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Bristol Blast 8 - AAR
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Zenif
Regular Member


Joined: 13 Jan 2016
Posts: 105
Fav. Blaster: Cyclone shock
Location: UK



Post Bristol Blast 8 - AAR  Reply with quote
Since there isn't a post up I will start this here!

Lots of fun yesterday a lovely sunny day and a whole lot of great Nerf! Despite my minions being absent, and greatly missed it was a good day. It was nice finally having a chance to actually talk to you guys a bit more!

The event was very well organised, it was all over too quick! Boff, me and a few others did just camp the middle room for 20 minutes in kill confirmed so that did eat into the time a little! It was a shame there was no time to play domination.

It was great to try out my first fully modded and rewired blaster, a rayven (sparky stuff never normally works out so well for me)! I was thinking of calling it the Rayjam but it worked a charm, now I have to think of a new name! Just as well as the old rapidstrike was struggling with weird jams today. Perhaps it is jealously looking for a rewire! Modded Apollo worked well although it kept eating the blue rival balls as they where a bit soft for the vicious return spring!

Also my jaw is mostly better after being clotheslined by a lady zombie. It is ok I was also the guy that shot her lady zombie bum earlier on in the match with one of those red rival balls and made her squeal, so yea karma is a bitch!

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Zenif
Sun Apr 23, 2017 10:11 am View user's profile Send private message
UK Foam
Regular Member


Joined: 27 Sep 2015
Posts: 228
Fav. Blaster: Stryfe / Apollo
Location: Bristol / Bath



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Thanks for the head Zenif!

The day consisted of two rounds of HvZ, two rounds of kill confirmed, one round of sweet team death match and a further two rounds of HvZ.

The day as a whole was a slower pace than normal which allowed us to meet a lot of the new members. It was nice to see a few of the bb veterans but there were certainly a lot of first timers.

We had around 30 attending, which was particularly handy as there were only two of us to run the day. Fortunately we had the help from the big boys.

I've learnt a few things myself from Bb8:
Pace is important. Maybe Bb8 was a little slow but the day felt relaxed less rushed and more opportunities to discuss ideas
A few rule changes have been made to hvz to make the game clearer. Costing 1,2,3 on the ground to show the zombie is down then continuing 4,5,6 to show immunity. This prevented immunity confusion and worked well.

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Sun Apr 23, 2017 5:02 pm View user's profile Send private message Visit poster's website
Minky
Senior Member


Joined: 16 Oct 2016
Posts: 417
Fav. Blaster: Rampage
Location: Derby



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Firstly, thanks for the organisers for putting on a great day of Nerf! My daughter has been banging on about 'the best day everrrrr' all today despite the drive down and up!

Rolled up in good time, weather was beautiful, had a pre-Nerf picnic, helped bang together some of the camo net stands and then we kicked Off!

