Post by kingraptor141 on Sept 30, 2012 22:40:44 GMT -5
So I really want to get the players up here to do something OTHER than the CoD style spray and prey or modern warfare all the time with a little scenario I made up, however, it is in the very rough stages and can't get any headway on my own. Would some of you be so kind as to give me some tips, tricks, or maybe the green light to just scrap this idea and re-write it altogether, I mean to me it doesn't sound half bad, I just don't think people like the idea of something different, or afraid of taking off red dots, going semi only (God forbid!), so I need a little something to help spruce it up a bit.
Warning: I have NO idea how to do spoilers, so block text incoming! Please note: coordinates are given, as we have a map of the field, so if it makes no sense to you as to what the "E-7" or whatever means, they get the idea.
Here is the scenario I had planned for the game, as for the spy section in phase one is very rough, and may decide to drop it. I would also appreciate input from people, as well as I will be revising this over time. (P.S. Open the spoiler)
:pinch: Warning: Spoiler!
Case Red
Teams:
Wehrmacht XIX Corps
2nd French Army Group
Spring, 1940, Germany ends the “Sitzkrieg” and lashes out against, Belgium, France and other low countries. In this scenario, the two armies will be set against each other, in a loosely based fight between the countries of German and France.
Restrictions and squad set:
No Red dots (ACOGS, scopes [except for snipers] holographic sites, etc)
No Fore grips
Restriction on radios with the exception of the field commander and the squad leaders
Teams will be broken into squads, and done in the following fashion:
6 rifles, 2 assault, 1 machine gunner, possible sniper (numbers are rough as I don't know how many will show up), this is the difference between the units:
Rifles: Semi-auto only, mid-caps preferred
Assault: Full-auto, mid-caps ONLY
LMG: Full-auto, hi cap mags allowed (up to three magazines)
Medic:
Every player is a medic, and every player must carry a 3 foot rope with 5 knots in the rope. When the player is hit, a team mate must until all 5 knots, and hand it back to the player. If the player is hit again (his rope is unknotted) he must return to his respective spawn location. Dead rags are highly recommended.
Objective buildings will be marked with ribbon or caution tape
Phase 1:Radio Station
German forces will begin at Coordinates (refer to the Oakflats map), B-6, where the French will start at K-3.
The first object this is an objective destruction mission, with a twist. At I-5 (the building will be marked in red, yellow or other bright tape), sits a French radio station, the German recon unit has been sent to dispatch using a satchel charge, with a 5 minute timer (water bottle with a stop watch) provided to a soldier, it CANNOT be thrown, but it can be handed off to other players, even if he is dead, and if he is leaving his spot to respawn, he may set it down for a friendly to pick up. The only time the French may touch the explosive, is if they are disarming the bomb, once it is disarmed the may not throw it or walk away with it. The objective will last 45 minutes, with the bomb superseding over all game time. (I.e. if there are 3 minutes left in the game and the bomb has been started, the overall game timer “pauses” until the bomb goes off or is defused.) The French may use all of the buildings and surroundings to their advantage, with the sole purpose of defending the radio station and finding the German double agent, which brings up objective B.
:pinch: Warning: Spoiler!
The Germans will earn 1 point, if they manage to destroy the radio station, if they fail, they receive no points, and the French will be earned one point for their 45 minute defense.
After either the destruction or the successful defense of the station, both teams will fall back to their respective spawns for a momentary reload and refresh, and orders will come in about the second task.
Phase 2: Artillery Battery
For objective 2, a German artillery battery is being mobilized and set up, at coordinates E-7 (the blue water barrels) and the French are taking the offence in an attempt to destroy the battery. 5 balloons will be placed at the barrels, with the French needing to get in range or by hand, popping all 5 balloons within the 45 minute allotted time. If 45 minutes go on without the destruction of the artillery, the Germans are awarded a point, however if the battery is knocked out, the French will receive a point, and both teams will retreat back to their respawn areas for new orders.
Phase 3: Ammunition Depot
Grid coordinates K-5, sets an active French ammo depot (the giant pile of tires) contains a large amount of munitions for the German captured tanks and artillery pieces, and the Wehrmacht is running low on ammo. 5 ammo cans (full of sand, dirt, or something else really heavy), must be carried back to German lines (at coordinates E-7). The box does not need to be carried by two players. Once the can is picked up, it cannot be thrown, and the French cannot recover the cans at any point, but may move up to defend them. After 45 minutes, if the Germans have 4 out of 5 5 ammo cans, they are awarded 1 point, if the French are still in possession of at least two cans, the French army is awarded 1 point. Both teams fall back to their spawn locations and await further orders.
