TKOverKill

Full Version: Scenario : Operation Chopper Down [DRAFT]
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We will pilot these scenario games at the Seals Game on September 15th 2007.

Scenario Part 1 of 3 : Operation Chopper Down

General Plot

During a routine resupply mission for Special Forces units behind enemy lines a MH-53J Pave Low III helicopter is hit by an enemy RPG and is forced to crash land just behind enemy lines.

Other Details
[1] Time limit 30 minutes
[2] Player Ratio : [30% Special Forces + 20% Pilots] VS [50% OpFor]
[3] Medic Mod
- 1 medic for every 5 players (pilots do not count)
- Medics carry 5 white bands to heal other players, cannot heal themselves.
- Shot players can be healed only once
- Shot players can act out their deaths, sit/lie down on the ground and call the medic (groan/shout/radio) once every minute for 3 minutes. (3 calls) afterwhich they are considered dead and return to safety.

Pilots Story

Due to the proximity of boarder guards the pilots are forced to hide away from the wreckage and a little deeper into enemy held territory. Having spent 3 nights in the jungle they have encountered several lightly armed enemy search parties and having been engaged in running fire fights with them they now decide to lay low until help arrives rather than risk making a run to the boarder with the injured and depleted ammo.

Rules of Engagement
[1] 20% of players are designated as the pilots and they are placed anywhere in the field first and remain hidden.
[2] Neither the rescue team nor the Enemy patrols know of their location.
[3] Pilots and rescue teams share the same radio frequency and the pilots are allowed to guide the rescue team to them.
[4] Pilots are not allowed to move location unless they come under direct fire from the enemy search parties.

Primary Objective
50% of Pilot team must be successfully extracted.

Secondary Objective
100% of Pilot team must remain undetected if rescue team is killed.

Failure
[1] Pilot Team looses if the Rescue team is neutralised by enemy patrols and has suffered any casualties, or
[2] If less than 75% of the team is not extracted.

Equipment
[1] Pilots only have hand guns and 1 spare magazine.
[2] One of the pilots may have an SMG with one low capacity magazine

Special Forces Extraction Team Story

Straight away an extraction team is assembled and moved across the boarder under the cover of night awaiting to be given the radio frequency of the downed pilots. S.O.C (Special Operations Command) has stated that to avoid another media scandal as seen in Mogadishu, Somalia in 1993 that the mission will be operated under stealth and that open gun battles are to be avoided where ever possible.

Rules of Engagement
[1] When the game starts the SF extraction team may make contact with the downed pilots.
[2] SF extraction team should try to use stealth rather than Gun-ho! approach although this is entirely up to them.
[3] SF extraction team has 1 medic, he is able to revive any of his team mates once but not Pilots as they are already too weak from their exploits in the field.

Primary Objective
50% of Pilot team must be successfully extracted.

Secondary Objective
Destroy 100% enemy patrols.

Failure
[1] Extraction Team looses if the team is neutralised by enemy patrols.
[2] If less than 75% of the Pilots are not extracted.

Equipment
[1] Special forces may use any item that they feel necessary to complete their primary objective.
[2] 600 rounds of ammunition total
[3] Weapons such as grenades or claymores will not count towards the BB count.

OpFor Story
[Trivia : An Opposing Force or OPFOR is a military unit tasked with representing an enemy, usually for training purposes in war game scenarios]

This is a perfect opportunity to capture the surviving pilots and to disgrace their nation on national media! We know there are four from initial radio coms and we know that the pilots have survived due to small encounters and skirmishes that our patrols have encountered! We need to kill these men before an extraction team arrives!

Rules of Engagement:
[1] OPFOR team is split in to small 3 man patrols to hunt down and kill the enemy pilots before an extraction team can get to them.

Primary Objective:
[1] 100% of Pilot team must be Killed, or
[2] 100% of Extraction team killed.

Secondary Objective:
50% of Pilot team killed.

Failure
[1] OPFOR looses if the Rescue team extracts 50% of the Pilot Team, or
[2] 100% of OPFOR team is destroyed

Equipment
[1] OPFOR may use any item that they feel necessary to complete their primary objective.
[2] 300 rounds of ammunition in total.
[3] Weapons such as grenades or claymores will not count towards the BB count.[/list]
It looks very nice Lionel, Looking forward to try it out!
Some more armo for pilots?
They would be taken out right away with that low armo.
1 low cap SMG and a hand gun with an extra clip?


