Here's the meat and potatos of the event.Lets see what we think.
In order to maintain a competitive and measurable series of events, Top Paintball Sniper has developed 5 different stages for 2011 to test the competitors abilities in marksmanship, patience, observation skills, stealth and concealment as well as counter sniper skills.
Each stage has been developed to test one of the 5 skills and abilities, and during development, they must meet all of our requirements for stage design, which are:
- must be able to run 20-25 competitors through the stage in 120 minutes.
- must fall within scoring system, up to 1000 points maximum
- no points based on time
- must have an easy enough briefing and explanation that a new player will understand
- must not exceed 20 rnds per stage, this is a sniper competition
- must be able to be run with minimal equipment (no requirement for ghillie, special equipment,etc.)
- must be repeatable (able to be run more than once in a day)
- must not require the use of outside props (vehicles/pyrotechnics/etc.)
- All hits are counted only if within the designated target zones on official targets
These requirements were designed in order to keep the competition fair for all competitors and to make each event comparable and measurable. Please take a moment to look over the write ups for each stage and to have an idea of what exactly each competitor will be doing during the events in their region.
Typical Event administrative procedures and timeline:
In order to maintain the ability to coordinate up to 100 people during an event, during registration competitors will be placed in groups of 20-25 people. These groups will move from stage to stage depending on the stage identified to them on their event schedule (included in their registration package). The final stage (the DYE snake in the grass stage) will be longer than all stages and will be held in the afternoon of each event following the lunch break provided to all competitors. A sample schedule is below:
Competitor Group A (20 ppl)
0900-1000 ¨C Stage 1: Lapco Poker Run
1000-1100 - Stage 2: Tiberius Master the Distance
1100-1200 ¨C Stage 3: Urban Ops Peek-a-Boom
1200-1300 ¨C Stage 4: Badlands Cramped Quarters
Competitor Group B (20 ppl)
0900-1000 - Stage 2: Tiberius Master the Distance
1000-1100 - Stage 3: Urban Ops Peek-a-Boom
1100-1200 ¨C Stage 4: Badlands Cramped Quarters
1200-1300 - Stage 1: Lapco Poker Run
Group C and D are scheduled the same way, allowing all groups to rotate from stage to stage throughout the morning.
From 13:00-17:00 Stage 5 will be held for each competitor group, all other groups when not required to be on the field can eat lunch, participate in shooting drills on the range or visit vendor booths if available. Groups will be made aware of who is on deck and must be ready to go 10 minutes prior to their start time.
13:00-14:00 Group A ¨C Stage 5
14:00-15:00 Group B ¨C Stage 5
15:00-16:00 Group C ¨C Stage 5
16:00-17:00 Group D ¨C Stage 5
1730 - Tie Breaker (First Strike Longest Shot) if Required / TPS Master Sniper Award ceremony and swag bag give out to each competitor.
TPS Official Targets
Made of a durable and waterproof corrugated plastic, the new official targets replace last years 10¡åx10¡å targets.Please feel free to take a look at the target diagram below for an idea of what a competitor will be engaging while at a TPS event.
In order to score a successful shot, a paintball break (over the size of a Quarter) will be counted as a hit anywhere on the target.
Forest green targets are ¡°shoot¡± targets
Black targets are ¡°no-shoot¡± targets and if hit will cancel out the shot
Stage 1: Lapco Poker Run
Competitors are given 7 shots in 2 minutes to place their best hand.
There are 5 target ¡°tables¡± containing a mixed selection of large size playing cards (approx. 3¡åx5¡å ¨C Jumbo playing cards) from all suits.
Distances:
3x tables with lower valued cards (ex. 2-10) @ 100¡ä
2x tables with higher value cards (Ace, King, Queen, Jacks) @ 150¡ä
points are broken down as follows:
Royal Flush ¨C 1000pts
Straight Flush ¨C 900pts
4 of a kind ¨C 800 pts
Full House- 700pts
Flush ¨C 600pts
Straight ¨C 500pts
3 of a kind ¨C 400pts
2 pair ¨C 300pts
pair ¨C 200pts
high card ¨C 100pts
The competitor chooses the cards they want from those that they hit with no assistance from staff/refs. If a competitor chooses a hand and could have scored higher it is their call. Examples of all hands will be displayed at the stage for all competitors to see.
