Post by Tunnel Rat on Nov 12, 2008 12:51:28 GMT 1
Hey everyone,
After the "Defuse the Bomb" event which we staged in June 2007, I'm thinking of another one, this time involving two scenarios - a prisoner rescue and VIP assasination. Of course, we will be inviting other teams to join us (the more the merrier) and we will try to make it possible for everyone to play the roles of commandos/law enforcement officers and terrorists. Since there will be a time limit (maybe a maximum of 30 minutes since the gamesite is not that big), the combination of speed, timing and teamwork will determine the success or failure of the mission.
OVERVIEW:
DROP ZONE will be the departure point for the commando unit (Blue Team). The same zone will be the assembly and departure point for the prisoners (local law enforcement officers) who will form the reinforcement unit for the commandos.
JAIL HOUSE is where the local law enforcement officers are imprisoned.
MACHINE GUN NEST 1 will be manned by enemy soldiers (Yellow Team)
MACHINE GUN NEST 2 will be manned by enemy soldiers situated at the foot of the yellow team outpost.
OUTPOST – heavily guarded and where the information identifying the VIP is located.
DEPARTURE POINT – assembly area for Yellow Team members who were earlier eliminated during attacks on the jailhouse, machinegun nests and the outpost. They will form a reinforcement group for the defenders of theYellow Team headquarters and will re-join the game when called upon.
HEADQUARTERS – heavily guarded and where the VIP is located.
LANDING ZONE – where commandos are to be picked up and will signal the end of the game.
COMMANDO MISSION:
1. RESCUE THE PRISONERS
2. LOCATE AND ASSASSINATE THE VIP
3. PROCEED TO THE LANDING ZONE FOR PICK-UP.
OBJECTIVE 1: JAIL HOUSE – The commando unit must eliminate the guards and liberate the prisoners. The prisoners will then go the Drop Zone where they can gear up and get themselves ready to reinforce the commando unit when called upon.
OBJECTIVE 2: GET THE INFORMATION ABOUT THE VIP FROM THE ENEMY OUTPOST. This involves eliminating all opposition (machine gun nests and the outpost defences) and retrieving the information that will reveal the identify the target (description or even a picture of the VIP).
OBJECTIVE 3: ASSASSINATE THE VIP. The commando unit must try to come as close as possible to the enemy headquarters (where the VIP is located) and liquidate him. At this point, enemy forces who were earlier eliminated during the commando attacks on the jailhouse, the machinegun nests and the outpost and have regrouped themselves into a reinforcement unit will try to hunt down the commandos.
Upon contact between the commandos and the enemy reinforcements, the group of local law enforcement agencies (former prisoners), will come to the aid of the commandos and help them reach the landing zone.
OBJECTIVE 4: PROCEED TO THE LANDING ZONE FOR PICKUP. This is only possible if objective 3 (assassinate the VIP) is accomplished. The Blue Team wins even if only one commando makes it to the landing zone.
RESCUE AND ASSASINATE!
TEAMS:
Blue Team (commando unit & prisoners/local law enforcement officers)
Yellow Team (terrorist/enemy forces)
HIT RULES:
For the commando unit, three lives are allowed for each member. There will be two (2) designated medics, who will also be allowed three lives each. The medics, will be designated by a white armband with a red cross and will carry red strips of cloth ("healing" bandages) in a first aid kit and tie them around the arm of "injured" team members in order for them to be able to get back into the game. The two medics will be provided with "healing bandages" enough for all the members, including themselves.
If a medic is eliminated, a surviving member of the team must carry on his role by putting on the "medic" armband and use the first aid kit.
For the prisoners/local law enforcement officers, only one life each is allowed.
For the terrorist/enemy forces manning the jailhouse, machinegun nests, and outposts only one life is allowed, after which eliminated players must go to the departure zone to re-assemble.
For the terrorist/enemy forces guarding the headquarters, two lives are allowed and every member of unit is a medic.
GAME TIME:
30-40 minutes
The game is over if:
- the commando unit achieves its objectives; or
- the terrorists eliminate the commandos or successfully protects the VIP until the time runs out.
POINT SYSTEM:
Mission accomplished: +15 points
Mission failed: - 10 points
There will be a 30 minute break between the games for refreshments and to allow players to reload or do repairs.
