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Topic: Scenario Brainstorm< Next Oldest | Next Newest >
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Rekkon Search for posts by this member.
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PostIcon Posted on: Oct. 02 2008,20:01  Skip to the next post in this topic. Ignore posts   QUOTE

So since the post-event doldrums are here already, I figured I would post this.  Been working on these on and off since April.  Many are geared toward the Neillsville field only because they were originally created shortly after Porkhov.  They could just as easily be adapted for elsewhere, with/without vehicles, different spawn setup, etc.  My intent is just to throw out idea fodder for feedback and discussion.


Storch Down
-A German reconnaissance plane has been forced down near the front lines.  If the pilot has survived, he represents a source of intelligence for the Russians.  The Germans must ensure their Luftwaffe comrade makes it safely back to friendly lines.
-The downed pilot is sent onto the field ten minutes before either team to hide, and is not allowed to move until he spots troops from one side or the other.
-Germans and Russians start from indeterminate (and not necessarily opposite) sides of the field so the pilot does not know which way is friendly.  Could have both team leaders pick a spot on the field perimeter from which to start.
-No respawns
-German objectives: Rescue the downed pilot
-Russian objectives: Capture the downed pilot for interrogation.
Kill downed pilot if capture not possible.


Shades of Stalingrad
-It is October 1941 and elements of the 3rd Panzergrenadiers have broken the local Russian lines.  Only scattered pockets of resistance impede their advance toward a small village sitting on a strategic crossroads recently located by forward recon units.  Meanwhile, the newly arrived 198th Rifle Division has been ordered forward to stabilize the front.
-Village starts empty.  Russian and German spawn points are equal distances from the village on opposite sides.  Each side may pre-place one sniper in or near the village.  Russians place first.
-The side controlling the village after an hour is victorious.
-Battlefield respawns, each side gets X number of total respawns.  Spawn points cannot be taken or disabled.


Supply Situation
-In a relatively static portion of the front, both Germans and Russians have established forward supply depots in preparation for an offensive.  If either side can destroy the other's cache while protecting their own, they will effectively derail the enemy plans.
-Russians and Germans each have one of the fuel/ammo depots and a spawn point a suitable distance away.
-Unlimited respawns.  Spawn points cannot be taken or disabled.
-After time has elapsed if either side has destroyed other's depot and protected their own, they win.  If both depots remain or have been destroyed, it is a tie.


POW
-The higher ups need prisoners to gain information on enemy positions.
-Any player hit in the arm or leg becomes wounded and must go down where they were hit.  A friendly soldier may help them back to base where they may rejoin the fight without further effect.  Head and torso hits kill, the player returns to base to respawn.  A hostile soldier may take a wounded player prisoner by touching them while they are wounded, then walking them back to base.  POWs are detained in the enemy camp for 15 minutes, after which they are allowed to return to their own base to respawn.
-Unlimited respawns.  Spawn points cannot be taken or disabled.
-Prisoners are considered disarmed and may not use any weapons on their person until they respawn.  They may attempt to escape, but if shot, must return to the POW camp for 15 minutes (failed escape resets their timer).
-Prisoners may be freed by friendly soldiers eliminating their guards (or distracting the guards sufficiently for them to escape).  Prisoners only count toward a total if they are detained for the full 15 minutes.
-After time has expired, the side that took the most prisoners wins.


Lines of Supply
-Amid a worsening supply situation, elements of the 3rd Panzergrenadiers are tasked with holding a village against the Russian advance.
-Germans begin in the village and are not allowed to reload magazines.  Germans may begin a life with the following loaded:
MP-40 2 mags (110 rounds)
Mauser 1 clip (30 rounds)
PPSh 1 mag (200 rounds)
Pistols 1 mag
*players may also start their spawn with a single grenade
-Germans may send live players back to their spawn point to bring back additional ammo (in ammo can props).  Ammo cans contain a certain number of tokens.  These tokens may be 'given' to players in the village.  For each token a player gets, they may load one magazine of their choice, even if they still have the full starting loadout, OR get one grenade.  Spent ammo cans may be returned to the spawn by live players on a resupply run or by eliminated players for reuse.
-Spawn points cannot be taken or disabled, but Russians are free surround the village to disrupt German lines of supply.


Breakthrough
-Elements of the 3rd Panzergrenadiers have been tasked with breaking through a portion of the Russian lines defended by the 198th Rifle Division.
-Germans must get as many players and vehicle as possible through Russian lines to one side of the field.  Units reaching the exit point are removed from play.
-Russians are defending a broad front, while the Germans can concentrate their attack for a breakthrough.


