Author Topic: Escape  (Read 215 times)

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Mako

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Escape
« on: September 07, 2010, 06:03:35 PM »
Scenario:
A group of inmates has escaped a nearby POW camp and avoided torture. They are lightly armed, some only carrying pistols and only 1/3-1/2 them with assault rifles from killed guards. The POWS have been able to aquire a radio from a guard, and successfully radio in a helicopter for extraction. The POWS are trying to escape to the far side of the enemy terrritory, where a chopper will pick them up. With the enemies from their camp on their trail, they found out they have a patrol going to intercept them on their way to the LZ. If they survive and make it to the LZ, they have one minute to get any stragglers to the LZ. Any dead will not count towards getting them there. Luckily for them, one of the escapees was a medic before capture, and will serve as the squads medic. The time to reach the LZ is 45 minutes.
Teams:
POW Squad (I'm thinkin around 6-9 People). One medic, up to five of them have a machine gun, (to make it interesting I'd prefer only 4,) starts at CP.
Camp Guards- 3/4 of enemy team, starts at CP.
Patrol- 1/4 of enemy team, starts at Alpha or Cp2
Airforce Soldiers- Soldiers that aid in evac. of POWs. No more than six troops.
Rules:
Standard MAG
POWS start at CP, given 30sec-1 min to run.
LZ is in Stovetop
After first POW arrives to LZ, the remainder of the POW's have one minute to make it to the LZ.
Primary Objective for enemy is to kill all POW's, the Airforce doesn't matter so much to them. Primary for POW is to escape to LZ, Primary for Airforce is to safely evac the POW's.
Airforce can only be stationed in/around stovetop. They cannot leave the area.
If less than half of the POWs survive, Guards win. If more survive, the POW/Airforce win. Really though, don't stop the game if more than half the POW's are killed, the game ends when the time is finished, if all the POW's are killed, or if the remainding POWs make it back to LZ.

Yeah that's pretty much it. Any questions? Did I forget anything obvious?
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Destrudo

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Re: Escape
« Reply #1 on: September 07, 2010, 08:05:52 PM »
Scenario:
A group of inmates has escaped a nearby POW camp and avoided torture. They are lightly armed, some only carrying pistols and only 1/3-1/2 them with assault rifles from killed guards. The POWS have been able to aquire a radio from a guard, and successfully radio in a helicopter for extraction. The POWS are trying to escape to the far side of the enemy terrritory, where a chopper will pick them up. With the enemies from their camp on their trail, they found out they have a patrol going to intercept them on their way to the LZ. If they survive and make it to the LZ, they have one minute to get any stragglers to the LZ. Any dead will not count towards getting them there. Luckily for them, one of the escapees was a medic before capture, and will serve as the squads medic. The time to reach the LZ is 45 minutes.
Teams:
POW Squad (I'm thinkin around 6-9 People). One medic, up to five of them have a machine gun, (to make it interesting I'd prefer only 4,) starts at CP.
Camp Guards- 3/4 of enemy team, starts at CP.
Patrol- 1/4 of enemy team, starts at Alpha or Cp2
Airforce Soldiers- Soldiers that aid in evac. of POWs. No more than six troops.
Rules:
Standard MAG
POWS start at CP, given 30sec-1 min to run.
LZ is in Stovetop
After first POW arrives to LZ, the remainder of the POW's have one minute to make it to the LZ.
Primary Objective for enemy is to kill all POW's, the Airforce doesn't matter so much to them. Primary for POW is to escape to LZ, Primary for Airforce is to safely evac the POW's.
Airforce can only be stationed in/around stovetop. They cannot leave the area.
If less than half of the POWs survive, Guards win. If more survive, the POW/Airforce win. Really though, don't stop the game if more than half the POW's are killed, the game ends when the time is finished, if all the POW's are killed, or if the remainding POWs make it back to LZ.

Yeah that's pretty much it. Any questions? Did I forget anything obvious?

Hell's yeah, PARARESUEMEN!!!! PJs, The elite of the elite!!!

Anyways, I love it. I just have a few questions/ suggestion. I assume that the Patrol squad was out on duty, when they received a transmission from HQ saying that some POWs had escaped and that the patrols orders were to intercept, right? Also, the camp guards are chasing them and have the same objectve as the patrol, but start from a different location, correct?

