Concepts

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Back to Scenario and Game Reference

Introduction

Assembled below are some game ideas we have collected.

Please also refer to the following useful articles about developing scenarios:

  1. http://hubpages.com/hub/Airsoft-Skirmish-Ideas
  2. http://ezinearticles.com/?Airsoft-Skirmishes---Ideas-For-Realistic-and-Exciting-Airsoft-Gun-Battles-and-Games&id=3467834

Warhog61 - 2010.03.xx

Run for GUN

basically a free for all type for small groups for fun. In a tower/building there is 1 sniper or aeg rifle or what ever. every1 else starts off at a equal distance away spread out and with hand guns/shotty what ever is agreed apon Objective is to get to the rifle alive and kill every1 else....you cannot leave building with the rifle it has to stay in the building

border patrol

more of a sim i guess...anyways probly best with radios... a line is drawn for a boarder and you have 2 teams...teams attack / defend anyway they pls but the attackers have a common goal of smuggling somthing over the border and secureing it at a given point. of course defenders will try to prevent this and if necissary hunt attackers down. respawn and all that can be further discused if people are interested

Zombie Tag

(Warhog61's favourite of the set) 4 teams are made up. each team is sent to a corner of the field. game starts and you seek out other teams. If you are killed you dont die, you join the team that killed you...team that eliminates all or team with most players on there side at given time limit wins. Id say that if shot you have a 2 min respawn time so it gives your old team a bit of a chance to fight back.

Blind Date

Notes: Works for any size group. But it is easier for smaller groups. Required Props: Some way to secretly divide the players into two teams. Armbands. Setup: Each player takes one armband for each team. Then they are given a paper or stone that tells them what team their on. No one is to look at this item. All players go onto the field and separates from the others so they are alone. At that time the look to see what team they’re on. Then place the correct armband on. Then the game is started. It is a standard elimination game. Goal: Get all members of the other side OUT.

VIP / Assassination / Body Guards

Team A: Has their team start on one end of the field, and wait there. They choose a specific player, give him no weapon, or arm him lightly. He must stick out from the rest of the group in some way, and the other team must be told before hand who it is going to be.

They must transport this person from one end of the field to another, without him getting killed. Everyone can get killed except for him, but he has to make it to the pre-determined point.

Optional: If there is a some kind of road/path on the playing field that goes pretty far, a rule can be agreed upon so that Team A can only stay on the determined path. This makes it so the other team has an idea of where they will be which is quite common in real life situations. If someone was trying to be assassinated like in this scenario, the opposing force usually knows where the guy will be.

Also, it can be made so they have a couple of different paths to choose from making it more difficult for the opposing force.

Team B: must set up somewhere between Team A's starting point, and objective point (place where specified person needs to get to). They will hide, camp, ambush, and do what ever they like when the enemy comes; they just need to take down the one guy. Everyone else they kill does not matter to the scenario; they can not win unless the one VIP gets hit.

Grab the flag

Two teams, or more, that tries to be the first to reach the flag.The team that has the first player to reach the flag, alive, wins. This game should be played in fairly open terrain.

Traitors

Again two teams and this is a version of Capture the Flag. But the judges descretly chooses one player from each team that is given both teams teammarkers. Try to choose a player that havn't had much luck during the day. Inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors can change team anytime they chooses. Don't trust your teammates. I would think that this would work better if the traitor has a mic to the other team.


THE JAIL GAME

An area is designated as the jail. It is exactly half way between the two team's starting points. If any player, of any team, is eliminated, he must immediately move to the jail. He will remain in the jail until one of his team mates enters the jail and tags him. Once he is tagged, he is instantly alive, he is able to return fire, be hit again, or even tag other members of his team. He must make an attempt to leave the jail as soon as possible. An eliminated player in the jail may call out for a rescue or say anything he wants in this game. The only time a "live" player may enter the jail is specifically to rescue one or more of his own players. No player may purposely shoot through the jail at any time. At times a large flow of cross-fire through the jail may occur accidentally and players must be cautioned never to remove their goggles, even partially, while in the jail. The game is won by eliminating the other team, collecting them in the jail, leaving no one to come to the rescue. Strategies: This game is usually won, or lost, in the first thirty seconds of the game. Which ever team controls the jail, can rescue their own players, and meanwhile prevent the opposition from rescuing theirs. If your team controls the jail, you will always be out in full-force while the opposition will start to accumulate in the jail. Once the jail has been secured, detachments can be sent out to hunt down the remaining opposition players still at large

Multi-national Forces

You need four squads 4 plus players per squad, who take an envelope at random from a group of 4 (OK - you could go for more squads and/or envelopes to really make a mess).

