Airsoft Scenarios

Here are some scenarios taken from a discussion on X-Rings Discussion board :


Instead of making a single scenario, have a dynamic scenario structure. Give each team 3-5 missions concealed in envelopes before the session. At their start line, the teams open 1 envelope and see what the mission is (recce, ambush, raid,whatever, and where/how/why etc. etc.)That way, neither team knows the exact aim of the opposition. But the guy who writes the missions should draw a sketch map and make sure that the missions have a good chance of hitting each other during the game, otherwise it's pretty pointless.

For example, Red team might have envelopes with...
"Conduct an ambush NLT 1200 and ending NLT 1230 between checkpoints 2 and 6. Use Polaroid camera to photo any enemy corpses, id unit flashes and take note of en weapons."
and
"Search and destroy en at checkpoint 5; if no en at checkpoint 5, patrol spade route for en and capture/kill as many en as possible. Photograph en bodies, gather evidence of en spec operators, etc."
and others like this.

Blue team might have...
"Do a route recce of spade route from PL Dakota to PL Idaho. Avoid en contact; if spotted by enemy, attempt to eliminate them."
and
"Establish and maintain a comms relay at checkpoint 5 NLT 1200 and occupy for 30 minutes. In event of en contact, withdraw, regroup, and attempt to ambush en troops at a location to be determined by patrol leader."
and so forth.

These missions, and others like them, would ensure that neither side would know the en objective, and would make the fights unpredictable.

Similar systems have been used in the military. Whether or not they work in airsoft depends much on the players and the quality of the missions within the structure of the scenario.

Idea by James


There's always the Die Hard scenario! Just have a few guys be cops and the rest are terrorists but, you'd need a building. Or, you could do the downed pilot rescue mission where you have 1 or 2 guys be pilots and they only get handguns. Then there are 2 teams and one tries to get to the pilots before the other team eliminates them. Though, its always fun to do a capture-the-flag game, with a twist! Instead, the flag is actually some stolen military equipment or a bomb or something and the other team has to capture it. There is so many scenarios to make up but the coolest ones can be taken from movies, like Die Hard of course. Yippee-Ki-Yay Mother F**ker!!!

Idea by Shadow


Other variants include.

Missed drop

Your resupply has gone pear-shaped as Crab-Air has missed again. You must find the supply canisters and return them to your base. The rude men in black hats will try to stop you. This scenario can be made harder if some (indeed lots) of your ammunition is in those canisters.

Pulling Out
Your team is behind enemy lines but don't panic, a pickup chopper is due in precisely ten minutes from the start time. Unfortunately the villains have found out about you and occupied the agreed spot. Get rid of them and fast. If you miss the RV you will have to walk home, ie survive for half an hour without using hard cover or staying still for more than a minute. To make this harder the baddies only stay dead for five minutes...

Corporate Extraction
A small group of suits want to change employers. Problem is, the current employer wants to retain their skills. The prospective employer sends in a unit to help make the career jump. Two teams are needed. Half of one team has pistols/sidearms only and are suits. The other half are the extraction team and may carry what they want. The other team are all company soldiers and are equipped as such. The suits start holed up in a building, the location of which is unknown to the rest of their side (radios would be good here, or mobile phones to keep the CyberPunk (TM) image!) Corporate soldiers must wipe them out, or eliminate the rescue party. This scenario lends itself to victory points. BTW, company executives are not often trained users of MP5s, M16s etc so they must stick to their sidearms!

In fact, for those role-players out there the whole dark future world of cyberpunk makes for some very viable scenario options for live action role gaming with airsoft and a nice change from SpecForces wannabes.

Idea by DoG#3


Hmmm - and what about

"Multi-national Forces"

You need four squads 4 plus players per squad, who take an envelope at random from a group of 4 (OK - you could go for more squads and/or envelopes to really make a mess).

Each squad becomes a unit of some determined nationality, that is working with one of the other squads to perform a mission, but they don't know which other squad is on their side. Squads start from separate locations, and have an RV with their counterpart at a particular location "behind enemy lines". They get told roughly which direction their "friends" should come from, and where to go from there. They may be given a code-phrase for recognition purposes.

Once the link-up is made, they have to perform a simple mission, such as get supply canisters or blow a bunker/bridge etc. Rules of engagement allow for any unfriendly troops to be engaged.

Add darkness, stir and wait.....

Make it harder?

1) Different missions per squad, but the same RV per "side". What mission do they choose to complete first?

2) Red on Red - negative points for killing anyone on your own side in a different squad - unless they are all killed, in which case no-one will know.... (tee hee).

3) One "side" has poor intel, and gets their RV wrong, so their counterpart has to search for them (probably best if you can preselect a larger group to be the searchers).

Murder
A mayhem game, and a good "pistols only" game.

You are all Police Officers/Bodyguards/Corporate Soldiers, and the Chief/President/CEO is making an inspection tour.

