Gerry
Master sergeant
Wilkommen zu Italien!
Posts: 819
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Post by Gerry on Jun 28, 2010 16:50:03 GMT -5
I try to structure my events so they are broken down into 5 or 6 different scenarios. I am trying to get ideas for future events to keep things "fresh" Can some of you guys share some of the scenarios that you use during events? I'll share some of mine:
Taking and holding an area allocating points for certain time periods say 1 point for every 15 minutes. Usually this will utilize turning a flag signifying possesion
Downed pilot
POW rescue
Easter egg hunt (example both forces are to find hidden documents)
Lets hear 'em fellas!
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petermartin14
Private 1st Class
RIP Arne Andersson- Sweden's Finest
Posts: 639
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Post by petermartin14 on Jun 28, 2010 19:25:37 GMT -5
i love attack and defend. easter egg is a lot of fun too. lol the zombie games at the field i go to are not my favorite.
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oberst42
Private
"Oh du Deutschland, ich muss marschieren!"
Posts: 387
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Post by oberst42 on Jun 29, 2010 0:23:46 GMT -5
i've got one Der Fuhrerbunker: find a small building with a basement, get a dummy and hide it in the basement, mark off an area outside and sort of far away from it thats your HQ, it's kinda like capture the flag, then you have to fight through the building, grab the dummy, get out of the building and back to your HQ without dying
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Post by 13yearsold on Jul 21, 2010 18:15:24 GMT -5
How about a trench defence? Find an old creek/creekbed to use as a trench and duke it out.
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Post by starkweather on Jul 22, 2010 6:54:23 GMT -5
Here's an idea I've been thinking about...
Partisan escalation:
Needed: Village (with changeable Axis/neutral flags) 2 or 3 other sites on the field (with changeable Axis/Allied flags) A wilderness spawn point (with changeable Allied/Neutral flags) A limited number of Germans A limited number of US LOTS-o-partisans
Pre-Game: All partisans are issued with a card. On that card is 4 holes with string, to tie it to your arm as needed, and either an Iron Cross (signifying Axis loyalty) or a Star (signifying Allied loyalty). This card is given at registration, at random, and blindly.
Start: All partisans start in the village. There is a leader for both sides, tho no one knows who is leading what side, just that they are partisan leaders.
Give the partisans time to take sides, and move on objectives. Then enter the Germans to the village and the US to the wilderness spawn point.
Rules: US and Germans can not claim spawn point, but can move spawn points to neutral.
Partisans can only clam a spawn point by showing their allegence by placing the "armband" on their arm for the remainder of the game.
Each location, excluding the Village and Wilderness spawn point has a point value. Every hour the side with the point gets a victory point. highest point wins.
If the village or wilderness spawn is neutral, any partisan of any faction can spawn there, however, cordon off an area...this is a no fire zone. (give them half a chance to get away to form a defensive line)
Senarios:
Allied partisans link up with US.
Axis partisans find the Allied spy in the village./Germans find allied radio./Allies find US radio man./US finds documents.
Allies get VIP out of village.
Take the village./Defend the village.
Germans (only, but may be aided by partisans) conduct "atrocity" by killing (x ammount) of Allied partisans or the entire US squad.
Axis captures US squad, alive, and vice versa. (need good honest players for this one.)
Suggestions:
US/Germans should be NPCs. Give them Artillery support, arial support ect. Have one from each side be a "radioman. When contact is made the partisans may use the "radio man" to call in strikes as needed.
Put medic rules in place. Only the US/Germans have medics.
Concept:
Giving each side some time to figure out who's who will just make for some comical instances as your buddy that you came to the even with might not actually be fighting for your side. This does not preclude you from fighting alongside him, only makes it interesting when he claims a spawn point for the axis and you are allied.
These moments of indecision, of questioning loyalties, will lead to the formation of adhoc groups each in contact with one leader or the other, each conducting their own operations. Thus retaining the cellular nature of the partisan movement. As the day progresses and loyalties are found out, the lines should stabalize into and us vs. them type of common senario.
Expansion ideas:
Give a limited number of people red armbands. They are communists. They may reveal themselves at any time. They are loyal to no one and can take one site as a base of operations/spawn point. No one gets these points or can spawn here but the communists.
