono, sign in.

0830 Marshalls Breifing

0900 Breifing – Anybody late for breifing will miss out on the competition games

0920 Gear up

1000 Games begin (tbc) - Your IC will have a time sheet for your squad for the day.

1600 Games end (tbc)

1630 Pack up go home.

1800 Milsim brief, all not involved to have left ahb1 by this point

Game Specific Rules:

 

Event #1 Rush - Trenches

• 6 vs 6 with 2 rolling subs

• 6 only, Defenders start anywhere in defensive final third (two rows of trenches closest to village)

• Defenders have 1 life, once dead proceed to the “dead box” immediately.

• 6 only, Attackers start on attacking baseline (trench closest to chem plant)

• Attackers respawn by running around corner flag and re-entering field of play

• A player who has rounded the corner flag can tag a sub in the subs box, the sub can then take the field in that players place (sub box located in the starting line trench)

• Game ends when an attacker pulls flag from defenders baseline (flag located in ramp leading up to village)

• Game is timed. Max 5 mins.

• Semi-auto only

• Teams then switch roles.

• Final score is your defensive time minus your attacking time, high score is winner.

• Scores from multiple rounds are added to make final event score

Event #2: Deathmatch – Chem Yard

• 6 vs 6 with 2 subs allowed between rounds.

• Players have 1 life each, when dead proceed to the “dead box” immediately

• Each team starts in a marked zone on their baseline with gun barrels touching starting ICB.

• Game is timed. 5mins max, or until squad wipe out.

• The game zone will shrink at predetermined intervals – 1 minute, 2 minutes and 3 minutes

• A player behind the zone line as it starts to shrink will be dead

• Semi-auto only

• Teams swap ends and fight a second round.

• 10 points per kill, bonus 50 points if you manage a squad wipe before time up. 10 points per friendly left alive. Max score 170.

• Scores from multiple rounds are added to make final event score.

Event #3 King of the Castle – Village/Hanks Shack

• 6 vs 6 with 2 rolling subs

• 6 only, Defenders start inside the castle (hanks shack compound) but can push out on game on

• Defenders have 1 life, once dead proceed to the “dead box” immediately.

• 6 only, Attackers start on attacking baseline

• Attackers respawn by running around corner flag and re-entering field of play

• A player who has rounded the corner flag can tag a sub in the subs box (anywhere along the starting line), the sub can then take the field in that players place.

• Game ends when an attacker reaches the top of the castle tower with the flag in hand.

• Game is timed. Max 5 mins.

• Semi-auto only

• Teams then switch roles.

• Final score is your defensive time minus your attacking time, high score is winner.

• Scores from multiple rounds are added to make final event score

Event #4 Symetrical Forceback - Bush

• 6 vs 6

• Both teams start on their starting base line

• The objective is to force the opposition team back past their starting base line or knock them out of play via tag kill

• When a player is hit they will start counting 20 seconds out loud from 1 to 20. Once bled out a player MUST fall back 30 paces, call “back in” and respawn.

• Before bleeding out, players can be revived via a 5 second tag medic. Count out loud backwards from 5 to 1

• If you can approach an ememy player while they are counting either their bleed out or medic and tag them, they are now considered dead and out of play. Proceed to the “dead box” immediately

• Once a player has been forced back beyond the starting base line they are now “dead” and out of play. Proceed to the “dead box” immediately

• Game ends when one full team has been “killed”, or after the time limit runs out.

• Game is timed. Max 5 mins.

• Semi-auto only

• Teams then switch ends.

• 10 points per kill, bonus 50 points if you manage a squad wipe before time up. 10 points per friendly left alive. Max score 170.

• Scores from multiple rounds are added to make final event score

Event #5 Target Shooting

• Individual competition, winner takes home shooting trophy

• Does not count towards CQB championship

• Shooter starts in starting box facing the firing position wall

• When the marshall calls “ready” the shooter will start the timer, move to position one, determine the target, aquire the target and shoot down the target.

• The shooter will then move on to positions two through five, repeating the target knock down process

• Once all required targets have been knocked down the shooter will return to the starting box to stop the timer

• This is a timed event, best time takes out the prize

• If any of the incorrect targets are knocked down 3 seconds per extra target will be added to your time

• Game is timed. Max 90 seconds

• Semi-auto only

• Shooters may use rifle or side arm (no shot guns)

• Maximum of three attempts per person

 

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