Breakthrough 2
-Elements of the 3rd Panzergrenadiers have been tasked with breaking through a portion of the Russian lines defended by the 198th Rifle Division.
-Germans must get as many players and vehicle as possible through Russian lines to one side of the field.  At several points on the opposite side of the field, there will be containers and tokens (separate infantry and vehicle tokens).  Each player/vehicle making it to one will move an appropriate token to the container and return to respawn.
-Infinite respawns or battlefield respawns.  Russians are defending a broad front, while the Germans can concentrate their attack for a breakthrough.


Supporting the People
-Elements of the 198th Rifle Division are tasked with delivering arms and supplies to local partisans around a German controlled village.  However, not everyone can be trusted.
-Germans start and respawn in the village.  They get infinite respawns.
-All partisan players will be a separate faction of civilians.  Before the game, they will draw cards to see if they are loyal to the Russians or Germans.  Russian partisans will be the only ones that know where the partisan supply points are.  Their job will be to make contact with the Russian regulars and guide their supply deliveries.  All civilian players also start in the village.  If their cover is blown, they may respawn at the Russian base.  More civilians will support the Russians that the Germans.  Civilian players must be given reasonable freedom of movement to tend their fields, livestock, etc. that lie outside the village.
-Supply boxes are dropped by the player carrying them when they are killed.  Germans may bring supplies back to the village for safekeeping, but they may not take supplies from the Russian spawn (or attack it).  Confiscated supplies stored in the village may be stolen by pro-Russian civilians.  Russian troops may also attack the village with the intent of stealing supplies.  The German respawn is *not* disabled if Russian troops occupy the village.
-Multiple drop points will be chosen.  If a drop point has supplies at the end of the scenario, it is a success.  If Germans find or are informed of drop points, they may take the supplies from it, thus delivered supplies should be well hidden.
-Two hour scenario.
-Unlimited respawns.
-German objectives: Prevent delivery of supplies to local partisans.
-Russian objectives: Deliver supplies to local partisans.


Raids
-Germans must defend three separate points.  Each point has something the Russians must capture/destroy (HQ: maps, arty, supplies).  The points may be in radio contact.  Russians start and spawn between cornfield and house.  Germans start at the ammo dump, fuel depot and village.  German spawn point north of village.
-Unlimited respawns and wounded rules in play.
-German objectives: Defend all three locations.
-Russian objectives:   Capture/destroy as many items as possible.
Capture as many prisoners as possible.


Best 2 Out of 3?
-Advance elements of the 3rd Panzergrenadiers have run into forward sections of the 198th Rifle Division.  Both units scramble to seize key locations ahead of their main forces.
-Three important locations (crossroads?) on the field, whoever controls the most when time expires wins.
-Unlimited spawns.


Delaying Action
-A small force is attempting to buy time for other units to withdraw and reorganize.  They must hold off a superior attacker for as long as possible.
-Attackers must take control of three points in order (say, fuel depot, village, ammo dump).  The scenario ends when the attackers gain control of the last point or time expires.
-Attackers get infinite respawns.
-Defenders get three lives, but may not return to the point they were defending when the respawn.  Instead they can return to the next point to defend and ‘dig in.’  Defenders may return to the final point if they are killed off of it and still have lives remaining.


Crop Circles
-German forces must keep a small cornfield clear of enemy troops.
-Russians must infiltrate and keep as many soldiers in the cornfield as possible.
-Germans spawn at the ammo dump and may pre-place to defend the cornfield.
-Unlimited respawns.
-Russian success determined by number of troops in cornfield at the end of the scenario.


Breakout
-The German blitzkrieg has encircled a small pocket of Russian forces.  With no assurance of relief and facing annihilation, the Russian soldiers have no choice but to try to break out from the German salient on their own.
-Russian forces start in the village.  German forces pre-place to surround the village.
-Russians must escape from the village to the fuel dump, ammo depot or an equally distant point to the south.  At each location they can transfer a token to a container to signify an escaped soldier.
-Germans must destroy as much of the Russian force as possible and take control of the village.
-Germans respawn at a point north of the village.  Russians respawn at one of the escape points (their choice) to signify friendly forces attempting to help with the breakout.  Once a Russian respawns, he or she can no longer transfer ‘escape’ tokens.  Russians that are not killed, but do not make it to an escape point before the end of the scenario are considered captured by the Germans.
-Token counts can be purely informative or eliminated Russians can put their tokens in a separate container to track German kills.  If the Germans kill more Russians than escape, the Germans win.
-German team places before Russian team occupies the village
-half hour scenario, reverse situation and immediately play again?


