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Monday, May 14, 2012

Young Guns Paintball - Stony Plain, AB


                 Scenario games are probably my favourite style of paintball to play. They appeal to my goal oriented and reward driven nature. Now I understand, that in tournament style speed ball play there is still the objective of capturing the flag and out-manoeuvring the opposition, but there is something special about a game that continually ups the ante as objectives and goals are met.

                Take for example my most recent excursion to Young Guns Paintball (YGP). Brandon runs a great scenario game, and his referees stand out as undoubtedly the best I have seen in 17 years in the sport. The field staff understand the game, and that makes everything run smoothly when you have a few hundred people firing projectiles at 290fps and objectives scoring around the clock.

                This was the first time I was able to play at YGP and I was really happy to see how it all worked out. The day was divided, for the first half, the Germans (my side) would defend, and in the second half, we would attack. Barrels were set up as flag stations, which when set upright would score for the allies, and when overturned, scored for the Germans.  As an added bonus, the attacking team gained a medic when they controlled one of the barrels. If they controlled more than one barrel, then the medic could revive you additional times. Each station controlled gave the medic an extra colour of duct tape to "heal" your comrades. I managed to play medic for one part of the day when I had run out of paint during the afternoon, and I had a blast!

                 Probably the highlight of my day was in the morning near the halfway point. I found myself with a small group of Germans at our re-spawn point and a plan began to take shape. We began edging into the "ghetto" clearing our way towards the point stations.  Our unit moved like a well oiled machine, the paint flying straight and deadly to its targets. Within a few minutes we cut through the ghetto and continued to sweep towards "main street" which was still crawling with our smurf-colored ally foes.  By this time our force had swelled to about thirty as reinforcements added themselves to our push. Instinctively the unit split and enveloped main street, two flanking parties on either side and two squads covering the open street.

                 The result was an absolute slaughter.  From the right flank, I killed three harried airborne as the ran into the open, and another two as the attempted to run out of a building. Both sides were calling out targets and like clockwork we caught the smurfs in a horrible crossfire. Then I noticed a ghillie suit taking shots at our far flank, a rope of paint left my barrel bouncing off the green grass shroud of the sniper. The sniper recoiled out of sight, and then just the tip of his barrel reappeared from the window of the building he was in, I took aim and threw three balls in the window and eliminated him by hitting his barrel. The remaining allies ran in retreat as we stormed the street and mopped up the leftovers with extreme prejudice. It was one of those glory moments that you always wished you could be a part of. Like a winning touchdown or hole in one, we rejoiced in our successful operation.

                There was piles of other bonuses added to the game that put this scenario higher up my charts. For example, prisoners could be taken if you got a "mercy kill". Taking your prisoner back to the referee got you a ticket in a special drawing for a TPX sidearm. "Easter egg" pods hidden in the field rewarded extra paint or grenades to those lucky enough to find and snag one, and one ten round tube was hidden for another gun giveaway. With all that was going on you would expect difficulties managing so much, but Brandon and his staff made it look easy.

                So if you are up for a good scenario and want to keep the drama to a minimum on the field head to YGP. It's REDSHIRT approved! 

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