| Re: Game variations... Scenario Title: Green Berets Scenario Summary and Objectives: Team Alpha (Green Berets) have completed their mission and now must make their way through hostile territory to the extraction point. Team Bravo (Viet Cong) must stop them by eliminating the majority of the Alpha Team. Rules:
1. 50% of the Alpha team must reach the extraction point alive to win the round.
2. Team Alpha's start point will be at the opposite side of the field from the extraction point.
3. Team Bravo's respawn points will be unknown to Team Alpha, but must be designated prior to the round beginning.
4. Team Bravo will have unlimited respawns.
5. There is a time limit in effect to prevent a stalemate. Variations: Depending on the terrain, the team count will vary. Typically, the game is played with even teams, but the Green Beret team can have a slight advantage depending on the playing field and amount of players available. Scenario Title: Equilibrium Scenario Summary and Objectives: Team Alpha is detained in an holding cell. Their weapons are located in nearby armory. The power is shut down (countdown to begin the round) and Team Alpha is capable of escaping. They must reach the extraction point to win the round. Rules:
1. Team Alpha, unarmed, will start in a predetermined detention area.
2. Team Alpha's weapons will be located within 30 yards, in a centralized location.
3. Team Bravo must begin out of visual range of the detention center and must not be within 30 yrds of the armory.
4. Team Bravo can engage Team Alpha as soon as the round begins. Variations/Modifications: This game can be played with a single Team Alpha member. Typically, the odds must be 4-1 in favor of Team Bravo. Scenario Title: Civil War Scenario Summary and Objectives: A pseudo reenactment of a civil war era battle. Team Alpha and Team Bravo will face off at opposite sides of the battlefield, within visual and audible distance of each other. They will advance in formation until within 15yrds of each other (surrendering distance). The team with the most troops left, wins the round. Rules:
1. Players must not use a hopper.
2. Each player is allowed 20 rounds, to be placed in a pocket.
3. One team member will be designated as commander. He will provide firing commands until he is eliminated. The next in line will assume command.
4. Commands are as follows:
Ready! (load a ball into chamber)
Aim! (Aim)
Fire! (Fire)
Forward! (Advance) Variations/Modifications: n/a Scenario Title: The Hunted Scenario Objectives and Summary: Team Alpha has been tasked with hunting down an elite enemy sniper during their final excursion. They have limited ammo and little recon info. The round is over when the sniper is dead or Team Alpha is eliminated Rules:
1. The sniper is given 5 minutes to obtain his starting location.
2. The sniper will have all the ammo he can carry.
3. Team Alpha will only have 25 rounds per solider. Variations: Time limit will need to be in effect. No respawns. Scenario Title: Black Box Scenario Objectives and Summary:
Alpha team needs to recover the "Black Box" from a downed aircraft and bring it back to their HQ. Bravo Team needs to keep Alpha Team from getting the box until Bravo Team reinforcements arrive (time limit in effect). Rules:
1. The Black Box will be in a known, open location with both teams starting fairly close, to prevent sprinting to the box and extracting it without a firefight.
2. Team Bravo simply must defend the box location for the specified time limit, while Team Alpha must retrieve it and bring it back to their HQ.
3. Team Alpha wins when the box reaches their HQ (safe zone) or they eliminate Team Bravo.
4. Team Bravo wins when the time expires or Team Alpha is eliminated. Variations: Respawns for Team Alpha can be considered if Team Bravo has the advantage in regards to player numbers. Scenario Title: Jail Break Scenario Summary and Objectives: Two Team Alpha members must release their squad from a detention center. They will then move to a armory location only known by the two members. Once armed, Team Alpha must move to the extraction point to win the round. Team Bravo must actively attempt to prevent the release of their captives. Rules:
1. The armory will be determined and set up by the two man Alpha rescue team prior to the round start. However, they will not have any communication with the rest of the team.
2. The detention center and extraction zone will be predetermined by both teams prior to the round beginning.
3. Team Bravo cannot be within 30 yrds of the detention center or the extraction zone. If the armory is found, Team Bravo cannot move or otherwise hinder its recovery. However, they are allowed to secure the perimeter of the armory.
4. An original rescue team member and a rescued team member must reach the extraction point to win the round. Variations/Modifications: There are no respawns, however a time limit is in effect. Scenario Title: Recon Scenario Summary and Objectives: Team Alpha and Team Bravo are assigned recon duties for their respective military forces. They are to locate and note logistical information for specific recon agendas. If they encounter any resistance, they are to either eliminate the resistance or find a way around them. Rules:
1. One player will be designated Ref/Combat Camera. They are responsible for setting up the various (but predetermined amount) recon points throughout the playing field. They will have 15 minutes to do this.
2. Recon points are to be designated clearly, preferably with a flag.
3. A method of proving the identification of the point must be determined (see Variations).
4. Every active team member must have all recon points accounted for before returning to HQ. If a team player is killed in action, they are no longer considered an active team member.
5. The game ends when all recon points are accounted for, only one team is left or the time limit has expired. Variations/Modifications: Recon identifiers can be dealt with in a variety of ways.
1. Recon points can have individual color felt tip markers. The players will each have a card (or a team member may be promoted to commander status and the card will be centralized). At each recon point, the card will be marked with the specific color.
2. Recon points can have individual "passwords" assigned by the ref. As with option 1, the players will need to write down these passwords per team card (or commander card) before finishing the round.
3. Recon points can have multiple color armbands attached. One color for each team, per flag. Teams will need to gather their armbands from the recon points.
Another variation in this particular scenario is the use of multiple teams. The potential for Team Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, Gamma, etc. is there as well as teams can be as small as a three man fire team. Scenario Title: Conquest Scenario Summary and Objectives: Traditionally called a "push" game. Flags are set up in numerical order along the field. Flag 1 will be nearest to Team Alpha's HQ. The highest flag number will be furthest away from Team Alpha's HQ. Team Bravo must acquire Team Alpha's flags in order, starting from the highest number, until they reach Team Alpha's HQ by acquiring the final #1 flag. Rules:
1. The flags must be taken in order from highest to lowest.
2. When the flag is acquired by Team Bravo, it must be returned to Team Bravo's HQ before the next flag can be attacked. Although Team Alpha cannot "reacquire" the flag, they can defend its current location if dropped.
3. If a player is in control of the flag, enroute to the HQ, and they are shot, they must drop the flag. Variations/Modifications: This scenario is traditionally played with infinite respawns, but a preset time limit. If Team Bravo has not acquired all the flags within that time limit, Team Alpha wins the round. Scenario Title: Under Siege Scenario Summary and Objectives: Team Alpha (bunker team) is under heavy fire in their heavily fortified bunker. They have to hold out for X amount of time for Delta team (rescue team) to arrive to assist in the defense against Bravo team (attack team). Rules:
1. The round will begin with even teams. Alpha team will be limited to 3 people and Delta will be made up of the remainder.
2. Bravo team will start out of visual range of Alpha team.
3. Delta team will start at far end of field with a minimum 3 minute start delay. Field variances can alter delay time.
4. Round is over when either Alpha or Bravo team is fully eliminated. Alpha/Delta team wins the round if Bravo team cannot eliminate Alpha team before round expires. Variations/Modifications: There is a 45 minute time limit in effect. Another variance can include a satchel charge to blow the bunker. If a satchel can be thrown within the bunker walls with a minimum 15 second timer to blow the satchel, Bravo team wins the round
Last edited by MFCT : 12-19-2006 at 07:29 PM.
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