-----
Like I said, this is still a proposal and any suggestions/comments will be taken into consideration.
After the "Defuse the Bomb" event which we staged in June 2007, I'm thinking of another one, this time involving two scenarios - a prisoner rescue and VIP assasination. Of course, we will be inviting other teams to join us (the more the merrier) and we will try to make it possible for everyone to play the roles of commandos/law enforcement officers and terrorists. Since there will be a time limit (maybe a maximum of 30 minutes since the gamesite is not that big), the combination of speed, timing and teamwork will determine the success or failure of the mission.
OVERVIEW:
DROP ZONE will be the departure point for the commando unit (Blue Team). The same zone will be the assembly and departure point for the prisoners (local law enforcement officers) who will form the reinforcement unit for the commandos.
JAIL HOUSE is where the local law enforcement officers are imprisoned.
MACHINE GUN NEST 1 will be manned by enemy soldiers (Yellow Team)
MACHINE GUN NEST 2 will be manned by enemy soldiers situated at the foot of the yellow team outpost.
OUTPOST – heavily guarded and where the information identifying the VIP is located.
DEPARTURE POINT – assembly area for Yellow Team members who were earlier eliminated during attacks on the jailhouse, machinegun nests and the outpost. They will form a reinforcement group for the defenders of theYellow Team headquarters and will re-join the game when called upon.
HEADQUARTERS – heavily guarded and where the VIP is located.
LANDING ZONE – where commandos are to be picked up and will signal the end of the game.
COMMANDO MISSION:
1. RESCUE THE PRISONERS
2. LOCATE AND ASSASSINATE THE VIP
3. PROCEED TO THE LANDING ZONE FOR PICK-UP.
OBJECTIVE 1: JAIL HOUSE – The commando unit must eliminate the guards and liberate the prisoners. The prisoners will then go the Drop Zone where they can gear up and get themselves ready to reinforce the commando unit when called upon.
OBJECTIVE 2: GET THE INFORMATION ABOUT THE VIP FROM THE ENEMY OUTPOST. This involves eliminating all opposition (machine gun nests and the outpost defences) and retrieving the information that will reveal the identify the target (description or even a picture of the VIP).
OBJECTIVE 3: ASSASSINATE THE VIP. The commando unit must try to come as close as possible to the enemy headquarters (where the VIP is located) and liquidate him. At this point, enemy forces who were earlier eliminated during the commando attacks on the jailhouse, the machinegun nests and the outpost and have regrouped themselves into a reinforcement unit will try to hunt down the commandos.
Upon contact between the commandos and the enemy reinforcements, the group of local law enforcement agencies (former prisoners), will come to the aid of the commandos and help them reach the landing zone.
OBJECTIVE 4: PROCEED TO THE LANDING ZONE FOR PICKUP. This is only possible if objective 3 (assassinate the VIP) is accomplished. The Blue Team wins even if only one commando makes it to the landing zone.
RESCUE AND ASSASINATE!
TEAMS:
Blue Team (commando unit & prisoners/local law enforcement officers)
Yellow Team (terrorist/enemy forces)
HIT RULES:
For the commando unit, three lives are allowed for each member. There will be two (2) designated medics, who will also be allowed three lives each. The medics, will be designated by a white armband with a red cross and will carry red strips of cloth ("healing" bandages) in a first aid kit and tie them around the arm of "injured" team members in order for them to be able to get back into the game. The two medics will be provided with "healing bandages" enough for all the members, including themselves.
If a medic is eliminated, a surviving member of the team must carry on his role by putting on the "medic" armband and use the first aid kit.
For the prisoners/local law enforcement officers, only one life each is allowed.
For the terrorist/enemy forces manning the jailhouse, machinegun nests, and outposts only one life is allowed, after which eliminated players must go to the departure zone to re-assemble.
For the terrorist/enemy forces guarding the headquarters, two lives are allowed and every member of unit is a medic.
GAME TIME:
30-40 minutes
The game is over if:
- the commando unit achieves its objectives; or
- the terrorists eliminate the commandos or successfully protects the VIP until the time runs out.
POINT SYSTEM:
Mission accomplished: +15 points
Mission failed: - 10 points
There will be a 30 minute break between the games for refreshments and to allow players to reload or do repairs.
-----
Like I said, this is still a proposal and any suggestions/comments will be taken into consideration.