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Post by Kageyama on Nov 2, 2006 18:13:11 GMT 8
Any one want to try to set up a combat mission style milsim?
It's been running through my brain lately and I'm wondering if you guys think it is a fesible and fun idea to try maybe some time in the future.
Imagine setting up real life siuations with People acting like terrorist. Terrorist who dn't know when they'll be attacked, giving engaging operatives the chance to test their stealth skills and such.
Heck even throw in a few unarmed combatants or civilians played by players to add more atmosphere.
And instead of the "enemy" force yelling hit we can just let them play dead for added enjoyment and realism. We can just let the raiding operatives stick with the usual hit call.
It should be an interesting run don't you think?
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Post by francis on Nov 2, 2006 18:28:16 GMT 8
Good idea, that was done in OP: Southern Cross, a mil sim exercise hosted by EMC, we joined the first OP:SC as combatants, we joined the second OP:SC 2 as OPFOR (Opposing Force). Was good experience, real time scenarios and we got our share of fun.
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Post by Kageyama on Nov 2, 2006 18:44:57 GMT 8
Sounds like it was a fun tournament. Too bad I wasn't there... any way, it can't be too hard to set up a milsim except for the large number of "acting enemy soldiers" needed and probably the funds, but with a good amount of resourcefulness we can get the needed stuff. I was thinking of setting up a simple SWAT style situation with hostages and maybe 6 Tangos armed with pre assinged weapons. We can also limit the Engaging Operatives, load outs to maintain realism, maybe One 300-600 rounds max. But guess we should just keep them from using too unrealistic box magazines. A few mods in Pirate's Cove and we can set up a pretty decent Terrorist Den. Feed back is welcomed.
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Post by gands on Nov 3, 2006 15:56:32 GMT 8
make a presentation and we'll discuss.
To start with, you have to have Mechanics of the Game: Scenario as backgrounder, Objectives, Points System (Scoring), Rules of Engagement (OPFOR's specific tasks and player's do's and dont's) and Penalties.
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Post by francis on Nov 3, 2006 17:09:40 GMT 8
Here's an idea for the header:
A bank robbery goes wrong and turns into chaos . Undetermined number of gunmen barricade themselves inside with at least six hostages. Police seal off the area and maintain a perimeter of a hundred yard radius. Local SWAT units called in for possible hostage rescue duty. Hours of negotiations have ended when one of the hostages was shot dead and another critically wounded. Authorities have given the green light to make entry.
As members of the local SWAT unit, you have been tasked to enter the bank, neutralize the threat by any means at your disposal(using lethal or non- lethal force), secure the area and evacuate the wounded hostages to safety.
The Hostages' Safety is number one objective. If circumstances permit, detain suspects for prosecution. Premium is given to the least casualties on all sides. This will measure team coordination and strict fire discipline. ;D
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Post by wheitmann on Nov 3, 2006 18:55:41 GMT 8
I find role-playing an important part in Mil Sim games...makes it so much more believable. Here in Norway we have this big scale game every year called Pinky, with about 150+ players, where you have two sides fighting, Redland and Blueland, and each side has a CO and staff, and people conducting raids, manning checkpoints, etc. Each side has objectives as well, such as destroying missile batteries or capturing command posts. I might join Pinky 4 next year, it will be fun!
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Post by Kageyama on Nov 3, 2006 19:22:29 GMT 8
Nice idea Francis, Bank robberies are always good. Here's my suggestion.
MilSim Draft 1
Scenario: High Risk Warrant
A one Robert Shultz and unknown number of gang members have been seen around a local warehouse. Intelligence says that there maybe a arms trade in progress. We have been following Robert Shultz for more than 6 months now as we believe he has ties with the Russian mafia, tonight we believe that he and his associate will be concluding a large arms deal with one Mikhail Putin and his associates.
This is big people; Mikhail Putin has been connected with dealing drugs, people and guns for 3 years now in our city. We’re stopping them tonight.
We believe the deal will go down at 2000 hours in a warehouse owned by Mr. Shultz.
Intel says the building is lightly guarded, and it’s possible to infiltrate through the back of the warehouse without detection.
Be careful men, we have much reason to believe that the suspects will be heavily armed and are of an unknown number. Estimates put the group at, at least 15 men armed with everything from handguns to assault rifles.
