Site hosted by Angelfire.com: Build your free website today!

 

 

 

 

 

Home
Airsoft
Home Field
Scenarios
Members
Media
Links

Here you'll find a list of scenarios that I have compiled from a few other sites. Thanks to whoever came up with these. 

If you've got an idea for a new scenario then e-mail me with the idea.

SCENARIOS

V.I.P Extraction
Two Base One Flag
Hunt the Sniper
Attack and Defend

The above are the ones are our favorites, they work well with less then 10 people so we use them often.

 

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.
 

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.

 

Protect the President


1. Protect the President

Teams: 2
Time limit: 10 minutes

Before you begin, elect one player to be the President. He's got a difficult task ahead of him - reach the Landing Zone within the strict time limit, and avoid the Terrorists who are out to kill him, with only a pistol to protect himself. Thankfully he's not alone... The President's team of bodyguards must get him to the LZ using any means necessary, even at the cost of their own lives.

Objectives - Counter-Terrorist

bulletEscort the President safely to the LZ within the time limit
bulletEliminate all Terrorists


Objectives - Terrorist

bulletAssassinate the President
bulletPrevent him reaching the LZ within the time limit
bulletEliminate all CTs


Rules

bulletThe first team to accomplish their objective is the winner
bulletThe President may only carry a pistol for self-defence
bulletThe President cannot move unless he is under escort

 

 

Escape and Evasion


3. Escape and Evasion

Teams: 2 (unbalanced in ratio 3:1)
Time limit: 30 minutes

As if the unfair teams doesn't make things difficult enough, the smaller team (the runners) has limited weapons and ammunition. Each runner may only carry one weapon, and one standard magazine's worth of ammo to be used only as a last resort. Their mission is simple - stay alive. They must evade the hunters until the time limit has expired to win the game. If your playing site is very large, you may wish to set boundaries for this game.
At the start of the game, the runners have a 30 second head start to "escape" from the base - after that, it's up to the hunters to try and track them down...

Objectives - Runners

bulletStay alive!
bulletEliminate all hunters if possible


Objectives - Hunters

bulletHunt down and eliminate all runners within the time limit


Rules

bulletAny player that strays beyond the boundaries is "dead"

 

 

Diffuse the Terrorist Bomb


5. Diffuse the Terrorist bomb

Teams: 2
Time limit: 20 minutes

This scenario is best played in an indoor or urban environment. The "bomb" is concealed within a small ammo box (or whatever's available) - to diffuse it successfully a member of the CT team has to remove it from the Terrorist base. If the time limit expires, the Terrorist win the game.

Objectives - CT

bulletInfiltrate the Terrorist base
bulletFind and diffuse the bomb within the time limit
bulletEliminate all Terrorists


Objectives - Terrorist

bulletPrevent the bomb being diffused
bulletEliminate all CTs


Rules

bulletDead players may re-join the game after 2 minutes
bulletCT casualties are limited to twice the number of players on the team. If this limit is exceeded, your mission will be aborted

 

 

Hostage Rescue

6. Hostage Rescue Scenario

Teams: 2 (plus "hostages")
Time limit:10 minutes

This scenario is best played in an indoor or urban environment. The object of the game is to rescue as many hostages as you can within the given time limit, while fighting off the Terrorists. A few players from each team will play as the hostages for this mission. The CT team scores 2 points for each hostage rescued, plus an additional bonus point for each Terrorist kill. Don't shoot the hostages... it's not very nice.

Objectives - CT

bulletFind and rescue the hostages within the time limit
bulletEliminate all Terrorists


Objectives - Terrorist

bulletPrevent the hostages from leaving the area
bulletEliminate all CTs


Rules

bulletExecutions are NOT allowed!
bulletHostages cannot move unless they are under CT escort
bulletHostages may not carry weapons, nor may they be given any
bulletThe game is played twice through (alternating the teams), and the team that scores the most points is the winner

 

Treasure Hunt

(156 total words in this text)
(572 reads)   
Printer Friendly Page



9. Treasure Hunt

Teams: Free-for-all
Time limit: None
Additional Materials:

·  Ammo boxes and weapon crates (if available)

·  Hidden "extras" such as pyros and spare clips

This game is unlike any other - all players start with NO weapons or ammunition! Various weapons are concealed throughout the game area inside crates, each loaded with just one magazine of ammo. You must first procure a weapon, then it's simply a matter of surviving the game. If you're extremely lucky, you may be able to find a hidden cache of ammunition, or maybe some useful equipment. Be warned - it is not against the rules to shoot an unarmed player! Looks like it's going to take more than just an itchy trigger finger to get you out of this one...

Objectives:

bulletFind a weapon
bulletStay alive any way you can!


Rules

bulletStrictly ONE weapon per player.
bulletIf you drop a player, you may take his gun in exchange for yours.

No matter what the circumstances, hand-to-hand combat is NOT allowed!

Hide each players gun somewhere and that player has to find his own gun using a map, make paths cross, and limit playing area.

 

Let's go find some rockets!!



9. Let's go find some rockets!!
Teams: 2 Time Limit: 20 minutes or less!
This game is best played in an urban setting. The scenario is that, the terrorists have captured some nuclear missles and are planning to launch them onto a civillian populated area unless their demands are paid. However, Special Forces have been sent in on a covert mission to remove the guidance chips from the missles or destroy the terrorist threat before the launch. Note that in this game, both teams are unaware of the other teams objectives.
Objectives: CT
Seek out the rocket/s and remove the guidance chip/s. (If you've got rockets then CTs can remove the rocket engines from them secretly without the T's knowing this.
or/Elliminate all of the Terrorists.
Once the guidance chips have all been removed, return to the LZ to win the game. Note that ALL remaining CT's must get to LZ.

Objectives: Terrorists
Defend the base for the time limit.
Elliminate any enemy threats.
Note that the Terrorists do not know that the CT's have the objective to deactivate the missles.
Rules
Once a missle has been deactivated, it cannot be reactivated.
CT's win if they elliminate all T's or deactivate all missiles and return to their LZ safely.
T's win if they can defend the base for the time limit or if they elliminate all CT's
T's should be given strict boundaries to keep to, no further than 20m away from their base or something.
The game is a draw if all missles are deactivated but at least 2 CT members do not make it back to the LZ alive or within the time limit.
Extras If you do have proper toy rockets, then they can be launched safely if the T's win.
Written by Iceman, Squad X

Have bottle rockets, firecrackers, and MU bombs placed throughout the terrorist base. Don’t let the terrorists know which ones have to be deactivated.

Back