SNIPERACE
Global Moderator
Violence is the first refuge of the incompetent.
Posts: 1,209
|
Post by SNIPERACE on Jul 27, 2006 20:03:23 GMT 7
Guys if you have any suggestions on what type of scenario you would like to play please post them here.
|
|
SNIPERACE
Global Moderator
Violence is the first refuge of the incompetent.
Posts: 1,209
|
Post by SNIPERACE on Jul 27, 2006 22:41:29 GMT 7
[glow=red,2,300]Last man standing (Ultimos homo statans): [/glow] All against all in a game often with limited time and area. Back to basic: A game where only low power guns are allowed depending on the size of the field. Ammo can be limited.
|
|
|
Post by [S.O.A.R] William on Jul 28, 2006 1:21:20 GMT 7
Hmm, pede rin siguro "two man team". Bale lahat allowed na mag form ng two man team tas yung mga team na yun eh magla-laban-laban but still following the limited time, area and ammo rule.
|
|
|
Post by [S.O.A.R] EngrManzi on Jul 28, 2006 6:41:25 GMT 7
Pwede rin 2 snipers defending the downed pilot parang sa Black hawk down.
5-man special forces squad targeting against everyone extracting a VIP ala Tears of the Sun
2 or 3 man Sniper squad infiltrating a terrorist camp. Find the Leader and assasinate him.
|
|
Mr.S
Moderator
קלע סער
Posts: 672
|
Post by Mr.S on Jul 28, 2006 7:14:14 GMT 7
Found this a while back sa TPC airsoft thread:
Game Variants
Last man standing (Ultimos homo statans) All against all in a game often with limited time and area
Terminate (Team mot team)Two teams that fight against each other until time has run out or one team has been annihilated
Capture the FlagTwo teams play against each other and try to take the other team's 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 another player can pick the flag up. In 'Dead Flag' the Flag carrier has to return the Flag to the enemy's base, if the Flag carrier gets eliminated, before the Flag can be taken again.
Two bases one flagIn this game there are two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begins in each base. To goal of this game is to take the Flag to the enemies' base. When the flag reaches the enemies base, the enemy loses. 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 discreetly choose one player from each team that is given both teams' team-markers. Try to choose a player that hasn'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 team mates.
Manhunt A voluntary player is the prey and the rest of the players are 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 can't shoot each other.
Bounty HuntersAn everyman for himself game, where each player is issued a team-marker. 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 eliminated team marker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the team marker himself. Team-forming is not allowed and the formers are disqualified. Game time should be at least one hour and the winner is the player with the most markers.
Wanted, Preferred DeadA small team, 20% of the players (Prisoners) shall travel thru an area that is guarded by 80% of the players. The prisoners can't have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is considered a winner. Time limit is somewhere between 30 minutes to many hours.
Commando RaidA small group is the commandos. The rest off the players is divided to guard the objectives. The defender goes out to the field and begins to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction. Point. When the commandos have finished with the mission, at least 1/3 has to return to this zone or they can't 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 have taken the Flag from the objective they should leave the 'Flag' at the 'Drop Zone' and then return to the Extraction Point. There should be a time limit. The guards can barricade themselves and send out patrols, but not leave the objectives unprotected.
Paratroopers Two teams are divided. 1/4 of the players are the Paratroopers and they're blindfolded and taken out to their 'Drop Zone'. At the drop zone they're given a simple map over the area. The other players are split to defend 3 objects in the area. The goal for the paratroopers is to 'take out' an objective by stealing its Flag and return with the Flag to the 'Pickup Zone'. When the judge at the 'Pickup Zone' 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 rescueTwo teams are 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 weaponry 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 eliminationClassic. A SWAT Team (25% of the players) shall clear an area of terrorists. Buildings are preferred for this variant.
King of the Hill1/3 of the players barricade themselves on a hill or relatively open area and the rest of the players are the attackers. On the top of the hill is a Flag, and the team that is closest to the flag when the time is out, wins. The hill should offer quite a bit of cover on its slopes.