Endgame
-It is 1945, and the Wehrmacht’s offensive capabilities on the Ostfront have long been exhausted.  A seemingly unending stream of Russian men and machines advance across the entire front and what they take, they keep.
-Russian teams starts and respawns from a single point.  From there they may attack the field any way they choose.
-German team is tasked with defending the village, fuel depot and ammo dump.  They may pre-place anywhere on the field to defend it.  Germans respawn at any of their three control points.
-Eliminated players must wait 5 minutes before respawning.  Germans cannot respawn at any point that is actively under attack.
-If the Russian team takes a point, it will be marked, and cannot be retaken by the German team, nor can the German team respawn there any longer.
-Russians are victorious if they control all three points when time expires.
-1.5 or 2 hour scenario


Panzerjagers
-Both sides get AFV, preferably of rough parity.  To win one side must destroy the other’s vehicle and keep theirs alive.  Vehicles are fully mobile.


Tiger by the Tail
-A tiger (or other AFV) has broken down, and the Russians are threatening to overrun its position.  German infantry must secure the position before a repair crew can be brought up.
-Tiger is parked in the middle of the field.  It can shoot, but cannot move.  Crewmembers are allowed to dismount and take up defensive positions.  Once German reenforcements arrive at the Tiger, somone can be sent back to the German spawn to retrieve a 'repair kit.'  This must be brought back to the tiger, and one person must feign repairing the Tiger, uninterrupted for five minutes, after which the Tiger is allowed to move again.
-Germans must repair the Tiger and escort it back to their spawn point to win.  Russians must destroy the Tiger.
-Unlimited respawns.
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Ersatzjack Search for posts by this member.
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PostIcon Posted on: Oct. 02 2008,23:39 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

Lots of nice ideas.  I suppose they could all be played either way too.  Don't be surprised if event organizers steal a couple of these.   :)

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"Oh... airsoft?; WW2 airsoft?... you'll love it, and the best thing is it doesn't cost much at all... just so long as you go the chairsofting route."
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ba64 Search for posts by this member.

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PostIcon Posted on: Dec. 06 2009,20:41 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

Yes, I see alot of fun ones in this list. I would like to use some in April 2010.  Is this a first host to come, first host to pick? Any other hosts looking to use some of these in 2010?
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PostIcon Posted on: Dec. 06 2009,21:52 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

Yeah, we'll use some.  It gets tiring always trying to think some new ones up and Rekkon has offered them up.  Tell you what, since they are tailored to Neillsville pick some and pm me what you have chosen and I'll pick from the rest for Nashville/Pickerel.  Ok?

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andre Search for posts by this member.
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PostIcon Posted on: Dec. 07 2009,06:24 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

you've come up with some real beauties Rekkon, I'm looking forward to playing some of these in the future.

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Rekkon Search for posts by this member.
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PostIcon Posted on: Dec. 07 2009,15:11 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

Sure now you dig this up.  :p  Steal and modify away.  Were I in the position to be hosting event, I would have saved the best for myself.  I have these on file and tinker with them from time to time.  I should revisit some of the old ones to see if they still hold up in light of additional experience and new fields.  

Two more were added since this was posted:

2/3rds Split
-Both sides divide into two teams, one with one-third their total players, the other with two-thirds their total players.  Two defensible locations will be chosen.  Each side will defend one location with their one-third team and assault the other location with their two-thirds teams.
-The side controlling both objectives at the end wins.
-No respawns.

Red Orchestra
-In the latest of its fallback positions, the remains of the 3rd Panzergrenadier Division has set up a defensive line near a small Ukrainian village.  The front has been quiet for a few days, but IL2s have destroyed the last of the unit’s motor vehicles and last night the sounds of massed armor were drifting across the steppes.
-Russians get both vehicles.  Germans get all handheld anti-tank weapons and the PAK.  Infantry should be roughly equal after vehicle crews are removed from the count.
-Russians start at the corner of the field near the chrono.
-Germans pre-place on the field.  Their objective is to defend the village, but they may start anywhere beyond the corn field.
-Destroyed vehicles do not respawn.  They remain in place as burnt-out hulks.  The crew may dismount to fight on as infantry.
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PostIcon Posted on: Dec. 08 2009,12:21 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

Two more of which I am rather proud.  I recently finished Guy Sajer's biography Forgotten Soldier, which inspired these when I thought about interesting scenarios for our other two main fields.

