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Post by FlyingSquirrelcat on Jan 13, 2011 21:19:09 GMT -5
expected a lot of trigger time and got bored and irritable. Unfortunately, I can get like that in some circumstances. Not irritable but I might just Vere off on my own direction to engage the enemy with or without a fire team backing me. I'm also well aware anybody under the age of 30 probably has some sort of attention deficit and the only way to really nod it off is to give a good diversity in a scenario. Something to incorporate small skirmishes for objectives, such as in the game Call of Duty which has a game type called "sabotage" that forces the two sides to engage each other. Although its not very plausible to have a bomb sitting in a street conveniently 1/2 way between each spawn point it is very likely to have a high priority individual or Intel located in a specific location that is controlled by neither side. This would be the first objective of the scenario and would allow the rowdy ones to get there fight out fast and set the pace of the game so everyone could get a good feel of scenario. I'm not a philosopher but thats just my two cents.
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Post by FlyingSquirrelcat on Jan 15, 2011 18:56:58 GMT -5
So, I was thinking today. You know for a kid like me, I don't have the means or the money to produce my own event. Therefore my ideas and voice would, in a normal circumstance, be under-minded and overlooked. However, this thread gives the younger kiddies like myself a chance to voice our ideas in a "formal" manner with the chance of them actually evolving or absorbing into a legitimate scenario objective. So personal thanks Gerry! Sorry, If I'm stating the obvious. ;D
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morganm
Private
"For us, there was no land behind the Volga"
Posts: 151
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Post by morganm on Jan 17, 2011 16:55:03 GMT -5
Stalingrad Reenactment Event Overview Recomended # of Players: 25 players on each side (Axis/Red Army) modify as necessary to # of people Strongpoints: Mamayev Kurgan Location: preferably middle of "Stalingrad," if cannot anywhere else, but as close to the middle as possible Notes: Can be captured by either side during battle. Use a hill or the highest point in the "city." If neither is available use the largest building in middle area Red Square: Location: Anywhere that suits Notes: Can be captured by either side during battle. Use a plaza or large open area inside the city. Buildings on all sides Fallen Fighters square: same as red square Red October Tractor Factory: Location: Northern area of the city or right side of city if facing city from Russian spawn area Notes: Can be captured by either side. Russian players please try to hold it during the entire battle, as for historys sake. Use largest building in described location No. 1 Railway Station: Location: South of Mamayev Kurgan or if facing city from Russian Volga spawnpoint to the left of Mamayev Kurgan. Notes: Use a collection of buildings for train station Grain Silo: Below railway station. Southern most area of city. Use 1 building. Spawn Points: East Bank of Volga Spawn point: Russian (Used Duration of Battle) Notes: Cannot change hands. The Volga River will not be a river it will be an open field. Russians must cross the river only in set paths German Spawn Point #1 To west of city. Notes: Cannot change hands until 2nd Scenario 3rd Scenario Axis Spawn Point: Univermag Department Store aka Axis HQ. Largest Building in Fallen Fighters Square. Cannot change hands. Held by Axis. Scenario #1: Operation Blue Russians defend outskirts until pushed back into city and defend strongpoints. Axis players are split into 4 groups and attack at different times. Group one advances for Mamayev Kurgan and railway station. Group 2 attacks from south and heads for the Grain Silo. Group 3 attacks from the west and heads for the factory or Mamayev Kurgan. Group 4 attacks from the north and heads for the factory. Scenario ends when Russians only hold the bank of the Volga and the tractor factory. German spawn time: 5 minutes. Russian spawn time: 10 minutes. Take a lunch break at end. Scenario 2: Operation Uranus 10/25 Russians remain at Docks and factory unless captured. If factory is captured during scenario 1 only 5 Russian players remain in stalingrad. The withdrawn players divide into two groups. Group 1 divides into 2 smaller groups (1A & 1B). Group 2 stays together. Group 1A moves around north of the city and attacks Axis spawn point. 1B moves from south and attacks Axis spawn point. Spawn point is captured when all axis players are eliminated. Axis spawn point moves to univermag department store. To alert Axis players of this play a trumpet blow or make somekind of noise. Group 1 then attacks german held strongpoints in the city. Group 2 attacks across Volga and tries to retake all strongpoints. Scenario ends when Russians recapture all strongpoints. German spawn time: 5 minutes. Russian spawn time 4 minutes. Take a break Scenario 3: Beginning of the End Axis troops disperese throughout the city and defend any building. Russians work to eliminate all axis players. Axis spawn time: 8 minutes. Russian Spawn time 4 minutes. Russians use volga spawnpoint and captured German spawnpoint. Axis uses Univermag spawnpoint. Axis players have 2 lives and can take 2 hits before "death." After 1st death axis players go to spawn point. After 2nd death players are eliminated and stay at the spawnpoint for the remainder of the game. Russian players can no longer be "wounded" and medics are disbanded. Game ends when German HQ surrenders when all Axis players are eliminated. This event can be played at any field with a town scenario area. A huge town is not nessesary.