Allow the German OIC or NCOIC to as for "papers". The partisan must produce his card. Faliure to do so will result in his being shot and sent to the village respawn. Whatever your normal respawn rules are, double the effect. (example, one of our feilds had a 2 min respawn, failure to produce identification would result in 4 mins to respawn.) Summary exicutions of allied partisans are allowed.
Thoughts? Comments? Concerns? This is very rough, just an idea of an idea at the moment.
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oberst42
Private
"Oh du Deutschland, ich muss marschieren!"
Posts: 387
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Post by oberst42 on Jul 22, 2010 15:03:44 GMT -5
stark if i was playing that scenario, i'd just shoot any partisian, that is until sides were figured out
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Post by starkweather on Jul 23, 2010 0:03:40 GMT -5
aww, shucks, your no fun.
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Post by whiterook on Sept 23, 2010 14:58:22 GMT -5
D-Day / Market-Garden Scenario
Pre-Dawn Simulated Allied Para Drop (Pickup Trucks?) Allied Paratroops must find their bridge, take the bridge, and hold the bridge
Krauts have small garrison at the bridge Krauts must defend and hold the bridge Kraut garrison sends a message back for reinforcements once they are engaged.
Allied Infantry units are to rendezvous at the bridge and relieve the Paras
OK, time for initiative:
You are the Kraut Kommander, what do you do?
A. Send all the reinforcements necessary to re-take the bridge? B. Out flank the Allied Infantry that your intell knows is making its way to the bridge? C. Divide your forces to accomplish both?
Whoever holds the bridge by X hour wins the scenario
What is needed:
1. A bridge 2. Pickup Truck(s) to fill in as C-47’s 3. An AO large enough to support two forces maneuvering in opposite directions.
You can mix it up a little too ... for example:
Start the scenario Friday night ... keeping the Krauts on edge about the para drop, Krauts could proactively reinforce avenues of approach to the bridge ... etc.
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Post by CharleyNovember on Sept 23, 2010 15:07:16 GMT -5
Similar to the Jump to Destiny event held out in WA. It was/is an excellent simulation. If it happens next year I highly reccomend you fly out and partake. they use a box van gussied up to look like a C47 on the inside. The Allies and Axis camp seperated and the Krauts are not sure when you will drop it is VERY immersive. If I had the same amount of property I'd do it....
As for your suggestion White, those are good ideas. One of the annoying things I like to do to commanders is MAKE them make a choice. I want them to ask themselves why they should not send all of thier forces to go after the bridge. The reason is I give more than one objective per side. I always include side missions and they are not always direct opposition to the foe. This keeps people thinking and busy. I find that it also helps keep both sides motivated. If they can't get the big points they may have two side missions that they CAN get done and that keeps them motivated and fighting hard all day. Once one side starts running away with a game it is hard to keep the losing side going. I have heard some complaints about this way of doing it but have heard way more positive responses about it. It also gives a more 360 degree feel to a game. Linear one objective simple attack defend gets a little stale after awhile. Good visual props also helps take a game over the top I think.
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Post by sir veilance on Sept 23, 2010 15:11:28 GMT -5
What's a "Kraut"
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Post by CharleyNovember on Sept 23, 2010 15:29:21 GMT -5
When chatting about historical airsoft try not to gent bent about Kraut and I'll not worry about being called a Yank.....Honestly
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Post by whiterook on Sept 23, 2010 15:42:09 GMT -5
Sorry ...
In WWII Historical Reenacting that is an acceptable term to use.
My apologies.
