|March 10th, 2006, 16:26||#2|
Join Date: Aug 2001
Location: Moose Jaw, Saskatchewan
Almost all Airsoft skirmishes can be divided into one of the following three groups, Skirmish, TacSim or MilSim. Any simulation (Milsim/TacSim) is meant to be a renactment of a real scenario. And as such is subject to more restrictive rules than you'll find in a skirmish. A milsim will be the most restrictive of the three.
Skirmish are fun with easy rules, lots of fireplay. And are typically short games.
MilSim meens that the players try to use the tactics and style of military units, and the games is often strategic like Base Defence, Base Attack, Search n Destroy or other similar game. They are longer games, with more restrictions. Emphasis is on "real" military renactment where firefights MAY occur, but not as often. More focus on objectives and manoevring. Not the best kind of "first" game for an airsoft player. Milsim isn't for every airsoft player, the same way speedball isn't for every paintball player. Its a specialized gameplay that requires cooperation and committment from the players to stay "true" to the spirit of the scenario.
TacSim is simulation of tactical situations. SWAT skirmishes is a type of TacSim. Typically about 2-4 hour, with some restrictions, but still lots of shooting done. Not really a "relaxed" atmosphere, but still fun, with objectives, shooting and small unit tactics. This is what MOST groups define as mil-sim
These are just a few, there are literaly thousands of scenarios you could come up with, be creative, be safe, play fair, and have fun.
Last man standing (Ultimos homo statans): All against all in a game often with limited time and area.
Back to basic: A game where only spring pistols is allowed. Ammo can be limited.
Terminate (Team mot team): Two teams that fight against each other until time has run out or one team has been annihilated.
Capture the Flag: Two teams play against each other and tries to take the other teams flag back to their on base (flag). The flag has to be carried clearly visible. This game can be played in two variants, "Live Flag" or "Dead Flag". In Live Flag the flag is dropped if the Flag carrier is shot, and a another player can pick the flag up. In "Dead Flag" the Flag carrier has to return the Flag to the enemies base, if the Flag carrier gets eliminated, before the Flag can be taken again.
Two bases one flag: In this game there is two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begin in each base. To goal of this game is to take the Flag to the enemies bas. When the flag reaches the enemies base, the enemy looses. If the flag carrier is eliminated anyone can pick up the flag.
Grab the flag: Two teams, or more, that tries to be the first to reach the flag.The team that has the first player to reach the flag, alive, wins. This game should be played in fairly open terrain.
Traitors: Again two teams and this is a version of Capture the Flag. But the judges descretly chooses one player from each team that is given both teams teammarkers. Try to choose a player that havn't had much luck during the day. Inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors can change team anytime they chooses. Don't trust your teammates.
Man hunt: A volontary player is the prey and the rest of the players is the hunters. The prey is given a pistol and some ammo, and the hunters can have whatever they want. The hunters should be between 4-10. The prey wins if he can reach a specific place within the timeframe. The hunter that shoots the prey wins otherwise. The hunters cant shoot each other.
Bounty Hunters: An everyman for himself game, where each player is issued a teammarker. Then the start signal is given all players runs out in the field. When the next signal is given the game starts. When someone is eliminated, the shooter gets the eliminateds teammarker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the teammarker himself. Teamforming is not allowed and the formers is disqualified. Gametime should be atleast one hour and the winner is the player with the most markers.
Wanted, Prefered Dead (Prision Break): A small team, 20% of the players (Prisoners) shall travel thru an area that is guarded by 80% of the players. The prisoners cant have any big weapons or support weapons. The guards can have whatever they chooses. Each prisoner that reaches the goal is consided a winner. Timelimit is somewhere between 30 minutes to many hours.
Commando Raid: A small group is the commandos. The rest off the players is divided to guard the objectives. The defenders goes out to the field and begin to guard the objectives. Each objective should be guarded by the same amout of guards as the commandos are. The commandos is taken to a small zone outside the gamearea. This is their Insertion and Extraction Point. When the commandos has finnished with the mission, atleast 1/3 has to return to this zone or they cant win. Inform the commandos that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they has taken the Flag from the objective they should leave the "Flag" at the "DropZone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themself and send out patrols, but not leave the objectives unprotected.
