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	<id>https://lmag.jesseneri.ca/info/index.php?action=history&amp;feed=atom&amp;title=Side_Objectives</id>
	<title>Side Objectives - Revision history</title>
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	<updated>2026-09-16T04:37:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Side_Objectives&amp;diff=421&amp;oldid=prev</id>
		<title>Jsae at 09:09, 3 March 2013</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Side_Objectives&amp;diff=421&amp;oldid=prev"/>
		<updated>2013-03-03T09:09:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 09:09, 3 March 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Back to [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Main Page#&lt;/del&gt;Scenario and Game Reference]] - [[ Game Mechanics ]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Back to [[Scenario and Game Reference]] - [[ Game Mechanics ]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Concept ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Concept ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Units usually have orders and codes for their operations.  Imagine having leaders on the airsoft battlefield carrying items that represent actual in-game intelligence that their opponents could collect off their &amp;quot;bodies&amp;quot;.   &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Units usually have orders and codes for their operations.  Imagine having leaders on the airsoft battlefield carrying items that represent actual in-game intelligence that their opponents could collect off their &amp;quot;bodies&amp;quot;.   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jsae</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Side_Objectives&amp;diff=420&amp;oldid=prev</id>
		<title>Jsae: Created page with &quot;Back to Main Page#Scenario and Game Reference -  Game Mechanics  == Concept == Units usually have orders and codes for their operations.  Imagine having leaders on the...&quot;</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Side_Objectives&amp;diff=420&amp;oldid=prev"/>
		<updated>2013-03-03T09:08:57Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Back to &lt;a href=&quot;/info/index.php/Main_Page#Scenario_and_Game_Reference&quot; title=&quot;Main Page&quot;&gt;Main Page#Scenario and Game Reference&lt;/a&gt; - &lt;a href=&quot;/info/index.php/Game_Mechanics&quot; title=&quot;Game Mechanics&quot;&gt;Game Mechanics &lt;/a&gt; == Concept == Units usually have orders and codes for their operations.  Imagine having leaders on the...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Back to [[Main Page#Scenario and Game Reference]] - [[ Game Mechanics ]]&lt;br /&gt;
== Concept ==&lt;br /&gt;
Units usually have orders and codes for their operations.  Imagine having leaders on the airsoft battlefield carrying items that represent actual in-game intelligence that their opponents could collect off their &amp;quot;bodies&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
While building a map we might be able to use for games and scenarios, I thought about another dimension to add to play: intelligence gathering.&lt;br /&gt;
&lt;br /&gt;
During some simulations, we have can use it in specific ways.&lt;br /&gt;
&lt;br /&gt;
I propose the following:&lt;br /&gt;
# stealing battle plan maps from squad leaders&lt;br /&gt;
# stealing signals code cards from squad leaders&lt;br /&gt;
&lt;br /&gt;
Item 1 would require that squad leaders note their objectives on a copy of the field map. Squad leaders would need to have pencil and copy of map.  The map could have markings of the team's objectives, code words, or travel routes.  &lt;br /&gt;
&lt;br /&gt;
Item 2 would require the teams to use signals codes. That is, index cards with a list of radio code words for objectives, geographic locations, order types (attack, retreat, stop, rendezvous, etc), requests, sitreps, passwords, and authentication patterns. The teams could be limited in the number of unique signals cards allowed during a game. Squad leaders would copy the codes and when they are &amp;quot;bleeding out&amp;quot;, the opponent-- if attentive-- could steal their codes.&lt;br /&gt;
&lt;br /&gt;
The team could switch codes or try to use the old ones as disinformation.&lt;br /&gt;
&lt;br /&gt;
The teams could even be issued the signals codes by the admins! Force the players to use crazy or inappropriate or unfamiliar names for things.  Errors in decoding would add the &amp;quot;bad intel&amp;quot; variable into game play.&lt;/div&gt;</summary>
		<author><name>Jsae</name></author>
		
	</entry>
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