You can call me an "Ami" whenever you like or a "Limey" when I'm doing my British 8th Army Impression - "Desert Rats"
Terry --------------------------------------------------------------------------------- From Wikipedia:
"Ami", an impolite German slang word for "Americans"
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ackack
Private
12th SS Panzer Division "Hitlerjungend"
Posts: 317
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Post by ackack on Sept 23, 2010 15:58:06 GMT -5
i think takeing a machinegun bunker woulb be cool in the bunker would be documents so you could learn the enemy plan after takeing the bunker you would need to push back the enemy and hold against a counter attack i built a two story bunker and i use it in backyard games and its a lot of fun its not very big only really ment for two people i could maybe take it apart and bring it to games
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Totez
Private
Smokey the Smoke Grenade Rabbit
Posts: 283
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Post by Totez on Sept 23, 2010 16:17:20 GMT -5
I think it would be fun to have a scenario with maybe three or four villages the allies have to liberate from the Germans. The Germans would have a main base outside of the villages as would the allies which serve as respawn points to their respective sides. The Germans would have to hold the towns which need to be captured one at a time and when players die they need to head back to their base and wait until either the town in question is captured/ cleared of hostiles or everyone is dead to respawn as reinforcements. The Germans would have to wait to respawn as well with the same criteria. The town captures would be fluid and the Germans are free to counter attack but they need to leave at least two guards behind and risk losing their next village. The final objective for the allies would be to hoist a flag at the last village and have it cleared of any German resistance.
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Post by sir veilance on Sept 24, 2010 8:57:35 GMT -5
When chatting about historical airsoft try not to gent bent about Kraut and I'll not worry about being called a Yank.....Honestly Sorry Charley...that was not a dig at you! I should have put a smiley face after.....but...I must say...I don't really like calling a German a Kraut.....Japanese a Nip...a Brit a Limey.....a Frenchman a Frog and so on.........
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2nd Bat
Master sergeant
Posts: 11,813
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Post by 2nd Bat on Sept 24, 2010 16:47:44 GMT -5
I try to design an event so any down time not filled with active contact type mission phases are still filled with emmersive experiences. Chow, training, briefings and mission rehearsals. I agree that having side objectives and as CN said insure that the force leaders have to make choices and weigh options for the best outcomes. It's critical to know what size group you have to work with when designing an event and unfortunately that is often times a challenge as so many folks wait till the last minute to decide if they are coming and so many folks who commit to coming don't make it. You have to plan for the maximum number who may come but be prepared for half or worse. Quite frustrating really.
Critical to me is that if you have objectives they seem as recognbizable and believable as possible. I'm a fan of prop weapons or materials caches or camp sites and am really not a fan of flag stations or road cones marking the objectives. You can do a lot with tents, boxes camo netting and parachute fabric .
The C-47 for jump to Destiny is an incredible prop with the aircraft sound effects red and green jump light, static line cable and section of fuselage at the jump door.
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Post by Fusilier on Sept 24, 2010 21:42:55 GMT -5
Sorry Charley...that was not a dig at you! I should have put a smiley face after.....but...I must say...I don't really like calling a German a Kraut.....Japanese a Nip...a Brit a Limey.....a Frenchman a Frog and so on....... >> My Dad fought the Japs. Nip was one of the many colorful words he called them!
Same with me! :-) Smiley face!
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Adler69
Master sergeant
Legio Patria Nostra
Posts: 2,859
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Post by Adler69 on Sept 24, 2010 23:02:39 GMT -5
Board Posting Rules
11. No discrimination of racism, religion, health, age, sexual orientation, social status or nationality will be tolerated on this board. All members will respect others regardless of their background.
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2nd Bat
Master sergeant
Posts: 11,813
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Post by 2nd Bat on Sept 25, 2010 1:42:54 GMT -5
It's true that in the vernacular of the day, pajoritives and ethnic slurs were commonplace and generally considered acceptable. (Coming up with an inhuman label for your enemies makes it decidedly easier to kill them.) With that said no one and I mean no one will be offended or upset if they simply aren't used at an event or on this board. (If so, find your own forum.) On the other hand using them certainly has the potential to offend. It's like swearing. Some folks are offended by it and others couldn't care less but no one is likely to say.."I like Fred but I sure wish he swore more."
Ethic slurs are not essential to an emmersive event and in my opinion the down sides out weigh the upsides. The rules of demeanor on this board calls for sensitivity to others. It's not about political correctness it's about respect.
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Post by whiterook on Sept 25, 2010 16:34:40 GMT -5
Well Gerry, it looks like in trying to give you some ideas of scenarios ... I got us off topic, my apologies. In running the scenario I have outlined above, we have often time been able to complete the missions within a 2 or 3 hour period. My modern teammates often call something like this a mini-op. As has been said, it gives the various commanders flexibility while also allowing them to complete the mission objective. No matter the scenario, this little nugget is what keeps people coming back to attend events because they are enjoyable. I wish you the best in setting up some fun weekends. whiterook
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2nd Bat
Master sergeant
Posts: 11,813
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Post by 2nd Bat on Sept 25, 2010 19:00:28 GMT -5
A mistake event designers often make is assuming sides have to be even. The reality is "fair fights" seldom happens in conflicts and when it does stalemates and non fluid battles usually result. Frankly I don't find them very fun.
