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Game VARIANTS

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Game VARIANTS Empty Game VARIANTS

Post by Howie 23rd March 2010, 1:17 pm

Last man standing (Ultimos homo statans): All against all in a game often with limited time and area.
Back to basic: A game where only spring pistols is allowed. Ammo can be limited.

Terminate (Team mot team): Two teams that fight against each other until time has run out or one team has been annihilated.

Capture the Flag: Two teams play against each other and tries to take the other teams flag back to their on base (flag). The flag has to be carried clearly visible. This game can be played in two variants, "Live Flag" or "Dead Flag". In Live Flag the flag is dropped if the Flag carrier is shot, and a another player can pick the flag up. In "Dead Flag" the Flag carrier has to return the Flag to the enemies base, if the Flag carrier gets eliminated, before the Flag can be taken again.

Two bases one flag: In this game there is two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begin in each base. To goal of this game is to take the Flag to the enemies bas. When the flag reaches the enemies base, the enemy looses. If the flag carrier is eliminated anyone can pick up the flag.

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.

Man hunt: A volontary player is the prey and the rest of the players is the hunters. The prey is given a pistol and some ammo, and the hunters can have whatever they want. The hunters should be between 4-10. The prey wins if he can reach a specific place within the timeframe. The hunter that shoots the prey wins otherwise. The hunters cant shoot each other.

Bounty Hunters: An everyman for himself game, where each player is issued a teammarker. Then the start signal is given all players runs out in the field. When the next signal is given the game starts. When someone is eliminated, the shooter gets the eliminateds teammarker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the teammarker himself. Teamforming is not allowed and the formers is disqualified. Gametime should be atleast one hour and the winner is the player with the most markers.

Wanted, Prefered Dead: A small team, 20% of the players (Prisoners) shall travel thru an area that is guarded by 80% of the players. The prisoners cant have any big weapons or support weapons. The guards can have whatever they chooses. Each prisoner that reaches the goal is consided a winner. Timelimit is somewhere between 30 minutes to many hours.

Commando Raid: A small group is the commandos. The rest off the players is divided to guard the objectives. The defenders goes out to the field and begin to guard the objectives. Each objective should be guarded by the same amout of guards as the commandos are. The commandos is taken to a small zone outside the gamearea. This is their Insertion and Extraction Point. When the commandos has finnished with the mission, atleast 1/3 has to return to this zone or they cant win. Inform the commandos that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they has taken the Flag from the objective they should leave the "Flag" at the "DropZone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themself and send out patrols, but not leave the objectives unprotected.

Paratroopers: Two teams is divided. 1/4 of the players is the Paratroopers and they're blindfolded and taken out to their "DropZone". At the dropzone they're given a simple map over the area. The other players is split to defend 3 objects in the area. The goal for the paratroopers is to "take out" a objective by stealing it's Flag and return with the Flag to the "PickupZone". When the judge at the "PickupZone" has the Flag the paratroopers has won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.

Hostage rescue: Two teams is again divided. One team is divided into "Hostage" and "Rescue", while the other team is Guards. The hostage has to be divided to different locations. The rescue team can carry extra weaponary to the hostage. The hostage can attempt to flee but they can then be eliminated (Shot trying to escape). 50% of the Hostage has to be rescued.

SWAT terrorist elimination: Classic. A SWAT Team (25% of the players) shall clear an area of terrorists. Buildings is to prefer.

Killing house: A player or a small team shall clear a house that has been rigged by the organisers on the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.

Assassins: Two players has to eliminate a specific player and reach their insertion point before the time limit is reached.

Killing of the Officers: Two teams, and each team has an Officer. The goal is to eliminate the other teams Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers cant move.

King of the Hill: 1/3 of the player barricades themself on a hill or relativly open area and the rest of the players is the attackers. On the top of the hill is a Flag, and the team that is closes to the flag when the time is out, wins. The hill should offer quite a lot of protection.

Reinforcements: King of the Hill variant with two teams. From one of the teams a smaller group (1/3) is choosen. This group barricades on the hill, round a Flag, while the big team is placed below the hill and out of range. The remaining 2/3 of the team is take to a place 5-10 minutes from the base of the hill. The team that is closes to the flag when the game ends, wins. Gametime should be between 20-40 minutes.

Zombies: This is another Team vs Team game, but all the eliminated players go to a third start point. When three eliminated players has reached that point, they form a zombie team and can play again. The new zombie team fight against all other teams, including other zombie teams. The game ends when there is only one player left from anyone of the original teams.

Trenches: A rectangular area about 50x125m is divided into 10 sectors, 2x5. The two teams should be big, 15-40 players, and they start on the opposite short sides of the field. The team that controlls most sectors when the game ends, is the wins. It takes atleast 2 men and no enemies in a sector too control it. The flesh wound rule is used.

Drag the doll: A Doll (Stuffed and mansize, should weigh atleast 40kg) is in the middle of a square arena. The arena is open and flat, but with a lot of junk for cover. Each side is the start for a team of 3-5 players. The goal is to grap the doll and drag it to you side. This game is supposed to be intensive and fast. It's basically CTF in an arena version.

