Hello guys, I was inspired by our last game (the free for all singles match) and I was thinking of Scenarios we could play within our group or amongst other "honest" groups that could add variety to our games.
"Have any good game play scenario locked up in that old noggin of yours you think would be awesome to play?" Please do share it with the group
If you could help me find a date and place to fit these scenarios the better ;D hahaha
Scenario 1: "Johnny/Hans on the Spot!" Circa 1944 The battle for Europe is burning fiercely and both sides are stretched out and low on supplies. A group of soldiers are ordered to destroy the forward base of an enemy infantry regiment but a previous artillery barrage by the enemy destroyed all detonating equipment at their camp. The captain remembered that there was a small weapons cache left in the field somewhere with demo charges, little do they know that the enemy also is finding that weapons cache and would use the demo charge to blow up their base...
OBJECTIVE To get the bomb and to bring it to the opposing team's base.
Props Needed: -The Bomb (preferably Comp B or a case of Pineapples or Potato Mashers) ;D
The bomb is placed somewhere in the game field both of the teams know the place of the bomb prior to the game. Two teams would pick their desired bases in a game field (either a house or a strip of road etc.) and write them down on something to be placed with the bomb. Once a team has gotten the bomb, they would know where the enemy base is and would plant it there. If the person with the bomb (aka Johnny/Hans) gets hit place the bomb at the floor where he fell and anyone could get the bomb to plant it on the opponent's base.
Scenario 2: "Stop the Armored Division" Circa 1943 Allied forces on one side and the Axis forces on the other both heavily armed and are about to face each other in combat. The Allies/Axis have the task to infiltrate and destroy one of two key oil supply caches of the enemy. If they fail then the sector is lost under the tracks of the enemy's armor...
OBJECTIVE Offense - Plant the bomb in one of the 2 oil supply caches Defend - Defend the oil supply caches; Defuse the bomb
Props Needed: -2 Oil Supply Cache (Could be anything, boxes, Barrels etc.) -The Bomb with a timer -Air Horn or Walkie Talkies or any loud sound device (to signal "Bomb Planted")
There are two teams evenly divided. Defend Team defends oil supply cache A and oil supply cache B. The Attack Team is equipped with a bomb. Attack Team's objective is to get to either target A or target B, set the timer for 2 minute and plant the bomb after the bomb has been planted they must signal Defend Team (Here we have two choices: either both teams each carry a walkie talkie, or use an air horn or any loud signaling device) and defend their bomb-planted objective. Defend Team must defuse the bomb by turning it off before the 2 minutes.
Scenario 3: "Free for All Assassination" Hard to put a back story to this...
Each player writes down their name and places it into a basket so the names can be drawn at random. Every player draws a name out of the hat and the persons name they draw is their target. The only person that a player may shoot is their assigned target. Once that player "hits" his target he takes his targets designated target and attacks him. Gameplay proceeds in this fashion until only one person is standing
*We could modify these Scenarios with rules like unlimited respawns, multiple respawn spots, a medic system, the bomb lights up and emits a sound so that we know who has the bomb etc.
Dogmeat, what a coincidence! I was actually thinking of scenarios to suggest. Yes, i heartily agree- scenarios you suggested and more are definitely fun and doable. Let's try some. Reminds me of the time we used to play warhammer 40k. We had scenarios to change the mission/pace - my favorite was meat grinder: we would have a group of dug-in defenders and lots and lots of attackers. Attackers would assault in droves and get to respawn and start again from a starting point. Defenders just sit tight and hold off the attackers. If a time limit is passed without attackers seizing the objective, the defenders win.
By putting in a number of seemingly small variables such as ammo shortages (one side or both have only x number of mags, etc), or objectives one has to seize, the game becomes more challenging.
yeah, the meatgrinder is always a good scenario to let off steam hahaha...
I also like any scenario with limited ammo... maybe we can inject some elements of RPG into the game? Like, say, everyone can roll 1d6 to determine how much low-cap/midcap or preset amount of ammo one can bring into the game scenario... this should spice things up pretty well!!! (one can then hear more often shouts of "I'm running out of ammo!!!", "I'm dry!! anyone have extra mags?", "I'm out, and they're all heading this way!!!" hahahaha)
Post by jimmiroquai on Jan 31, 2011 12:13:09 GMT 8
Some of the scenarios i came up with. The first of which we played at Alpadi's with the MG42.