Each squad becomes a unit of some determined nationality, that is working with one of the other squads to perform a mission, but they don't know which other squad is on their side. Squads start from separate locations, and have an RV with their counterpart at a particular location "behind enemy lines". They get told roughly which direction their "friends" should come from, and where to go from there. They may be given a code-phrase for recognition purposes.

Once the link-up is made, they have to perform a simple mission, such as get supply canisters or blow a bunker/bridge etc. Rules of engagement allow for any unfriendly troops to be engaged.

Add darkness, stir and wait.....

Make it harder?

  1. Different missions per squad, but the same RV per "side". What mission do they choose to complete first?
  2. Red on Red - negative points for killing anyone on your own side in a different squad - unless they are all killed, in which case no-one will know.... (tee hee).
  3. One "side" has poor intel, and gets their RV wrong, so their counterpart has to search for them (probably best if you can preselect a larger group to be the searchers).

Optix - 2010.06.xx

War-lympic

1-3 hours time limit

4-7 teams of minium of 5 players per team 1 medic per team medic can heal anyone unlimited times. (bandaid / 10 second tag)

The teams will start from all over the place.

Injured enemy players can be captured by tagging them by any team members and then heal by that team's medic. (capturing a medic is the same deal and will proof to be very useful. Since medic can now heal medic)

The captured player can preform what ever position they were set for in the new team.

Game end on time limit and team with most players wins.

Missed drop

Your resupply has gone pear-shaped as Crab-Air has missed again. You must find the supply canisters and return them to your base. The rude men in black hats will try to stop you. This scenario can be made harder if some (indeed lots) of your ammunition is in those canisters.

Pulling Out

Your team is behind enemy lines but don't panic, a pickup chopper is due in precisely ten minutes from the start time. Unfortunately the villains have found out about you and occupied the agreed spot. Get rid of them and fast. If you miss the RV you will have to walk home, ie survive for half an hour without using hard cover or staying still for more than a minute. To make this harder the baddies only stay dead for five minutes...

Corporate Extraction

A small group of suits want to change employers. Problem is, the current employer wants to retain their skills. The prospective employer sends in a unit to help make the career jump. Two teams are needed. Half of one team has pistols/sidearms only and are suits. The other half are the extraction team and may carry what they want. The other team are all company soldiers and are equipped as such. The suits start holed up in a building, the location of which is unknown to the rest of their side (radios would be good here, or mobile phones to keep the CyberPunk (TM) image!) Corporate soldiers must wipe them out, or eliminate the rescue party. This scenario lends itself to victory points. BTW, company executives are not often trained users of MP5s, M16s etc so they must stick to their sidearms!

.:touch:.

Omaha Beach

Teams

  • blue team: 5 snipers
  • red team: remaining players

Game Rules

  1. for this game you well need 5 good snipers
  2. place a flag on the Blue team's end of the field in clear and visible location
  3. blue team lines up in different spots in one region of the field and remain stationary
  4. red team starts on the other end of the field and is limited to pistols
  5. red team objective is to capture a flag and return to their base with out getting shoot
  6. if shot with the flag all you got to do is drop the flag and leave the field (flag may only be handed off if that player is beside you)
  7. no medics for the blue team or red team
  8. time limited to 10-20 mins

Victory Conditions

  • blue team wins by killing everyone on the red side
  • red team wins by killing everyone on the blue team or by successfully bringing the flag back to base

SIX4

Medic Capture

Objective

capture the opposing teams medics as your own, and keep them alive for the game duration to win.

