Post by immaninjabih on Oct 6, 2009 18:44:10 GMT -5
This is a rough idea for the rules, but basically for the November night fight (the date for this will be posted soon by the way) we want to try a Spies Vs. Mercenaries game. Here's the idea so far:
Spies Vs Mercenaries
Time limit: 1 Hour
Playing field area: Old side (with forts)
Re-spawns: See below
Hit rules: Spies have wounds, mercenaries are one hit-kill
Spies will have 1/5 of the total amount of players on their team. If there are 10 total to play, the spies will have 2 members. If 20 players, the spies will have 4 members, and so on. Spies can ONLY use pistols for this game.
Mercenaries will have the remaining amount of players, and must be divided into two teams. The first team, can use any weapon they have, and must guard the fort from any spy intrusion (There's a small chance we'll have two or three spot lights on the fort for this.) The guarding team can stand with their rifles at the ready. This guard team must contain the majority of the mercenaries, however they cannot stand guard in the fort, but around it and near it.
The other mercenary team is a patrol team, that must contain a small amount of mercenaries to patrol the paths around the fort. The patrol team can use any weapons they have, however their primary weapons must be slung on their backs and cannot be at the ready position. If the patrol team finds an intruder, they have the ability to radio to their base for support from the other mercenaries (hence the majority of the players need to be at the base, so they can provide backup)
This being said, Radio's are a MUST for the two mercenary teams so they can communicate, however NO mercenary can use a headset. Radios must be on for the duration of the game, and the patrol team must occasionally report by radio to the base with location and updates. The mercenary on the guard team with the radio must remain at the base at all times however, so they can give the order for backup, or request the patrol team to return. The patrol team must also stay on the constant move, unless back at base to swap members or rest.
Mercenary objectives:
-Guard team must ensure that the fort not be infiltrated by the spy team
-The Mercenary CO must maintain control of his numbers. If the patrol team is under an ambush and the fort has spotted an intruder in the area, they must make the call weither or not to return the patrol team, or send backup, however no mercenary must leave their designated area unless given the order by the mercenary CO
-The patrol team must stay on the constant move for a possible spy threat. If spotted, they must unsling their weapons and engage the spies, and if needed, request for backup. Spies will need to occasionally stop at check points set up by the Mercenary CO and radio their status.
-Mercenary teams are not allowed to leave the woods to enter the surrounding field
Spy Objectives:
-Infiltrate the enemy base within the time limit. Some games will have intel items in the enemy forts that need to be extracted.
-Spies must have walkie talkies with headsets to communicate with their team
-Spies have the luxury of entering the field surrounding the woods
Re-spawn rules:
Mercenary guard team - Must leave the playing area to a designated spot, and then return to the base, step inside, and they are back into the game.
Mercenary patrol team - Must leave the playing field for a total of 5 minutes in the designated area. After the time limit, must return to base for orders from the Mercenary CO
Mercenary CO - Has no re-spawns. If the mercenary CO dies, re-spawning for the rest of the mercenary team ceases. (Therefore, the death of the CO must be announced over the radio to patrol teams as well. If a team is waiting to respawn and their CO dies, they can no longer respawn.)
Spies - 5 minute wait in designated area to respawn and enter the playing field. Each spy has ONE respawn. If at anytime the entire spy team is dead, the game is over.
If you have any comments, feel free to let me know what you think.
Spies Vs Mercenaries
Time limit: 1 Hour
Playing field area: Old side (with forts)
Re-spawns: See below
Hit rules: Spies have wounds, mercenaries are one hit-kill
Spies will have 1/5 of the total amount of players on their team. If there are 10 total to play, the spies will have 2 members. If 20 players, the spies will have 4 members, and so on. Spies can ONLY use pistols for this game.
Mercenaries will have the remaining amount of players, and must be divided into two teams. The first team, can use any weapon they have, and must guard the fort from any spy intrusion (There's a small chance we'll have two or three spot lights on the fort for this.) The guarding team can stand with their rifles at the ready. This guard team must contain the majority of the mercenaries, however they cannot stand guard in the fort, but around it and near it.
The other mercenary team is a patrol team, that must contain a small amount of mercenaries to patrol the paths around the fort. The patrol team can use any weapons they have, however their primary weapons must be slung on their backs and cannot be at the ready position. If the patrol team finds an intruder, they have the ability to radio to their base for support from the other mercenaries (hence the majority of the players need to be at the base, so they can provide backup)
This being said, Radio's are a MUST for the two mercenary teams so they can communicate, however NO mercenary can use a headset. Radios must be on for the duration of the game, and the patrol team must occasionally report by radio to the base with location and updates. The mercenary on the guard team with the radio must remain at the base at all times however, so they can give the order for backup, or request the patrol team to return. The patrol team must also stay on the constant move, unless back at base to swap members or rest.
Mercenary objectives:
-Guard team must ensure that the fort not be infiltrated by the spy team
-The Mercenary CO must maintain control of his numbers. If the patrol team is under an ambush and the fort has spotted an intruder in the area, they must make the call weither or not to return the patrol team, or send backup, however no mercenary must leave their designated area unless given the order by the mercenary CO
-The patrol team must stay on the constant move for a possible spy threat. If spotted, they must unsling their weapons and engage the spies, and if needed, request for backup. Spies will need to occasionally stop at check points set up by the Mercenary CO and radio their status.
-Mercenary teams are not allowed to leave the woods to enter the surrounding field
Spy Objectives:
-Infiltrate the enemy base within the time limit. Some games will have intel items in the enemy forts that need to be extracted.
-Spies must have walkie talkies with headsets to communicate with their team
-Spies have the luxury of entering the field surrounding the woods
Re-spawn rules:
Mercenary guard team - Must leave the playing area to a designated spot, and then return to the base, step inside, and they are back into the game.
Mercenary patrol team - Must leave the playing field for a total of 5 minutes in the designated area. After the time limit, must return to base for orders from the Mercenary CO
Mercenary CO - Has no re-spawns. If the mercenary CO dies, re-spawning for the rest of the mercenary team ceases. (Therefore, the death of the CO must be announced over the radio to patrol teams as well. If a team is waiting to respawn and their CO dies, they can no longer respawn.)
Spies - 5 minute wait in designated area to respawn and enter the playing field. Each spy has ONE respawn. If at anytime the entire spy team is dead, the game is over.
If you have any comments, feel free to let me know what you think.