Scenario 4: SURPRISE ATTACK • Defend and attack with a twist. • Location: Speedball area only • Attackers start at the bottom of the hill • ALL Defenders start inside the bunker • With the exception of the machine gunner and assistant MG(who gets to pic a spot to defend), defenders can only come out 2 at a time every 2 minutes or if all current defenders are wiped out, which ever comes first • 15-20 minute game • Change court after
Scenario 5: GAME OF THE GENERALS/ RAINBOW SIX Style • For RTS fans! • Location: Speedball and surrounding area. • Each team pics a general • Objective: capture the bunker • Each General will have complete control over their respective teams. No one is allowed to move without the general’s say so. Only the General is allowed to issue commands • Each general will be IMMORTAL but cannot fire on the enemy soldiers. He can only kill the enemy General. Preferably, each general will only be armed with a pistol. • From different starting points, the General will preposition half his team around a predetermined distance around the objective before the game starts. He then gives preliminary orders to the rest of the team. • Once the game starts, the General is allowed to move freely, commanding his soldiers to get to the objective. But he also has to watch out for the enemy General. • The game ends once a team captures the bunker and defends it til 20 minuntes is up. Or if the General is killed by the enemy General. • How does one protect the General from the enemy general if you’re not allowed to shoot? Do what any loyal soldier would do: take the bullet for him
Post by jimmiroquai on Jan 31, 2011 12:40:08 GMT 8
Scenario 6: Capture the General Alive! • 15-20 min game • Location: camp abubakar • Mission: General in camp abubakar has to be moved to (location). If he is captured during the transfer, enemy wins. If he arrives safely, his team wins. If he is killed, game over, no one wins. • No medic rules • Limited ammo
Scenario 7: Machine gun nest battle • 30 minute game • Location /starting points: • Mission: 1st team to knock out enemy machine gun wins • Limited ammo rules • Machine gun teams have the option to displace • Smoke grenades may be used (as smoke grenades not as frag grenades) • Medic rules apply
@jim very nice suggestions cant wait to try them out medic This would really suit your name hahaha
THE ALTERNATIVE MEDIC CONCEPT
The basic idea is to give players “wounds” that affect their gameplay.
(1 hit = first wound, second hit = second wound, third hit = dead) but it can be different depending on your game or your group. (2 wounds is the average)
This can be useful in many ways, but particularly for scenarios where you don’t want someone to be dead/out of the game as soon as they’re hit – but you still want wounds to have some real negative effect.
The ideal medic bag for this system consists of the following inexpensive items:
-A roll of Painter’s Tape (looks like green masking tape) – it does not leave a residue, which is important for our ww2 uniforms ;D
-Cloth bandages at least 1 foot square each. They can be stained with red paint for effect (i'm pretty sure the doctors in our group would know where to get cheap sources for these)
-Cloth “strip” bandages, each at least 2 feet long.
-Disposable hearing protection (the expanding foam plug kind) (this might be hard to find)
Wounds can be random or pseudo-random. You may wish to give minor wounds first, then more serious ones. Or you may want to apply wounds that are related to the circumstances (example: if a grenade was involved, hearing loss might be appropriate).
-HAND WOUND (from shrapnel, etc) – Have the player make a fist, then drape the square bandage over the whole hand and gather at the wrist. Wrap with the tape to hold it secure. Player loses use of their hand – even if it’s just their off-hand, when it comes time to reload or wind their hicap they’ll be cursing away hahaha
-HEARING LOSS (from concussion, head wound, etc) – Player is given two disposable earplugs to insert. Their hearing is limited, they will find their situational awareness is affected, and communication must be via shouts, or hand signals.
-ARM WOUND - A strip bandage is used to restrict arm movement, similar to a sling. The wrist, elbow, or bicep can be loosely tied to a piece of the player’s gear to restrict range of movement. This is more serious than the hand wound.
-EYE WOUND (from shrapnel, etc) - Simulate one of the following by applying Painter’s Tape to the player’s goggles: BLIND IN ONE EYE (tape over one eye), or TUNNEL VISION (tape over sides of goggles so no peripheral vision). Blind in both eyes should not be done for safety’s sake, except in tightly controlled circumstances.
Word of Notice Giving players physical handicaps can increase the risk of accidents on the field. Give due consideration to the environment and possible hazards to players before implementing any part of this system and we must make sure that we know very well the game site...ALPADI
The alternative medic rules are nice, but IMHO, too hardcore. No offence, it looks fun and all, but might be too complicated. I've been to games with complicated and realistic medic rules and, honestly, i'd personally just call myself out than lie in place where i was killed/wounded, etc. Also, it would be too difficult to keep track of the hits. Also important is that, it might take the fun away for the medic. No one would want to be him. In fact, in one game we played, the medic just simply refused to go to the teammates shouting for him and it just made for a long drawn out game. That's why we came up with the not-so-realistic-keeping-it-fun-and-simple medic rules above. It's actually modeled a bit after the medic rules in scoutthedoggie's airsoft videos in youtube. But, don't get me wrong, your alternative medic rules do look fun to do.
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