Scenarios
From North Texas Airsoft Wiki
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Down pilot
Control point
Attack and Defend
By Obs
One team attacks an area/compound while the remaining players defend. Generally the defending team has an advantage since they are permitted to “dig in” and find the best positions to have the highest advantage over attackers, such as pre-planned ambushes. The attackers attempt to overtake the area while the defenders try to keep the area at all means while not retreating out of a specific spot. This means that defenders aren’t necessarily supposed to go on the offensive, just defend the objective. A fair ratio of attackers to defenders is normally 2:1, but if during a scenario, it may be 1:1. During some games, the attackers may have unlimited lives while the defenders have limited lives to ensure that the defenders eventually get overrun. This is to see how long a group can successfully keep/defend a position.
Take and Hold
There may be a better name for this scenario. Two or more teams go after the same or similar objective(s) placed throughout the playing field. Generally there are flags set up with one team having their flag raised and another lowered to distinguish from a distance which team owns it. This isn’t always the case, however. There could be one to many of these flags placed throughout. Most of the time if your team owns an area and it’s uncontested, you may respawn if needed, so if your team is pushing forward, you don’t have to walk back all the way to the FOB. The more objectives that need to be taken, the further spread out your team may get, so expanding and holding many places may be harder than you think. At the end of the scenario, sometimes points are placed on who has final control of each objective/flag to determine the winner, so getting “hits” may not necessarily count for anything.
Kill Em’ All
This game is the most common scenario set up for open play at a field. Generally there are two teams against each other (There may be a third, much smaller team, who may switch both sides throughout the match). Generally this is just your regular “run-and-gun” game where players may have limited or unlimited “lives” depending on the organizer. These games normally don’t have a time limit unless specified or until ammo is depleted. Respawns can either be by medic, by waiting a time limit and walking back 100 feet out of combat, or walking back to the FOB and waiting for a time limit to expire.
Zombie/Bitch Game
Before the game starts, players break up into groups of two, three, or sometimes more, depending on how many are playing. The first thing the group needs to decide on is a name for their team. Everyone then spreads out throughout the entire playing field away from other teams/groups. Once the game begins, the objective is to make your team the only one left “alive.” When someone gets “hit,” they need to stop where they are, stand up, and keep their hand above their head and put their dead rag on, if they won’t get back into the game quick (Remember that dead players never talk). When tagged, the person tagging says their teams name and now the “hit” player is back in game and now on the new team. If there is someone in question about what team they are on, a challenge can be called where someone shouts their team name and if they don’t respond/say something different, then they are most likely on a different team. The game ends when there is one team with everyone on it.
It is courtesy to shout “back in” once you get tagged back in, since there could be someone close who keeps tagging you back in. In essence, you can get “hit,” then back in the game less than a second later with the person who hit you in the beginning scratching their head since they thought they just “hit” you. This is why I ALWAYS yell “back in” when I get tagged back in. However, it isn’t required… yet.
Capture the Flag
This game is generally done with only two teams and one “flag” placed in the center or hidden somewhere by the organizer/administrator. We have used a flag as the smallest all the way up to a trash bin as the “flag,” so it doesn’t necessarily need to be a flag you are after. It could take one person or two people to move the flag, so pay attention to the details in the briefing before the match. If “hit,” you must drop the flag immediately where you are. You MAY NOT throw, toss, or signal to teammates where it is until you are respawn, since dead people don’t talk/help live people. The flag is usually brought back to the FOB and the game is ended shortly after that.
However, there have been times where there has been an objective must be found, brought, and “detonated” in a specific area by a team where it takes time to “detonate” once planted by a specific person. When planted, the area must be defended, and if taken over by the opposing team, the timer either goes back to normal and the demolition team must either get back there, or if taken by the opposing force, the game may end.
VIP Escort
One person is designated as the VIP and normally the opposing team is notified on what he is wearing/what he looks like. Depending on the organizer, he may be armed or may not be. This person must be escorted by one team through the opposing forces troops and make it to a designated area “alive.” The organizer may decide whether if the VIP gets hit once the game is over or if he has “lives.” If the VIP makes it out “alive,” the escorting team wins and the scenario is over. This type game isn’t played often and the game can last a while or be over quickly depending how aggressive the escorting team is.
I probably forgot a few different types of games since there are many combinations of these in one game or branches off of certain games. This is just for informational purposes and are quick summaries. If you think of something I forgot or I could add, please let me know and I may edit it. Thanks.