Symmetric Rules - both teams

  1. game timer one or two hours.
  2. 3 medics per team, no weapons restrictions.
  3. respawn is 30 second two hand touch where you are hit.
  4. if all medics are captured you must return to original start point then rejoin the game.
  5. shoot opposing teams medics for capture. must physically reach the hit medic to make him your medic.
  6. whichever team has the most medics at the time limit,,,wins!!

medics

  1. you cannot be healed.
  2. five minute bleed out where you are hit.
  3. if you are not captured during your bleed out,return to the game.
  4. once captured you now play for that team.

hints

  1. radios,radios,radios!!
  2. move as group for safety and firepower but dont bunch up your medics.
  3. move out of the hot zone when you are hit and call for medic. stay low during your bleed out as not to be a marked target for the enemy.

mandatory requirements

  1. MEDICS MUST HAVE A WATCH TO ACCURATELY COUNT BLEED OUT TIME
  2. KILL RAGS.
  3. NO CAMPING HIT PLAYERS,THIS WILL GET YOU EJECTED FROM THE GAME.

Dice

Balloons? - Red vs Blue

While discussing some games that promote accurate bb placement I was thinking of a warm up game.

Teams are split and colour coordinated balloons and tape given to both teams. One per player or max number if teams are large.

Balloons are taped to home bases - half outside half inside.

Capri vs Crackshack

Rules:

  • Each player MUST shoot out one balloon and cannot shoot out more than one.
  • Balloons can be shot at any distance.
  • Once a player has shot a balloon they can assist other players to get their balloon.
  • Unlimited respawn 200 feet away from home base if it is being attacked
  • Balloons must be inflated to head-shaped size.


This may promote accurate shooting since balloons can be placed close together where auto fire may pop two balloons.

This may play well into the sniper role but better players may want to target harder to hit balloons.

Communication may be important as you dont want two players shooting the same ballon and confusion on who shot it.

Variations of the game could be played with any number of balloons.

Balloons are cheap and satisfying to pop also giving your enemy a headcount.

What do you guys think of bringing ballons into the mix? I realise they are not milsim but I like the idea of promoting accurate fire...

The concept I think is good, it puts an objective along side a basic force on force. Perhaps we can make some fall down targets if we like the idea.

It would be nice to have should we run a pistol course competition? Mixed with rifle, sniper course, Race gun etc.

I liked the idea of balloons for ease of taking them into the field and easy clean up.

I wonder what other falldown targets we could make? I see gunny working on some "Static" targets but I like the idea of fall down targets for easy confirmation.

Light enough to carry yet not blown over in the wind . . .

I was thinking Red Solo cups (think red neck beer mug)

Cmangat Plate:

PlateTarget.jpg

Alternatively use foil plate for audio feedback.

jsae - 2009, 2010

Mentoring and Reconstruction

Take a large group of less experienced players and start them off in training with experienced members of the club.

Then have medium-level players launch guerrilla raids against the mixed group of trainers and students. And have the trainers run "missions" against the guerrillas.

(Doubles as training day for some players.)

Time Critical Grey Games

Rebels, Governments, Heroes, Challengers, Oppressors, Enforcers, Protectors, Interlopers

  1. REBELS are suspected of deploying a SRBM launcher near a city and GOVERNMENT must locate the SRBM and destroy it before it's programmed and the missile launched.
  2. FOREIGN powers have been convinced to install a ROWPU at a village in your province and you (REBELS) need to locate and delay or discourage the installation to garner support against the fascist GOVERNMENT.
  3. The Elbonian GOVERNMENT must permit foreign aid access to a troubled region of their country. The regional AIRFIELD is held by unfriendly REBELS who wish to keep the government from looking good. If the foreign aid can't land, it'll go home.
  4. Reactivate old power system at abandoned facility, locate intel package and transmit data to command
  5. FOREIGN government has captured a downed research craft or secret gear and you (DOMESTIC) need to get into their research or export facility to destroy the craft or gear before it's reverse engineered or sent to the research facility for reverse engineering
  6. Fascist GOVERNMENT has developed method to observe REBEL activities and you need to get into their facility and destroy it before it's activated
  7. Fascist GOVERNMENT has installed radio broadcast outpost in your province and you (REBELS) need to get into the outpost and destroy the radio studio and transmitter before it's activated or it's next scheduled broadcast

Alternatively:

One team must: Establish FOOTHOLD. ADVANCE to objective. OVERCOME resistance.