Paratroopers: Two teams is divided. 1/4 of the players is the Paratroopers and they're blindfolded and taken out to their "DropZone". At the dropzone they're given a simple map over the area. The other players is split to defend 3 objects in the area. The goal for the paratroopers is to "take out" a objective by stealing it's Flag and return with the Flag to the "PickupZone". When the judge at the "PickupZone" has the Flag the paratroopers has won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.
Hostage rescue: Two teams is again divided. One team is divided into "Hostage" and "Rescue", while the other team is Guards. The hostage has to be divided to different locations. The rescue team can carry extra weaponary to the hostage. The hostage can attempt to flee but they can then be eliminated (Shot trying to escape). 50% of the Hostage has to be rescued.
SWAT terrorist elimination: Classic. A SWAT Team (25% of the players) shall clear an area of terrorists. Buildings is to prefer.
Killing house: A player or a small team shall clear a house that has been rigged by the organisers on the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.
Assassins: Two players has to eliminate a specific player and reach their insertion point before the time limit is reached.
Killing of the Officers (VIP): Two teams, and each team has an Officer. The goal is to eliminate the other teams Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers cant move.
King of the Hill: 1/3 of the player barricades themself on a hill or relativly open area and the rest of the players is the attackers. On the top of the hill is a Flag, and the team that is closes to the flag when the time is out, wins. The hill should offer quite a lot of protection.
Reinforcements: King of the Hill variant with two teams. From one of the teams a smaller group (1/3) is choosen. This group barricades on the hill, round a Flag, while the big team is placed below the hill and out of range. The remaining 2/3 of the team is take to a place 5-10 minutes from the base of the hill. The team that is closes to the flag when the game ends, wins. Gametime should be between 20-40 minutes.
Zombies: This is another Team vs Team game, but all the eliminated players go to a third start point. When three eliminated players has reached that point, they form a zombie team and can play again. The new zombie team fight against all other teams, including other zombie teams. The game ends when there is only one player left from anyone of the original teams.
Trenches: A rectangular area about 50x125m is divided into 10 sectors, 2x5. The two teams should be big, 15-40 players, and they start on the opposite short sides of the field. The team that controlls most sectors when the game ends, is the wins. It takes atleast 2 men and no enemies in a sector too control it. The flesh wound rule is used.
Drag the doll (Downed Pilot): A Doll (Stuffed and mansize, should weigh atleast 40kg) is in the middle of a square arena. The arena is open and flat, but with a lot of junk for cover. Each side is the start for a team of 3-5 players. The goal is to grap the doll and drag it to you side. This game is supposed to be intensive and fast. It's basically CTF in an arena version.
CQB (Close Quarter Battle): Indoor versions of many games. Often played in a big house or in many houses.
|March 10th, 2006, 17:15||#3|
Join Date: Oct 2005
Location: Kelowna BC
a few game types my friends and i have come up with, some should be taken with less then a grain of salt..
Best results: night game, with a 2:1 guard:captive ratio
Two teams, captives and guards.
The captives start together, armed with pistols, and possibly a shotgun or two.
The guards start seperated, forming a loose circular perimeter around the captives.
Guards may be armed with anything they wish.
The object of the captives is to break through the guard's line, and get to a designated area alive, a minimum of 100 yards away from where they begin.
The object of the Guards is to stop the captives from escaping, bonus points for taking them alive. (aka surrender kills).
1 for guard kill
3 for making it out alive
1 for captive kill
3 for surrender
Points determine bragging rights, who chooses the next gametype, who eats the old bagel in the freezer, whatever you want them to determine.
I'm sure there are a tonne of variations on the "draw" game, but here's ours:
Game for two people.
Each player stands exactly 20 paces from eachother. So start back to back, walk 10 paces(feel free to change this distance) in a straight line, and then turn back around and face your opponent.(more on this below)
Typical Gun vs. Gun:
AEG vs. AEG (semi vs. semi/fullauto vs. fullauto)
SMG vs SMG
Pistols vs. Pistols
Pistol vs. Pistol
Boltaction vs. Boltaction
Shotgun vs. Shotgun
Machinegun vs. Machinegun
First to hit the other gets the kill/win.
For the courageous:
AEG(semi) vs. AEG(fullauto)
Shotgun vs. SMG/AEG(fullauto)
Bolt Action vs. Pistol
Pistol vs. SMG/AEG
Anything (excluding fullauto rifle/machinegun) vs. Machinegun.