Stealth is key here.
Objectives: -Apprehend Robert Shultz -Apprehend Mikhail Putin -Bring order to Chaos -Obtain any documents for evidence
Suspects: -Robert Shultz Description will be based on person playing the suspect
-Mikhail Putin Description will be based on person playing the suspect
Rules of Engagement: -You’re to shoot only when suspect shows intent to use deadly force, we’re lifesavers not killers. -Explosives are present so watch your fire -If suspect is compliant arrest should be made
Time: 15 minutes
Point System: +500 points for every completed objective +100 points for every arrest made -150 points for every man lost -300 points for every failed objective +100x [x equal to minutes remaining on clock]
Extra Yellow Card -300 points Red Card -700 points
SWAT/ATF/CTU 5 to 8 man team Number of rounds limited to 600 Number of weapons carried per person is limited to 3
this is the first draft any comments? Feed back very welcome.
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Post by wheitmann on Nov 3, 2006 19:38:44 GMT 8
SWAT/ATF/CTU 5 to 8 man team Number of rounds limited to 600 Number of weapons carried per person is limited to 3I think it would be more realistic to limit weapons per person to 2. I don't see many law enforcement people with more than a primary weapon and a sidearm. And it would be nice if everyone used STOCK magazines, no high caps.
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Post by Kageyama on Nov 3, 2006 21:57:45 GMT 8
Well ya most carry two guns, but most law enforcement officers carry more than 3 weapons.
Primary [Rifle, SMG, Shotgun] Sidearm [Pistol, Machine pistol] Knife/leatherman Breaching weapon [shotgun, hammer, ram] Non-lethal weapons: -Tazer -Pepper Spray
Most people will carry two any way. I just though a limit of 3 should be put.
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Post by wheitmann on Nov 3, 2006 22:22:30 GMT 8
Yeah, but you don't use pepper spray nor battering rams as weapons in airsoft...
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Post by Kageyama on Nov 3, 2006 22:27:44 GMT 8
True but a shotgun on the back is a good addition to a CQB scenario
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Post by wheitmann on Nov 3, 2006 22:29:17 GMT 8
True but a shotgun on the back is a good addition to a CQB scenario Agreed. As long as everyone doesn't carry a shotgun, l'll be happy. ;D
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Post by francis on Nov 3, 2006 22:52:31 GMT 8
If you want to invite other teams, Just minimize the objectives. Maintaining too many is easier said than done. People join in to shoot stuff, not run around doing police work. in the end, nobody would accomplish all which are nearly impossible to do without getting most of the guys killed. . We did that in the Tactical Rifle/Carbine Challenge a few months ago. 2 x 3-man teams against just 2 OPFORs. It was disaster for some teams when they all got killed by the OPFORs because they had other objectives to think of. which was kinda simple actually but not one team made it out without casualties. . . .
From the perspective of a player in milsim: Most airsoft people like to shoot, with simple roles, and simple rules. I myself don't appreciate going on an easter egg hunt when there are people waiting for you behind the door. The Hostage Rescue scenario at the killhouse at OP:SC 1 was really nice. We went in via zodiac boat, made entry and engaged the OPFOR, got the package, got out. All done in 3 minutes. Simple but fun. I think william was there too! I got killed though, along with Obet Yance. But we got all the OPFOR, took 3 before i got killed. Lord got the last one ;D
From the perspective of an OPFOR. I have been OPFOR in OP:SC 2 also, along with William again, which is a much more comfortable job since waiting is the hardest part, and shooting people the easy part. there's a twist also: If you know people are coming for you, you just wait for them to come through the door and possibly and most probably kill everybody and it defeats the purpose of fun for the attacking team. however, if you let them through and go easy on them, you risk being peppered by the attacking team. Remember, OPFORs are not paper targets or dumb AI targets, the have weapons also and instincts and will use them to defend themselves. ;D
So it all boils down to the actual objective of the milsim: be it for fun or just training? having both will take a lot of work though. Lots of considerations must apply.
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Post by Kageyama on Nov 3, 2006 23:45:54 GMT 8
Okay how about this?
MilSim Draft 2 Scenario: POW Rescue
Intel states that Lt. Towns of 201st Battalion has been captured and held captive in a small farmhouse on the outskirts of the city. We have reason to believe that the Lieutenant had enemy documents of utmost importance in his procession.
