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BACKGROUND: Castle Wallenberg

In the throes of 1943, the German high command entrusted their most skilled scientists with a formidable task—to forge the ultimate weapon. Hidden within the dark dungeons of Castle Wallenberg, a clandestine research laboratory nears the completion of this top-secret project. Intelligence reports hint at the imminent finalization of this perilous endeavor. In response, Allied Command has rallied a squad of Commandos, charged with an audacious mission—to infiltrate the castle and dismantle the lab. However, standing resolutely in their path are elite German Guards and the castle’s impregnable fortifications. Time is of the essence for the Commandos; their success hinges on swift and coordinated strikes, catching the Guards off guard. Meanwhile, the Guards must fend off the Commandos until reinforcements arrive.

MISSION OBJECTIVES:

The Commandos initiate the game from their forest base south of the castle, while the Guards hold positions within the castle walls. Their primary goal: ascend to the castle’s front and retrieve the flag located just outside the main entrance. Once secured, the flag must be hoisted atop the flagpole, signaling the placement of explosives for the obliteration of the castle labs.

The Guards’ sole objective is to thwart the Commandos’ attempt to raise the flag.

During the game, the Guards are forbidden from physically interacting with the flag.

The Commandos possess unlimited lives; upon being hit, they respawn at their forest base, marked by a conspicuous bright yellow barrel. A touch of this barrel allows Commando players to rejoin the assault on the castle. Conversely, the Guards have only one life; once eliminated, they exit the field and regroup in the designated dead zone.

The game’s boundaries are clearly demarcated by netting and yellow rope. Any player exiting this area is considered eliminated and must head to the designated dead zone, highlighted in red at the game’s outset.

Each game lasts 15 minutes, with a brief intermission before the second round. Players are advised to carry enough ammunition for two consecutive games, as there won’t be a return to the safe zone between rounds. Upon completion of both teams alternating roles as Commandos and Guards, a more extended break precedes the next game zone back at the safe zone.

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