Like at GuN my memory is surely jumbled so I'll just put up what I can remember in the order I think it all happened..
1st HvZ - calmly walking about like some kind of Vet as my daughter and other micro survivors bounced and around and exploded at the slightest glimpse of a zombie.  it all ended as my little squad got caught in the corridor and I ended up running backwards shooting down the lead zombies (and a micro member of the squad.. Mercy kill) only to get swarmed at the exit. It was proper cool.. Whack-a-mole-ing the zombie horde.
2nd HvZ - Banterman claiming my brains in a chaotic stand on a corner of the building as a bunch of survivors got cornered.
Kill confirmed - helping to make a dart pit in the corridor with Banterman and Dusty in a stalemate that saw me go through all my mags (82 darts) reloading a mag the wrong way in the excitement, reloading again, spamming until the Modulus trigger mech died leaving with only my RC masterkey. Love that though. The initial four dart burst goes off like a blunderbuss. Very happy with that. After some really great flanking by others it ended with the remaining (4?) blues vs an older lady. She fought without fear to the bitter end.
Kill confirmed 2 - the dastardly whites took the centre ground (the corridor and side rooms) leading to a nasty battle of attrition as the blues slowly wore down the whites in the corridors and took the whites back to the side rooms only. Me and UK Foam attempting a nuts tactic of walking straight into the line of fire and just constantly medic-ing ourselves back to health. This ended with me falling over backwards out of the corridor.. I don't even know what happened to Pete. Eventually I was taken out by ON as I dived to confirm a kill on one of the whites. The battle continued for a long time after, no idea who won in the end.
JellyBean Deathmatch - I have to say, I was really impressed with ON and Boff in this one. I had taken it upon myself to look after/constantly apply pressure on our right flank (car park side) and y'know, I think I did pretty damn well. With the Modulus failing early on I was rocking the Rampage and using it pretty effectively to regularly push up as far as the door and then stick darts into the sides of the white forces on the T junction. All great, right? †Except when a white kill team rolled through in what seemed like a constant orbit of the building and ONs Hirricane just swept us away with a 'brrrrt'. I remember Boff coming around the corner at one stage and catching me going wide and mid car park, 'no worries' me thinks, I've got distance in my favour. Then Boff raises that Stryfe of his and pops one straight in my chest. †You can see why he doesn't need FA.
3rd HvZ - I think this one is where UK Foam chased me down like a damn rabid dog from one end of the church to the other, through the corridor, back into the car park and drove me into the waiting arms of another Z. Great chase scene. I was well and truly walking dead after that.
4th HvZ - Blur, blur, nom, blur.

Daughter (8 year old) took a little time getting used to the mayhem, being genuinely frightened in the first two HvZs and not wanting to leave my side nor carry anything more threatening than a stock, single shot, front loader but by the last HvZs I saw her in her own squad of micro nerfers spamming her modded FF into an adult zombie Smile

Notes to self:
Sort out Modulus wiring so it doesn't jam the trigger.
Pistols may be your thing (kept using the Rampage as a long barreled pistol).
Four shot master key was a great idea.. Another great idea may be a speed loader for that bad boy..
Practice your damn mag changes fool!

Notes to event (bear in mind this was only my second war so this may be foolishness):
There was a break after the mammoth 2nd KC which I'm not sure was ad hoc or not but I wasn't sure was announced.. This led to a few people kitted up waiting for the next event. I saw a family break for picnic and realised what was cracking off so managed to throw some snacks down before the next round all the same.
Those cardboard barriers were cool for giving a bit more cover but when they got tapped fell over and made a tripping hazard (I went over twice due to them.. Admittedly I'm a buffoon) perhaps work out bases for them or have marshals ready to pick em up?
I think you could do with altering the available space dependent on game. In the games like KC when you didn't need to retreat to a respawn, trench warfare is rife in the corridor and those rooms. Everyone is shooting from cover and has a mate out of harm's way to tag them back in. Perhaps shut the side rooms and open up the main hall for those games? That way you won't get everyone stuck in that area as anyone in the corridor would get quickly flanked via main room and no one can hole up in the side rooms?
Although in the thread about identification I was all about tied strips of cloth I have to admit with GuNs bibs it was a lot easier to identify who was who.
I know it gives a different dynamic but I'm not sure about 'saving' zombie immunity.. It allows (and I witnessed) zombies to effectively 'mine' an area by just taking a knee for a bit. It means that no survivor can go within 3 secs sprint from them so blocks that area to them.

Hopefully all constructive and I just want to reiterate what a great day it was. Had a load of fun as did daughter. Well worth the 5 and half hour drive. Thanks guys!

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If there was any other way of doing this without being the biggest damn hero you have ever met..  I'd still do this.
Sun Apr 23, 2017 11:20 pm View user's profile Send private message
Boff
The Dealer


Joined: 08 Dec 2012
Posts: 3398
Fav. Blaster: (Modified) Stampede ECS
Location: Bristol, UK



Post Reply with quote
Quote:
Then Boff raises that Stryfe of his and pops one straight in my chest.  You can see why he doesn't need FA.


