Mission Paintball Games: "Gunslingers: The Wild West" - by MissionMasters.com
Saturday, April 29, 2006

A Wells Fargo Stage Coach at the outskirts of Dodge City.


Sheriffs and Outlaws receive
Event Briefing & Rules


A group of Outlaws works out a strategy.
The "Doc" supports the team effort.


A Dodge City Sheriff draws
his gun at the Showdown.


An Outlaw holds precious few
gold nuggets stolen from a Dodge City Gold Mine.


A pair of Sheriffs
patrolling the area.


The Outlaws used TNT to break
a lawless drifter out of The Gallows Jail.

An Outlaw gunning for Sheriffs


A captured Outlaw
and TNT.


A small team of bandits and their Doctor
move cautiously toward their objective.


Outlaws raiding
Dodge City.


The famous "Boot Hill" Cemetery and wood box coffin.


Dodge City Sheriffs charge into the action!


Outlaw treachery included lynching a Sheriff.


A band of Sheriffs prepares to attack the Outlaws.


An Outlaw sorts
out the "Lynching."

Sheriffs gunfight with unruly Bandits.

Sheriffs "Tighten the knot"
on the Outlaws.

Giddyap!

Costume Winner!

Yee-Haw!

Yipee-Ki-Yay!


"Gunslingers: The Wild West"

Saturday, April 29, 2006 began with a crisp spring morning yielding a perfect seventy-degree spring day with clear blue skies - perfect for "Gunslingers: The Wild West," Mission Paintball event. Everything at Three Rivers Paintball of Freedom, PA, was ready for a "Wild West" day. The only thing missing was a set of swinging bar room doors into the Pro Shop. The playing field was complete with a stagecoach, Boot Hill, two gold mines, and a gallows-equipped jail. Other interesting playing areas included the Lone Star Saloon, A Wells Fargo Bank, and the Bar-X-Bar Ranch. The player pavilions were decorated with field maps, wanted posters, and some Dodge City history. The "Road Kill-Café" was set up to serve hot food, snacks, and cold beverages for the day. The "Good, The Bad, and The Ugly Theme" could be heard in the distance, somewhere in the middle of the wooded playing field.

Guests began to arrive, some sporting themed hats and clothing to boost the overall experience. It was the first Mission Paintball event of 2006, and excited fans were ready for action. The game started with a showdown in front of the Gallows Jail. One player was elected from each team to participate. At the signal, these players would turn and pick up their marker and fire a single shot at their opponent about thirty yards away. A hit would earn their team bonus points - too bad they both missed!

The real action was underway as the Outlaws tried to acquire a gold mine map from Boot Hill, while the Sheriffs were seeking to escort three Pony Express riders to an outpost. Oh, and by the way, the Pony Express Riders were given stick horses to ride and canvas mail bags to carry. It was a stalemate as both teams used the same strategy to "run the sidelines." Only the Outlaws scored for eliminating one of the Pony Express Riders.

The next mission was a race to the gold mines. The Outlaws formed a strategy to flank the Sheriffs from behind once the race was on. But the Sheriffs had a better idea. They moved their whole team downfield and sent their fastest runners first, arriving at both gold mines before the Outlaws. The Outlaws did, however, force the opposition away before all the damage was done. They were able to salvage only four gold nuggets while the lawmen recovered sixteen.

Now it was time for a good ol' fashioned stagecoach holdup. The Outlaws arrived at the stagecoach first, and lightened its load by escaping with two crates of gold and a crate of TNT. The other part of this mission was to round up escaped horses. The Outlaws nabbed five of eight horses for a nice addition to their score. Unfortunately, the Sheriffs turned up empty-handed this round.

What's a western without a jail break? Well, in this case there were three to choose from. Trouble for the Sheriffs was they wouldn't know which one would be the primary target. They needed to split their defensive forces and determine the target jail when the action was underway. Those sneaky Outlaws would have the upper hand for strategy here. They spread across the field giving no hint to the Sheriffs for which Jail to fortify. Despite the odds, the law put up a good line of defense. In the last remaining minutes of the mission, a trail of smoke revealed the Outlaws' successful jail breach. They were unable to break the other two jails protected by the stiff defense of the law. At the half, the Sheriffs had earned only a third of points that the Outlaws stole away. The second half was going to be interesting.

After the mid-day break, and a belly full of "road kill" from the Road Kill Café, play resumed with both teams bounty hunting for fugitives. Both teams succeeded and returned their fugitive to a jail earning points. The Outlaws reached the Gallows Jail first and lynched a Sheriff but were unable to hold their ground for the duration of time. The law swept in for the remaining moments and promptly removed the Sheriff and lynched an Outlaw. Don't worry - these weren't actual lynchings - only dummies were used!

"What about a wild west bank robbery?," you ask. Now we're talkin'. The Outlaws staged a diversion by holding three dance hall girls captive at the Lone Star Saloon. The Sheriffs were not fooled and maintained a strong defensive arc around the Wells Fargo Bank. The firefight was intense across the width of the field as the Outlaws tried to force their way into the Bank. The efforts of the law saved the Bank while the dance hall girls were at the mercy of the bandits and lawless drifters. They were ugly anyway - dummies with Halloween masks served as the girls. Reckon it might be different if the Mission Masters Girls were there instead.

Okay, there's only one kind of western robbery left - TRAINS! There were two trains, er… vans… for lack of actually having trains on the playing field. One would be hauling gold while the other was hauling supplies. Neither team knew which was which when the mission started. There were some great firefights over these trains, but again, the law was able to prevent the bandits from getting any booty. Now the Sheriffs score surpassed the Outlaws by a mere twenty-seven points. The final mission was at hand with thirty points up for grabs. And there were bonus points to be gained as well.

The final mission was titled "Get Outta Dodge." Simply put, the Outlaws had to defend their hideout, "Robber's Roost," from the law who threatened to run them out of Dodge City. If their flag was captured it was game over - Sheriffs win - even bonus points wouldn't help. The hideout was situated in a valley oriented with the width of the field and a narrow creek meandered through the bottom. In the center of the ridge top was the Lone Star Saloon and each side boundary included a ravine leading into the valley. The Sheriffs assaulted the valley from this ridge. It was a great battle to behold indeed! The battles got more extreme as the teams clashed. Doctors were busy patching up the wounded with their limited number of "aid bandages," which I'm sure they ran out of before half the mission was over. In the end, the Sheriffs succeeded in breaching Robbers Roost, but did not capture the flag. The final score: Outlaws 129, and Sheriffs 126 - a cliffhanger until the end! Prizes and giveaways following the event included paintball gear, cases of paintballs, western DVD's, tee shirts and straw cowboy hats. Yippe-ki-yay!

~ Dean "CUDA" Allen

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