Post by katol on Oct 11, 2008 3:17:10 GMT 8
Team! Here are some airsoft scenarios we can adopt this weekend's game.
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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.
Deathmatch / Free For All
In this mode, all players are set against each other; there are no teams and alliances between players are usually frowned upon. This mode is usually the most frantic because players have only themselves to rely on, meaning dealing with fire from numerous directions and more difficulty.
Example: Last man standing (Ultimus homo stans)
[edit]
Team Deathmatch / Teams
In this mode, teams are formed between several players. Usually the teams are balanced (no team has more players than the other). During play, teammates must work together to eliminate all of the players of the opposing team. Play continues until all of the players on one team are eliminated. A variation on this is "Seek and destroy", where one team hides and the other team must find them.
Example: Last team standing
[edit]
Capture the Flag
The classic kid's game with a twist: a minimum of two teams are set up with a flag (objective) at their base. Each team's objective is to capture the flag from their opponent's base and bring it back to their own base. Usually, if a player is "killed," they can return to their base and start again. A longer game can be achieved if one must capture the flag and take it to a certain location (i.e. it's own base).
Example: Traitors (simple capture the flag where each team has one player that is a traitor);
[edit]
Center Flag
Similar to capture the flag but only one flag is placed in the middle of the two teams bases. First goal: capture the flag. Second goal: take the flag to base. For extra long games, multiple flags can be used.
Example: Capture explosives (1st goal) + Commando raid (2nd goal)
[edit]
Siege, or King of the Hill
In this game type, there are two teams: Attackers and Defenders. The Defender team is given a usually fortified position while the Attacking team has to kill all of the Defenders in order to win.
Example: Hostage rescue (SWAT team)
[edit]
Carry the flag
One flag and one team carrying it. Objective is to take the flag from point A (normally team base) to point B. The interception team objective is to prevent the flag from reaching point B. There are two variants of this game type, one for long games and another for short games. Games can be longer if anyone can be flag carrier or shorter if only one flag carrier exists. The game ends when no more players can carry the flag (long version) or when the flag carrier is killed (short version).
Examples: president rescue/walk (single flag carrier), Drag the doll (multiple flag carriers), Arm & Destroy objective/Bombing run/place the bomb (flag/bomb carrier).
[edit]
Grab the flag
One flag is placed in a location away from all teams. The objective is to be the first to reach the flag. The player/team that first reaches (grabs) the flag alive wins. For longer games, a moving flag can be used.
Examples: Manhunt or Foxhunt (one player tries to reach flag - escape), prisoners escape (multiple players trying to reach flag - escape)
[edit]
MILSIM (MILitary SIMulation)
This is airsoft combined with live action role-playing elements, where multiple missions have to be carried out by all teams of players while the mission objectives of each team are very likely to interfere with each other. This type of game often takes an entire weekend of play time, where the game play may be maintained during nighttime, so even more strategic elements like setting up observation posts and the like become key.
Not all players have such structure in their games and may simply be there to have fun, not to compete. This is obviously not a complete list; many more game modes may be invented every time a few friends get together to play. Games listed above may or may not be mil-sim. Other serious airsofters play historical reenactments that replicate a combat zone or historical event where players wear camo and play scenario based games with squads, objectives and realistic missions.
[edit]
Game modifiers
To each game mode presented earlier there are several modifications that can be applied depending on factors like number of teams, number of players, types of guns and others. The next list present some game modifiers that can be applied to almost every game mode:
* Single flag - use only one flag (objective) per game for all teams;
* Multiple flags - use multiple flag (objectives) these may or may not be the same for each team;
* Single Flag carrier - only one or two players in the team may carrie flag. If all die team loses;
* Multiple flag carriers - any player can be a flag carrier. No players alive no carrier team loses;
* Medics - select one or two team players as medics to allow respawning dead team mates;
* 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;
* Traitor - using a discrete method elect a traitor on each team. Traitors may change side (to their real team) at any time during game and take advantage;
* End condition(s) - select how games finishes (by time, objective, minimum players, ...).
Other more specific game modes can be created and depends on each one's imagination; next list presents some detailed examples:
* Sniper Hunt
This game mode starts with players with sniper rifles and powerful semi-automatic weapons hiding in a designated area. After a set time limit for the snipers to set up, the rest of the players with AEGs search through the designated area. If they manage to kill all the snipers within a set time limit, they win. This game type seems to be a killing spree for experienced players but usually the AEG team wins as they can take out multiple people in a short amount of time which makes the game harder for the snipers.
* Ambush
This game requires one team to hide along a certain path while the other team's objective is to get to the other end of the path with a set number of people to win. This game mode works best when there is a mix between snipers and AEGs so to create a fair match. An objective can also be used that the ambushing team needs to acquire in order to win. This can be anything from an ammo box to an old shoe.
* Zombie
Start out with everyone alone, similar to a Free-For-All game, but because waiting for a round to end is boring, those that get shot form teams with the player or players that shot them. Works well if you have a lot of open space, or an uneven number of players. Each player has to go to a different part of the field of play and start from that position. When you get shot you can either throw you hands up in surrender so they (hopefully) stop shooting you or, you can run to the nearest ammo depot reload and then come back to help your newly formed team.
* Respawn
As mentioned before waiting for a round to end isn't very enjoyable so respawning can be added. This is done by running to a designated base and come back to play. This may, however, lead to "spawn camping" which happens when a player is forced to respawn while surrounded by enemies, thus dying again almost immedietly.
