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Post by Apotheosis on Jun 16, 2010 12:42:57 GMT -5
This thread is similar to the Game Types thread (found here: richmondairsoft.proboards.com/index.cgi?board=general&action=display&thread=26) with the exception that these games have a more milsim feel to them. The games in the Game Type thread simply detail a specific type of game, where scenarios take into account some sort of background or mission for the teams to incorporate more milsim aspects. Scenarios in this section should have some sort of back story to them, the sides or teams involved, and the rules of the game. Feel free to post your own scenarios and comment or suggest changes to others' scenarios. Posted scenarios should follow a similar format to the one shown below to make them easier to follow and understand.
==============================================ExtractionBackground:During extraction from hostile territory, a roadside IED destroys the lead vehicle of the convey and renders two others inoperable. Now the squad must get to the green zone on foot before the descending enemy squads can take them out. Gameplay:Teams:-Rangers -OpFor Props:-None Lives:-Rangers have a single medic that will not be revealed to the OpFor, the medic has 3 lives but must count to 10 when hit before they return to the fight. He will have a set amount of bandages depending on the number of Rangers on the team. -OpFor have 3 lives each and must return to the green zone area as their spawn point before returning to the fight. Objectives:-Rangers must move from the base atop the hill at the far end of the field toward the house. The green zone is the backyard. Extraction is considered successful if 50% of the Ranger squad survives. -OpFor will attempt to eliminate all Rangers before they can reach the green zone.
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Post by Apotheosis on Jun 16, 2010 23:15:20 GMT -5
RetrievalBackground:In the midst of the receding economy, major corporations have taken to hiring private military contracting companies to provide security to their facilities and chief officers. MPR Futuristics, a worldwide conglomerate and weapons developer, has managed to create their own subsidiary contracting company called Security Operations Company (SOC). While escorting MPR vehicles carrying classified files to a production facility, the SOC convoy was ambushed. There were no survivors, but the stolen information was tracked to a small compound in a remote forest. The attackers have been identified as members of Close Protection Incorporated (CPI) working under orders from a rival corporation. SOC Operators will be dispatched to the compound to retrieve the stolen information. Gameplay:Teams:-SOC Operators -CPI Agents Props:-Information packets (x2) Lives:-SOC Operators have 3 lives each and must return to their designated spawn point before returning to the fight. -CPI Agents have 2 medics. Each medic will carry 6 bandages. Medics cannot heal themselves. CPI Agents cannot be healed more than 3 times. Objectives:-The CPI agents have hidden the information somewhere in the compound. Its exact location is unknown. CPI players will hide the information packets in any of the bases on the field. -SOC Operators must retrieve the information packets and eliminate any resistance put up by CPI.
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Post by Apotheosis on Jun 16, 2010 23:15:45 GMT -5
EnforcementBackground:A small city in somewhere in South America has been having problems dealing with drug distribution in the area. It appears the drug cartel has hired rebels to protect their shipments, and local law enforcement can no longer keep the situation under control. Believing that calling in the military would attract too much negative publicity, the mayor has contracted the SOC to eliminate the rebel forces. An undercover officer in the cartel has been able to supply a location for the rebel headquarters, and the SOC Operators will be deployed as soon as possible. As a secondary objective, the mayor has requested that any information the rebels have on the cartel be retrieved. Gameplay:Teams:-SOC Operators -Rebels Props:-Information packet (x1) Lives:-SOC Operators have 3 lives each and must return to their designated spawn point before returning to the fight. -Rebels have 3 lives each and must return to their designated spawn point before returning to the fight. Objectives:-The rebels will enter the field first and choose a base to be the headquarters. This will act as their spawn point until it becomes overrun. -The rebels will choose a separate base in which to hide the information packet. This base will act as the new spawn point should the headquarters become overrun. -The SOC Operators will enter hostile territory and search for the rebel forces as well as the information packet. Their spawn point will be designated on site.