Don't actually remember that but it'll be on the helmet camera somewhere. Smile Waffle tipped darts are making shots like that easier and easier...

I also, interestingly, used SA for suppression during the first Kill Confirmed round. I remember calling "suppressive, move up!" and bagging two or three confirmed kills as we advanced. My brain then went to mush and I forgot that reloading, situational position or indeed what I was doing but I blame GC for that. I got nommed as the fog of war rolled through my head.

Defending that room was partly to prove a point, partly because I couldn't be fucked to run around and partly because it wasn't safe to fight with my goggles steaming up. It was clear-able, you just lacked the skills and team co-ordination to do it. BB9, I'll be in a field but I should be fine for BB10 so I'll see if I can rock up and show you how it's done. Smile

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Boff: Managing Director, Blastersmiths UK & BUZAN Founder (formerly)
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Mon Apr 24, 2017 8:34 am View user's profile Send private message Visit poster's website
OldNoob
Foam Data Collector


Joined: 07 May 2013
Posts: 4867
Fav. Blaster: Xtreme 180 Rapidstrike
Location: In the Boonies



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Minky- Card barriers were there to show mod team how to improve mobility in the corridor, they are by no means a permanent fixture!
Marshals should always be on duty, the mod team was depleted this time and Boff and myself only attend as players, we advise and help if asked but leave the event to the BB team.
You guys should consider one or two non playing marshals at all times, I tried to raise mods on the radio a couple of times and nobody was on, which should be sorted. Comms for mods isn't a "tacticool extra" it's a safety necessity.

I think HvZ was much clearer this time and the specials really helped catch some of those very fast players. I am undecided about saveable immunity, most people don't meta everything! Blocking areas is a legit tactic with a 3 sec immunity, the site is huge so is easy for humans to move somewhere else, if Zombies are getting good and coordinated then it's up to humans to improve their game to keep up.

I have to say the Hirricane still needs tweaking! Dusty and you both dodged half a tubes worth of shots, its psychological impact on the game was probably greater than the physical number of tags!

This was the first and only time Boff and I have got to play together, I think in the entire of Britnerf history, so thanks for that BB team! I think it's fair to say he and I have work to do on cooperation, we are both pretty "independent!" It was great getting to play along side Boff for once though, I think if I had run the CA instead in TDM the combination would have been much worse for the opposition.

I think team markers are getting there but strips of cloth are still too small IMO. †There was an amazing suggestion for something last time we talked about team ID, which I have forgotten. Whatever it was, remind me and I will make some money available to buy it. Just use RED and BLUE or RED and no marker, unless you have multiple colour blind players. White isn't a good colour, I shot several of my players, especially if they were on the sunny end of a corridor, through not having sufficient colour contrast.

EDIT- Thanks to Rab here is my suggestion for team ID. PM me if you require a funding contribution. Get it sorted!

Still a superb day out, pacing was perfect, games were suitably relaxed, sportsmanship was top hole and there are some very promising younger players in the ranks giving Boff and I a run for our money!

_________________
Big_Poppa_Nerf wrote:

Boff whats the damage? I have spent over 3 times my Nerf budget this month already. Part of me is trying to be a responsible parent/husband/house owner. The other half is just says 'Ahhhh, Screw it!'.
Mon Apr 24, 2017 9:13 am View user's profile Send private message Send e-mail
Boff
The Dealer


Joined: 08 Dec 2012
Posts: 3398
Fav. Blaster: (Modified) Stampede ECS
Location: Bristol, UK



Post Reply with quote
OldNoob wrote:
This was the first and only time Boff and I have got to play together, I think in the entire of Britnerf history!


Probably. Though you attempting to expound the entirety of The Art of War prior to one game was entertaining. I think the lack of co-ordination was more my brain being totally fucked than anything else. Keeping up with you at the best of times is difficult so doing it when brain was dead was impossible. Looking back at my helmet camera footage, I was really off my game; slow to reload, threat reaction was poor and my co-ordination was all over the place. I enjoyed the day but it was like playing through treacle at times.