-------
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.
Deathmatch / Free For All
In this mode, all players are set against each other; there are no teams and alliances between players are usually frowned upon. This mode is usually the most frantic because players have only themselves to rely on, meaning dealing with fire from numerous directions and more difficulty.
Example: Last man standing (Ultimus homo stans)
[edit]
Team Deathmatch / Teams
In this mode, teams are formed between several players. Usually the teams are balanced (no team has more players than the other). During play, teammates must work together to eliminate all of the players of the opposing team. Play continues until all of the players on one team are eliminated. A variation on this is "Seek and destroy", where one team hides and the other team must find them.
Example: Last team standing
[edit]
Capture the Flag
The classic kid's game with a twist: a minimum of two teams are set up with a flag (objective) at their base. Each team's objective is to capture the flag from their opponent's base and bring it back to their own base. Usually, if a player is "killed," they can return to their base and start again. A longer game can be achieved if one must capture the flag and take it to a certain location (i.e. it's own base).
Example: Traitors (simple capture the flag where each team has one player that is a traitor);
[edit]
Center Flag
Similar to capture the flag but only one flag is placed in the middle of the two teams bases. First goal: capture the flag. Second goal: take the flag to base. For extra long games, multiple flags can be used.
Example: Capture explosives (1st goal) + Commando raid (2nd goal)
[edit]
Siege, or King of the Hill
In this game type, there are two teams: Attackers and Defenders. The Defender team is given a usually fortified position while the Attacking team has to kill all of the Defenders in order to win.
Example: Hostage rescue (SWAT team)
[edit]
Carry the flag
One flag and one team carrying it. Objective is to take the flag from point A (normally team base) to point B. The interception team objective is to prevent the flag from reaching point B. There are two variants of this game type, one for long games and another for short games. Games can be longer if anyone can be flag carrier or shorter if only one flag carrier exists. The game ends when no more players can carry the flag (long version) or when the flag carrier is killed (short version).
Examples: president rescue/walk (single flag carrier), Drag the doll (multiple flag carriers), Arm & Destroy objective/Bombing run/place the bomb (flag/bomb carrier).
[edit]
Grab the flag
One flag is placed in a location away from all teams. The objective is to be the first to reach the flag. The player/team that first reaches (grabs) the flag alive wins. For longer games, a moving flag can be used.
Examples: Manhunt or Foxhunt (one player tries to reach flag - escape), prisoners escape (multiple players trying to reach flag - escape)
[edit]
MILSIM (MILitary SIMulation)
This is airsoft combined with live action role-playing elements, where multiple missions have to be carried out by all teams of players while the mission objectives of each team are very likely to interfere with each other. This type of game often takes an entire weekend of play time, where the game play may be maintained during nighttime, so even more strategic elements like setting up observation posts and the like become key.
Not all players have such structure in their games and may simply be there to have fun, not to compete. This is obviously not a complete list; many more game modes may be invented every time a few friends get together to play. Games listed above may or may not be mil-sim. Other serious airsofters play historical reenactments that replicate a combat zone or historical event where players wear camo and play scenario based games with squads, objectives and realistic missions.
[edit]
Game modifiers
To each game mode presented earlier there are several modifications that can be applied depending on factors like number of teams, number of players, types of guns and others. The next list present some game modifiers that can be applied to almost every game mode:
* Single flag - use only one flag (objective) per game for all teams;
* Multiple flags - use multiple flag (objectives) these may or may not be the same for each team;
* Single Flag carrier - only one or two players in the team may carrie flag. If all die team loses;
* Multiple flag carriers - any player can be a flag carrier. No players alive no carrier team loses;
* Medics - select one or two team players as medics to allow respawning dead team mates;
* 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;
* Traitor - using a discrete method elect a traitor on each team. Traitors may change side (to their real team) at any time during game and take advantage;
* End condition(s) - select how games finishes (by time, objective, minimum players, ...).
Other more specific game modes can be created and depends on each one's imagination; next list presents some detailed examples:
* Sniper Hunt
This game mode starts with players with sniper rifles and powerful semi-automatic weapons hiding in a designated area. After a set time limit for the snipers to set up, the rest of the players with AEGs search through the designated area. If they manage to kill all the snipers within a set time limit, they win. This game type seems to be a killing spree for experienced players but usually the AEG team wins as they can take out multiple people in a short amount of time which makes the game harder for the snipers.
* Ambush
This game requires one team to hide along a certain path while the other team's objective is to get to the other end of the path with a set number of people to win. This game mode works best when there is a mix between snipers and AEGs so to create a fair match. An objective can also be used that the ambushing team needs to acquire in order to win. This can be anything from an ammo box to an old shoe.
* Zombie
Start out with everyone alone, similar to a Free-For-All game, but because waiting for a round to end is boring, those that get shot form teams with the player or players that shot them. Works well if you have a lot of open space, or an uneven number of players. Each player has to go to a different part of the field of play and start from that position. When you get shot you can either throw you hands up in surrender so they (hopefully) stop shooting you or, you can run to the nearest ammo depot reload and then come back to help your newly formed team.
* Respawn
As mentioned before waiting for a round to end isn't very enjoyable so respawning can be added. This is done by running to a designated base and come back to play. This may, however, lead to "spawn camping" which happens when a player is forced to respawn while surrounded by enemies, thus dying again almost immedietly.