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Mortar men

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Andy View Drop Down
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Joined: 06 Aug 2009
Location: Chatham
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Posts: 35
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    Posted: 13 Jun 2010 at 6:04pm
Plain and simple mortar is just before the gate by the tunnel and either team has to capture it
After a team has captured it they start "shelling" the area slowly taking parts of the fort of play
The team that succesfuly capture the mortar have to take up posistions around the mortar
The other team then has to move in and eliminate the team on the mortar
Start points are the LZ (far Corner) and the end of sniper alley
Spawn points are on start points until the mortar is captured at which point the team with the mortar are on 2 life tag on the mortar and the attackers are on three lives on progressive spawn points, this is to simuate an area being put out of play.
First area to be knocked out is the lz, sniper alley and kill house 2 and will go out of play 5 mins after the mortar is captured
Second area will knock out everywhere up to killhouse 1 which will be 5 mins after the first area is hit at which point that becomes the spawn for any players remaining.
Any player inside an area taken out of play when the mortar goes off will lose a life and progress to the new spawn point.
Time limit 20mins
Single shot
pyro to be used by marshals only, so in the afternoon

Please feel free to chop and change things you think need changing.
Fire power usualy means an increased number of misses per minute,50 misses is not firepower, one shot is firepower........EINHERJAR
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