Once you know roughly what your force breakdowns will be assign objectives and tasks that even up each forces chance of success. If you do end up with equal forces one approach to take is to alternate each side in a predominently defensive posture and predominently offensive posture. To do this assign the defensive team three to five spread out objectives to defend for a set time frame. 3 to five hours? The defending team can decide how they want to allocate forces to succeed. They can leave some spots undefended if they'd like and dedicate a portion of their force as a reaction force or roaming disrupter force rather than static stationary defenders. They can set out blocking ambushes away from the objectives but at likely avenues of movement or evenly devide their force placing folks at each objective (However they'd like to do it) The offensive force can initially just do probes and recons with small teams and then decide which or in what order to attack the objectives. They can heavy up on one or try simultaneous attacks. Whatever they'd like to do. The defenders have very limited respawns while the offense has more aggressive and flexible respawns. This simulates the typically higher numbers offensive elements have. In combat the rule of thumb is three to one odds for fixed positions and five to one or higher with fortified positions.
After the set time frame is completed tally up how the team did and then rotate the assignment with the team that was on defense now assuming the offensive role.
At the end of the day which team had the greatest success?
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Gerry
Master sergeant
Wilkommen zu Italien!
Posts: 819
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Post by Gerry on Sept 25, 2010 21:45:45 GMT -5
Great Ideas guys and lots of constructive talk, keep it coming
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Post by CharleyNovember on Sept 25, 2010 22:04:04 GMT -5
often time we have relied on modifiers to even games up. Also When you have heavily dug in defenders you need 2 to 1 or even 3 to 1 odds to overcome this. We find with historical airsofters they worry less about winning at all cost and more about the immersion of the event.
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Post by whiterook on Sept 25, 2010 22:18:29 GMT -5
... and more about the immersion of the event. Hip Hip HURRAY ... Hip Hip HURRAY In a mini-op ... keeping the sides as seperate as possible is also a nice touch. Also adds to the "fog of war" effect when the commnders don't know the exact size of force they are facing.
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Post by sir veilance on Sept 26, 2010 18:34:26 GMT -5
When you have heavily dug in defenders you need 2 to 1 or even 3 to 1 odds to overcome this. Yes you are very right! 32 years ago, when I first started playing tactical games, we would have impromptu get togethers a couple weekends a month from fall thru spring. You could never count on the same people or the same number of people showing. How we split up the teams would depend on the particular terrain we where fighting on. At the impromptu battles, we generally just ran quick attack and defend games. If it was one team, just searching for the enemy in the woods, it would usually be 2-1 attackers to defenders, if it was one team attacking a fortified position it could be a 3 or 4-1 ratio. This was only to even up the odds and not give an advantage to one team or another. Once every month or two we would run a 24 hour event that ran from noon on Saturday to noon on Sunday. These were more Milsim oriented with an attempt to estimate the attendance before hand. We never played capture the flag type scenarios, but always had objectives that involved capturing a series of objectives, capturing and destroying an artillery emplacement or blowing up an ammo dump. The same kind of thing that 2nd Bat has already mentioned. BTW if you have never been to one of the events that he has planned or helped plan, you are missing the best WW2 Airsoft events on the North American continent!! Most scenarios can not be planned well without designing them around the actual terrain they will be played on as well as an accurate estimate of the number of people who will show up. We find with historical airsofters they worry less about winning at all cost and more about the immersion of the event. This is so true!! I always say to people if you come to play this game and only have fun if you win, then you have the wrong attitude and are in the wrong sport. I enjoy loosing to a worthy opponent as much as I enjoy defeating one. People who are only satisfied with winning are the ones most likely to not call their hits and ruin the game for themselves as well as everyone else. After all, if the scenario is set up properly, and you are recreating the Battle of Stalingrad, is there any question as to who will win? The objective is not to win or loose but to have fun no matter which side you are on.
