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BACKGROUND: Mad Murphy’s Jungle Attack

In the sweltering heat of the 1960s, deep within the impenetrable “Green Hell” of the Southeast Asian rainforest, an Allied reconnaissance pilot—callsign ‘Mad Murphy’—has been shot down behind enemy lines. Caught in the thick, triple-canopy jungle, Murphy’s parachute snagged in the towering teak trees, leaving him suspended and helpless above the forest floor. Guerilla forces, intimately familiar with every shadow and vine of this terrain, have already mobilized to intercept the pilot and claim his top-secret flight data. Allied Command has scrambled an elite Jungle Patrol for a high-stakes extraction. They must navigate the claustrophobic undergrowth, locate the downed airman, and escort him to the extraction zone before the jungle swallows them whole.

MISSION OBJECTIVES:

The Jungle Patrol initiates the game from a concealed landing zone at the edge of the dense foliage. Their primary goal is to push through the heavy cover to the center of the zone, where the pilot is trapped. Once the pilot (represented by the mannequin/prop) is reached, the Patrol must “cut him down” and escort him safely to the designated extraction point located at the far end of the jungle clearing.

The Guerilla Forces start embedded within the jungle’s natural bunkers and hidden foxholes. Their sole objective is to prevent the Jungle Patrol from reaching the pilot or, failing that, to eliminate the escort team before they reach the extraction point.

During the game, the Guerillas are forbidden from moving or physically tampering with the pilot prop; they must rely on superior positioning and ambush tactics to hold their ground.

The Jungle Patrol possesses unlimited lives; upon being hit, they must retreat to their starting “insertion point,” marked by a distinct bright yellow barrel. Touching this barrel allows the Patrol members to respawm and rejoin the rescue effort. Conversely, the Guerilla Forces have only one life; once eliminated, they must exit the field and head directly to the designated dead zone.

The game’s boundaries are clearly demarcated by netting and yellow rope. Any player stepping outside these markers is considered eliminated and must head to the dead zone.

Each game lasts 15 minutes, with a brief intermission before the second round. Players should ensure they carry enough ammunition for two consecutive rounds, as teams will swap roles—alternating between the rescuing Patrol and the defending Guerillas—before returning to the safe zone for a full debrief.


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