Author Topic: GAME SCENARIOS!!!  (Read 7313 times)

Offline weedmann

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Re: GAME SCENARIOS!!!
« Reply #15 on: March 07, 2010, 10:41:12 AM »
Quote from: "AgentP"
I was reading in another thread about a drug mule game involving a mexican cartel moving coke to secure location vs border patrol. I'm sure someone could think up a scenario for that.

I think the coke would be stolen before the game start ;)
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
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Offline Ghost Operators

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Re: GAME SCENARIOS!!!
« Reply #16 on: March 07, 2010, 11:54:36 AM »
Scenario name: Operation Sand Storm      
Minimum number of players recommended: 60 or more players
Max  Players: N/A (depends on the size of the playing field)
Scenario details: The scenario is objective base with three objectives for each side for the day operation, and three objectives for the attackers and two objectives for the defenders for the night operation:
Phase One: Day Operation
Strike Force 171 and Task Force Delta 6 (Attackers) objectives:
Uniforms: Strike Force 171: ACU's, DCU's
                  Task Force Delta 6:  Multicam
Strike Force 171 objectives:
1.  Teams Alpha, Foxtrot are to secure the village of Katar, and set up a forward fire base code name Dragoon Fire (where one mobile respawn point will become available, and a non mobile respawn area will become available).

2.  Bravo team is provide sniper support for Task Force Delta 6 (TF-D6) in any way possible, though they are to plant explosives at the Opfor's communication outpost (Opfor's respawn area). Delta team is the medical team and will be in charge of the mobile respawn point, and is to be close to the Alpha and Foxtrot teams during the assault of the village.

Task Force Delta 6 Objectives:

1. Sierra Team is to eliminate and destroy Opfor's Command post and secure and capture enemy combatants, then setup a defensive perimeter around the command post ad prepare for counter attack by opfor.  

Opposition Force (Defenders)
Uniforms: BDU's PMC type

1.  Team's Echo and Trojan are to defend the village of Katar and setup ambush points within the area of the village.

2. Team War Dog will defend the communications outpost and provide electronic warfare and give intel to Echo and Trojan team, (also if the team is armed with snipers then they will provide support for Echo team and Trojan team).

3. If the village of Katar falls and so does the communications outpost, the remaining survivors will proceed to the Command post and make a last stand.
 
Phase Two: Night Operation
Opposition Force (Attackers)

1.  Team's War Dog and Trojan is to attack the fallen command post and hold it once taken, and rescue POW's and take them back to the extraction point.

2. Team Echo will provide support to the assault on the command post, though they are to also capture and eliminate any defenses at the communications outpost and eliminate Strike Force 171 Commander (Boogeyman).

3. Once the command post and the communications outpost is taken and secure, all Opfor elements are to attack and eliminate all remaining forces of Strike Force 171 and Task Force Delta 6.

 
Strike Force 171 and Task Force Delta 6 (Defenders) objectives:

Task Force Delta 6 Objectives:

1. Sierra team is to defend the Command Post and Communications outpost and provide security for enemy POW's and Boogeyman. If both areas fall then they are to retreat back to the village and support Strike Force 171 in the defense of the village. If both areas fall and Boogeyman is killed then Sierra team is to execute the POW's and retreat to the village.

Strike Force 171 objectives:

1. All teams are to setup defensive areas inside and outside of the village area, and defend it at all cost.
 
Can you play with  respawns? Yes and No, for the day phase of the operations if the Attackers mobile respawn point is is eliminated then the mobile respawn point will no longer become available. If the defenders lose the communications outpost then the defenders respawn area will no longer be available.
   
    As for the night phase the Attackers will not start with a respawn point unless they have rescued two out of three POW's and eliminated the commander of Strike Force 171. For the Defenders if  they lose the Commander and lose the communication outpost then respawn area will no longer be in use.

recommended gun: AEG's, gas pistols, any airsoft weapon will do.
(This one is abit weird in my view but I wanted to see what you guys thought of it. Oh and this has not been played out either like Operation:Takedown)
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline weedmann

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Re: GAME SCENARIOS!!!
« Reply #17 on: March 07, 2010, 01:12:28 PM »
Hey Ghost, where are you located? Maybe sometime you can come out to our field and play some of your scenarios with us
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
~If the enemy is in range, so are you.
~Bravery is being the only one who knows you\'re afraid.
~When in doubt empty the magazine.
~When the pin is pulled, Mr. Grenade is not our friend.

Offline Ghost Operators

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Re: GAME SCENARIOS!!!
« Reply #18 on: March 07, 2010, 03:45:31 PM »
I live north west of Tucson, I wouldnt mind playing some games but then again just depends on if I am not busy. [smilie=armata_pdt_01.gif]
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline weedmann

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Re: GAME SCENARIOS!!!
« Reply #19 on: March 07, 2010, 04:51:29 PM »
Quote from: "Ghost Operators"
I live north west of Tucson, I wouldnt mind playing some games but then again just depends on if I am not busy. [smilie=armata_pdt_01.gif]

Damn, well I'm down in Peoria.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
~If the enemy is in range, so are you.
~Bravery is being the only one who knows you\'re afraid.
~When in doubt empty the magazine.
~When the pin is pulled, Mr. Grenade is not our friend.