I second the marshal thing. You really should have at least 1 yellow jacket whose job it is to keep everyone safe. Arrange next time Dave isn't attending to ensure your radios are handed over. If we'd needed to call a stop to a game because someone face planted concrete and swallowed a blaster then it shouldn't have fallen to players to do that.

Agreed we need less of the 'saving immunity' thing. Yes, it's fine to stay crouched and surprise people but popping up and counting from there needs to not be a thing. It breaks the flow of the game through space and encourages people to stay in place which is the opposite of what HvZ is about.

Team markers want to be red or blue because red/green colour blindness is a thing. I'm going to redo one of the lames of my woodlouse armour on each side in different team colours so people can tell what team I'm on. Smile

_________________
Boff: Managing Director, Blastersmiths UK & BUZAN Founder (formerly)
| Blog: nerfarmourer.tumblr.com | Website: www.blastersmiths.co.uk | Legal: http://pastebin.com/6sQ7c3jg |
Mon Apr 24, 2017 11:01 am View user's profile Send private message Visit poster's website
Minky
Senior Member


Joined: 16 Oct 2016
Posts: 417
Fav. Blaster: Rampage
Location: Derby



Post Reply with quote
OldNoob wrote:
Still a superb day out, pacing was perfect, games were suitably relaxed, sportsmanship was top hole and there are some very promising younger players in the ranks giving Boff and I a run for our money!


A million times this. I was really concerned that this hobby I'd spent so much time on already was going to be a non-starter if my daughter didn't enjoy it and I swear, despite the tears over the shock of the first time she got shot, she didn't stop raving about it! Truly great day for adults and kids alike I think.

I agree with the zombie 'specials' it appeared to my eyes to work really well as it gave some of the slower Zs (who may naturally get nommed first) a greater role through the game and I'd hope more fun along with it. It also gave you interesting decisions to make as a survivor, try to weave through two 28days later infected or shoot your way through the slower, but longer reached Resident Evil Licker?

I hope it's clear that those notes are just for improvement on what is already an absolutely brilliant day of fun. Can't state enough how much I and my daughter enjoyed it!
Mon Apr 24, 2017 11:25 am View user's profile Send private message
OldNoob
Foam Data Collector


Joined: 07 May 2013
Posts: 4867
Fav. Blaster: Xtreme 180 Rapidstrike
Location: In the Boonies



Post Reply with quote
Minky- Big part if AAR's is HONEST and OPEN appraisal by players.
Really glad you and yours both had a good time, BB is all about everyone's enjoyment, not just Britnerfers and kids/family are key to that.
Wait until we can get juggernaughts and tanks working, that will be even more fun! Noodlers are a great starter special as the kit is cheap and obvious, plus a natural extension of what zeds already do game wise as well as making getting turned early a fun experience.
Boff- my player base is more tactically aware, I forget not everyone started Nerf via several years wargaming....

_________________
Big_Poppa_Nerf wrote:

Boff whats the damage? I have spent over 3 times my Nerf budget this month already. Part of me is trying to be a responsible parent/husband/house owner. The other half is just says 'Ahhhh, Screw it!'.
Mon Apr 24, 2017 11:40 am View user's profile Send private message Send e-mail
Treezy
Veteran Member


Joined: 03 Nov 2016
Posts: 283
Fav. Blaster: Doomlands Desolator
Location: Forest of Dean, Gloucestershire



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Iíve still not recovered from Saturday yet, so hereís my lengthy rundown on what happened at BB8. Itís a pretty lengthy overview, so grab a brew, put your feet up, and enjoy!

Via the wonders of Facebook Marketplace Iíd arranged to pick up a couple of Nerf deals on Saturday morning (2x complete Stampedes for £20?!), so I was at the venue nice and early, which left me time to chat with other early arrivals and go through my total haul for the morning (the main highlights being a total of 8x 18 mags, Lightningstorm stock, and a Raider stock and drum). The sun had arrived earlier than forecast, and by noon it was already getting pretty hot!

I ran my Apollo for the first rounds of HvZ, and despite a few problems with back pocket mags erupting balls everywhere while I was running, and a few mis-primes (gotta fit a return spring soon), I really do feel this is an ideal HvZ blaster. While Iím lusting after the Worker pump kit for aesthetic reasons, I think itíd actually spoil how well the Apollo works in terms of being nimble to handle and fire one handed while on the run. Food for thought on that one.

I also made the rookie error which cost me my brainz fairly early in HvZ1; made a successful run through a few zombies, but rather than stay in the open, I tried heading into the building and got caught by zombies coming in from all sides at the choke point of the door/access ramp area. For HvZ2 I stayed as far away from the building as possible: lesson learnt.

Thereís definitely something to be said for staying with the pack initially, but as zombie numbers increase I found that it was better to go it alone. Iíve noticed that zombies tend to hunt the pack, and while there is safety in numbers, when the pack starts to get surrounded and with zombie immunity coming into play, itís easier for them to pick off people who canít get out of the way quick enough.

Having said that, the noodles made my life interesting. I usually prefer to let the zombies waste energy coming to me, which also means my shot is pretty much guaranteed to hit, then sprinting away as fast as possible to discourage being followed. However, those noodles mean I either have to shoot sooner, or get my arse moving quicker!

I really liked the 123, 456 count for zombies, because it gives a very clear signal to whether theyíre stunned or immune. Iím not a fan of zombies saving immunity or stun counts until they feel like it. It should be as simple as if a zombie is not counting, then theyíre very much in ďnormalĒ mode (whether kneeling, standing, or lying down!), and then as soon as theyíre hit they start the count for the stunned and immune sequence. I feel itís definitely a case of KISS here.

Kill Confirmed 1 saw me bring out the Desolator for its first time, and it instantly cemented itself as my favourite blaster when, with its first ever in-game shot, it tagged WelshMullet from right across the carpark. Unfortunately he was revived by a team mate immediately, but it was still a glorious shot. Our team moved up pretty quick on the blue teamís defensive position, but we got split up with Boff and co on the grass with trees for cover, and myself and a couple of kids flanking down the carpark. We managed to tag a few blue players in between the cars, but couldnít get close enough to confirm the kills, and when I got tagged I turned around to see that all but one of my little team had ran off! Jay was once again ninja like in running in and tagging me out before my last remaining guy could revive me. Kids still have something to learn about sticking together in KC games!

KC1 started with an epic talk from OldNoob about team tactics based on blaster type, volume of ammo carried, and player experience. Unfortunately it all went out the window within a few minutes of the game starting, leading to my swift demise. I partly blame Boff for this; going off too fast and splitting our already small flanking group in two. But equally it was my fault for not staying closer to his group and by getting pulled too far forward by the lure of isolated enemies desperate to be revived, without ensuring I had sufficient numbers backing me up: lesson learnt.

KC2 went exactly to plan for us this time, grabbing that centre room and defending it well. Simple tactics worked well here. There seemed to be a lot of confusion going on with the limited visibility into the corridor: I was yelling at some guy because I kept confirming him out, not realising someone was tagging him straight back in before I was actually touching him. There was also confusion with the various socks and throwing knives being lobbed about: I was always under the assumption that a sock hit counts as an auto kill, and that they destroyed shields, but other people thought differently. Maybe itís worth confirming at the beginning briefing what ammo types are allowed, and how they work? Or just not allowing socks when thereís such a large number of mixed-experience players?