Unfortunately, one of you is an assassin - oops!

Use envelopes for each player, with a card inside. One says "VICTIM", one says "MURDERER", the rest are blank (or maybe have daft names for confusion purposes - blank cards are too easy to spot). Players may not reveal the contents of their envelopes.

The "VICTIM" identifies himself, is helped into a nice fluorescent jacket, and given a fixed route to follow. Everyone else, "the cops" are given some fixed spots along the route to cover, and must stay within six feet of their post until they are fired on or see a "body". Each "cop" (including the murderer) trades his card with a Marshal who gives them a location. Do this singly in a separate room! Each one goes to his location and "patrols". Only the murderer can move freely, and his patrol spot should only be visible to one or two others (if all spots are thus it's easy!)

Special rules:-

1) When hit you must fall down ia a cute "dead" pose - shouting "argh!" is OK - you may NOT shout anything coherent once you are hit. The "dead" pose is to allow others to join in.

2) No cop may leave his post unless he see a "dead" body, or unless the chief tells him to. If a shout is heard the cop may cover the appropriate arc etc., but has to stay "on patrol".

3) The chief can't give orders until he sees a "dead" body or is fired on.

4) The murderer can move anywhere as soon as he likes (but if he moves off patrol and shoots someone obvious he is an instant target under rule 4 below).

Murder: Rules of engagement:-

Cops may fire on:-

1) Anyone firing at the chief

2) Anyone firing at themselves

3) The TARGET of anyone who is firing within six feet of the chief as long as the chief himself is not the target (defend the boss - he MUST know who the bad guy is)

4) (optional) Any cop not covered above who is absent from his post AND a dead body is visible or has been seen by the firer.

Victory Conditions:

Best to work it on points:-

Killing the murderer is worth 25 points.

Killing the Chief is worth 20 points.

Killing a cop is worth 5 points to the murderer, and -5 points to another cop.

The murderer wins outright if he kills the Chief and at least two other cops and gets away with it! If he is killed at this stage he can win on points.

The cops win if the get the murderer. Ther can be a draw (work it out).

This gives some sneaky possibilities for tricky shots to "frame" some innocent cops!

Evil cackle.......

Idea by DoG#1


For less than 10 players. Here's a scenario that the BAASH group used in it's "early" days. We've found that this exercise helped in developing unit integrity and teamwork. The key to this scenario is to work together as a unit, not individually as "rogue warriors".

The scenario involves anywhere from 6 to 8 players. We call it the Sniper Hunt scenario. I'm sure there are plenty of these types of scenarios out there. This is just our humble variation.

Define the field of play and boundaries. Designate two members of your group as Blue Force snipers. The rest are designated Red Force hunters. Snipers are given time to set up positions. Upon start of the game, the Red Force hunters are given a designated amount of time to locate and eliminate all the Blue Force snipers. Here's a scenario "briefing".

BRIEFING: Red Force units have launched a first-strike offensive against Blue Force territory. This offensive has been successful in catching Blue Force unprepared and has driven Blue Force back a third of the way into their own territory.
At the beginning of this scenario, the main body of Blue Force has retreated to regroup for a counter-offensive. As added insurance to buy them more time to re-group, snipers have been ordered to stay behind and cause security problems for the incoming Red Force units. This is done to prevent them from totally securing the newly taken area, and use it as a staging point for the next phase of their assault.
Securing the area of combat is vital to Blue Force for the above stated reasons. Military Intelligence has determined that Blue Force will require 60 minutes to launch a counter-offensive, led by air strikes. Red Force will have 45 minutes to secure the area of snipers, thus allowing the remaining 15 minutes to set up AAA (anti-aircraft artillery) batteries against the incoming air strike.


OBJECTIVE: Red Force - Eliminate the snipers before 45 minutes are up.
Blue Force - Stay alive for 45 minutes and kill invading Red Force units when the opportunity arises.


TEAM COMPOSITION:

Red Force:

1. Field Commander - responsible for planning strategy to "sweep" the area for snipers. He may assign squad members into pairs or keep the squad together to search for snipers. (WEAPONS LOADOUT: Standard mags)

2. - 6. Red Force Squad - responsible for following the Field Commander's orders. (WEAPONS LOADOUT: Standard mags)

Blue Force:

1. - 2. Snipers - develop a plan to identify optimum locations for establishing "sniper lairs" and areas of cross-fire. Utilize natural terrain and cover. (WEAPONS LOADOUT: Standard mags)

Try using the one-shot-one-kill rule, with no re-gens. We found initially playing with these strict limitations forced everyone to play "smarter" and cooperatively.

The more you play, the more you'll find that your guys will develop into a unit of "hunters and shooters". Hope this helps, have fun.

Idea by Augman


If you've got any scenario ideas then e-mail me with them and I'll put 'em up.