Phase 4: Informant Exfiltration
The French team will have a team mate selected (or decided by them) as an informant, they must take to a point within 45 minutes only known by the French forces on the map and the Germans must prevent his escape. The informant will only have 2 lives, and he must arrive at the secrete coordinates to be extracted; the person does not need to be defended for a period of time, only must reach the location. If he arrives, the French will be awarded 1 point, if the Germans kill him all 3 times, or the time expires, they will receive 1 point.
Phase 5, Tie Breaker: Supply Recovery
This objective will only be carried out if both teams have an equal number of points. The 5 ammo cans will be set out in the middle of the field (roughly H-7) and both armies will go head to head in a 1 hour attempt at capturing the cans and bringing them back to their respective sides. Unlike Obj. 4, if for example, a German soldier is running away with a can, and he is shot, he must put down the can and a French player may run up and take it back to his location and vice versa, however a can cannot be recovered from the spawn location. At the end of the hour, the team with the most cans will win, or when all the cans are recovered, the team with the most cans will be awarded the point.
Final Phase: Final Push
Whichever team has the most points will get the first opportunity to attack the opposing side. For example, if the Germans have 3 points and the French 2 (the extra point decided in the tie breaker) they will be first to attack. For 30 minutes, the Germans will attempt to raise a flag at 2 locations in the French city, the mansion at I-6 and a building at J-5. The French, low on resources will now only have 4 spawns per player, once they are killed, they must wait at their respawn location, and the Germans still enjoy the benefit of unlimited supplies. If the Germans succeed in planting the flags, the city is in German control, and the day belongs to Wehrmacht forces. Should the French hold out for 30 minutes, the tables turn, the Germans must retreat, and the French regroup at their respective spawns. After a brief regroup, the Germans with dwindling supplies lose their unlimited respawns, and go to 4 lives each, whereas the French, recover their unlimited respawn capabilities. Again, for 30 minutes, the French must plan a flag at coordinates E-7 (the outpost) and lower D-8 (the water barrels). However, if the French fail to stake their flags, the game ends, with a stale mate (or however had the most points, whatever makes the players happier). (Note: This last phase can happen in any order, say, the French have 4 points, to Germanys 0, but the Germans hold them off, then the Germans take the offensive, and still, the spawn rules change, that is, the defending team has the limited respawns)
Warning: I have NO idea how to do spoilers, so block text incoming! Please note: coordinates are given, as we have a map of the field, so if it makes no sense to you as to what the "E-7" or whatever means, they get the idea.
Here is the scenario I had planned for the game, as for the spy section in phase one is very rough, and may decide to drop it. I would also appreciate input from people, as well as I will be revising this over time. (P.S. Open the spoiler)
:pinch: Warning: Spoiler!
Case Red
Teams:
Wehrmacht XIX Corps
2nd French Army Group
Spring, 1940, Germany ends the “Sitzkrieg” and lashes out against, Belgium, France and other low countries. In this scenario, the two armies will be set against each other, in a loosely based fight between the countries of German and France.
Restrictions and squad set:
No Red dots (ACOGS, scopes [except for snipers] holographic sites, etc)
No Fore grips
Restriction on radios with the exception of the field commander and the squad leaders
Teams will be broken into squads, and done in the following fashion:
6 rifles, 2 assault, 1 machine gunner, possible sniper (numbers are rough as I don't know how many will show up), this is the difference between the units:
Rifles: Semi-auto only, mid-caps preferred
Assault: Full-auto, mid-caps ONLY
LMG: Full-auto, hi cap mags allowed (up to three magazines)
Medic:
Every player is a medic, and every player must carry a 3 foot rope with 5 knots in the rope. When the player is hit, a team mate must until all 5 knots, and hand it back to the player. If the player is hit again (his rope is unknotted) he must return to his respective spawn location. Dead rags are highly recommended.
Objective buildings will be marked with ribbon or caution tape
Phase 1:Radio Station
German forces will begin at Coordinates (refer to the Oakflats map), B-6, where the French will start at K-3.
The first object this is an objective destruction mission, with a twist. At I-5 (the building will be marked in red, yellow or other bright tape), sits a French radio station, the German recon unit has been sent to dispatch using a satchel charge, with a 5 minute timer (water bottle with a stop watch) provided to a soldier, it CANNOT be thrown, but it can be handed off to other players, even if he is dead, and if he is leaving his spot to respawn, he may set it down for a friendly to pick up. The only time the French may touch the explosive, is if they are disarming the bomb, once it is disarmed the may not throw it or walk away with it. The objective will last 45 minutes, with the bomb superseding over all game time. (I.e. if there are 3 minutes left in the game and the bomb has been started, the overall game timer “pauses” until the bomb goes off or is defused.) The French may use all of the buildings and surroundings to their advantage, with the sole purpose of defending the radio station and finding the German double agent, which brings up objective B.
:pinch: Warning: Spoiler!
The Germans will earn 1 point, if they manage to destroy the radio station, if they fail, they receive no points, and the French will be earned one point for their 45 minute defense.
After either the destruction or the successful defense of the station, both teams will fall back to their respective spawns for a momentary reload and refresh, and orders will come in about the second task.
Phase 2: Artillery Battery
For objective 2, a German artillery battery is being mobilized and set up, at coordinates E-7 (the blue water barrels) and the French are taking the offence in an attempt to destroy the battery. 5 balloons will be placed at the barrels, with the French needing to get in range or by hand, popping all 5 balloons within the 45 minute allotted time. If 45 minutes go on without the destruction of the artillery, the Germans are awarded a point, however if the battery is knocked out, the French will receive a point, and both teams will retreat back to their respawn areas for new orders.
Phase 3: Ammunition Depot
Grid coordinates K-5, sets an active French ammo depot (the giant pile of tires) contains a large amount of munitions for the German captured tanks and artillery pieces, and the Wehrmacht is running low on ammo. 5 ammo cans (full of sand, dirt, or something else really heavy), must be carried back to German lines (at coordinates E-7). The box does not need to be carried by two players. Once the can is picked up, it cannot be thrown, and the French cannot recover the cans at any point, but may move up to defend them. After 45 minutes, if the Germans have 4 out of 5 5 ammo cans, they are awarded 1 point, if the French are still in possession of at least two cans, the French army is awarded 1 point. Both teams fall back to their spawn locations and await further orders.
Phase 4: Informant Exfiltration
The French team will have a team mate selected (or decided by them) as an informant, they must take to a point within 45 minutes only known by the French forces on the map and the Germans must prevent his escape. The informant will only have 2 lives, and he must arrive at the secrete coordinates to be extracted; the person does not need to be defended for a period of time, only must reach the location. If he arrives, the French will be awarded 1 point, if the Germans kill him all 3 times, or the time expires, they will receive 1 point.
Phase 5, Tie Breaker: Supply Recovery
This objective will only be carried out if both teams have an equal number of points. The 5 ammo cans will be set out in the middle of the field (roughly H-7) and both armies will go head to head in a 1 hour attempt at capturing the cans and bringing them back to their respective sides. Unlike Obj. 4, if for example, a German soldier is running away with a can, and he is shot, he must put down the can and a French player may run up and take it back to his location and vice versa, however a can cannot be recovered from the spawn location. At the end of the hour, the team with the most cans will win, or when all the cans are recovered, the team with the most cans will be awarded the point.
Final Phase: Final Push
Whichever team has the most points will get the first opportunity to attack the opposing side. For example, if the Germans have 3 points and the French 2 (the extra point decided in the tie breaker) they will be first to attack. For 30 minutes, the Germans will attempt to raise a flag at 2 locations in the French city, the mansion at I-6 and a building at J-5. The French, low on resources will now only have 4 spawns per player, once they are killed, they must wait at their respawn location, and the Germans still enjoy the benefit of unlimited supplies. If the Germans succeed in planting the flags, the city is in German control, and the day belongs to Wehrmacht forces. Should the French hold out for 30 minutes, the tables turn, the Germans must retreat, and the French regroup at their respective spawns. After a brief regroup, the Germans with dwindling supplies lose their unlimited respawns, and go to 4 lives each, whereas the French, recover their unlimited respawn capabilities. Again, for 30 minutes, the French must plan a flag at coordinates E-7 (the outpost) and lower D-8 (the water barrels). However, if the French fail to stake their flags, the game ends, with a stale mate (or however had the most points, whatever makes the players happier). (Note: This last phase can happen in any order, say, the French have 4 points, to Germanys 0, but the Germans hold them off, then the Germans take the offensive, and still, the spawn rules change, that is, the defending team has the limited respawns)