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2nd Bat
Master sergeant
Posts: 11,813
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Post by 2nd Bat on Jan 20, 2011 11:00:44 GMT -5
I love that one casual little comment "Anywhere that suits"
Soooooo.........Just prefab up a nice built up area for this scenario or rent a couple city blocks? How were you thinking such a scenario could be executed? Do you have a viable and affordable location in mind? An abandoned section of run down urban blight that would allow such an event?
I think the request was for scenarios that could actually be used in a real event. You put a lot of thought into it except for the part about how it might actually be done or if it could. Maybe I'm missing something?
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morganm
Private
"For us, there was no land behind the Volga"
Posts: 151
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Post by morganm on Jan 20, 2011 15:45:45 GMT -5
I'm not expecting it to be in a city. My local paintball field has a fortress surrounded by what looks like bombed out buildings and bunkers. I don't mean complete city, the buildings were only 14 feet tall and looked like of a wall and a corner with a window and stairs going to that window. As I said, it doesn't have to be large scale. The largest building in that was a small two floor castle/fortress. The rest was basically barricades and almost completely destroyed small buildings. And this was out for anyone interested to read, as I do not have the money or means to do it. My guess was for example: red swayed is no larger then a typical family room, and mamayev kurgan would either be a small hill or the fortress at the paintball field. Univermag department store would only be the size of a 12 by 12 foot bedroom. And I think doing it would be easier then you think. A large field serves as the Volga and I don't mean 1 mile wide more like 75 yards? And it only takes a 5 acre field most likely. And marking the Strongpoints with small poles with flags, and if you capture a strong point you just pull the pole out of a metal cup like holder and put your flag up, which is conveniently sitting on a table or something like that right next to the flag stand. When you guys do battle of the bulge, do you play on a small field or do you find 1,000,000 people and set up camp from north Belgium all the way through the Ardennes forest? No, and it's the same idea. 5 acres, about 1 1/4 total of rubble and small buildings as high as a garage. This would be at your local paintball/airsoft field.
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morganm
Private
"For us, there was no land behind the Volga"
Posts: 151
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Post by morganm on Jan 20, 2011 16:21:54 GMT -5
2ndBat go to YouTube and search OA battle of the bulge 2010. It will start with a guy talking but he will show footage of the playing field, what they used as Bastogne. With more buildings it would make a good stalingrad.
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2nd Bat
Master sergeant
Posts: 11,813
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Post by 2nd Bat on Jan 20, 2011 23:10:10 GMT -5
I stand corrected it sounds like you had a venue in mind when you developed your scenario idea. Good to hear that such places exist where such an event could be held. I personally have no interest in doing a historical airsoft event simulating Stalingrad in a paintball field of plywood huts and flags but knock yourself out.
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morganm
Private
"For us, there was no land behind the Volga"
Posts: 151
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Post by morganm on Jan 21, 2011 1:01:21 GMT -5
I'd prefer a city too but it still would be fun. I'm just really interested in Stalingrad, and am writing a movie about a Russian soldier in the battle. I want to introduce war movies to the media that aren't developed to what the public wants the war too be like, but what it was probobly like. I mean, Saving Private Ryan was good but some people are skeptical whether it was historically accurate or not, and especially enemy at the gates, which I liked but the romance and the crazy story about the sniper duel, which was untrue. The real sniper duel was when zaitsev was sniping some Germans at a well and they ran away. They came back later, and were killed by zaitsev. The next day the Germans tried again with the help of a sniper, but zaitsev scared the Germans away and the German sniper wasn't killed. On the third day the Germans came back to the well and zaitsev opened fire, and the German sniper immediately shot back. After a couple hours of cat and mouse, zaitsev killed the German. And then it became a romantic and a dramatic movie.
