Apocalypse Paintball Inc

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Apocalypse Paintball Inc
Apocalypse Paintball Inc is listed in the Paintball category in Poynette, Wisconsin. Displayed below is the only current social network for Apocalypse Paintball Inc which at this time includes a Facebook page. The activity and popularity of Apocalypse Paintball Inc on this social network gives it a ZapScore of 77.

Contact information for Apocalypse Paintball Inc is:
W9496 County Road Cs
Poynette, WI 53955
(608) 635-8412

"Apocalypse Paintball Inc" - Social Networks

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Apocalypse Paintball Inc has an overall ZapScore of 77. This means that Apocalypse Paintball Inc has a higher ZapScore than 77% of all businesses on Zappenin. For reference, the median ZapScore for a business in Poynette, Wisconsin is 31 and in the category is 44. Learn more about ZapScore.

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Social Posts for Apocalypse Paintball Inc

Apocalypse Paintball Inc shared Aftermath Games's event.
https://www.facebook.com/aftermathscenarios/posts/1850112621905121 Save The Day
Highly dynamic cartel-war themed paintball scenario with numerous fast paced, strategy and teamwork oriented objectives. BYOP, free lunch, all day air included in admission! FULL EVENT DETAILS BELOW Message Aftermath Games on fb or E-mail refjeffpaintball@gmail.com for any event questions Schedule: Event check-in begins: 8:30am Briefing: 9:30am Game begins: 10:15am Lunch around 12-1pm Game will end around 4pm with wrap up and awards to follow Entry: https://www.eventbee.com/v/refjeffpaintball/event?eid=175757593#/tickets $45 pre registration online or in person $55 at the door To register early in person, Come to Apocalypse and ask for Jeff on any Saturday or Sunday. Paint: Walk-on paint allowed at no additional cost to event participants in non-rental markers! Field paint (rentals must use field paint) $55/case for event participants the day of the game only Damage Control (Shop on-site at Apocalypse) Graffiti $47/case Event Description Dia de los Narcos is based on a scenario in which two gangs compete for control over territory which is desired for the fact that it is prime real estate for transporting illegal goods, and is currently being utilized uninhibited by a cartel from south of the battleground as a highway directly to their distributor, who can be found anywhere along the northern boundary. The two gangs will compete directly for territory (claimed by marking flag stations for your team) and indirectly by attempting to intercept cartel mules as they sneak across the borderland. When intercepted, teams can use the acquired product as currency with the distributor to the north in return for medics for your team, use of the Damage Control Funvee, information on enemy deals and shipments, and other perks to be announced at or before the game. Scoring is based on territory held by each team at the end of each round, the game will be split into two halves, teams will switch ends and the field will reset at lunch. The cumulative score of the two rounds will determine the winning team. Boundaries Fields of play will include Castle (Team Base), POW (Team Base), Tower, Circle of Death, 1&2 (sticks), Tin City, Landbridge, and Witches Hut (bridges on the swamp). Very roughly, 20 acres All boundaries will be either marked by caution tape or clearly explained at the event briefing the day of the event, Each team will start each round at either Castle or POW and the Runners will begin at Airball, spawning in anywhere on the southern boundary. 5-7 flag stations will be spread evenly across the entire field of play. Flag Stations and Scoring There will be between five and seven flag stations distributed evenly across the entire field of play. Teams claim these flag stations as their own by hanging their team’s flag above the opposing team’s at any time. A flag station is able to be claimed by any team at any time during the game. Score will be kept based upon how many flag stations each team owns every half hour. When flag stations are counted, packages containing tradable goods will be left at each flag station for the team that owns it, as an in-game bonus for owning territory. Kills, Respawns, and Medics Normal rules for what is considered a “hit” apply, any player who is marked, dime size or larger, anywhere on their person including any clothing or equipment that is attached to that player and anything that player is holding, is eliminated. Players may also be eliminated by grenades or rocket launchers. Rocket launchers and any grenade that has a noise effect (Thunder V, EG-57, etc..) have a kill radius of 20 ft. for any player who is not completely hidden behind a wall or bunker. EG-57 frag grenades can kill from greater distance, any player struck by shrapnel from one of these “frag” style must call themselves out. Once eliminated, players may either proceed to their team’s base to respawn or they may take a knee where they were eliminated and seek the attention of a medic, who will be marked by an additional armband to their team color armband. Wounded players may talk but are not allowed to move or shoot. In order to be revived, a medic must place his hand on a wounded for 5 seconds, on 5, the wounded player may begin moving and shooting. While reviving players, medics may “drag” them into cover. If a wounded player is tagged (“scalped”) by an enemy, they must return to their team’s base to respawn. Runners, Packages, and Shipments A team of cartel mules will be running packages across the field for the duration of the game. They may spawn anywhere on the southern (Airball side) boundary, and may engage with players on either team as they see fit in order to pass their product on to the distributor. When eliminated, runners may wait for their own medics if they have any available or they may opt to “bleed out” immediately. Either way, they are to leave any goods they have in their possession at the location where they were shot upon proceeding back to their spawn. Packages lost by runners may be recovered by anyone on either team or by another runner. Once in possession of a package, players must attempt to return their goods safely to their team’s kingpin, located at their team’s base. If any player is shot while holding a package the same rules apply as with the runners. Players may only keep packages in their possession until they begin to return to their base. Once a player is scalped, or elects not to wait for a medic after being shot, they must drop any goods where they are. Once in possession of an appropriate amount of product, kingpins will contact the distributor to negotiate a deal for their team, including perks and a meeting time/place. It is then up to then assemble a guard detail and safely and punctually transport the goods to the buyer without losing it in battle or being late. Vehicles Any vehicles used in the game are invulnerable to paintballs. You cannot kill them with your gun, do not shoot them. Vehicles must be destroyed with grenades, rocket launchers, or air strikes. Additional methods of destroying vehicles may be added. Awards Awards will be given at the end of the event as follows Team MVP (awarded to one player on each team, determined by each team’s kingpin) Most Feared Player (Determined by Runners, Echelon 14) Sportsmanship (Determined by all event staff) Most Valuable Team (Awarded to the most proficient group of players by all event staff) DDLN Victor (Awarded to the Kingpin of the winning team)
Sports ⋅ Recreation


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