Pistol vs. Dual SMG/AEG
Shotgun with one shell vs. M249
Tag the Guy toting the Grenade Launcher(only one grenade round)
Super extreme to the max
airsoft gun vs. actual gun
The standoff starts when an impartial signals it to begin, be it with an airhorn, whistle, smacking their hands together, shooting a rifle, yelling, etc.
Guns may be in their holsters if pistols or at the players back if rifles, lain on the ground at a certain distance, whatever you decide. Personally, im partial to the walk ten paces with arms held out crucifixion-style, guns hanging.
Players can do anything once the round begins; dodge, duck, dip, dive, dodge, run, cry, pee themselves, etc.
Matches can been allocated; at random, using a tournament style system, round robins, winner plays winner, straws, rockpaperscissors, glove-duel challenges, anything goes.
At the end of any series of matches, the absolute winner must challenge the absoulte loser to one of the courageous challenges(see for the courageous), with the absolute winner getting the shorter end of the stick. If the absolute loser wins, he replaces the absolute winner at takes his place as lord of teh dance.
If the absolute loser LOSES(wow you suck), he can rechallenge the winner to an extreme match, but this time the original winner gets the better end of the deal, and the abs. loser is stuck with the short.
Once all this has passed, anyone can challenge the current leader to a super extreeme matchoff. The challenger is the tagger/grenadee, the current winner the grenader/tagee.
And finally, our favourite:
Game is setup as follows:
One player (the Ahnold)versus everyone else.
Any loadout is fine, though i suggest excluding sniperrifles, and possibly scopes in general.
All the other players must kill the Ahnold player.
Ahnold must kill all opposing punymen.
Arnold never dies from just one round. As he can always walk any wound off, you would have to hit him atleast 5-10 times in the body/head within a certain time limit (say 5-10 seconds). If you don't kill him within the timelimit, he's back at full strength, and you have to try and kill him again..
Also, any hit from Arnold Kills, because arnold always kills with any hit he makes(he even kills people he doesn't hit)...
This requires a bit of player enthusiasm, but Ahnold signifies hits allocated to him but grunting in an arnold like fashion, be it one-liners, grunts, german garble, general 'arnold-like sounds', etc.
It takes a lot of player honesty, and heh, tolerance of pain, we havnt played this game with guns over 330fps, but i think, for (fake)Arnolds sake, under 400fps please.
|March 10th, 2006, 20:05||#5|
Join Date: Jan 2004
Location: Red Deer, AB
On a bit of a side note, I made a "Game Scenario" book I take to our small local games. It has about 40 some odd scenarios (so far) arranged from fewest players & props to lots of players & props, with a seperate section for "flag" type games. It really comes in handy fr the spur of the moment games. I have them in a flexible rollup binder with a Dropzone Multicam cover and all the pages are laminated. Keeps them from being wrecked in case it rains/snow and allow me to use dry erase markers on them if I need to.
|January 30th, 2007, 04:16||#7|
Join Date: Jan 2007
I was trying to find some players interested in a safari/treasure hunt type scenario. Bolt-action or lever-action rifles, shotguns, revolvers or pre-1940 type pistols (I have a HFC C96). No camo clothes, just khakis or similar. Teams follow seperate pieces of a torn map, look for clues, and if they find the treasure, they have to protect it from the other team until they get to the rally point.
If at first you don't succeed, back off 300 and call in the Warthogs!
Last edited by DocDodge; January 31st, 2007 at 16:30..
|March 22nd, 2008, 08:03||#8|
Join Date: Mar 2008
just want to here some ideas, and give you my made up game based on the USAF'S CMR teams.
Combat Medical Rescue: there are 2 teams of 3-12 players and one downed pilot. the enemy teams objective is to airest the pilot and take him back to base (witch will be state at the start of the game) the CMR (Combat Medical Rescue) objective is to get the pilot back to the extraction point (must be stated at the start of the game) the pilot is given no gun. the CMR & the enemy team can not be in gropes smaller than 3 men at a time, unless you have say 4 players... then onse can go out as a scout. wen a player is out he sits on the down until for a medic heals him... (the medic can re-spawn at the base/extractions point) note:you can also play this game as where every one re-spawns. the pilot is sent off before the CMR and enemy teams are decided on, the CMR team has some sort of proof they are CMR and not the enemy. the CMR team can not shoot the pilot, but the enemy can if he dose not follow there orders, and i suggest escaping if you suspected that you are in enemy hands as you lose if the enemy gets you to there base, you also lose if you are shot
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