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Post by Apotheosis on Jun 17, 2010 7:29:39 GMT -5
CaptureBackground:An international black market weapons dealer has resurfaced on the grid in South America. Agents from Close Protection Incorporated have seized the arms dealer on behalf of a major weapons developer which plans on using him to increase their clientele to black market buyers. MPR Futuristics has learned that this company is hurting for clients and slowly losing power in the industry, so the SOC has been deployed to intercept the arms dealer before CPI can get him out of the country. The SOC has been ordered to bring the dealer back to the States unharmed. Gameplay:Teams:-SOC Operators -CPI Agents Props:-None Lives:-SOC Operators have 3 lives each and must return to their designated spawn point before returning to the fight. -CPI Agents have 2 lives and spawn on the VIP after a 10 second count. Objectives:-The CPI agents must protect the VIP while constantly on the move and eliminate any threat. -SOC Operators must capture the VIP unharmed and eliminate the protective detail. The game ends if the VIP takes more than 3 hits resulting in a loss for the SOC.
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Post by Apotheosis on Jun 26, 2010 13:04:24 GMT -5
RebellionBackground:Regional instability has accompanied the election of a new president in a undisclosed South American country. A former general of the country's now disbanded military has been gathering rebel troops and plans to eliminate the new leader. Learning of this news, and lacking the time to re-establish their own military forces, the newly appointed leaders have enlisted the help of the Rangers to terminate this uprising. The general and his rebels have been traced to an area just outside the capitol city, but the exact location of the general has not been discovered. The Rangers will need to search the area for an intelligence packet which will contain the general's location. Once this packet has been recovered, the Rangers have orders to dispose of the general and his men by any means necessary. Gameplay:Teams:-Rangers -Rebels Props:-Intelligence packet (x1) Lives:-Rangers have 5 lives each and must return to their designated spawn point before returning to the fight. -Rebels have 7 lives each and must return to their designated spawn point before returning to the fight. Objectives:-The rebels will enter the old section of the field first and choose a base to hide the intelligence packet containing the location of the VIP. They will also choose a base in the new section of the field in which to hide the VIP. -The Rangers will search the old area to find the intelligence packet and bring it back to their spawn. At this time, the Ranger spawn point will move closer to the new side of the field. After the new spawn has been determined, the Ranger team will reenter the field in search of the VIP.
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Post by hunterbeier on Jul 4, 2010 12:22:15 GMT -5
I couldn't find any 'suggestion for scenarios' topic but I would really like to play a heli pilot rescue type mission. I'm thinking of stuff like this: Pilot(or Pilot+Co Pilot) are in the middle of somewhere ( maybe in something built somewhat like a heli so they have cover and a little more authentic haha); Enemy forces have shot them down and are now advancing towards them. Allied forces have to come get them and bring them to an extraction point to win. For some authenticity I was thinking the pilot(s) can fight againt the enemy with PDW type weapons[mp5,pistols,K.A. PDW, ect...] The allied/enemy forces should have like 1 respawn or 1 life and the pilot(s) should have 3 respawns since they will most likely be taking alot of fire and possibly be in a crossfire. Just a suggestion that I'd really like to see.
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Post by Apotheosis on Jul 4, 2010 12:52:50 GMT -5
We've definitely played games exactly like this before. I guess you just missed out on them.
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Post by hunterbeier on Jul 4, 2010 15:58:51 GMT -5
We've definitely played games exactly like this before. I guess you just missed out on them. Lol probably.
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Post by immaninjabih on Aug 14, 2010 1:35:47 GMT -5
Recovery Mission
Teams: Spec Ops OpFor
Objectives: Recover Supplies left by previous insertion teams Get supplies to the encampment sight, and hold area until you’re able to extract
Scenario: The spec-ops team will be dropped from a chopper in a field, and from there must search the hilltop for the care-package dropped for a previous insertion team. The team must recover the contents from the package, and from there make it to an encampment sight to call for extraction. The Spec-ops team will meet with another team once at the encampment sight for backup (if available) to fend off any opposing forces. Extraction will take 20 minutes to arrive once called, and once arrived, the spec-ops team will have 5 minutes to get to the chopper for extraction or they will be left due to low fuel. The team must take the supplies to the sight. If the spec-ops team is eradicated, or the personnel carrying the supplies is taken out and the OpFor gets to them and recovers them, the spec-ops team loses.
Rules: Both teams will have a one-hit kill rules
Spec-ops team members have one respawn, but cannot respawn until the spec-ops team reaches the encampment sight (this simulates the backup from the other team)
OpFor members who are taken out while the Spec-ops team is on the move, must wait at the junction point between the old and new area to respawn. Once the spec-ops team reaches and calls for extraction, any fallen Op-for members can join back in the game, and have unlimited respawns for the remainder of the game.
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