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Multi-field campaign scenario

Place to share ideas on Scenarios for skirmishes.

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Multi-field campaign scenario

Postby Spook » Thu Sep 23, 2010 9:03 am

Operation Hot-Spot

Two main sides: Green and Tan

Occasional appearances by: Various insurgent groups with no loyalties to EITHER side. These people will be dressed in civilian/mixed camo/faux-terrorist garb.
Agents of outside foreign powers looking to supply rebel forces (keeping both Green and Tan weak 3rd rate powers)
Assorted criminal types running illegal commodities through Green/Tan territory


Background:

Green and Tan maintain a tense but amicable relationship with one another. Occasionally, they growl and squabble and throw a few bullets in each others' direction, but because of rebel forces desiring to unite the nations of Green and Tan as one larger country, they must co-operate more than they like, sometimes even in joint anti-terror operations within one another's country. As you can imagine, with former tensions between the two sides, that can get a LITTLE hairy. If a Tan CO is in charge of a mission and Green troops are along, they may not want to obey, compromising the mission. Likewise if there is a Green CO and Tan troops are along. CO's are advised to take this into consideration when deploying their people.

Objective(s):

May be from among the following:

1. COINS (Counter-Insurgency) operations in which joint forces are searching for insurgents with the mission of total elimination
2. Closed border COINS. Green and Tan will co-operate by searching in their OWN border area for insurgents
3. Anti-Drug Interdictions either joint or closed border
4. Hostage rescue
5. Intelligence gathering/sabotage

Medic/RTP rules

1. There are no 'respawns'. Each player gets three hits. The 3rd hit kills you and your team must 'carry you along' until you reach your start point. Obviously, this will slow your side down if they have a large number of dead BECAUSE DEAD CAN ONLY WALK. They must take the mags out of their weapon and wear a red rag prominently displayed.

2. Green and Tan may elect to set up field hospitals to treat their wounded to keep them from becoming dead. Medics/leaders will carry 'first aid' kits with Skittles or M&Ms or Tic-Tacs to use as pills. Each wounded player wil eat a piece of candy and drink some water, thus reviving them. DEAD do not revive until they are returned to start point. (Obviously, they're dead.) Field hospitals have a 5 minute wait time. During that time, NO mission related things may be done. All you can do is treat your wounded.

3. For every 5 minutes a wounded player goes untreated, he is added a hit. Example: first hit, 5 minutes go by, he evolves to the 2d hit, regardless of whether he is hot or not in combat. If another 5 minutes go by, the player is dead and cannot be treated. COs are advised to consider this when carrying out missions.

Points

All sides earn points for carrying out mission objectives. Joint operations split the points. Deliberately starting hostilities Green/Tan or Tan/Green to force separation of points is permitted, but may ruin the game objective as alliances might have be formed or bribes paid to insurgents or enemy agents to get them to help you once infighting starts. Deliberately starting a fight when there is none to begin with between sides is not recommended. Doing so will cost the offending side 50 points.

Each mission objective carried out is 100 points.

Points accumulate and at the end of the campaign, the side with the most points wins.

Unification and Destabilization

Insurgents want Green and Tan to be one happy nation. All points they earn go to toward Unification. If at any point, 5000 points are achieved by the insurgents. Unification is achieved and the game must begin again.

Enemy agents want Green and Tan at each others' throats. All points they earn go to Destabilization. If at any point, 5000 points are earned by Enemy agents, Destabilization is achieved and civil war between all sides starts with no clear loyalties.

Dopers want a smuggling highway through Green/Tan territory and they don't care how they get it. If they gain 5000 points at any time, they may declare their route and mark it off with tape/other means. The only thing that can close down a drug route once it opens is a mass counter-drug op full day scenario eliminating ALL dopers TO THE MAN. If there is civil war, an automatic drug route opens due to breakdown of law.

Multi-field aspect

Now that there are multiple fields in the Knoxville area within travel distance of each other, this can mean that the game may extend into more than one field, making it more interesting and realistic. No field is either Green or Tan specifically, but field owners may section off parts of the field as Green/Tan for a day's play.

Special weapons/events

IEDs, WMDs, etc may be a part of the game at the field owner's discretion.

Vehicles

Vehicles of varying types may be injected into the game by the field owner. Cars, 4-wheels, fake tanks, etc.

Props

As needed per mission. Fake dope packs, explosives, money for bribes, etc etc.




"Political Correctness is a doctrine fostered by a delusional, illogical liberal minority, and rabidly promoted by an unscrupulous mainstream media, which holds forth the proposition that it is entirely possible to pick up a turd by the clean end."
Spook
 
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Location: Sevierville TN

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