Their opponent must: OBSTRUCT entry. DELAY progress. DEFEND asset.

Optix - 2009

  • America invades Canada
  • China invades Russia
  • Vietnam War
  • America vs Russia Cold War
  • Black Hawk Down
  • Russia invades America, story from Modern Warfare 2 and Red Dawn
  • saving private ryan, aka D-day world war 2

JT - 2009

Historical Reenactments

  • War of 1812 - River as border; East bank as Canada; West Bank as USA; Fort as White House

Black Powder

Black Powder Game: AEG's ONLY! Pistol are ok too. (NO BOLTS ACTIONS)

Two teams: Blue Company and Red company. Min people required 8.

Two lines: Front line is referred to as “First Company” and the second line is referred to as Second Company.

Sequence of Battle:

One soldier from each side meets in the middle ground to flip a coin to see whom fires first.

Once the firing order had been set. Soldiers return to the line up and wait for orders. We’ll say Blue won the toss.

Orders: “All Companies fall in!” Teams line up shoulder to shoulder, two lines. 150ft apart approx from the enemy team. Soldiers in the second row are lined up directly behind soldiers in front row.

Orders: “Blue First Company right knee!” Soldiers in the front row take a knee and prepair to fire.

Orders: “Blue Company Aim, and Fire!” Blue Company refers to all members of the Blue team. Each member of blue company will fire ONE shot each down range at the same time on the Command Fire!

Red Company takes the hits. Soldiers hit will fall where the are killed and stay there till the game ends.

Now its Red Company’s turn.

Orders: “ Red Company move forward 5 paces!” Red Company will take 5 step towards the enemy line.

Orders: “ First Red Company Right Knee!” Front line takes and knee and prepair to fire.

Orders: “Red Company Aim and Fire!” Each member of RED company will fire ONE shot each down range at the same time on the Command Fire!

Blue Team takes the hits, and all Blue soldiers hit will fall where they are killed.

Now it’s Blue Company’s turn.

Orders: “Blue Company move forward 5 paces!”

Repeat steps untill complete elimination of opossing team.

Rules: #1 Semi fire ONLY.

  1. 2 No Talking in the firing line. Chances are two people can shoot the same enemy soldier. It will take away from the game if people tell each other who they are shooting at. For this game you are members of His Majesty’s Royal Infantry Regiment and there is absolutly NO TALKING in the firing line period. Any soldier deserting his post will be shot

The fire sequence will repeat until one team eliminates the other.

Brian Gill per jsae - 2010.03.xx

Reference: Brian Gill, Charlie Foxtrot: Quick Mission - Operation Downed Eagle

1.0 Background and Setup

1.1 Scenario Backstory

  • Air Force fighter landed with minor damage on an airstrip in enemy territory
  • Enemy has killed the pilot and moved the plane to a secure hangar
  • fighter was carrying avionics and hardware to allow it to deploy anti-ship missiles
  • Enemy will be able to destroy support ships with one aircraft if allowed to learn the avionics

1.2 Order of Battle (ORBAT) for each team (team composition, assets, special roles)

ALFA (defender)

  • 25 to 35 soldiers
  • 1 AA unit
  • three secure buildings
  • must deploy (minimum) the following: 6 guards per unused building; 3 two-man foot patrols; 1 pilot, 2 civilians, and 4 guards in the building with the aircraft; several rooftop marksmen

BRAVO (attacker)

  • 4 to 10 soldiers

2.0 Operation 2.1 Missions

ALFA

  • defend the aircraft; maintain foot patrols of immediate area and guards in each building for T1 minutes
  • decipher code provided (represents reverse engineering the antiship missile gear) by T2 minutes

BRAVO

  • infiltrate site and locate aircraft (search buildings) and report location to Command
  • secure aircraft and code sheet (prevent ALFA from deciphering it)
  • exfiltrate site with minimum casualties