Transport Service (Pickerel)
-Partisans and left behind fragments of the 198th Rifle Division have been stepping up their attacks on the Wehrmacht’s ever lengthening supply lines.  Elements of the 3rd Panzergrenadier have been attached to the latest convoys to provide protection.
-Germans get all vehicles, preferably three or more.  They must attempt to get as many vehicles as possible from a starting point to an end point on the other end of the field.
-The Russians may preplace anywhere on the field and have some time to plan and prepare ambushes.  They are allowed mines, mortars and hand held anti-tank weapon, but nothing heavier.  Mortars may not be used in a direct fire role against vehicles.
-Germans respawn on any remaining vehicle in the convoy, but must wait five minutes after being killed.  They may respawn even while the convoy is under attack to simulate leading/trailing troops rushing to the sound of gunfire and to discourage the Russians from engaging in pitched battle.
-Russians may respawn instantly, but their spawn point shall be at an undisclosed location a considerable distance away in the woods.  The intent is to give sufficient incentive for the Russians to employ ambush and hit and fade tactics rather than suffer constant casualties fighting the Germans straight up.
-This scenario is geared toward the Pickerel field where the lone trail would provide a nice, constrained route for the Russians to plot multiple ambushes.  I am assuming we would want to disallow BB fire against the newer ‘soft’ skinned vehicles and only let them be knocked out by grenades/satchel charges/molotovs/etc.
-Destroyed vehicles do not respawn.  If the rearmost operational vehicle is destroyed, it is left in place.  If any other vehicle is destroyed, it will remain in place (blocking traffic) for five minutes to simulate the time it takes for troops to clear the wreck from the road.  The destroyed vehicle may then display a kill rag and drive to the end of the trail.  The driver may then pull his own kill rag and return to the convoy to respawn as normal.  If a vehicle in the middle is destroyed and the trail location does not allow vehicles to bypass one another, the dead vehicle may swap “lives” with a live vehicle behind it and continue with the convoy as normal (after the five minute wait).  This swapping may continue as necessary until the rearmost vehicle has become the dead one.
-Scenario ends when all (or all remaining) German forces make it to the exit point.  If all vehicles are destroyed, the Germans must still attempt to make it on foot but can no longer respawn.  If multiple vehicles drive over the same unnoticed group of mines, only the first is destroyed and the rest are assumed to have gone off sympathetically or been cleared after the first blast.  All cleared or exploded mines are permanently disabled and cannot be recovered and reused.  All one-use anti-tank weapons cannot be reloaded or reused, to simulate the partisans’ limited equipment.  Similarly, expended mortar rounds cannot be reused.
-Probably a shorter scenario.  Guessing 45 minutes or so.

Counter Partisan (Big Lake)
-Reconnaissance has located a sizable band of partisans in a wooded area.  Elements of the 3rd Panzergrenadier Division have been hastily dispatched to destroy them before they melt away into the vast countryside yet again.
-Entire field is in play.  German forces start at the field entrance with a single vehicle which will function as their respawn point with a respawn clock.  This vehicle cannot be destroyed.
-Russian forces start at a ‘camp’ somewhere on the far end of the field.  The Germans will only know the general location of this camp.  The majority of the Russian forces must inhabit this camp and cannot leave until they either make contact with German forces or are warned of their approach by sentries (which may depart the camp at the start of the scenario).
-Russian forces do not respawn and cannot reload their magazines in the field.  They are allowed no mines or heavy weapons.  The objective of each Russian soldier is to survive until the end of the scenario, at which point they are considered to have escaped the German net.
***I am not sure how well this idea would go over with people.  I think to give the German team enough time to sweep the field, it would have to be at least a two hour scenario.  Which, to a highly successful Russian player could mean two hours of hiding in the brush after fleeing the camp (or worse a quick death and a long period of sitting out).  Of course, something similar could be said for the Germans who would get to do a lot of walking and perhaps not find anything to shoot.  Perhaps position this scenario just before lunch, so that an early death means an early meal?  Given our limited player population I opted not to have a “flee location” for the Russians so that the emphasis would be on escape and evasion rather than an end run to point B after slipping past the Germans.
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PostIcon Posted on: Dec. 15 2009,16:48 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

I like the ideas wolfgang!  I had a similar Partisan hunt in mind for the December event, hoping that our relaxed weapon restrictions would give us an abundance of Partisans, but alas that was not the case.

All of these are great, I hope to see some of these ideas in upcoming 2010 scenarios.


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CharleyNovember Search for posts by this member.

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PostIcon Posted on: Dec. 20 2009,12:45 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

If you don't mind I might scavenge from the pile for our next event down here in GA.

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Rekkon Search for posts by this member.
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PostIcon Posted on: Dec. 20 2009,15:13 Skip to the previous post in this topic.  Ignore posts   QUOTE

Be my guest.  Let us know how they work out.
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