KC2 did drag on a fair bit, and I went through the full 126 rounds on my person, as well as whatever I managed to reload from the floor. As Boff mentioned above, it would have been possible to clear the room if done right, just as it was also possible for us to have cleared and secured at least one end of the corridor too, once opposition numbers had dwindled a bit (that oneís been on my mind a bit since Saturday. Iíd rather have gone out in a blaze of glory had we failed to secure the T junction, than just running the timer down for ages in a stalemate).

With players getting better with tactical play for KC games, maybe itís worth setting a time limit of 10-15 minutes for these games so that they donít get too bogged down in a stalemate; thus allowing for more time in the day for more games overall? The winning team is the team with the most players left alive at the end of the time. That also means players getting tagged out early on donít have to sit around for 20 minutes waiting for the game to end. Personally Iíd prefer this, rather than closing off rooms, as it promotes tactical play and adds an extra element of pressure; encouraging players to be more reactive than just playing the waiting game

There was a brief break for lunch, which as mentioned above seemed quite impromptu, and many people spent their time reloading and kitting up rather than chowing down and resting. Definitely worth getting that one announced formally in the future.

Sweetie death match is a favourite of mine, and again it worked really well at BB8. ONís tactical lecture seemed to go out of the window early on, because the blue team made headway up the map much faster than anticipated. This meant I pretty much spent all my time sat at the back of the building, sniping people that tried running the flanks. I did get to the fire door of the T-junction, and we did make some progress into the corridor, but we were getting tagged all over the place Ė sorry to the little kid who got tagged, turned around to run out, and ran face first into my blaster!

After reviving myself with a sweetie and some more sniping, I did eventually make it into the building; only to find the entire corridor was clear! I then ended up camping for a while behind the cardboard, slowing up blues coming through the door after respawns. In an effort to conserve ammo I found that just spinning up the Desolatorís flywheels now and again was enough to keep players confined to cover rather than advancing up the corridor. #Intimidation

I eventually got tagged by someone whoíd run all the way around to get me in the back, having seen I was alone in the corridor. So with just 3 sweets left I opted to go back to camping at the rear of the building while reloading scavenged darts and picking off flankers. Eventually it was Dusty who tagged me out, leaving just our stalwart lady from KC1 (sorry, didnít get your name) defending the respawn tree. Even running attacks werenít enough to deter her, because the runners turned out to be empty when they got close enough for their shots to be on target. But the blues got a deserved win on this one.

For the final HvZ rounds I lent my Apollo to my friend Julie (the lovely person who clotheslined Zenif Ė sheís really sorry for doing that BTW, and extra sorry for just laughing at you), so I continued running the Desolator. HvZ3 saw me just camp with WelshMullet right until the very end, where we eventually got nommed. Gotta say, it was damn nice resting in the shade of the rearmost tree, watching everyone else get tired out.

HvZ4 I stuck with the pack a little more initially, realising that the OZs were pretty tired so wouldnít be committed to running around much. As the zombie numbers increased I again isolated myself from the main group and just headed for the smaller zombies who I could outrun and were afraid of my blaster. Eventually I ended up camping in the trees again. The zombies were far more organised this time and were looking out for this behaviour, and after a few minutes rest they had spotted me and closed in. Making a break for it I ran into the carpark and accidently hit the mag release, causing the mag to go flying across the tarmac. Somehow I managed to kick it along, pick it back up, and jam it back into the Desolator, right in time to shoot the zombie charging me down. But my 2 shots went wide of their mark before he closed in and nommed me. Bugger.

Iím pretty happy with how my loadout is working for me currently. It needs some minor tweaks to secure the Miranda pouches better on the belt, but other than that and adding a LiPo and Rhinos into the Desolator and a return spring to the Apollo, itís probably going to remain as it is for a while now. Well, other than adding some tacticool patches at some point that is! This will also save me turning up with a sack full of blasters and spare mags and tac gear, only for kids to hassle me to borrow my stuff, and then refuse to return my dropped 18 mags (even though Iíd given them only 12s), or ask me to refill their mags for them (the bloody cheek of it!).