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Post by aragorn117 on Nov 14, 2015 14:56:29 GMT -5
Not exactly a scenario per say, but I am about to test play a system for capturing players/searching dead players for intel a viable enhancement to play. Each player will draw an index card, folded in half at the beging of the game. Each index card will have a number which represents a piece of information as follows- When the card is taken back to the capturing HQ, the commander can radio the enemy commander to obtain real time info from them. 0 has the most cards in the deck and 6 has the least. Dont know how well it will work but thought i'd share 0- No information 1- Current Enemy Strength 2- Current Enemy Casualties Sustained 3- Location of Enemy Position 4- Current Enemy Objective 5- Pick one of above 6- False information- possession of this card from an enemy allows you to answer falsely the next question asked.
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2nd Bat
Master sergeant
Posts: 11,813
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Post by 2nd Bat on Nov 14, 2015 19:08:16 GMT -5
It is a good idea to have the possibility for gathering Intel in our events. Using 3x5 cards and carrying them in a universal location (or locations) is a good idea with other locations being off limits. (So searches are manageable and respect privacy). We limit searches to right top pocket. It adds a nice layer. Another layer we often add is every player has a batch of "wound cards". These are carried by US players in their first aid pouch. When hit the player plays dead and may only call out for a medic or sani. A fellow player may remove one of the envelopes and respond according to the instructions on the card. Most cards say minor wound. Apply bandage and return to action. Some require the presence of a medic to get them back in action while some require them to be brought to an aid station or replacement point (usually one and the same location). Since most are minor wounds reentering play is typically pretty quick for players operating with others.
A fairly small percentage are KIA which requires them to remain in place for a set time and them requires them to return to the replacement center\ aid station to reenter play. If a player is isolated with no one to recover them they must wait until a minimum of five minutes or until action paases them (whichever is LONGER) to open and read their wound card. If is anything other than a minor wound they react as though they " bled out" and are KIA and must go back to the aid station.
If during the 5 minutes the enemy gets to them they are captured which means their pocket may be searched and following another 5 minute delay they must go to regen before reentering play. Sometimes we require a minimum number of players accumulating back at regen before they reenter play. This rule encourages team play.
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Post by volkssturm on Nov 15, 2015 13:21:16 GMT -5
A friend of mine came up with an idea a few years ago for a team event, not specifically WWII but applicable to any modern military, where teams would alternate playing recon patrols and "hunter-killers" trying to secure an objective from enemy recon. The idea was that we'd use a good size piece of national forest and the teams would have X amount of time to perform the mission. Then they'd switch opponents and roles. His thinking was to have multiple pairs going at the same time and do a round robin. It was a bit too grandiose to get off the ground, given that it would have been a game of stealth and skill rather than the pelt-fest most airsofters seem to prefer and the logistics would have been pretty heavy. I still think it would have been a blast. One plus would have been that it could accommodate teams of different persuasions, like SS versus modern Socom or WWII GI's versus modern Russians. I volunteered to man the radios, coffee pot and donut supply.
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Post by ssgjoe on Nov 15, 2015 21:31:03 GMT -5
For gathering information..I always thought it would've been a good idea to bring a car battery and hook POWs up to the car battery. Their captors will use this to try to get information from them. If they are able to withhold information..then good for them. If not and they spill the beans, good for the captor.
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2nd Bat
Master sergeant
Posts: 11,813
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Post by 2nd Bat on Nov 15, 2015 23:44:53 GMT -5
As long as its a period authentic battery I can't see why anyone would have an issue with it!
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2nd Bat
Master sergeant
Posts: 11,813
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Post by 2nd Bat on Nov 24, 2015 21:25:55 GMT -5
For Losheim Gap I am creating within the gameplay area three objective locations. One is a command post, one is a radar station and the third a supply depot. Each has defensive fortifications but nothing elaborate. My fake sandbag bunkers and whatever natural positions are there. Both teams will rotate responsibility for both defensive phase and offensive phases. In the morning the US will be tasked with preventing the Germans from over running all of three locations within the set time frame. In the afternoon the assignment will be reversed.
Both teams during action phase are free to accomplish their assignment however they would like. They may heavy up in some locations and lightly defend others. They may aggressively patrol throughout the area or lay ambushes. It's up to them. Likewise the offensive team can do concentrated attacks or attempt simultaneous attacks. They can feint attacks as a decoy and lay seige on an objective in hopes of drawing reinforcements into a trap. Whatever each team wants to do.
Aid stations for each side (away from any objective) are used for regen but quicker regens for the offensive players come in the form of medic cards.
We'll see how this goes. I am expecting 10 to 15 players per side so not a big event.
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