HydroBrawl Water Warfare 2009 Season Opener
Posted: Sun Jun 21, 2009 8:41 pm
I finally got to schedule this war a week or two ago and it's this Wednesday. While its generally closed to outside teams (to avoid too many people), I'll still be posting setup and the battle report here. For the sake of convinience, I'll just give permission right now for iSoaker and SSC to repost the battle report once it's out. (and include this pre-battle assessment so long as I can carry it out)
For setup, this will be the first time I'm using a homemade in battle. Specifically, I'll be using the CPH I built 2 years ago, which I finally been able to bring near the best it can get to. I have two pumps I can use if the homemade one has any problems, I finally found a solar shower, and the water balloon nozzle I attached gives it insane range for such a small (approx. 6mm) nozzle. At 45°, with 2 layers of LRT (second layer not that thick), and that nozzle, the max range is at least that of the 2000's, except this is much faster to pump and has much more shot time. The disadvantages are typical; getting a trigger to work with the ball valve is slightly above what I'm able to do right now (in reasonable time at least), and there is no proper PC case. (just a bag taped over to prevent scratches) As for the Douchenator, we are playing in a neighborhood and I will probably not bring it out due to property damage risk and since it takes a long time to get it out, fill balloons, pressurize, and fire. Later on, when my "new" WBL gets finished, I may bring the Douchenator onto the field for sure. Then again, a working Douchenator will almost advertise your water wars for you if blasting balloons across the field at the enemy can give that "shell shock" effect. Rest of the weaponry remains much the same, except for a friend's 4100 that I repaired.
But enough on weaponry. Following is the rulesets I have, any of which may be pulled out that day. The weather is reporting a high of 91° that day, which may cause us to run more soakfest games. iSoaker, now you should be able to find a good time to test those guns. =p
To everyone else, any thoughts, comments, opinions, etc. on the listed gametypes is appreciated.
Soakfest games:
CTF Soakfest: Flags are on standard positions for both houses. (bases) Standard soakfest rule applies; players may not charge head on into streams. Anyone who carries a flag must drop it if he/she is hit following the rules of standard 1HK rules. (however, no one will respawn nor be eliminated, though perhaps I could put a twist on this...) Teams may only grab their own flag to return it. Flag may not be tossed unless it is being returned. To score, a player must have both teams' flags in his hands to earn a point for the player's team. A scoring may take place anywhere in battlefield borders.
Zombies Soakfest: The alpha (first) zombie is armed with an Oozinator (though this can be substituted for any piston gun for groups who don't have an Oozinator), with the cap on the air tank removed (seriously, some cap stoppers can be slipped right out) so only ooze can be fired. Anyone human hit at all (with anything; this is stricter than our 1HK rule) becomes a zombie immediately. They must respawn to put down their blaster and pick up an appropriate weapon for being a zombie. Right now, this is limited to water bottles only, but I may allow piston guns or at least squirt guns if needed. As of now, there are no rules for zombies as the humans are holding them off. They cannot die nor respawn.
1HK respawn games:
CTF Respawn: Same as above, except standard 1HK rules in effect for all players. Flag carriers must drop the flag and respawn if killed.
Team Soakmatch: 1 hit scores. Players hit must return to a spawn point of their team and mark a tally off a piece of paper posted at the spawn point. The game can end 2 ways: by score or by timer. If by score, and the team has 1 spawn point, then it's simple. If a team has more than 1 spawn point, a spawn point is disabled when it reaches a certain score. When both spawn points are disabled, anyone who needs to respawn is eliminated, thus turning the game into elimination. (probably not a good idea, idk) If a game runs by timer, I'll whistle when it ends. So far, this has never been played but I may try it.
1HK elimination games:
Team Soakdown: Typical elimination following out 1HK rules. Winning team is the one that survives. Ran in several rounds (usually 10, may be reduced), and any tied games may be settled via sudden death. (which I still need to work on)
1HK respawn or elimination:
1-Flag CTF: Assault style game divided into rounds, alternating between teams that must attack or defend the flag.
Soak and Destroy: Can be done in assault mode, which is ran in a series of rounds and only one team has the objective to destroy, or done in dual team mode where both teams have objectives at their base and ran as 1 long round.
I'll probably have to revise this as I go. We probably won't play most of them anyway.
