Tactics

 

Scenarios

Whistles

Whistles are handy when you send out a team to a location and then they sound the whistle to start the game once they reach their destination. When the final objective has been completed they sound the whistle to inform all players that the game is over.

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Colored Tape

Colored tape can be very handy when playing with a large group. The problem of friendly fire is more apparent when you have a lot of guys running around that look alike. Pickup some red and blue tape (or any other colors) from the hardware store. Each team will have a roll of colored tape. Each player applies a 4 inch strip of tape to their upper arm in there team color. This helps keep everyone orientated to who's the enemy and who's a friendly.

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Medics can Re-spawn with Tape

Each team has one medic. With the teams Tape, place a cross on the medics back and arm to indicate he is a medic. The medic carries the tape and a felt marker with him, this is his med kit. When a team mate is shot the wounded player must fall to the ground or sit down and call out for his medic. The wounded player cannot engage the enemy but he can inform his team mate of enemy activity. Once the medic reaches the wounded player he must (only now) write "WIA" on a strip of team tape and place it under the players existing armband. Now the player is healed and ready to renter the game. When a team member calls out for a medic, that wounded player can be carried to the medic by any of him team member. If your medic gets hit, he is out of the game completely and your team lost its ability to re-spawn.

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Spawning Locations

Most games are played with out re-spawning, meaning that when you get hit your out of the game. To help keep the game moving and interesting you can offer re-spawning points for each team. At each spawning point there will be a roll of colored team tape and a marker. When hit you must walk to the re-spawn point, write “KIA” on a strip of 4 inch tape and place it under your existing armband. Now you can renter the game. Keep your spawn point far from the main battlefield. You can also track how many kills where made by the number of KIA strips on each players arm.

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Capture the Flag

Just like multi player video games capture the flag has two teams. Each team has a base with a flag. The game starts with both teams at their flags. When the whistle is blown the teams move towards each others flag position. When a team reaches the enemies flag they must retrieve the flag and take it to their base flag position. Then blow the whistle to end the game. If you are carrying an enemy flag to your base and you are eliminated, drop the flag and move off the field or to your re-spawn point. Anyone can pickup the flag if its been dropped.

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Two Bases one Flag

In this game there are two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begin at each base. The goal of this game is to take the Flag to the enemies base. When the flag reaches the enemies base, the enemy looses. If the flag carrier is eliminated anyone can pick up the flag.

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King of the Hill

25% of the players barricades themselves on a hill or relatively open area and 50% of the players are the attacking force. Another 25% of the players are 5-10 minutes out, and are moving to reinforce the hill top defenders. The hill should offer quite a lot of protection. The team that losses all their players losses.

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Attack and Defend

The classic. One team holds a position for a specified amount of time, one tries to take it. Break up into even teams, more attackers, more defenders, whatever you want to play!

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Assassination

A specific human target is identified. One team is charged to protect, one is out to get him. The scenario is flexible enough to be mixed in as a subset of other missions. A two man sniper team can be inserted to take out a single or multiple targets within a large defending force. Optional is that the sniper team have to fallback to the extraction zone after they have eliminated their target.

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Downed Pilot

Usually 2 teams, better with 3. Identify the rescue, capture, and pilot teams. In a behind the lines scenario, captors will outnumber the rescuers. The pilot team can be a single pilot, a pilot and his weapons officer/RIO, or even survivors of a helicopter. The pilot team must have extremely limited resources (pistols or machine pistols only). All teams obviously must start at distinct locations. Intelligence-wise, the SAR team will have more detailed information on the location of the survivor(s). Rescuers objective is to extract the survivors to a specific location. Captors must either capture or eliminate the survivors.

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Evacuate the Wounded

A doll or man sized object that weighs over 100bls is placed in the middle of the playing field. Two teams try to retrieve the wounded man and carry them back to their flag to win the game. This game is supposed to be intensive and fast. You can use an old army duffle bag stuffed with rocks you find at the playing field and add a couple of moving blankets to add some cush if someone chooses to carry the bag on their shoulders. The wounded must be carried NOT dragged.

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Man Hunt

A voluntary player is the prey and the rest of the players are the hunters. The prey is given a pistol and some ammo (AEG optional), and the hunters can have whatever they want. The hunters should be between 4-10. The prey wins if he can reach a specific target location within the set timeframe. The hunter that shoots the prey wins the game. The hunters can't shoot each other.

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Patrolling Forces

Two teams start at opposite ends of some divers terrain. They continue to move towards each other and engage in a fierce firefight. This game is design for action and intensity so NO camping out and waiting for the enemy is allowed.

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Field Control

Identify landmarks on the playing field. At least 2 teams start at different locations and proceed to take control of these landmarks. Control means establishing a presence. at least 3 defenders on site. No sharing allowed! If they want the same piece of land, they'll have to fight over it. Either plays on a time limit and the team with the most controlled landmarks win. Or, play until one team controls the whole field.

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Tactical Withdrawal

Teams needed: 2; begin at 50-50 break-up (equal sized teams). Team A starts at a specific position (hill top, structure, etc.). Their mission at first is to hold and eventually, to perform a tactical withdrawal to specified extraction zone. Team B's objective is to eliminate Team A or to prevent extraction. The game is time driven. For example, Team A must hold its start point for at least 15 minutes. After which, they must start a tactical withdrawal to a specified extraction zone within 10 minutes. At the extraction zone, a target is setup for Team B. The target may represent a helicopter and if shot, extraction is prevented. Resurrection rules may be added with a twist: Team A members eliminated will join Team B to simulate reinforcements.

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Mine Laying

Identify a combat engineer team and the (OPFOR). The combat engineers must establish a minefield in a specified location in a specified time frame. The (OPFOR) must prevent this from happening. Props can be used to simulate mines (Surface laid, no need to dig. Besides, US doctrine specifies surface laid mines). Or in a pinch, use string (or anything that could be used to designate a boundary) for the engineers to enclose the "mine field."

Mine Clearing

Basically, undoing what happened in the Mine Laying scenario.

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Bridge Building

Another engineer mission. Engineers must cross a span by building a bridge (or a facsimile) in a specified time frame. First, identify a 'span' (a small creek, dry river bed, etc.). Next, you'll need bridge building materials (planks, etc. -- anything that forces the engineers to sling their weapons to carry the bridge pieces).The engineers must transport the materials from a "supply site" to the "bridge site", and build the bridge. Opposing force (OPFOR) must prevent the bridge from being built.

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Demolition

Attacker's mission is to destroy targets on the playing field. Simulation of this action can be achieved in creative ways:

  • Smoke grenades can simulate demolition charges.
  • If no pyro is available, 2 players can make up a demolition team. Both players must touch the target to "destroy" it.
  • An object can be physically moved. a steel drum must be toppled to "destroy" the target. Defenders must protect the targets.
  • You can use a whistle or horn to sound of the explosion.

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Total Elimination

Just as it says. Last team standing wins.

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