Offline AgentP

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Re: GAME SCENARIOS!!!
« Reply #20 on: March 07, 2010, 08:57:00 PM »
Quote from: "weedmann"
I think the coke would be stolen before the game start ;)

Heh, if I had the money to buy white bricks then I deff wouldn't be running around with old cammies and a stock gun. Kool-aide would be cool cause then the winning team would get 6 bags of delicious refreshment at the end of the game.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

Offline weedmann

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Re: GAME SCENARIOS!!!
« Reply #21 on: March 07, 2010, 09:44:48 PM »
Quote from: "AgentP"
Quote from: "weedmann"
I think the coke would be stolen before the game start ;)

Heh, if I had the money to buy white bricks then I deff wouldn't be running around with old cammies and a stock gun. Kool-aide would be cool cause then the winning team would get 6 bags of delicious refreshment at the end of the game.

Hell, that what we should do to transport coke from now on. when we cross any border back to the US, carry your airsoft guns with some buddies and pretend you're playing a game of airsoft, and the coke is just a prop :D

*Do not try this at home*
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
~If the enemy is in range, so are you.
~Bravery is being the only one who knows you\'re afraid.
~When in doubt empty the magazine.
~When the pin is pulled, Mr. Grenade is not our friend.

Offline Ghillieman

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Re: GAME SCENARIOS!!!
« Reply #22 on: March 13, 2010, 11:06:32 PM »
Scenario name:Snatch and extract
Minimum number of players recommended:7 min, 20 optimal
Max Players: 50
Scenario details: A pilot has been shot down and is hiding somewhere on the field. Friendly forces have to get to him before opposition forces can get to him. The pilot would be armed only with a pistol and 1 to 2 extra mags. The pilot has to evade capture by the opposition while trying to gain the attention of the friendly forces. The objective is to return the pilot to your home base for either team. If the pilot gets shot he is dead, no respawns for the pilot. Which ever team had custody of the pilot at time of death wins. No killing the pilot just because you team is about to get overrun.
Can you play with respawns? No respawns for the pilot. Each team is assigned 1-2 medics based on the number of players on your team. Each team member is given 3 playing cards, medic excluded, each time a player is hit he calls "Medic" and the medic takes one of his cards. When his cards are gone that player leaves the game. If the medic is hit he must remain in place for 5 mins. then he can resume his duty as medic.
recommended gun: all gun types recommended
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
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Offline weedmann

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Re: GAME SCENARIOS!!!
« Reply #23 on: March 14, 2010, 07:34:42 AM »
Sounds decent, is the pilot able to maneuver around?
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
~If the enemy is in range, so are you.
~Bravery is being the only one who knows you\'re afraid.
~When in doubt empty the magazine.
~When the pin is pulled, Mr. Grenade is not our friend.

Offline Ghillieman

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Re: GAME SCENARIOS!!!
« Reply #24 on: March 14, 2010, 08:21:01 AM »
Yes the pilot must "evade" the enemy. Weather he is hiding or running from the enemy makes no difference.
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Offline weedmann

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Re: GAME SCENARIOS!!!
« Reply #25 on: March 14, 2010, 09:32:53 AM »
Quote from: "Ghillieman"
Yes the pilot must "evade" the enemy. Weather he is hiding or running from the enemy makes no difference.

What I really meant is, can he try to make it to the rescuers?
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
~If the enemy is in range, so are you.
~Bravery is being the only one who knows you\'re afraid.
~When in doubt empty the magazine.
~When the pin is pulled, Mr. Grenade is not our friend.

Offline Ganef

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Re: GAME SCENARIOS!!!
« Reply #26 on: March 14, 2010, 10:22:36 AM »
Capturing someone without shooting them in airsoft is extremely difficult and never works out right in a game. I would change the capture rules to nabbing them after they have been shot and have some kind of medic rules where your side could revive them after they have been hit.
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Offline Ghillieman

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Re: GAME SCENARIOS!!!
« Reply #27 on: March 14, 2010, 10:53:32 AM »
That's a good idea. Once the pilot is shot by the insurgents he is captured. In order to be recovered by friendly forces they must kill all insurgents in the area
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Offline weedmann

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Re: GAME SCENARIOS!!!
« Reply #28 on: March 14, 2010, 01:44:06 PM »
That is true, forgot to think of that. Well, can he make a break for friendlies?
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
~If the enemy is in range, so are you.
~Bravery is being the only one who knows you\'re afraid.
~When in doubt empty the magazine.
~When the pin is pulled, Mr. Grenade is not our friend.

Offline COINops

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Re: GAME SCENARIOS!!!
« Reply #29 on: March 14, 2010, 03:58:10 PM »
Bail out Blackwater

4 Vehicles = Blackwater Escort Vehicles
8 Roleplayers = Blackwater Security Forces -uniform : Tan or Black Uniforms, Ball Caps,
30 Insurgents = Standard Insurgent dress: Man Dresses, civilian attire
12 U.S. Forces = ACU's, Multicam, or MARPAT

Scenario:

Blackwater has once again gotten pinned down and is requesting help from the US Army.
Standard Sized Infantry Squad, no air support, no gun trucks, must fight into engagement area, and aid in the hasty extraction of Blackwater Forces.

Timed Event - Must be completed in 20 minutes or less.

Friendly casualties not acceptable, all casualties will add 5 minutes to final mission completed time.  Enemy Kills deduct 1 minute from final time. Teams with the lowest time wins.

Basic Rules:

Blackwater agents will be surrounded by 30 insurgents.  Insurgent forces may not engage blackwater until U.S. forces have entered engagement area.  Blackwater casualties will add 2 minutes 30 seconds to final time.  All casualties must remain in place when killed.  Friendly forces must extract all blackwater personnel to fall back area of 300 ft from last blackwater vehicle.  All "Bodies" of Blackwater, and Friendly forces, Living or dead must be evac'd to the Fall Back Area for time to stop.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »