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 SCENARIOS TO PLAY

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WARLORD666
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WARLORD666


Number of posts : 107
Age : 42
Location : Batac City
Registration date : 2007-09-11

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PostSubject: SCENARIOS TO PLAY   SCENARIOS TO PLAY Icon_minitimeJanuary 11th 2008, 11:32 am

Scenario's To Play

Almost all Airsoft skirmishes can be divided into one of the following two
groups, TacSim or MilSim. MilSim meens that the players try to use the tactics
and style of military units, and the games is often strategic like Base
Defence, Base Attack, Search n Destroy or other similar game.

TacSim is simulation of tactical situations. SWAT skirmishes is a type of
TacSim.

These are just a few, there are literaly thousands of scenarios you could
come up with, be creative, be safe, play fair, and have fun.


Game Variants:
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.

All scenarios listed above have been provided by East Side Militia.
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zomek
Two-star General
Two-star General
zomek


Number of posts : 210
Age : 38
Location : Batac City
Registration date : 2007-09-18

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PostSubject: Re: SCENARIOS TO PLAY   SCENARIOS TO PLAY Icon_minitimeJanuary 11th 2008, 1:09 pm

pres, anong preffered scenario for us...yung tipong makakahasa sa skills and abilities natin??
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sphinx
Colonel
Colonel
sphinx


Number of posts : 114
Age : 37
Location : BaTaC-CiTy
Registration date : 2007-12-19

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PostSubject: Re: SCENARIOS TO PLAY   SCENARIOS TO PLAY Icon_minitimeJanuary 11th 2008, 1:34 pm

any scenario can do as long as pde gawin sa site...
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WARLORD666
President
President
WARLORD666


Number of posts : 107
Age : 42
Location : Batac City
Registration date : 2007-09-11

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PostSubject: Re: SCENARIOS TO PLAY   SCENARIOS TO PLAY Icon_minitimeJanuary 12th 2008, 9:58 am

ANY KIND OF SCENARIO CAN DEVELOP SKILLS AND ABILITIES OF A TEAM..IT DOESN'T DEPEND ON WHAT GAME YOU PLAY, IT'S HOW YOU PLAY THE GAME..AIRSOFT IS A TEAM EFFORT..THERE'S NO " I " IN TEAM..LEARN TO COMMUNICATE WELL WITH YOU TEAMMATES..THAT'S WHAT YOU NEED TO DEVELOP..BEST ANSWER TO YOUR QUESTION IS, PLAY ALL THE SCENARIOS THAT CAN BE PLAYED IN OUR GAMESITE WITH YOUR TEAM PARA MAHASA TALAGA SKILLS NYO..
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PostSubject: Re: SCENARIOS TO PLAY   SCENARIOS TO PLAY Icon_minitime

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