Itís funny, reading through the comments there seem to be a lot of niggles and (good) constructive criticism going on, which paints a picture that the day didnít run as smoothly as it actually did. It was actually a really laid back and smoothly run day. It was quite different from the faster paced BB rounds where there are lots of people helping out and organising, but sometimes working at cross purposes to each other. Iím not saying it was better or worse, just different.

Itís also good to see that some of the ďless seriousĒ but still fairly regular attendees are starting to get to know other peopleís names, and are building an understanding of how the games work. It was great to hear them explaining game rules to the kids who hadnít listened, and great to see them being more integral to their teamís performance, rather than running around aimlessly before getting tagged out early on.

So yeah, great day, and thoroughly looking forward to BB9!

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So yeah, I like the Mega Centurion. A lot. Like, an unhealthy amount.
Mon Apr 24, 2017 12:29 pm View user's profile Send private message
OldNoob
Foam Data Collector


Joined: 07 May 2013
Posts: 4867
Fav. Blaster: Xtreme 180 Rapidstrike
Location: In the Boonies



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AAR is there to allow reflective learning. When you are running around or reloading and rehydrating you don't get time to look at tweaks or niggles. Also if something on the day is making it chaotic we fix it on the spot, not leave it for later. Mods have been doing a superb job of organisation as  a whole and there was good time made for rules clarification and safety tweaks before the game.
The reason you got left alone on the far side of the car park is that that area and the cars are usually out of bounds, or at least have been at every other BB I have done!

_________________
Big_Poppa_Nerf wrote:

Boff whats the damage? I have spent over 3 times my Nerf budget this month already. Part of me is trying to be a responsible parent/husband/house owner. The other half is just says 'Ahhhh, Screw it!'.
Mon Apr 24, 2017 12:42 pm View user's profile Send private message Send e-mail
Treezy
Veteran Member


Joined: 03 Nov 2016
Posts: 283
Fav. Blaster: Doomlands Desolator
Location: Forest of Dean, Gloucestershire



Post Reply with quote
OldNoob wrote:
The reason you got left alone on the far side of the car park is that that area and the cars are usually out of bounds, or at least have been at every other BB I have done!


The last time we were at that venue that area was out of bounds due to it being wet, but as far I was aware it was all in play this time round. I know that I was far from the only person using that area, and the only words of warning I heard all day was UKFoam asking people to be careful around the cars when they were running around there.

Might need some clarity in the future about that area then. I wonder if it would be possible to pop a cone in the two end bays and the middle bay, to stop people parking there. That way there will be 3 clear and wide pathways into that piece of ground, which will hopefully stop people trying to squeeze between the cars.

BB team, let me know and I can get some nice flexible electric fence poles that you can spear into the soil - ideal for tying hazard tape to for creating boundaries around the parked cars to stop folks leaning on them as cover.

_________________
So yeah, I like the Mega Centurion. A lot. Like, an unhealthy amount.
Mon Apr 24, 2017 1:34 pm View user's profile Send private message
OldNoob
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Joined: 07 May 2013
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Personally I don't want any play round my car.

_________________
Big_Poppa_Nerf wrote:

Boff whats the damage? I have spent over 3 times my Nerf budget this month already. Part of me is trying to be a responsible parent/husband/house owner. The other half is just says 'Ahhhh, Screw it!'.
Mon Apr 24, 2017 2:51 pm View user's profile Send private message Send e-mail
UK Foam
Regular Member


Joined: 27 Sep 2015
Posts: 228
Fav. Blaster: Stryfe / Apollo
Location: Bristol / Bath



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I think considering we only had one car to carry all the kit and 2 people to organise it I don't think it was a bad event! We have discussed a lot of this as a group and are still making changes. Another limiting factor is our kitty. I know we have just had our 8th game but we are still gathering funds for what we think are essential like radios, team identifiers etc along with constantly refreshing dart pools.

Thanks for all who attended!

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Mon Apr 24, 2017 4:27 pm View user's profile Send private message Visit poster's website
Treezy
Veteran Member


Joined: 03 Nov 2016
Posts: 283
Fav. Blaster: Doomlands Desolator
Location: Forest of Dean, Gloucestershire



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In the short term, for team identifiers I'd suggest sticking with the coloured bands, but increase the number of bands on each person. For example, one on the upper arm and one on the wrist of the other arm doubles your identifiers immediately. You also only need to actually mark one team with bands, particularly if you give them multiple markers. And finally, some uniformity on the marker positioning could help easily identify people at a glance: it doesn't help with some people having them on forearm, some on bicep, some in pony tail, some as a headband, some tied to a bit of tac gear etc.

But yeah, given everything that you guys were up against, it was all pretty damn smooth.

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So yeah, I like the Mega Centurion. A lot. Like, an unhealthy amount.
Mon Apr 24, 2017 4:38 pm View user's profile Send private message
OldNoob
Foam Data Collector


Joined: 07 May 2013
Posts: 4867
Fav. Blaster: Xtreme 180 Rapidstrike
Location: In the Boonies



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You only need to ask the community if funding is required. I have already offered a contribution to team ID a few posts up.

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Big_Poppa_Nerf wrote:

Boff whats the damage? I have spent over 3 times my Nerf budget this month already. Part of me is trying to be a responsible parent/husband/house owner. The other half is just says 'Ahhhh, Screw it!'.
Mon Apr 24, 2017 5:31 pm View user's profile Send private message Send e-mail
Clockwork Wino
Junior Member


Joined: 22 May 2016
Posts: 37
Fav. Blaster: Stryfe
Location: Gloucester



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Thanks to the organisers for another brilliant day. The atmosphere was great, the games varied and the sun shone relentlessly.

Running each game twice is great for noobs like me as it really allowed me to test different load-outs and tactics.

Holding the room in KC2 gave a totally different experience to the previous round, very intense and claustrophobic. It really made me concentrate on suppressive fire, conserving darts and scavenging when I could. I was eventually taken out by Banterman's sneak attack. I found the final stalemate in the corridor of death quite entertaining. Not only did it give me a chance to catch my breath and rehydrate but we even got the dart sweep finished outside before the game ended.

Overall the atmosphere was more relaxed than the previous event, understandable given the fact there were less players to shepherd. It was a shame there wasn't enough time to play domination as that is a personal favourite of mine (less sprinting involved) but in the time we had we certainly crammed in plenty of play without it feeling too rushed.

Regarding non-player marshals, I may not be the most experienced nerfer but I'm more than happy to do a stint, particularly if it's a round of HvZ (did I mention the sprinting thing?).

Already looking forward to the next one.
Mon Apr 24, 2017 7:58 pm View user's profile Send private message Visit poster's website
Boff
The Dealer


Joined: 08 Dec 2012
Posts: 3398
Fav. Blaster: (Modified) Stampede ECS
Location: Bristol, UK



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I'll get my lames made... Wink

Just watching back the footage and I think we could use a couple of tweaks to game types.

First and foremost, Kill Confirmed could use a medic cool down to stop people from forming conga lines and effectively screwing with the game balance. Have a count to 3 before you can be revived. If you then pair that with a rule saying you can't confirm your own kills, I think you'll have a much more dynamic game. It would prevent a lot of the bullshit we pulled in the room because you'd have 3 seconds of grace before your opponents are back up and thing. Plus, you've then got a reason to work together in teams: the guy behind you tags your kills as you move through.

I'll update this post as I watch the footage through.



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Boff: Managing Director, Blastersmiths UK & BUZAN Founder (formerly)
| Blog: nerfarmourer.tumblr.com | Website: www.blastersmiths.co.uk | Legal: http://pastebin.com/6sQ7c3jg |
Mon Apr 24, 2017 8:02 pm View user's profile Send private message Visit poster's website
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