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Scenarios

  • 19-11-2007 6:06pm
    #1
    Closed Accounts Posts: 797 ✭✭✭


    I thought a thread where people could discuss ideas for different game types/scenarios might be a good idea. Below is a series of scenarios I lashed together that could be played out over a day. Any comments, abuse, discussion or scenarios of your own appreciated.

    Warning wall o' text incoming


    GAME 1 – Anti-aircraft batteries

    2 even teams, one attacking, one defending. Three anti-aircraft batteries have been firing missiles at coalition planes, they must be destroyed.

    3 points are chosen for anti-aircraft batteries, when one is taken the assault moves on to the next battery. The batteries must be destroyed in sequence.

    Battery 1: no regen, when defenders are hit they will move to battery number two and set up defence, when attackers are hit they will move to a designated dead zone and wait. All attackers regen if the first battery is taken.

    Battery 2: one regen, when defenders are hit they must move to a designated point to respawn, on being hit a second time they must move to battery 3 and set up a defence. When attackers are hit they must move to a designated point to regen, on being hit a second time they must move to a designated dead zone and wait. All attackers regen if the second battery is taken.

    Battery 3: two regens, when defenders are hit they must move to a designated point to respawn, on being hit a third time they must move to a dead zone and wait. When attackers are hit they must move to a designated point to regen, on being hit a third time they must move to a designated dead zone and wait.

    Attackers win if all batteries are taken, defenders win if they are still in control of one battery and all attackers are dead.


    GAME 2 – Downed pilot (defenders successful in Game 1).

    An aircraft has been shot down by enemy air-defences. Attackers must find the wreckage and locate the pilot.

    2 even teams, one pilot. Pilot is armed with a pistol with limited ammo (one clip). Both teams start in the safe zone, pilot goes out 5 minutes ahead of the teams to hide. Pilot may move as they wish during the game but if they are hit they are considered wounded and must go prone and stay where they are. Wounded players must be carried by a friendly player in order to move (arm around the shoulder will suffice, no need to break out the stretchers).

    Attackers must secure the pilot and return them to a designated exfil point. The exfil point is also the regen point for the attacking team, infinite respawns.

    Defenders must capture the pilot and return them to a designated base camp for interrogation. This basecamp is also the regen point for the defenders.

    Both teams leave the safe zone from opposite sides at the same time.


    GAME 2 – Capture the commander (Attackers successful in Game 1/Game 3)

    With enemy air defences neutralised a team of special forces has been landed behind enemy lines to capture the enemy commander.

    Teams: 1 small team of special forces including a medic, go in first and set up at their designated insertion point. Their primary mission is to capture the commander.

    1 command unit, consisting of one commander armed with a pistol and a small number of body guards.

    The rest of the teams are divided evenly. One point is designated as an ammo dump, another is designated as a barracks, a third point is designated as the command post.

    Defenders must defend the ammo dump, barracks and command post. The regen point is near the barracks. The attacking main force’s objective is to destroy the ammo dump and barracks. Attackers have no regens until the ammo dump is taken, at which point the ammo dump becomes their respawn point with infinite respawns.

    Special forces have two respawns, to be administered by the medic, if the medic is killed then special forces may respawn near the ammo dump, if it has been taken, or must wait in a dead zone until a respawn point becomes available.

    The command unit has two respawns, to be administered by the commander, the commander has no respawns but on being hit is considered wounded.

    Attackers win if the special forces successfully capture the commander and take him to the ammo dump to be extracted, or if both the ammo dump and barracks is captured.

    Defenders win if they hold both the ammo dump and barracks or hold the barracks and the commander has not been captured.

    A point is considered taken once it has been held by a force for a time of 3 minutes to be determined by a marshal. If the barracks is taken, the defending forces respawn at the command post.

    If the defenders are successful in this scenario the Behind Enemy Lines Scenario is played.

    GAME 3 – Pilot Captured

    The pilot has been disarmed, wounded and in the custody of the defenders. Defenders must carry him to an extraction point so that he may be loaded on a truck and taken for further interrogation. Attackers have one last chance to rescue their pilot before he is gone for good.

    Both teams start at fixed locations, these will be the respawn points for the course of the game. Infinite respawns. The pilot starts the game wounded and unarmed. Upon linking up with the attackers he receives medical attention and may be armed. If the pilot is hit after receiving medical attention he is considered wounded again.

    Attackers win if they rescue the pilot and bring him to their base. Defenders win if the pilot is successfully brought to the extraction point.

    If the attackers are successful in this scenario then the Capture the Commander scenario will be played.