Zombies This is another Team vs. Team game, but all the eliminated players go to a third start point. When three eliminated players have reached that point, they form a zombie team and can play again. The new zombie team fights 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 50x125 m 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 controls most sectors when the game ends, wins. It takes at least 2 men and no enemies in a sector to control it. The flesh wound rule is used.
CQB (Close Quarter Battle)Indoor versions of many games. Often played in a big house or in many houses.
|
|
SNIPERACE
Global Moderator
Violence is the first refuge of the incompetent.
Posts: 1,209
|
Post by SNIPERACE on Jul 28, 2006 8:23:00 GMT 7
thats nice sirs. minsan laruin natin mga yan para may variety game natin.
o kaya yun manzi vs everyone else parang rambo hehehe
|
|
SNIPERACE
Global Moderator
Violence is the first refuge of the incompetent.
Posts: 1,209
|
Post by SNIPERACE on Jul 28, 2006 9:14:05 GMT 7
TOWN CONTROL Whichever team controls the majority of the eight buildings at the end of the game, wins the game. To control a building, a player must be inside and "alive" at the end of the game. In the case of a two story building, or a multi-roomed building, the team with the most occupying live players will control that building.
Strategies: It is an advantage to occupy as many of the buildings at the start of the game before the opposition has a chance to enter them. It is very difficult to remove an opposing player from a building once he is inside one of them. Care must be taken to avoid "friendly fire", as confusion occurs easily in this fast paced game where armbands will not be apparent due to the fact that players will be in buildings with only their heads showing.
CENTER FLAG
A flag is hung, in full view, exactly half way between the two teams. The object is to capture the one and only flag and move it to the opposition's flag station, not back to your own.
Strategies: It is not a good idea to leave a defensive force at your flag station. If your team captures the flag, there will not be any opposition forces coming to your flag station. If you have the one and only flag, they have no flag to bring to your flag station anyway. If the opposition captures the flag, your team can be divided into a pursuit force and a defensive force. The defensive force will return to the flag station to prevent the opposition from hanging it there and wining the game. The pursuit force can follow and attempt to capture the flag from the opposition. If they are successful in this, the defensive force can be called forward to help with the attack on the opposition's defensive forces that will be defending their flag station.
THE JAIL GAME
An area is designated as the jail. It is exactly half way between the two team's starting points. If any player, of any team, is eliminated, he must immediately move to the jail. He will remain in the jail until one of his team mates enters the jail and tags him. Once he is tagged, he is instantly alive, he is able to return fire, be hit again, or even tag other members of his team. He must make an attempt to leave the jail as soon as possible.
An eliminated player in the jail may call out for a rescue or say anything he wants in this game. The only time a "live" player may enter the jail is specifically to rescue one or more of his own players. No player may purposely shoot through the jail at any time. At times a large flow of cross-fire through the jail may occur accidentally and players must be cautioned never to remove their goggles, even partially, while in the jail. The game is won by eliminating the other team, collecting them in the jail, leaving no one to come to the rescue.
Strategies: This game is usually won, or lost, in the first thirty seconds of the game. Which ever team controls the jail, can rescue their own players, and meanwhile prevent the opposition from rescuing theirs. If your team controls the jail, you will always be out in full-force while the opposition will start to accumulate in the jail. Once the jail has been secured, detachments can be sent out to hunt down the remaining opposition players still at large.
ATTACK AND DEFEND
One team is placed in an easily defensible area. They are limited in their movements and must stay in the area of their defense. They are defending their flag, hanging well within their defensive positions. In order for the attacking forces to win, they must pull off the flag. It is not necessary to carry or move the flag, but simply pull it off the string without being eliminated.
Strategies: The attacking forces must maneuver aggressively to win. Since the defenders will know the attack is coming and will have a lot of players watching, it is better to run from cover to cover rather than try to sneak up closer. If possible, a human wave attack can be used successfully in this type of game, but are difficult to organize. Once a weakness is found, or created, in the defense, it is important to exploit the weakness immediately, before the defense can be reorganized.
ELIMINATION
The object is to simply eliminate the other team from play. There is no flags or flag stations in this game. Whichever team successfully eliminates the other team completely, wins. In the case of a time limit on the game, which ever team has eliminated more of their opposition, wins.