How about more armo for bad guys too?
I don't think so... the point of this is that it is supposed to be realistic. No stupid spraying, you have to think of how you use your ammo. As for the pilots, they don't have any reason to have more ammo, their part is to try not to get shot; not to spray. A real life pilot wouldn't have much more firepower than that. Also, it gives the Spec Ops team a stressfactor, as they will have to get to the pilots before they are overrun - not just dig down and camp like people usually do on most airsoft games. As for the opfor; how many taliban do you see with 10 mags on them (A standard AK mag is 30 rounds)? Not many. They have superior numbers and that is their advantage.

That's my opinion...

Guest

It will be pretty intense [good] just having one - full auto hanguns? Wink
ToshiJP Wrote:Some more armo for pilots?
They would be taken out right away with that low armo.
1 low cap SMG and a hand gun with an extra clip?


How about more armo for bad guys too?

Ok this is scenario based game play, which is a farcry from that of the original speedball style that is the trend here in Japan. If you look through and read the scenarios, the mission, objectives and factors you will see that the limits are very equal across all the teams.

The reasons why the pilots have a limited ammo is to prevent them from becoming an aggressive force. They need to rely on stealth and camo to hold steady until the cavalry arrive. Also giving them more ammo could result in the SF team letting them blitz to the extraction point with no cover thus again negating the role of the SF team.

600 rounds for the Terrorist group is plenty, that 2 High capacity magazines. 20 AK47 magazines worth if you want the figures for real life. Soilders on a standard A to B mission will carry 10 magainzes for the primary weapon 3 mags for side arm and possibly another 100 rounds in loose ammo for the primary.

Yes there are limitations, but this is to focus on the ambience of the game, trust me having played Mils-Sim games there is nothing more adrenilin pumping than having only a hand gun as the enemy passes 2 feet away from your position without them seeing you.

But hey don't worry if speedball is more your type the morning session is focused on that game play.

But guys we want you input on the scenario based games, but please lets just play them out as they stand and then add constructive critique after wards to make them better.
ToshiJP Wrote:Some more armo for pilots?
They would be taken out right away with that low armo.
1 low cap SMG and a hand gun with an extra clip?


How about more armo for bad guys too?

This sounds good. Seeing as at a 20% ratio for the pilots we are looking at 2-3 individuals set as pilots holding off approximately 13-15 terrorists I see no problems here with giving the pilots one SMG and a low cap.

Seeing as this scenario is still in DRAFT we can definitely look at tailoring the game to fit our style.

Guest

We should run through the scenario as it stands - I think it will work better than perhaps it seems, compared to our regular games. If it doesnt, it will be a quick game, so no loss Wink
What does worry me is the number of non mil-sim type people in our games. This type of game might put them off and not to mention some new recruits.
Yes, I/we have understood that and are already taking measures to promote the interests of both kinds of players, outside of TKoverkill as well.
Gus, as Seraphein said these kind of games are catering for all and I would ave to disagree that the main body of players are looking for Speed ball type of games, thus the game days getting split into two.

I understand that the pilots have limited ammo, but you aren't seeing the scenario, the pilots are not an aggressive force, basically its an advance version of the VIP mission that you are all used to playing speed ball style. but rather than 1 VIP you now have four, rather than all starting at the far end of the field and making your way to the exit point, the Special Forces now need to hook up to the VIP's and extract them.

Pilots are NOT a combat force, and only have weapons for self protection, for them stealth is the key until the main extraction force arrives.

Like I said before, we need to play out the scenario games first before we start changing things, please read the scenarios through and you will see why and how each teah is balanced to give each team handicaps and advatages in certain areas. But if we find that players aren't happy with certain aspects then we can all come here to discuss where they need to be changed, as just changing one element will effect the whole play and style of the game.

Also guys, please remember that this is a two way door, this might not be your style but please give it a try before you start picking holes or digging your heals in, you never know you might actually enjoy it!
FarEast :

Is it 600rds for OpFor or 300rds?
sorry its 300 rounds for the Opfor, basically 1 high capacity magazine
k, to even things up a bit, shall we say that handguns don't count to that limit?
No, I think that isn't a good idea. Perhaps just add one extra handgun mag if people really insist Tongue
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