    If the defenders are successful in this scenario then the Behind Enemy Lines scenario will be played.


    GAME 4 – Behind Enemy Lines

    A team of special forces has become cut off from their extraction point. They must dig in and wait for relief by ground forces.

    A team of special forces get a 5 minute head start to go an set up a defensive position. They will have one medic and two respawns each. The last special forces player to lose all their lives is considered wounded.

    Defenders: must kill/capture all special forces. Defending forces get a 5 minute headstart on the attackers.

    Attackers must rescue the special forces team and get at least one team member back to their base. Attackers will leave the safe zone 5 minutes after the defenders, so a total of 10 minutes after the Special forces team left to set up.

    Each team has a basecamp which is their respawn point. Infinite respawns.

    If the attackers are successful in this mission and the Capture the Commander mission has not been played then it will be played next.


    OVERALL VICTORY

    The attackers will win overall if the enemy commander is captured during the Capture the Commander mission. The defenders will win overall if the last remaining Special Forces team member is captured in the Behind Enemy Lines mission. If neither the commander nor last remaining special forces player were captured victory will be determined by the number of games won by each team.


Comments

  • Registered Users, Registered Users 2 Posts: 40,291 ✭✭✭✭Gatling


    talking with Kdouglas on saturday about something similar , Co vs Co .basicly at the start of the day or even the day before a skirmish 2 commanders are selected and assigned squads for a full day ,using some of the above senarious ,point are given on fastest time to complete tasks,least amount of regens used ,and so points are tallied and 1Co is announced topdog ,the following week new C/o s same tasks, all points posted here,

    Bridge crossing and defence . using just the lane way 1 team must attack and gain control over a vital supply bridge , with no regens and the defending team allowed to withdraw to the new portacabing for a last stand ,


  • Registered Users, Registered Users 2 Posts: 3,533 ✭✭✭iceage


    Haven't managed to read all of that! but you've really put some thought into thats for sure..cool.


  • Registered Users, Registered Users 2 Posts: 1,401 ✭✭✭Arcto


    Spetzcong wrote: »
    I thought a thread where people could discuss ideas for different game types/scenarios might be a good idea. Below is a series of scenarios I lashed together that could be played out over a day. Any comments, abuse, discussion or scenarios of your own appreciated.

    Warning wall o' text incoming



    GAME 2 – Downed pilot (defenders successful in Game 1).

    An aircraft has been shot down by enemy air-defences. Attackers must find the wreckage and locate the pilot.

    2 even teams, one pilot. Pilot is armed with a pistol with limited ammo (one clip). Both teams start in the safe zone, pilot goes out 5 minutes ahead of the teams to hide. Pilot may move as they wish during the game but if they are hit they are considered wounded and must go prone and stay where they are. Wounded players must be carried by a friendly player in order to move (arm around the shoulder will suffice, no need to break out the stretchers).

    Attackers must secure the pilot and return them to a designated exfil point. The exfil point is also the regen point for the attacking team, infinite respawns.

    Defenders must capture the pilot and return them to a designated base camp for interrogation. This basecamp is also the regen point for the defenders.

    Both teams leave the safe zone from opposite sides at the same time.


    .


    I played a paintball game similar to that years ago. The site used a store maniken (sp?) with a crude parachute for the pilot. It was hanging from a tree in an opening that both teams reached at the same time. I droped my marker and legged it at the tree diving behind it for cover. The enemy team seemed more happy shooting at my unprotected team mates and vice versa. I tried to free the pilot but it was stuck so i employed more force. The pilot then ripped in half, literally. I threw (half of) him over my back as a shield and ran all the way back to base without being shot whereupon one of my team mates began to simulate rape on the maniken. Thats one pilot who wishes he/she was never rescued.

    Sorry if off topic but that scenario you put up reminded me of that day. Good scenario and id like to try it, again....without killing the pilot :D


  • Registered Users, Registered Users 2 Posts: 715 ✭✭✭Tomazas


    Spetzcong wrote: »
    I thought a thread where people could discuss ideas for different game types/scenarios might be a good idea. Below is a series of scenarios I lashed together that could be played out over a day. Any comments, abuse, discussion or scenarios of your own appreciated.

    How much time you recon would be given for each round/game? Overall its a very nice scenario with multi tasks objections which i like. well done


  • Closed Accounts Posts: 797 ✭✭✭Spetzcong


    I dunno how long each game would take, depending on people maybe 40 minutes to an hour. Probably less with fewer people, maybe longer if there was more.


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