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Scenarios

Scenario's To Play

Almost all Airsoft skirmishes can be divided into one of the following two groups, TacSim or MilSim. MilSim means that the players try to use the tactics and style of military units and the games is often strategic like Base Defense, Base Attack, Search n Destroy or other similar game.

TacSim is simulation of tactical situations. SWAT skirmishes are a type of TacSim.

These are just a few, there are literally thousands of scenarios you could come up with, be creative, be safe, play fair, and have fun.


Game Variants:
Last man standing all against all in a game often with limited time and area.


Terminate. Two teams that fight against each other until time has run out or one team has been annihilated.

Capture the Flag: Two teams play against each other and try to take the other team’s flag back to their on base (flag). The flag has to be carried clearly visible. This game can be played in two variants, "Live Flag" or "Dead Flag". In Live Flag the flag is dropped if the Flag carrier is shot, another player can pick the flag up. In "Dead Flag" the Flag carrier has to return the Flag to the enemy’s base, if the Flag carrier gets eliminated, before the Flag can be taken again.

Two bases one flag: In this game there are two bases, but only one flag and that flag is placed in the middle of the field between the two bases. One team begins in each base. To goal of this game is to take the Flag to the enemy’s base. When the flag reaches the enemies base, the enemy looses. If the flag carrier is eliminated anyone can pick up the flag.

Grab the flag: Two teams, or more, that tries to be the first to reach the flag. The team that has the first player to reach the flag, alive, wins. This game should be played in fairly open terrain.

Traitors: Again two teams and this is a version of Capture the Flag. But the judges discreetly choose one player from each team that is given both teams’ team markers. Try to choose a player that hasn’t had much luck during the day. Inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors can change team anytime they chooses. Don't trust your teammates.

Man hunt: A voluntary player is the prey and the rest of the players is the hunters. The prey is given a pistol and some ammo, and the hunters can have whatever they want. The hunters should be between 4-10. The prey wins if he can reach a specific place within the timeframe. The hunter that shoots the prey wins otherwise. The hunters cant shoot each other.

Bounty Hunters: An everyman for himself game, where each player is issued a team marker. Then the start signal is given all players runs out in the field. When the next signal is given the game starts. When someone is eliminated, the shooter gets the eliminated team marker. The shooter chooses if the eliminated should go to the shooter or if the shooter should collect the team marker himself. Team forming is not allowed and the formers are disqualified. Game time should be at least one hour and the winner is the player with the most markers.

Wanted, Preferred Dead: A small team, 20% of the players (Prisoners) shall travel thru an area that is guarded by 80% of the players. The prisoners can’t have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is conceded a winner. Time limit is somewhere between 30 minutes to many hours.

Commando Raid: A small group is the commandos. The rest off the players is divided to guard the objectives. The defenders go out to the field and begin to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction Point. When the commandos have finished with the mission, at least 1/3 has to return to this zone or they can’t win. Inform the commandos that they have to reach a point in the game area, the "Drop zone", where they will find information about what target they should attack and find the Flag. When they have taken the Flag from the objective they should leave the "Flag" at the "Drop Zone" and then return to the Extraction Point. There should be a time limit. The guards can barricade themselves and send out patrols, but not leave the objectives unprotected.

Paratroopers: Two teams are divided. 1/4 of the players are the Paratroopers and they're blindfolded and taken out to their "Drop Zone". At the drop zone they're given a simple map over the area. The other players are split to defend 3 objects in the area. The goal for the paratroopers is to "take out" a objective by stealing it's Flag and return with the Flag to the "Pickup Zone". When the judge at the "Pickup Zone" has the Flag the paratroopers has won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.

Hostage rescue: Two teams is again divided. One team is divided into "Hostage" and "Rescue", while the other team is Guards. The hostage has to be divided to different locations. The rescue team can carry extra weaponry to the hostage. The hostage can attempt to flee but they can then be eliminated (Shot trying to escape). 50% of the Hostage has to be rescued.

SWAT terrorist elimination: Classic. A SWAT Team (25% of the players) shall clear an area of terrorists. Buildings are to prefer.

Killing house: A player or a small team shall clear a house that has been rigged by the organizers on the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.

Assassins: Two players have to eliminate a specific player and reach their insertion point before the time limit is reached.

Killing of the Officers: Two teams and each team have an Officer. The goal is to eliminate the other teams Officer without getting your own killed. Ammunition might be limited. Another variant is that the Officers can’t move.

King of the Hill: 1/3 of the player barricades themselves on a hill or relatively open area and the rest of the players is the attackers. On the top of the hill is a Flag, and the team that is closes to the flag when the time is out, wins. The hill should offer quite a lot of protection.

Reinforcements: King of the Hill variant with two teams. From one of the teams a smaller group (1/3) is chosen. This group barricades on the hill, round a Flag, while the big team is placed below the hill and out of range. The remaining 2/3 of the team is take to a place 5-10 minutes from the base of the hill. The team that is closes to the flag when the game ends, wins. Game time should be between 20-40 minutes.

Zombies: This is another Team vs. Team game, but all the eliminated players go to a third start point. When three eliminated players have reached that point, they form a zombie team and can play again. The new zombie team fights against all other teams, including other zombie teams. The game ends when there is only one player left from anyone of the original teams.

Trenches: A rectangular area about 50x125m is divided into 10 sectors, 2x5. The two teams should be big, 15-40 players, and they start on the opposite short sides of the field. The team that controls most sectors when the game ends, is the wins. It takes at least 2 men and no enemies in a sector too control it. The flesh wound rule is used.

Drag the doll: A Doll (Stuffed and man-size, should weigh at least 40kg) is in the middle of a square arena. The arena is open and flat, but with a lot of junk for cover. Each side is the start for a team of 3-5 players. The goal is to grip the doll and drag it to you side. This game is supposed to be intensive and fast. It's basically CTF in an arena version.

CQB (Close Quarter Battle): Indoor versions of many games. Often played in a large house or in many houses.

TOWN CONTROL

Whichever team controls the majority of the eight buildings at the end of the game, wins the game. To control a building, a player must be inside and "alive" at the end of the game. In the case of a two story building, or a multi-roomed building, the team with the most occupying live players will control that building.

Strategies: It is an advantage to occupy as many of the buildings at the start of the game before the opposition has a chance to enter them. It is very difficult to remove an opposing player from a building once he is inside one of them. Care must be taken to avoid "friendly fire", as confusion occurs easily in this fast paced game where armbands will not be apparent due to the fact that players will be in buildings with only their heads showing.

FOX & HOUNDS

A few foxes and singled out and identified by differing armband configuration. The rest of the players are all hounds. The ratio of foxes to hounds should be at least 10:1. The foxes are released first and are given a short head start. The hounds are then released to hunt down the foxes. For the foxes to win, at least one of them must survive the stated time period. For the hounds to win, they must hunt down all of the foxes within the stated time limit.

Strategies: The foxes should split up and attempt to hide. If the hounds bypass them in their search, this will open up the opportunity for the foxes to strike from behind, severely reducing the number of hounds, then disappearing once again. The hounds should try to search the field in one wide sweep, leaving no unsearched areas in their pass. If a fox is discovered, try not to let him out of sight as he will disappear once again and the search will have to start all over.

Sniper One player using a sniper rifle/bolt action rifle has two minutes to hide. The rest of the players must find him. When they find him, they must shoot him. Once shot, the sniper has to be escorted back to a certain checkpoint. The sniper can run away at any moment, but if shot again, the sniper loses. If the sniper gets away and stays alive for two more minutes, the game starts over.

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