2.2 Victory Conditions (victory if all items complete)

ALFA

  • protect aircraft from damage for T1 minutes
  • decipher code (requires civilian or pilot survival)

BRAVO

  • report aircraft location to Command
  • secure aircraft and code from ALFA: minor=destroy cockpit; OK=call airstrike on correct building; major=destroy cockpit and call airstrike
  • destroy AA unit (to allow airstrike)

2.3 comm protocols for each team

  • team discretion

2.4 re-spawn sites and terms

ALFA = tower annex across "airfield" from the 3 secured buildings BRAVO = insertion site

3.0 Special Rules & Game Mechanics (in addition to basic club rules) 3.1 props and prop rules

  • explosive charges
  • supply shack with charges and "fuel" cans
  • AA unit

3.2 health and medic rules

ALFA

  • guards have 3 lives
  • civilians have 1 life
  • pilot has 1 life

BRAVO

  • 2 lives each

3.3 ammunition and supply rules

  • N/A

4.0 Administration 4.1 admin needs and checklists for each admin

  • puzzle to decipher, with solution
  • aircraft prop with "cockpit"
  • 5 buildings or tents: 3 "hangars", "tower" with annex, fuel shack
  • AA unit prop
  • volunteers for civilians and pilot
  • maps
  • airstrike admin
  • attacker's Command admin

4.2 checklist of objectives needed for setup and mapping

Setup

  • "hangars" with closed doors
  • "hangar" with closed doors and aircraft and puzzle
  • across "airfield": "tower" with annex and AA unit
  • "supply shack" near "hangars" with "fuel" cans and explosive charges

Ambushes

Imperial_Guard, 2006.08.07 - 2203

Title: Combat patrol

Duration: 1-1.5hr, depending on the length of the patrol route.

Parties involved: Army patrol, guerilla fighters, unarmed/armed locals Force strengh ratio: 3-2-Any positive integer

The army patrol will go through the hostile part of town infested with guerilla fighters who hide among the locals. Guerilla fighters may hide their weapons, walk around, talk to the patrol, and ambush the patrol at anytime, anywhere. The locals may choose to pick up a weapon (previously hidden or not) and join either side once a fire fight breaks out.

The game is over when the patrol hits the finish point, then the army patrol players and guerilla/civilian players may switch sides and do it again.

The patrol gains 2 points for each dead hostile and 1 point for each enemy weapon found; 1 point will be lost for each dead patrolman and civilian. The team with the most points wins.

Kartel, 2006.08.08 - 1558

ok this is very simple .

Two teams vietcons and the us Marines

it should be a 3 to 1 ratio for the american , so a team of lets say 5 veitcon that go anywhere along the river getting ready to ambush the american patrol of 15 .

basicaly the american patrol paltoon starts off befor the bridge, the ennemie will hide and ambush them were ever they want along the river .


The rules

-americans have 1 medic that can revive is camrads tag time of 15 sec. the bleed out time is 5 mins.

-the vietcons have 1 medic also and the vietcons team would have 2 snipers and what ever else of normal soldiers .

So basicaly this is a team elimination.

I am srill working on the details i will probably make a new post and wit hall the details Smile pos there if you got any sugestion or if u like the idea . most of the game would be in the airsoft side so no paintballers would get in the way .

peace .

jkub - 2009.04.27 - 1236

Name of the game- Ambush

Decide depending on how many people are there.

2 teams, |USMC and Op-for

Ratio for USMC 3:2, USMC teams consists of infantry only, no snipers. Op-for consists of all the snipers that show up that day and depending on how many people show, possibly some infantry as back up gunners.

Single hit game; once you’re hit you’re out for the remainder of the game. (To encourage realism)

USMC is escorting some sort of “package” through the woods to the secret base. However Op-for has been informed somehow. So Op-for has assembled a team to ambush the convoy on their way to the base and secure the “package”. The package is a captured Al-Qaeda leader and the USMC must keep him alive throughout the battle. If he is shot, you continue fighting until everyone is out or the time limit is reached.

