Operation Unflinching Strike

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Operation Unflinching Strike

Postby TheChimera » Mon Mar 21, 2011 2:13 pm

This is a three phase (1-3 hour) operation. (radios helpful, but not necessarily required)

Phase 1 - Begins with team 1 (Op-For or whatever you want to call it) bunkered in and acting casual(patrolling, playing cards, sitting around, talking, etc) letting them set up and not telling them when the attack will take place. Meanwhile, team 2 (strike force, or whatever) sneaks into position to ambush. A small explosive/firework will start the attack(unless you have radios in which case the attacking team will give the signal over their frequency). The Attacking teams objective is to set off green smoke at a certain position, or a gate if there is one readily available to be set up in the course. This will start Phase 2. The defending team must prevent the attacking team from completing their objective for 1 hour, success will end the game.

Phase 2 - Team 1 falls back to the main base to protect satellite and AA gun. Team 2 is to set off green smoke at both, effectively "destroying" them. Team 1 is to hold them off for 1 hour (arrival of reinforcments) ending the game. If team 2 is successful, phase 3 begins.

Phase 3 - Team 2 must now proceed across the base to the HQ/Interrogation room. They must rescue an unarmed individual (Enemy general/Ally soldier) and must get him back to team 2's starting location to win. Team 1 must hold off for 1 hour, success will end the game. If the prisoner is shot or the squad escorting him is annihilated he goes back to his spawn.


Spawns- Team 1 will always spawn at their base ( you may want to designate a building or a spot away from the objectives).
Team 2 will spawn at their start during phase 1, and a building or area in of the first phase objective.

Equipment - Team 2 should be dressed in Camouflage that may vary on where you are playing. Team 1 can wear whatever. Gear is whatever the player wants to use. Feel free to use airsoft grenades/flashbangs if you should choose. You may not be able to split up via clothes/camouflage, so it may be desirable to have them bring something that can identify teams with (shirts, bandannas, things like that).

Guns - In an ideal world Team 1 would be outfitted with AKs and similar weaponry, while Team 2 would have M4s and the like. However, feel free to let players use what they want.

Ideal course size - Enough room for 80-150 players

Best if played 1.5-2 hours before night.

Hope you guys enjoy and I will see you on the battlefield




TheChimera
 
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Joined: Fri Mar 11, 2011 10:10 pm

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