Now onto suggestions! I think that the LZ shouldn't be Stove top, but any place that a Helicopter could realistically land, or in other words a relatively open area, and it keeps the guards guessing as to where they could have gone. The LZ will be determined at the start of the game by radio between the POW's and the PJ's. My second suggestion is that I think the POW camp should be Alpha. For two reasons, the first being the place reminds me of a POW camp (lol) the second is that, to get to the LZ there is more distance to traverse, this makes it so that the game will last longer and will add a touch or realism to the scenario. I also think maybe that the Patrol should start wherever the feel like, cause a real patrol would just end up somewhere random before receiving new orders, but like not right next to the camp. Also, I think the PJ's/ Air Force should be able to search for the POW's as this is what would really happen, plus the players would get bored with waiting for the POW's to arrive. Also, maybe we use vitals for the POW's? I know that would make it a lot more challenging for the players, but that's what this scenario is all about!

Fire Cracker

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Re: Escape
« Reply #2 on: September 07, 2010, 09:34:16 PM »
I second the idea of starting at Alpha and having to be evac'd in an open area. Somewhere in a place like ghost land or open swamp would be fun.


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Mako

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Re: Escape
« Reply #3 on: September 07, 2010, 10:13:29 PM »
Anyways, I love it. I just have a few questions/ suggestion. I assume that the Patrol squad was out on duty, when they received a transmission from HQ saying that some POWs had escaped and that the patrols orders were to intercept, right? Also, the camp guards are chasing them and have the same objectve as the patrol, but start from a different location, correct?

Now onto suggestions! I think that the LZ shouldn't be Stove top, but any place that a Helicopter could realistically land, or in other words a relatively open area, and it keeps the guards guessing as to where they could have gone. The LZ will be determined at the start of the game by radio between the POW's and the PJ's. My second suggestion is that I think the POW camp should be Alpha. For two reasons, the first being the place reminds me of a POW camp (lol) the second is that, to get to the LZ there is more distance to traverse, this makes it so that the game will last longer and will add a touch or realism to the scenario. I also think maybe that the Patrol should start wherever the feel like, cause a real patrol would just end up somewhere random before receiving new orders, but like not right next to the camp. Also, I think the PJ's/ Air Force should be able to search for the POW's as this is what would really happen, plus the players would get bored with waiting for the POW's to arrive. Also, maybe we use vitals for the POW's? I know that would make it a lot more challenging for the players, but that's what this scenario is all about!
First part, yes to everything. Second part. I like anything that makes the games more realistic, and I do like that idea, although, it does really narrow the LZ location down, dontcha think? Also, I feel the more distance we can get between escape point and the LZ the better. For that next part, I think that the patrols would obviously set up somewhere around the swamp and they can just camp and kill the POW's. Maybe we can start the patrol at Stovetop? Lol. For the airforce, I think it would make it all too easy for the Airforce/POW's if the Airforce was able to move, because I feel the airforce would just go and search for the enemies rather and just wipe them out. Vitals for POW's... I think that's gonna be a little to hard to take out all those POW's on vitals, but in a trial run we can try it.
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Fishman

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Re: Escape
« Reply #4 on: September 08, 2010, 06:09:48 AM »
"For the airforce, I think it would make it all too easy for the Airforce/POW's if the Airforce was able to move, because I feel the airforce would just go and search for the enemies rather and just wipe them out. Vitals for POW's... I think that's gonna be a little to hard to take out all those POW's on vitals, but in a trial run we can try it."

Its called running interferance.  if its the airforces job to evac the POW's, they would and should do anything in their power to get them out safely, including removing enemy patrols.
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Mako

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Re: Escape
« Reply #5 on: September 08, 2010, 04:21:31 PM »

Its called running interferance.  if its the airforces job to evac the POW's, they would and should do anything in their power to get them out safely, including removing enemy patrols.
Well I was kinda hoping to make it difficult for the POW's, but hey we should have a trial this weekend and see what comes of it.
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Destrudo