Stage 2: Tiberius Master The Distance
Competitors are given 5 shots and on the field are 5 different shooting perches that are worth less the closer to the targets you get. The competitor has 2 minutes to select their perch and take their shots, they can change platforms as they see fit.
Miss = 0 pts for that shot
250ft perch ¨C 200 points/hit
200ft perch - 150 points/hit
150ft perch - 125 points/hit
125ft perch - 100 points/hit
100ft perch - 75 points/hit
The targets will all be placed in a straight line, the perches are placed at the distances above from the targets. The competitor will start in a designated area and are to move to their selected perch in order to take the shot. There will be no shots taken from outside the perch areas.
Stage 3: Urban Ops Peek-a-Boom
Competitors have 5 shots for this stage and they start in a designated area where they are provided a card with 5 targets on it arranged in a specific order, they are then to remember the target order identified to them as they move to the shooting position. They are to locate the correct targets and take a shot in the order. Maximum distance from the shooting perch to the target is 200ft. Targets will be arranged between the 100 and 200 foot mark. Should a competitor miss a target or hit a no-shoot target they will get 0 points for the shot.
Each target hit is worth 200 pts
Stage 4: Badlands Cramped Quarters
Each competitor gets 5 rounds to hit 3 semi obscured targets. The competitor is placed in a position where they have to shoot from an awkward angle. The first target is an easy shot, worth 250 pts at 100¡ä, the second will be a little harder, worth 350 pts at 150¡ä and the last target will be more difficult and at between 200-250¡ä and is worth 400 pts. Should a competitor take all their shots before completing the stage, they will be awarded the points for the targets they did hit (level 1, 2 or 3).
Stage 5: DYE Snake in the Grass
SPECIAL NOTE: all competitors must wear approved paintball goggles and masks for this stage. Multiple competitors will be on the field at the same time.
In order to be sure all competitors are prepared to run this stage, a full briefing will be provided to explain the scoring system, the judging system and the spotting system.
This stage tests the competitors ability to move with stealth and concealment (ghillies are optional) and not their shooting ability. Competitors are given 50 minutes to move through a field (woodland or open field, depending on terrain) to approach a target, with only 1 shot. The closer to the target the competitor can get the more points are awarded for a successful hit. .
There are 11 referees on this stage. The main referee and only person located at the target down range is the spotter. He is tasked with locating the competitors as they move into their desired shooting positions and identify them by location and basic description to one of the 10 birddog judges in the area of operation. He is turned away from the general area the competitors start from for 30 seconds and cannot move from his observation post, he can however rotate to monitor 360 degrees.
The 10 other referees are known as ¡°Birddog judges¡± and are tasked with attempting to locate a competitor once they have been contacted by the spotter. They are to move to where the spotter indicates and are to look where the spotter tells them to. If the spotter tells them to look at their feet to the left and the competitor is on the right, the competitor is safe. Should they locate a competitor with the spotters directions, the competitor is eliminated and awarded 0 points. When a competitor takes a shot, the birddog judge identifies their location with a number stake and advises the competitor of the number, the competitor moves from the field and the points are awarded after the last competitor is eliminated, takes the shot or time runs out.
All competitors within a group will be attempting the stage at the same time.
If the competitor can make a successful shot from the following distances, the following points are awarded:
300ft ¨C 100pts
275ft ¨C 300pts
250ft ¨C 500pts
200ft- 700pts
150ft ¨C 900pts
100ft ¨C 1000pts
Tie Breaker: First Strike Long Distance Shot
In the case of a tie, competitors will be given the chance to show their full marksmanship abilities by competing for the longest shot. Each competitor that is involved in the tie will shoot from a set platform with their own marker. They will have 8 rounds to hit a target of their choice. They are to identify to the referee what target they want to shoot for. The other referee will stand at the target that is identified by the competitor to call if the target was hit or missed. The stage will be set up with targets from 100feet to 600feet, in 50 foot increments. Once the target is hit the next competitor will have to select a target starting at the next furthest or further. If the 600 foot target is hit by a shooter, the next shooter must shoot for the same target, if hit, they will restart the tie-breaker stage.
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