CQB (Close Quarter Battle): Indoor versions of many games. Often played in a big house or in many houses
SABOTAGE
Two teams, two bases, one bomb.

Team One: Starts at Bean
Team Two: Starts at Gloria (or the intersection just before Gloria on the North Trail since Team 1 has a much easier path to Hotel)
Bomb: At Hotel

Objective: Retrieve the bomb at Hotel and plant it at the enemy’s base. The “attacker” (bomb holders) will then have to defend the “defender’s” base for a certain amount of time to detonate the bomb.

Respawn: Limited amount at neutral base. Couch for the team that starts at Bean and Fortress for the team that starts at Gloria. “No-hit zone” in and around those neutral bases.

Specifics: Whenever a team takes control of the bomb, they must relay that information to the opposing team (radio or voice). Whenever the bomb is “dropped,” (death of bomb carrier) that must also be relayed to all teams. The reason for this is to avoid confusion as to “who” has the bomb and “where” it is. Once the bomb had been planted at the opposing team’s base, that information must also be relayed to the opposing team and the time counter will start. Either team can pick up the bomb once it has been “dropped.”

This game will focus on constant movement and dynamic tactics. You can be attacking one moment and defending the next.

Discussion:

1. Respawns: We played with 2 respawns yesterday and I think that worked well, but you may suggest whatever number you feel is better (and reason).
2. Bomb planting: We had Pitt plant the bomb yesterday inside of Hotel and that worked well, but I have an idea to just chuck it in the air (in the Hotel area) and leave it where it lands. This will be a blind throw “witnessed” by both team leaders. I think this would be cool because you will have two teams attacking each other and looking for the bomb at the same time. “Suppressive Fire!!!!!!”
3. Hold-out time: We played with a 10 minute hold-out. Discuss your thoughts and why.
4. Team Two start position: I suggest we have Team Two start in the intersection just prior to Gloria. My reasoning is that Bean is much closer to Hotel and this can reduce that advantage. Alternately, we can have someone walk or run the most direct route from both bases and place the start position the same number of paces away (or time to Hotel).
5. Inter-team communications: This game will benefit greatly with an admin, but will also work well without one. The key to this is inter-team comms. While I think that “bomb taken,” “bomb dropped,” and “bomb planted” are mandatory, I want to get your ideas if we should also feed the “defending” team intel on the bomb’s location after it has been taken by the “attacking” team.
6. Whatever you have in mind.

SIMON SAYS
The basic idea of this game is to have a small 3-5 man team who is running through the field and tasked with reaching checkpoints. This team is being hunted by one or two other teams, and they have to try and avoid the hunters without being killed. This game encourages movement and stealth, and the idea is to not sit there and engage in a gun fight, but to move and try to survive while collecting checkpoints
Command and conquer
Split Teams in half and separate into roles:

General
Special Forces
Assasination/Sniper Teams
Infantry Squads
Engineer/Communications

The basic purpose of the scenario is Battlefield-esque with capturing bases and specific points, while allowing small special forces squads to attacks points of interest. Which engineers/communications would repair or maintain.

Another feature that I find the most appealing is the use of the Generals and Snipers.

The General would normally hang back behind the front lines at an established base with a map of the field to chart enemy and personnel movements to coordinate attacks.

With a compiled and organized inventory of the weapons and supplies at their disposal, the two opposing Generals would manuever and regulate troops/supplies to achieve objectives and ultimately win the scenario.

With this General and his small team of personal security behind the lines, opposition sniper teams would be sent to assasinate the leader. This gives the snipers a focus, instead of just waiting in the bush for only a couple wandering infantry. However they can still be placed specifically to reinforce positions.

I'm reasoning with infinite respawns because I like aggressive play with no holds barred.
However, as in Battlefield, for those in squads, one could respawn on the move without having to return all to base. I found this to be a problem when members of a squad would be hit and wander back to base and try to eventually link back up with their squads through a meandering manner. I'm trying to emphasize squad coordination so the individual base respawn is a problem.

Try this for thought. What if the the first line of respawn would be the classic rope method. Maybe 4 knots? Which only a designated medic could do. If the medic is hit, then two squad members must both do some amount of knots for the medic to respawn on sight. However, if the squad leader is hit, communications cease until he is healed. To heal, he requires the same amount to respawn as the medic. Making protection a decent priority so the leaders don't have to risk their necks and be on the front all the time. Utilizing good shooters. But to make it fair to the people who are owning up on the other squad, if both Medic and Squad Leader are hit simultaneously, the whole squad is in elimination mode and must respawn at the closest base. Here radio communication is paramount, therefore utilizing the communicators role.

Example: "I'm hit and I am in elimination mode for Alpha Squad of Red Force. I am currently located at ____ where is the closest friendly respawn?"

Then the operator would respond with the use of a map to direct the member to the appropriate area.

Logistics Note: Main fortifications must be plotted on GPS and trails must be traced throughout to create accurate directions and locations of props/supplies within the field.
Howie
Howie
Your the Man
Your the Man

Posts : 1785
Join date : 2010-03-07
Age : 48
Location : Milton Florida

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