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Post by CharleyNovember on Sept 26, 2010 19:19:48 GMT -5
"After all, if the scenario is set up properly, and you are recreating the Battle of Stalingrad, is there any question as to who will win? "
My only cavet to that is that sometimes from a historical viewpoint you can look at the mistakes made and correct them and sometimes change the outcome and we like to provide that option for people. I enjoy it and many others do as well.
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Post by whiterook on Sept 26, 2010 19:26:19 GMT -5
My only cavet to that is that sometimes from a historical viewpoint you can look at the mistakes made and correct them and sometimes change the outcome and we like to provide that option for people. I enjoy it and many others do as well. Yes I agree ... it takes us to -almost- full scale war gaming. That is another reason I prefer airfost event to WWII Tactical Battle Reenactments using blanks.
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Post by FlyingSquirrelcat on Oct 3, 2010 19:46:13 GMT -5
I thought of this one a while ago but for Ostfront you could have some skirmishes from the Caucasus campaign. Personally, I think the best would be a straight up assult on a farmhouse position through a cornfield or some sort of large Field. For all intensive purposes, this farmhouse could be containing valuable information of the location of important objectives for future preceding games or possibly other scenarios entirely. Its the perfect combination of Attack-and-Deffend, Seek and snatch, and evacuation. It would run in something similar to this order.. 1.Germans or Russians advance through Field towards objective(farmhouse) Containing valuable Intel of opposing force. Attackers are given a 3 minute bleed out and than respawn in Field and return. Deffenders are eliminated until the capture of the farmhouse. However, if house is not taken in a certain amount of time enemy counter-attack(collaboration of all of the dead deffenders) arrives and supports in the driving back of the attackers. At this point, all deffenders have a 3 minute bleed out and respawn in desired location a good walk away from the farmhouse. Remeber though, at anytime during the bleed out of either team a medic can revive the downed man. 2. If the house is taken than the attacking force must hold it for 20 minutes to retrieve Intel and deffend from the deffenders counter-attack. If the deffenders reach the house than the attackers Intel is destroyed and there objective is lost, therefore they have lost and the deffenders have won. If they can hold the house for the 20 minutes during the counter-attack than they retreat to the edge of the Field with the Intel and there objective is complete and they have won. At this point in the game, all attackers lose there respawn and all deffenders have there respawn. Notes: Both teams are given medics, a ratio of about 10 men for 1 medic, these medics are designated and can revive a man during his bleed out. It takes 30 seconds to revive a downed soldier. Once killed, they can no longer revive anyone and that medic is gone. However, he may return to the fight as a combatant. Medics can not be retrieved after being lost. Also, additional objectives can be added. Something like a designated officer for the attackers during the initial assult and a designated officer during the counter-attack. If the officer is killed, than the respawn point is dropped back 500 meters. Things that will actually effect how the game is going. Hope yall can benefit from this idea, I think this would make a great scenario game.
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Post by starkweather on Oct 4, 2010 20:38:34 GMT -5
I find this thread VERY entertaining and informative.
What about a point based op? One of the best reenactments I went to was in Odessa NY. They set each noteworthy feature with a point value. Then the commanders would be able to choose their own objectives. The side with the most territory at the end of the day wins.
One problem is directing the forces into contact. But that can be superceeded by "orders" from higher. Directing force A to take the hill that force B just took positions on. And counter with telling force B to take an objective that just happens to land along force A's axis of advance.
Thanks for the ideas guys.
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Post by whiterook on Oct 4, 2010 21:58:13 GMT -5
What about a point based op? One of the best reenactments I went to was in Odessa NY. They set each noteworthy feature with a point value. Then the commanders would be able to choose their own objectives. The side with the most territory at the end of the day wins. One problem is directing the forces into contact. But that can be superceeded by "orders" from higher. Directing force A to take the hill that force B just took positions on. And counter with telling force B to take an objective that just happens to land along force A's axis of advance. Thanks for the ideas guys. Here ... Here ... I've also attend the Odessa event in the past. Great idea. I've also attend RETO events up at Ft. Custer, MI ... another point based system of obtaining objectives. I tell you, the most fun I've ever had at either a reenactment or airsoft event is when I've never pulled the trigger
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