Post by labrador on Sept 5, 2011 19:58:39 GMT 8
Hi guys,
I got to thinking about our hobby yesterday after the cxg games. I know, i am among the first to abandon all the talk of scenarios and just go for a simple head to head meeting engegement or road game. During sunday's game however, we played a stage series of engegements that took us through the entire game site part by part. While most of the players spent almost the whole time just hanging around waiting to get fed into the situation, i saw the value of actually keeping the game play interesting due to the set series of goals given to the players. I think we could try this sort of ladder type series of engagements during our next big game say perhaps in Alpadi.
As an example, we could do a series like this:
Scenario 1: Infiltration. Allied commandos are tasked to retrieve intelligence about german defences in a particularly heavily defended sector of the front. The task is to snatch a key german official and/or some documents from a headquarters.
Headquarters: Blockhouse at alpadi paintball area. Allied paratroopers will infiltrate from the road area and the bridge area to try and surround, neutralize and snatch documents and officer from the blockhouse before german reenforcements arrive. The blockhouse will initially house the officer, his aide, the documents and 4 sentries including a machine gun nest at the roof top. The allies have 25 minutes to infiltrate and accomplish their mission and exfiltrate down the road end below the village and blow up the blockhouse. Speed is of the essence. A german relief force is on the way from the upper road and will be released after 15 minutes of mission start to pursue the allies down the road.
Initial german force: 6 (officer, aide and 4 guards)
Allied force: 8 to 12 (reenforced squad)
German reserves: 8 men - starting point at the road crest above the paintball site.
Goal: Major allied victory: German officer and maps brought to the rendevous point at the bottom of the village road.
Allied tactical victory: either german officer OR map is brought down to the bottom of the village road.
German tactical victory: Allies access the blockhouse but fail to retrieve the documents of officer
Major German Victory: Allies suffer 75 percent or more casualties.
Scenario 2: Invasion. The allies invade. This will be played out as a standard alpadi scenario with the allies approaching the german defences by way of the bridge and the lower route at the alpadi paintball area. Ideally the invading foece will have a slight superiority in numbers. The previous scenario will determine start positions for the invading troops. If the allies lost the previous scenario they will be required to start from a single start point facing away from the german defenders as they deploy. If the allies were successful in the previous scenario they will be allowed to start from the edge of the bridge and the bottom right flank of the german positions. The defenders will have an MG position either within the sandbagged area or the blockhouse roof top. the game will last 30 minutes.
Goal: Major Allied victory: Allies overun the german positions completely causing 100% casualties
Tactical Allied victory: the allies overun the german positions causing at least 75% casulaties with the remaining germans scattered through the game site.
Stalemate: The allies are unable to completely overun the german position and suffer 50% casualties or less.
German Tactical Victory: The allies are thrown back and suffer at least 50% casualties. they must no longer be in posession of the german positions at the end of the 30 minutes.
German major victory: The allies are thrown back suffering 100% casualties.
Respawns will be allowed according to numbers of players available. respawns must proceed to scenario starting point and attack from there.
At this point, scenario 3 can be played as an axis counter attack if the allies have won the preceding scenario. If not, the game play can evolve to the next stage.
Scenario 3/4: roadside ambush. depending on the winner of the previous scenario, side A or B can be interchangeable.
Force A is escorting prisoners down a road to a holding camp. unbeknownst to them, a small defending force (force B) lies in ambush. the defending force will consist of half the number of players of the attacking force. the attacking force will be escorting a small number of defenders taken prisoner down the road. Starting point will be the road crest above the paint ball area. defenders will have freedom to choose the ambush location (as long as our cars are not put in danger) to the point where the road straightens out at the bottom. defnders will not be allowed to deploy beyond that. the defenders can take a loose defensive position scattered along the route or defend in force. It is recommended that a sniper be involved. Prisoners may attempt to escape but in no instance shall there be physical contact between prisoners and captors. Captors may opt to shoot escaping prisoners.
Force A's objective is to run the gauntlet of defending forces and end up at the bottom of the road with at least 1 prisoner and with 50% surviving personnel. Force B's objective is to simply deny Force A's objective.
I'm a little iffy about this last one. it's a decent scenario but we might end up with injuries to escaping prisoners and captors blocking their escape.
Scenario 5: Axis counterattack,hilltop assault (camp abubakar) The allies will be hunkered down at camp abubakar. assaulting force will initially have 2-1 superiority to the defending force. Axis objective is to clear the hilltop house and hold it for 10 minutes under assault from an allied relief team. Allied relief team will consist of all players hit and killed within the 1st 15 minutes of the game. the game will have 3 phases. Axis assault (2 pronged assault up the hill) 20 minutes. Axis consolidation, if succesful with the hilltop assault they will have 10 minutes to consolidate the area and clear any remaining allied observers or survivors followed immediately by a sudden allied counterattack.
Major allied victory: Allies re take the house in the 3rd phase, or Axis fail to complete the assault.
Tactical allied victory: only 20% of axis defenders left in the house after the last 10 minutes.
stalemate: Axis complete the 1st assault but are unable to hold the position during the counterattack
Axis tactical victory: Axis left in possesion of the house with more than 20% of the original force remaining
Axis major victory: Axis keep the house in the 3rd phase with more than 50% of the original force remaining.
well, that's it......or we could just stick to our normal games. hehe.
We could try these when majority of te guys can get back to playing airsoft. perhaps during the next major holiday or during the Xmas season. so whaddya guys think. Also, i think for this sort of game we can be more strict as to impressions used so as to keep it feeling authentic.