Mines and booby traps are aloud, Op-for gets a 10 minute head start on the selected route through the forest so that they can hide and also so they can set up traps. (Beware you keep the package safe from them) No BB grenades, but smoke grenades are aloud.

If the package is killed USMC looses no matter what. If the Op-for teams kills the package they automatically win. But still fight until the end.

Boar - 2009.11

Conquest: North Am Teams Western bloc”Slavic union”: Russia North American Union: Canada, USA, Mexico Plot: With the ever growing need for economic grow in the Western Europe; Russia has once again set its eyes upon the west. The year is 2020, with declines in oil and the growth of electric cell technology. The use of uranium in most modern armies. The Russian government has developed operation “urza” where the plan is to use a satellites to "E.M.P." the Global defence satellites. Following the chaos they will invade North America through Alaska, the Yukon, and the North West territories. The North American Union still very young at this time, still has a few bugs to work out. The united states are not very helpful with sharing intel, and demand to be kept in the loop with all ongoing operations. With the rough climate in Canada and Northern Alaska the American have having trouble with the use of the M1A1 abrams main battle tank. Russia has its own problems, their massive tank army is hard to move over the ice cap and is slow on it’a was to the invasion points.

Props: Uranium Cases, missiles, weapon cashes, sat phones.

I also have an interest to use a “news team” in this event. I think there will be a need for some role playing here.

Cobra GR1 - 2012.08.28

Blackhawk Down 2

This is a 2 part depiction of events that COULD have happened after the First Battle of Mogadishu.

Date: October 7, 1993

Location: Mogadishu, Somalia

Three days after the botched raid that resulted in the deaths of 19 American soldiers and 1 captured Blackhawk pilot, the American government decides to send Delta Force and Army Rangers back into hostile territory to rescue the downed pilot.

" We Will Leave No Man Behind "

PART 1

Code Name: "Operation Pumpkin Patch"

Task Force Objective:

Task Force Alpha and Bravo are sent in to locate and confirm the location of pilot from 3 possible bases.

Somali Militia Objective:

Prevent Task Force from collecting intel.

Rules:

  • Both teams have unlimited respawns from their designated point
  • Somali Militia pick 1 base to hold their prisoner ( who is depicted by a colored pylon or marker )
  • Prisoner must be in plain view from inside the base, but not necessarily seen from outside the base.
  • Task Force must confirm the pilot's location by raiding the bases and confirming by radio communication to admin.
  • If a player does not have a radio, he must go back to the HQ or tell a live teamate with a radio to relay the intel.

REMEMBER " Dead men tell no tales " If you are killed before you relay the intel, you CANNOT tell a fellow teamate to relay information. You essentially become a new player.

Victory Conditions Game ends when the correct intel is relayed or if time runs out.

PART 2

Code Name: " Operation Eleanor "

Delta Force Primary Objective:

Rescue downed pilot and escort him back to HQ.

Delta Force Secondary Objective:

After rescuing pilot, destroy enemy base with timed explosives.

Somali Militia Objective:

Prevent Delta from rescuing the pilot and destroying base.

RULES:

  • Delta have 2 respawns each from their designated point.
  • Once they have used their 2 lives, they switch sides and become Militia.
  • Militia have unlilited respawns from their designated point.
  • Pilot has 2 respawns from the prisoner base. If the pilot uses his 2 lives, the primary objective has failed, and he becomes a Militia.
  • Delta will use explosives already in the enemy base, to destroy it. ( egg timer set to 3-5 mins. )
  • After Delta sets explosives, the Militia may try to defuse it. ( stop the timer )

Victory Conditions

Game ends when both Primary and Secondary missions fail or when the pilot safely reaches the HQ. ( Delta only needs to safely rescue the pilot to win the game. )

NOTES

  1. The limited respawns given to the Delta team is to reflect the overwelming odds the American forces faced during the real battle.
  2. The idea is to promote teamwork and communication
  3. PART 2 " Operation Eleanor ", can be played as a game on its own.

The rules of this scenario are not set in stone, and need some tweaking, it was the whole Blackhawk Down idea that I wanted to share.

Thanks for reading, and tell me what you think.