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WARPIG Tank Talk

WARNING - don't travel far if field has THIS rule


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Posted by:
Julius_Tank

on November 11, 2003 at 10:36:27

Went to a game that had a new tank rule we'd never heard of before - and we weren't warned ahead of time, either (they sprung it on us the morning of the game, despite having rules posted on the internet which were "required" reading, and we read them but this rule wasn't there).

This rule took our tank's ability to move completely out of our hands. If our infantry lost control of our fuel depot, a ref would flag us down and tell us to pull off the road.

(Interestingly, early in the game we drove by the opposing team's fuel depot and waved at our troops who were in control of it, then just down the road was one of THEIR two tanks - both of which were local and didn't travel for hours to get to the game - and it was ON THE MOVE ... later we were told that a ref supposedly misunderstood the rule and let THEM drive on, while the refs near us pulled US off the road right away each time OUR fuel depot was overrun).

If you are the field's tank, or live close by, this rule is probably less annoying. But if you drive 8 hours there (and 8 hours back, for a total of 16 hours travel time), and if you spend a lot of money on gas to get to a game, it's a waste of both time and money if you end up moving your tank around the field for UNDER 2 HOURS, and you have no control over the matter!

If the bazooka guys or other tanks take us out repeatedly and shut us down for most of the day, more power to 'em - that's OUR problem for not being able to take them out before they get us (at least at this game, that NEVER happened because we weren't killed once, by a bazooka or another tank - we spotted the bazooka ambush spots and killed the bazooka guys before they could get a shot off, and we got some tank kills ... hehe!).

We only planned to play on Saturday because of the long distance we had to travel. But we figure we can usually count on 6-8 hours of tanking time. For less than 2 hours, it's not worth the time and money!

Too bad, it was a good field and if it were more "visiting-tank friendly," we'd go back. But the rules were changed just prior to game time, and the reffing was stacked against us (they did correct that problem, when it was pointed out). If a field wants visiting tanks, they need to guarantee there will be no last minute tank rule changes unless all the tankers agree (especially one like this, that will take our ability to roll completely out of our hands).

Anybody else ever play under this rule?

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