Edit: Team soakfest removed. No way of determining a winner. List has been shifted so CTF, 1-flag, and S&D are in one group. They are also available for all 3 groups: soakfest, and both 1HK groups. However, the listing here remains unchanged so I don't have to re-type stuff. (maybe later)
For setup, this will be the first time I'm using a homemade in battle. Specifically, I'll be using the CPH I built 2 years ago, which I finally been able to bring near the best it can get to. I have two pumps I can use if the homemade one has any problems, I finally found a solar shower, and the water balloon nozzle I attached gives it insane range for such a small (approx. 6mm) nozzle. At 45°, with 2 layers of LRT (second layer not that thick), and that nozzle, the max range is at least that of the 2000's, except this is much faster to pump and has much more shot time. The disadvantages are typical; getting a trigger to work with the ball valve is slightly above what I'm able to do right now (in reasonable time at least), and there is no proper PC case. (just a bag taped over to prevent scratches) As for the Douchenator, we are playing in a neighborhood and I will probably not bring it out due to property damage risk and since it takes a long time to get it out, fill balloons, pressurize, and fire. Later on, when my "new" WBL gets finished, I may bring the Douchenator onto the field for sure. Then again, a working Douchenator will almost advertise your water wars for you if blasting balloons across the field at the enemy can give that "shell shock" effect. Rest of the weaponry remains much the same, except for a friend's 4100 that I repaired.
But enough on weaponry. Following is the rulesets I have, any of which may be pulled out that day. The weather is reporting a high of 91° that day, which may cause us to run more soakfest games. iSoaker, now you should be able to find a good time to test those guns. =p
To everyone else, any thoughts, comments, opinions, etc. on the listed gametypes is appreciated.
Soakfest games:
CTF Soakfest: Flags are on standard positions for both houses. (bases) Standard soakfest rule applies; players may not charge head on into streams. Anyone who carries a flag must drop it if he/she is hit following the rules of standard 1HK rules. (however, no one will respawn nor be eliminated, though perhaps I could put a twist on this...) Teams may only grab their own flag to return it. Flag may not be tossed unless it is being returned. To score, a player must have both teams' flags in his hands to earn a point for the player's team. A scoring may take place anywhere in battlefield borders.
Zombies Soakfest: The alpha (first) zombie is armed with an Oozinator (though this can be substituted for any piston gun for groups who don't have an Oozinator), with the cap on the air tank removed (seriously, some cap stoppers can be slipped right out) so only ooze can be fired. Anyone human hit at all (with anything; this is stricter than our 1HK rule) becomes a zombie immediately. They must respawn to put down their blaster and pick up an appropriate weapon for being a zombie. Right now, this is limited to water bottles only, but I may allow piston guns or at least squirt guns if needed. As of now, there are no rules for zombies as the humans are holding them off. They cannot die nor respawn.
1HK respawn games:
CTF Respawn: Same as above, except standard 1HK rules in effect for all players. Flag carriers must drop the flag and respawn if killed.
Team Soakmatch: 1 hit scores. Players hit must return to a spawn point of their team and mark a tally off a piece of paper posted at the spawn point. The game can end 2 ways: by score or by timer. If by score, and the team has 1 spawn point, then it's simple. If a team has more than 1 spawn point, a spawn point is disabled when it reaches a certain score. When both spawn points are disabled, anyone who needs to respawn is eliminated, thus turning the game into elimination. (probably not a good idea, idk) If a game runs by timer, I'll whistle when it ends. So far, this has never been played but I may try it.
1HK elimination games:
Team Soakdown: Typical elimination following out 1HK rules. Winning team is the one that survives. Ran in several rounds (usually 10, may be reduced), and any tied games may be settled via sudden death. (which I still need to work on)
1HK respawn or elimination:
1-Flag CTF: Assault style game divided into rounds, alternating between teams that must attack or defend the flag.
Soak and Destroy: Can be done in assault mode, which is ran in a series of rounds and only one team has the objective to destroy, or done in dual team mode where both teams have objectives at their base and ran as 1 long round.
I'll probably have to revise this as I go. We probably won't play most of them anyway.
Edit: Team soakfest removed. No way of determining a winner. List has been shifted so CTF, 1-flag, and S&D are in one group. They are also available for all 3 groups: soakfest, and both 1HK groups. However, the listing here remains unchanged so I don't have to re-type stuff. (maybe later)