Strategies: It is a big advantage to keep your entire team together, as one large force. This will help to minimize friendly fire and to maximize the attacking force of the team. If the opposition divides himself into smaller forces, your large force will be able to attack them one by one, easily over powering their weaker numbers. If your team is spread out in the heavy bush , the use of code words can be used to reduce friendly fire.
FOX & HOUNDS
A few foxes and singled out and identified by differing armband configuration. The rest of the players are all hounds. The ratio of foxes to hounds should be at least 10:1. The foxes are released first and are given a short head start. The hounds are then released to hunt down the foxes. For the foxes to win, at least one of them must survive the stated time period. For the hounds to win, they must hunt down all of the foxes within the stated time limit.
Strategies: The foxes should split up and attempt to hide. If the hounds bypass them in their search, this will open up the opportunity for the foxes to strike from behind, severely reducing the number of hounds, then disappearing once again. The hounds should try to search the field in one wide sweep, leaving no unsearched areas in their pass. If a fox is discovered, try not to let him out of sight as he will disappear once again and the search will have to start all over.
THE SIEGE
All players without an armband take up defensive positions at Firebase Gloria. The defenders can move out to the tire bunkers on the perimeter of the firebase clearing, but they may not pass them and move off into the bush. The players with armbands, red and blue combined, will attack the firebase. At the start of the game, the defenders have a huge numerical superiority of approximately 8:1. If an attacker is hit, he returns to the starting point, the paint is wiped off, and he resumes the attack. If a defender is hit, he returns to the starting point, changes to the appropriate armband, and he joins the attack.
New attackers must be reminded that both red and blue armbands are attacking and not to tag the other color. Gradually there is more and more attackers and less and less defenders. The game continues until all defenders have been eliminated.
Strategies: To be the last defender, either hide in one of the outer tire bunkers until all the defenders in the main complex of the Firebase have been eliminated, often the attackers will bypass the some of the outer defenses in their assault on the main complex. Or, hold out in the top of the tower as long as possible. Stay low and behind cover behind the small wall at the top of the stairs. When attacking, try to pick off a few defenders with long range fire. At the start of the game, it is difficult to approach the firebase because of the heavy concentration of defenders. This can be used to your advantage by spraying in shots into these areas from a long range. Any players hit will be back shortly to help you with the attack and the number of defenders will be reduced.
|
|
rambo
Corps Commander
Posts: 674
|
Post by rambo on Jul 28, 2006 18:02:48 GMT 7
yaku buri ku burugan lasakan mu tlga tng alang mamamin ubusan ng bala or batirya sing katibe baril ampong balat.....LOLOLOLOLOLOL!!!
|
|
rambo
Corps Commander
Posts: 674
|
Post by rambo on Jul 28, 2006 18:05:42 GMT 7
deathmatch ya pa kanta hehe .
|
|
SNIPERACE
Global Moderator
Violence is the first refuge of the incompetent.
Posts: 1,209
|
Post by SNIPERACE on Jul 28, 2006 20:02:18 GMT 7
aray sadista hehehe
|
|
rambo
Corps Commander
Posts: 674
|
Post by rambo on Jul 28, 2006 20:50:06 GMT 7
hehe..pero misan keng acm boards atin managkat makanyan. marakal lareng migpost kai nyang yaku ng magpost aku akrela...cge join ako basta ok lang ha kung dalin ko yung m86 kong sp150....kai ala ng mekibat.....LOL! eya mituluy. ngeni pala buri da 1st gen acm mu.....hahahaha!!!
|
|
SNIPERACE
Global Moderator
Violence is the first refuge of the incompetent.
Posts: 1,209
|
Post by SNIPERACE on Jul 28, 2006 21:07:16 GMT 7
hahaha, adik!!!
|
|
Mr.S
Moderator
קלע סער
Posts: 672
|
Post by Mr.S on Jul 31, 2006 11:18:17 GMT 7
Got this one from Wikipedia:
Standard Skirmish A standard airsoft skirmish is similar to paintball (often being held on "airsoft-friendly" paintball fields in the US). Players may use any airsoft gun that the site allows (Usually this means any airsoft replica that chronographs under a stated velocity limit when measured with a 0.20 gram BB) and different types of games are run throughout the day. The most frequent form of play is team-based games such as capture the flag, siege, or carrying an objective. As commercial skirmish sites often have extravagant fortifications, it can be more common to have games with attackers vs. defenders rather than deathmatch or last man standing.