Albert
I got to thinking about our hobby yesterday after the cxg games. I know, i am among the first to abandon all the talk of scenarios and just go for a simple head to head meeting engegement or road game. During sunday's game however, we played a stage series of engegements that took us through the entire game site part by part. While most of the players spent almost the whole time just hanging around waiting to get fed into the situation, i saw the value of actually keeping the game play interesting due to the set series of goals given to the players. I think we could try this sort of ladder type series of engagements during our next big game say perhaps in Alpadi.
As an example, we could do a series like this:
Scenario 1: Infiltration. Allied commandos are tasked to retrieve intelligence about german defences in a particularly heavily defended sector of the front. The task is to snatch a key german official and/or some documents from a headquarters.
Headquarters: Blockhouse at alpadi paintball area. Allied paratroopers will infiltrate from the road area and the bridge area to try and surround, neutralize and snatch documents and officer from the blockhouse before german reenforcements arrive. The blockhouse will initially house the officer, his aide, the documents and 4 sentries including a machine gun nest at the roof top. The allies have 25 minutes to infiltrate and accomplish their mission and exfiltrate down the road end below the village and blow up the blockhouse. Speed is of the essence. A german relief force is on the way from the upper road and will be released after 15 minutes of mission start to pursue the allies down the road.
Initial german force: 6 (officer, aide and 4 guards)
Allied force: 8 to 12 (reenforced squad)
German reserves: 8 men - starting point at the road crest above the paintball site.
Goal: Major allied victory: German officer and maps brought to the rendevous point at the bottom of the village road.
Allied tactical victory: either german officer OR map is brought down to the bottom of the village road.
German tactical victory: Allies access the blockhouse but fail to retrieve the documents of officer
Major German Victory: Allies suffer 75 percent or more casualties.
Scenario 2: Invasion. The allies invade. This will be played out as a standard alpadi scenario with the allies approaching the german defences by way of the bridge and the lower route at the alpadi paintball area. Ideally the invading foece will have a slight superiority in numbers. The previous scenario will determine start positions for the invading troops. If the allies lost the previous scenario they will be required to start from a single start point facing away from the german defenders as they deploy. If the allies were successful in the previous scenario they will be allowed to start from the edge of the bridge and the bottom right flank of the german positions. The defenders will have an MG position either within the sandbagged area or the blockhouse roof top. the game will last 30 minutes.
Goal: Major Allied victory: Allies overun the german positions completely causing 100% casualties
Tactical Allied victory: the allies overun the german positions causing at least 75% casulaties with the remaining germans scattered through the game site.
Stalemate: The allies are unable to completely overun the german position and suffer 50% casualties or less.
German Tactical Victory: The allies are thrown back and suffer at least 50% casualties. they must no longer be in posession of the german positions at the end of the 30 minutes.
German major victory: The allies are thrown back suffering 100% casualties.
Respawns will be allowed according to numbers of players available. respawns must proceed to scenario starting point and attack from there.
At this point, scenario 3 can be played as an axis counter attack if the allies have won the preceding scenario. If not, the game play can evolve to the next stage.
Scenario 3/4: roadside ambush. depending on the winner of the previous scenario, side A or B can be interchangeable.
Force A is escorting prisoners down a road to a holding camp. unbeknownst to them, a small defending force (force B) lies in ambush. the defending force will consist of half the number of players of the attacking force. the attacking force will be escorting a small number of defenders taken prisoner down the road. Starting point will be the road crest above the paint ball area. defenders will have freedom to choose the ambush location (as long as our cars are not put in danger) to the point where the road straightens out at the bottom. defnders will not be allowed to deploy beyond that. the defenders can take a loose defensive position scattered along the route or defend in force. It is recommended that a sniper be involved. Prisoners may attempt to escape but in no instance shall there be physical contact between prisoners and captors. Captors may opt to shoot escaping prisoners.
Force A's objective is to run the gauntlet of defending forces and end up at the bottom of the road with at least 1 prisoner and with 50% surviving personnel. Force B's objective is to simply deny Force A's objective.
I'm a little iffy about this last one. it's a decent scenario but we might end up with injuries to escaping prisoners and captors blocking their escape.
Scenario 5: Axis counterattack,hilltop assault (camp abubakar) The allies will be hunkered down at camp abubakar. assaulting force will initially have 2-1 superiority to the defending force. Axis objective is to clear the hilltop house and hold it for 10 minutes under assault from an allied relief team. Allied relief team will consist of all players hit and killed within the 1st 15 minutes of the game. the game will have 3 phases. Axis assault (2 pronged assault up the hill) 20 minutes. Axis consolidation, if succesful with the hilltop assault they will have 10 minutes to consolidate the area and clear any remaining allied observers or survivors followed immediately by a sudden allied counterattack.
Major allied victory: Allies re take the house in the 3rd phase, or Axis fail to complete the assault.
Tactical allied victory: only 20% of axis defenders left in the house after the last 10 minutes.
stalemate: Axis complete the 1st assault but are unable to hold the position during the counterattack
Axis tactical victory: Axis left in possesion of the house with more than 20% of the original force remaining
Axis major victory: Axis keep the house in the 3rd phase with more than 50% of the original force remaining.
well, that's it......or we could just stick to our normal games. hehe.
We could try these when majority of te guys can get back to playing airsoft. perhaps during the next major holiday or during the Xmas season. so whaddya guys think. Also, i think for this sort of game we can be more strict as to impressions used so as to keep it feeling authentic.
Albert