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Re: Escape
« Reply #6 on: September 08, 2010, 04:51:20 PM »
Um.. and saying that the LZ is stovetop doesn't narrow it down? Haha, I honestly thought that it gave the POW's more variety in where they get evacuated. As for the patrols, it is a possibility, but in reality they might do the same thing and stay at a possible LZ. The Air Force being able to move I think makes it a lot more fair, they start at the designated LZ, and then search for the POW's, and like Fish said, it's sometime necessary for the Air Force to eliminate enemies in order to get out safely (that's why PJ's are super badasses) I mean if you look at it from a numbers standpoint, the whole U.S. side will have like ten people, half of which will have like a pistol or three, and the other half will  be armed normally, while the other force is normally armed and has more people. Also, if you don't think the players on the Air Force job are going to do their job and rescue the POW's and instead just go off an mindlessly kill, then don't put that player on that team, that simple. Finally, vitals would make it a lot harder for the POW's, have you ever ran on vitals? No medic means you have one life, having a medic would mean that the POW's could just tag someone back in and keep running, so it actually makes it easier for them.

Mako

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Re: Escape
« Reply #7 on: September 08, 2010, 08:46:36 PM »
Um.. and saying that the LZ is stovetop doesn't narrow it down? Haha, I honestly thought that it gave the POW's more variety in where they get evacuated. As for the patrols, it is a possibility, but in reality they might do the same thing and stay at a possible LZ. The Air Force being able to move I think makes it a lot more fair, they start at the designated LZ, and then search for the POW's, and like Fish said, it's sometime necessary for the Air Force to eliminate enemies in order to get out safely (that's why PJ's are super badasses) I mean if you look at it from a numbers standpoint, the whole U.S. side will have like ten people, half of which will have like a pistol or three, and the other half will  be armed normally, while the other force is normally armed and has more people. Also, if you don't think the players on the Air Force job are going to do their job and rescue the POW's and instead just go off an mindlessly kill, then don't put that player on that team, that simple. Finally, vitals would make it a lot harder for the POW's, have you ever ran on vitals? No medic means you have one life, having a medic would mean that the POW's could just tag someone back in and keep running, so it actually makes it easier for them.
I think it would be easier if we discussed this Sunday, Lol
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Destrudo

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Re: Escape
« Reply #8 on: September 08, 2010, 08:52:43 PM »
Um.. and saying that the LZ is stovetop doesn't narrow it down? Haha, I honestly thought that it gave the POW's more variety in where they get evacuated. As for the patrols, it is a possibility, but in reality they might do the same thing and stay at a possible LZ. The Air Force being able to move I think makes it a lot more fair, they start at the designated LZ, and then search for the POW's, and like Fish said, it's sometime necessary for the Air Force to eliminate enemies in order to get out safely (that's why PJ's are super badasses) I mean if you look at it from a numbers standpoint, the whole U.S. side will have like ten people, half of which will have like a pistol or three, and the other half will  be armed normally, while the other force is normally armed and has more people. Also, if you don't think the players on the Air Force job are going to do their job and rescue the POW's and instead just go off an mindlessly kill, then don't put that player on that team, that simple. Finally, vitals would make it a lot harder for the POW's, have you ever ran on vitals? No medic means you have one life, having a medic would mean that the POW's could just tag someone back in and keep running, so it actually makes it easier for them.
I think it would be easier if we discussed this Sunday, Lol

Hahaha, yeah probably, dunno if i'll be out this Sunday though so, I guess it's better to say we'll discuss this in person EVENTUALLY. lol

Tom B.

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Re: Escape
« Reply #9 on: September 10, 2010, 04:55:28 PM »
I'm under the opinion that every one should have the same medic rules just to keep it fair and avoid confusion.   Also I think that if a POW is recaptured he must join the other team, also if one of the guards is captured by the POW's or PJ's he can defect (because they really don't feed them well enough, and the pay is low).   The US forces will win if 2 out of 3 POW's are extracted and the Guards will obviously win if they kill more than that. 

Tom B.

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Re: Escape
« Reply #10 on: September 10, 2010, 04:55:38 PM »
oops strange double post glich  ??? sorry 
« Last Edit: September 10, 2010, 04:57:30 PM by Tom B. »

Mako

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Re: Escape
« Reply #11 on: September 17, 2010, 09:04:29 PM »
So if you guys want go ahead and run it this weekend, I may not be there.
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Destrudo

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Re: Escape
« Reply #12 on: September 17, 2010, 09:30:45 PM »
So if you guys want go ahead and run it this weekend, I may not be there.

Yeah, that'd be pretty cool, I'll try and see if we can do it.