Friday - Tactical Nights

Tactical Nights are held every Friday night and are specifically tailored for a more strategic style of gameplay.

Stealth, teamwork, planning and communication will be essential in order to succeed.

All game modes will be of an attack and defend variety. 

Players will be divided into multiple smaller teams and only two will be on the field at one time. Each round will last 5 minutes and each player will only have one life per round. Use it wisely.

ARENA 149 MAP

RULES - 

Weapon rules and restrictions are in place and only apply for Tactical Nights.

Standard Arena 149 rules apply apart from the following exceptions.

  • Ammo limit - 200 Rounds per player per round

  • No High Capacity Magazines

  • The attacking team are allowed one Ballistic Shield. Hits to Ballistic Shields do not count as a hit if struck by BB's except if its a 40 mm, or standard grenade. A player may only use a pistol or handgun while using a Ballistic shield. If the player who is equipped with the Ballistic shield is eliminated then no other players may pick it up. Ballistic shields cannot have a port for firing a weapon from behind the shield. If a team does not have their own riot shield then one can be supplied.

  • No HPA or Co2 powered Airsoft Weapons 

  • Airsoft Innovations XL Burst grenades are permitted (Green gas/ propane powered sound grenade).

  • All weapons must have a sight of sorts. Be it iron, red dot, magnified etc.
  • Red aiming lasers are permitted. Players are not allowed to shine into opponents eyes/head. Any other colour laser is strictly prohibited.
  • One life per round. Once a player is hit, they must sit or lay down where they were eliminated as long as it does not pose a hazard. If they are, they must move the minimum distance in order not to be. A player must not call "hit", "dead" or make any audible sound that they were eliminated. This is to enable the element of stealth as a tactic. An eliminated player must raise their hand or wave it to signal they are dead. A red cloth or "dead rag" is highly encouraged to be brought and used.

RADIOS AND COMMS - 

  • Players are permitted to bring and use handheld radios and communication equipment. 
  • Channel 34 is reserved for Arena and Game staff only.
  • Players are responsible for ensuring that the use of their radio and communication is within the legal parameters of the law. 

GADGETS -

Players may bring in "Gadgets" and unconventional equipment for use in Tactical Nights, such as portable WIFI cameras, Airsoft mines and claymores etc. Hower all gadgets and equipment if not on the pre-approved list must be inspected by one of the Arena staff for approval before being permitted for use.

No remote control firing gadgets, such as BB tanks etc are allowed.

A gadget if hit by a BB does not count as a kill for the operator but will "disable" it for the rest of the round. Arena 149 does not take any responsibility for damage to gadgets and equipment. Use them at your own risk.

Players are permitted to supply and use sheets of cardboard (collapsed boxes etc.)  in combination with a staple gun in order to barricade doorways/windows while defending (Under trial. Subject to change)

GAME MODES - ROTATED WEEKLY

Bomb –

The Defending team defends a planted bomb while the Attacking team attempts to locate and disarm it.

The round ends when the bomb has been disarmed, all members of one team are eliminated or the game timer runs out.

The mode is scored as followed:

  • Attackers win
    • Attackers disarm the bomb
    • Attackers eliminate all Defenders
  • Defenders win
    • Prevent Attackers from disarming the bomb until the time runs out
    • Defenders eliminate all Attackers

GAME RULES

The Defending team will enter the Arena ahead of the Attackers with the bomb. They will have the option of choosing one of the preset defending locations. If a defending team wins the round then they will not be permitted to use the same defending location again.

They will have 2 minutes to set up defences and place the bomb within the defending location.

The Attackers will be able to observe through the CCTV cameras during this time in order to prepare for their assault.

Once the 2 minutes have passed the Attackers will then enter the Arena. They will start the round in “Darkroom” They will be tasked with locating the bomb and disarming it. The game start is signalled with a single whistle and ends on two.

Once the bomb has been planted within the defending area it may not be moved. The lid must remain open at all times. The bomb will be armed at the start of the round with a 5-minute countdown. The attacker team must hold down the “D” button for 30 seconds in order to disarm the bomb.

 Hostage -

The Defending team defends a hostage while the Attacking team attempts to retrieve them.

The round ends when the hostage has been safely been extracted or killed, the Attackers or Defenders have been eliminated or the round timer runs out.

The mode is scored as followed:

  • Attackers win
    • Attackers extract the hostage to the safe zone (Darkroom)
    • Attackers eliminate all Defenders
    • Defenders kill hostage
  • Defenders win
    • Prevent Attackers from extracting the hostage until the time runs out
    • Defenders eliminate all Attackers
    • Attackers kill hostage

GAME RULES

The Defending team will enter the Arena ahead of the Attackers with a single hostage (A volunteer player). They will have the option of choosing one of 5 defending locations. If a defending team wins the round then they will not be permitted to use the same defending location again.

They will have 2 minutes to set up defences and place the hostage within the defending location

The Attackers will be able to observe through the CCTV cameras during this time in order to prepare for their assault.

Once the 2 minutes have passed the Attackers will then enter the Arena. They will start the round in “Dark room” They will be tasked with locating the hostage and extracting them back the safe zone (Dark room) safely. The game start is signaled with a single whistle and ends on two.

In order to move the hostage the attacking team must have their hand on hostages shoulder and guide them to the safe zone, the hostage can only move when guided by a member of the attacking team.

The safe room is considered anywhere past the door/access way thresh hold. If the hostage is hit once they pass the threshold it does not count.

Defenders may not use the hostage as a shield. The hostage must remain sitting, kneeling or lying down. The hostage may not assist the defenders in any way. They may, however, manoeuvre out of the way by rolling, shuffling etc. but are not permitted to leave the defending location. If they are hit then they must call out that have been hit and use their provided radio to call the game. If the hostage is unable to determine which team hit them the winner of the round will be made at the DS’s discretion utilizing the evidence available to determine the outcome.