Game Sunday June 3rd
Be ready to play BEFORE 9.30am.
Game ideas, we will need to agree/vote on specifics during briefing (eg which field, which team etc.)
Demolition Man
Background:
An experiamental explosive charge was being transported between a private research facility and testing grounds to demonstrate its extremely destructive capability for its relatively small size for a local warlord. The transport of this device was kept low key as not to attract attention in this volatile country where rival factions are fighting for control, two highly trained operatives were selected for the transport duty.
Mechanical failure has left the guards strandard and while waiting for extraction two of the local militia groups have learned of the valuable cargo through a scout network and see a prime opportunity to 'eliminate' rivals with the explosive device.
Set-up:
Two even 'militia' teams start at opposite ends of the field, making a visible base each by marking them with a flag. A two man 'guard' team holds a demo charge somewhere in the middle of the field.
Objective:
Capture the demo charge, take it to the enemy base and activate it. Protect the demo charge until activation completes (10 minutes, while trying to figure out the controls to arm it!).
Rules:
The gaurds have a 30 second dead time, no medic needed.
Guards need to stay in the general area they started in, otherwise the extraction team (non-existant of course) cannot find them.
The militia teams have one assigned medic, standard tag and minute on the spot to heal or 3 minute bleed out.
Once the demo charge has been captured the guards join the opposite team, they dont want the demo falling into anyone elses hands, they have reputations and pay-cheques to worry about, and will fight to stop anyone using it.
The demo charge is highly volatile and can only be carried at walking pace for fear of accidental detonation.
Props:
Demo charge, two flags.
Behind Enemy Lines
Background:
A military scout squad has been captured by the enemy forces and sent to a makeshift prison to be interrogated. Although no unit can be sent in to extract the squad for diplomatic reasons a missile strike has created an opportunity for the scout squad to escape. With minimal equipment the scouts need to fight there way back to the designated extraction point.
Set-up:
A scout squad consisting of 6 (depending on total numbers) armed only with pistols start in one corner of a field.
The enemy are broken up into small teams (maybe pairs?), teams are set to guard specific strategic locations. A few teams wander between the stationary teams to keep check on them.
Objective:
The scout squad needs to get the the designated extraction point either by avoiding the enemy, fighting through them with pistols or by assaulting the armoury and collecting there main weapons.
Rules:
Scouts have no medics and have a 3 minute bleed out. Consider your tactics carefuly!
Enemy are all medics and standard one minute and bleed out apply.
Prisoners of War
Played at the SAM site and surrounding area.
Two teams elimination type game where casualties go into the main SAM site base which is the prison. One of your team mates must come into the prison and tag you for 10 seconds to release you so you can re-enter the fight. Only one prisoner can be released per visit into the prison. No shooting into or from the prison.
One team wins when all members of the other team are prisoners with noone left to rescue them.
IN
DrDee
Sneakers
Poncho +2 (2xCG)
Rawr +1 (1xCG)
Sqwerthead
M3anMarin3
ReaperNet
Zombie
Alroys
Shotgun +1 (2x CG)
Siphon +4 (4xCG)
Skullking
Leep
Specter
T8TY
PUSSIES
Dogsbody
Flazzbog
Tsarin
Tauron
UNKNOWN
Badger
Slayer
Shafs
ZA1
Spawn
Nematode
Overwatch
Hawk
Katon
Scorp
Argonaut
Bladerunner
Fumbles
Lyesalot
illych
Tech
Mouse
ObsoleteAcey
J3t7
Benny23
BigSpeights