[edit] MILSIM (MILitary SIMulation) This is airsoft combined with some light live action role-playing elements, where several missions are to be carried out by each team of players while the mission objectives of each team make are very likely to interfere with each other, setting the stage for the teams to engage in a military-style conflict. Compared to a standard skirmish, which can be played in under an hour several times a day, Milsim gaming often downplays the "speed" of the game, and places more emphasis on the practice and implementation of military-style skills, such as scouting, land navigation, patrolling, movement to contact, etc. This type of game typically has a much slower tempo, and is therefore scheduled to last 3-6 hours or more, and can often run over an entire weekend of play time, and the gameplay may be maintained overnight, so strategic elements such as setting up observation posts, maintaining perimeter security and the like become emphasized. Another aspect of Milsim-style airsoft gaming that ties into the live action role-playing element is the common desire for players interested in Milsim gaming to look the part. Milsim-style games may have uniform or clothing requirements specific to the scenario being played.
[edit] Historical Battles Airsoft players in a World War II reenactment, fighting for the side of the Wehrmacht, guarding a piece of mock artillery. Note that while the player's uniform is accurate to the time period, the SIG 552 he is holding is not.On occasion, airsoft games will be played in which the structure and/or conditions are designed to emulate a famous historical battle. This is sometimes considered another form of historical reenactment, often of the modern variety. This may vary from a simple skirmish emulating the battle at Pegasus Bridge, up to a large-scale reenactment of the Battle of Mogadishu or the Battle of the Bulge.
For earlier historical eras such as World War II, equipment restrictions may be imposed on players for some historical accuracy. This may include restricting everyone to use replicas of firearms that was available at the time (in the case of World War II, this would include the Thompson submachine gun, M1 Garand, M1 Carbine, M1911, Luger, StG44, MP40, MG42, MG34, Sten, Kar98, etc.).
How closely the historically-based airsoft game replicates the historical battle is up to the game organizer. Sometimes a historic battle will merely be inspiration for the structure of a standard skirmish, while sometimes the players may be actual reenactors seeking another way to conduct their hobby.
[edit] Game modifiers Groups of players sometimes include certain categories of "custom rules" to introduce certain tactical or strategic elements to gameplay.
Medics - select one or two team players as medics to allow respawning dead team mates, who must usually stay "dead in place" for a period of time after being hit, rather than leave the area; Weapon hits - players should swap to a sidearm if they take a hit to their weapon; Respawn limit - establish the number of times a player can be respawned; Ammo limit - establish the amount of ammo available for each player/base/team/round; Immortals - characters that can't die or will only die under certain conditions; End condition(s) - select how games finishes (by time, objective, minimum players, ...). [edit] Respawn Waiting for a round to end isn't very enjoyable for most players, especially in longer games, so respawning may be added to the rules. This allows an eliminated player to run to a designated base and then return to play afterwards, sometimes after a short delay. This may, however, lead to "spawn camping" which happens when a player is forced to respawn while surrounded by enemies, thus dying again almost immediately.
|
|
rambo
Corps Commander
Posts: 674
|
Post by rambo on Jul 31, 2006 23:02:35 GMT 7
nyang last sunday agkat kulang deathmatch namu uling ping ditak kami hehhehe oneng ela mebisa hehehe so defend the base namu bang ala ng mipamanintun. it worked! balamu smash mu rin oneng sympre mas technical ya ing surroundings bec. of the thick foliage and trees. everyone had a good time and the rain actually made it even better wow haadddiikk!!! LOL!
|
|
Mr.S
Moderator
קלע סער
Posts: 672
|
Post by Mr.S on Aug 1, 2006 6:34:28 GMT 7
Pati ulan hindi pinapansin, basta makapag laro lang- Adik talaga!
|
|