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TN Airsoft Forums • View topic - Airsoft In Cookeville May 12th Discuss AEGs Sniper Rifles Tactical Gear

Airsoft In Cookeville May 12th

Organized Airsoft events within TN

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Airsoft In Cookeville May 12th

Postby the_stange » Fri Apr 06, 2012 1:36 pm

I know it's still a little ways off but we're finally getting around to the follow-up to our September game, if you were there, then you know some things went really well and some things not so well, but we're working on having less bugs this time around 8)

I'll be getting more info out soon about the game and some changes I'm making to how the field is laid out (getting rid of the half-mile hike between bases).

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Re: Airsoft In Cookeville May 12th

Postby ProfessorCrow » Fri Apr 13, 2012 1:15 am

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Re: Airsoft In Cookeville May 12th

Postby the_stange » Fri Apr 13, 2012 5:12 pm

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Re: Airsoft In Cookeville May 12th

Postby the_stange » Sat Apr 21, 2012 9:50 pm

Registration for this game is now open, if you want to come then please complete the form to help us know how many to expect. We will not be providing any form of lunch at this game but we will take a forty-five minute break to allow you to eat a sack lunch or go get food from any one of the several fast food places within a few minute drive. We will have free water available-don't let yourself get dehydrated. The only thing that we will have for sale on site are red death rags for a dollar a piece.

The event it is free-to-play, and if you bring your own death rag there is no reason to pay us for one.

This link leads to the registration form:


I'm going to post the four main scenarios/game types I plan to run in this thread as well as field map that I have created, but there is also some pertinent information on website- for example the rules and waivers.

Checkpoints- This game centers on checkpoints that are laid out on the main trail of the field. A check point consists of a flag holder and one of each team’s flag lying next to the holder. Each team begins play at a home “base” with a single large flag.
The object of the game is to control the most checkpoints at the end of the match. Teams control checkpoints by having their flag in the flag holder. In addition to being worth points, which add up to victory at the end of the game, the checkpoints are also respawns, whichever team has control of a specific checkpoint has the right to “touch and go” respawns at that checkpoint-however, due to the nature of this game “spawn camping” will considered an acceptable and allowable tactic- so players will want to respawn wisely.
Teams are not to interfere with their opponents’ flag to any greater extent than removing it from the holder and placing on the ground next to the holder.
Points Breakdown:
Each Check Point controlled at end of match: 10 points
Domination Bonus-Controlling all points and eliminating the enemy team after removing their ability to respawn: Points for all the captured checkpoints + 50 point bonus (I seriously doubt this is possible, but feel free to surprise me)
Time Limit: 40 Minutes

Bomb the Base:
A briefcase “bomb” (electric prop with siren), will be chained to a tree at a central point between two bases. Each team will have a bomb technician whose task is to unlock the bomb (they will be supplied a key) and transport it to the other team’s base to detonate it. The bomb tech is the only person on each team allowed to carry the bomb, if the bomb tech is shot while carrying the bomb he must drop it and go respawn, his team may defend the bomb where it lies to keep it in control until he returns to pick it up.
Respawn Rules: Each team will have a designated respawn point approximately 200 ft from their base. Respawns will be a two-minute wait. No Spawn-camping.
There are two ways to win: Option A- Destroy the opponent base, Option B- Have the bomb on the opponents half of the trail when time is called (a line will be painted on the trail half way between the bases to make this more clear)
Points Breakdown:
Destroying Opponent Base: 50 points
Having the Bomb across the half-way line: 25 points
Manhunt
This is a two-round game to be played in 20 minute rounds with two five minute hiding periods.
In the first round “Team A” takes the field as “the hunted” and gets five minutes to hide/entrench themselves before “Team B/The Hunters” takes the field to search for and eliminate Team A.
In the second round, the roles reverse, and the hunters of the first round become the hunted of the second round.
Respawn rules: The Hunted team receives no respawn, when eliminated they return to the staging area to wait for the next round. The hunters get to medic respawn twice per round- If the medic is hit they must return to respawn at the trail head in order to respawn.
Points break Down: 10 points per eliminated player, +20 bonus points for whole team elimination.
The winner is the team with the most points after each team assumes the role of both “hunter and hunted”
Hostage Rescue:
In this scenario one team will play as an attacking “rescue unit” and the other as a defending force which is holding a hostage. The object of the game will be for the rescuers to safely remove the hostage to an “extraction” zone and for the defenders to prevent this from occurring.
Hostage Rules: The hostage will have four balloons strapped to his upper body; the hostage is alive as long as he has at least one un-popped balloon remaining, however, if the balloons are popped the hostage is killed and the game ends. Also the hostage is only a pawn (he will in fact be a referee) in this game and not an active participant, he will not resist capture from either team and can only move when a member of either team is in physical contact with him (hand on shoulder)
Respawn Rules: The defenders will respawn at a respawn approximately 200 ft from their base with a 2 minute wait time. The rescue team will have a medic and may medic in once before each respawn (ex. Medic, respawn, medic, respawn)- They will have the opportunity to respawn approximately 400 ft from the defending base with a two minute wait (The medic must go to respawn after each death)
Points Breakdown:
Rescuing Hostage (full extraction): 100 pts
Retaining Hostage (Alive, still captured): 100 pts
Hostage is in rescuer control at end but not extracted: 50 pts
Hostage is killed by defenders: 50 pts (Note, the defenders can only receive points for killing the hostage while he is in rescuer custody)
45 minute time limit.

Here is the field map: The black line is the field boundary, the white lines mark main trails, the yellow mark smaller secondary trails, and the pink line is trail that does not yet exist, but I eventually hope to cut it out and I will have the path marked on game day.
Image

If you have questions about the game day, or see any problems with the game types, let me know.
Many of your questions would probably be answered by browsing our website, particularly the "news" and "rules and waivers" sections.

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