We must retrieve both the Lieutenant and Documents from enemy hands.
The Farmhouse is lightly guarded single story house with two entrances, back and front door. We believe Lt. Towns is being held in the storeroom in the center of the house, expect light resistance as enemy reinforcements are yet to arrive in the area.
Intel reports that Enemy forces around the farmhouse are very well armed, recent UAV sweeps have detected possible booby traps set around the house for added security.
Watch your backs men, these men you’re fighting are battle hardened men and they’re not going to give up the Lieutenant or the documents without a fight.
We need to be in and out in less than 10 minutes, any longer and we fear that they may execute the Lieutenant and/or destroy the documents
Stealth and Speed is key here. Get your gear ready. We move in at 2200hrs.
Objectives: -Rescue Lt. Towns -Retrieve Documents Enemy force: Expect at least 6-10 operatives, UAV’s reviled high powered assault rifles and a variety of small arms.
Rules of Engagement: UAVs revealed that there might be non-combatant in the area watch your fire.
Time: 10 minutes
Point System: +500 points for every completed objective -100 points for every man lost -150 points for every failed objective +100x [x equal to minutes remaining on clock]
Extra Yellow Card -300 points Red Card -700 points
Operatives 6-8 man teams Rounds limited to 600
Feed back welcomed.
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Post by francis on Nov 3, 2006 23:51:12 GMT 8
Nice one but Lots of actors needed..... As i said keep it Simple ;D
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Post by Kageyama on Nov 3, 2006 23:59:45 GMT 8
Knowing NSW-8 good actors shouldn't be too hard to find, problem is only making most of them act like enemy militants instead of American Soldiers. hehe.
Heck, I did a few Role Plays and trust me it isn't too hard. Except fighting the urge to shoot at the Operatives before letting them comprimise themselves with either a mistake or a loud noise. hehe.
Best part is playing dead. Well it adds to enjoyment of the Operatives.
Important actor I guess is the Leader of the Enemy force with going through documents or interrogating the prisoner.
6-9 "actors" and probably 4 referees
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Post by Kageyama on Nov 4, 2006 0:34:11 GMT 8
MilSim Draft 3 Scenario: Rapid Deployment: Package Retrieval
Last night a package of high importance was taken from the home of a foreign national. It is believed that a small unit from a rebel faction has taken the package, no one has claimed responsibility of the event and we are not waiting for any names.
The contents of the package are on a need to know basis, and frankly you don’t need to know. Higher ups just want the pack retrieve as soon as possible, a tracking device on the package last transmitted coordinates leading to a small house just out side town.
It is believed that the group is holding out here till help arrives, we’re not going to wait for that to happen.
As far as we know the package is non-volatile.
Speed and tactics boys…. Speed and tactics…. Get your gear we rolling now.
Objectives: -Retrieve Package Enemy force: Expect at least 2-4 operatives, security cameras from the foreign national’s home revealed several high-powered weapons and possible explosives.
Rules of Engagement: -Don’t damage the package -Risk of non-combatants minimal, but still watch your fire.
Time: 10 minutes
Point System: +500 points for completed objective -50 points for every man lost -150 points for every failed objective +100x [x equal to minutes remaining on clock]
Extra Yellow Card -300 points Red Card -700 points
Operatives 6-8 man teams Rounds limited to 600
How about this?
1 actor really needed, for the leader with the package.
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Post by gands on Nov 5, 2006 11:43:25 GMT 8
that instead of using colored cards to pin the penalties, we use bars (i.e. 1 bar (25 pts deduction), 2 bars (40 pts deduction)... and so on) It's easier to visualize the penalties this way.
i have yet to make a thorough study on the rules. I'm sure you wont ban me should i question a few of our rules. ;D
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Post by francis on Nov 5, 2006 22:57:59 GMT 8
that instead of using colored cards to pin the penalties, we use bars (i.e. 1 bar (25 pts deduction), 2 bars (40 pts deduction)... and so on) It's easier to visualize the penalties this way. i have yet to make a thorough study on the rules. I'm sure you wont ban me should i question a few of our rules. ;D Nobody can ban you here gands, i'll see to that
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Post by Kageyama on Nov 6, 2006 8:52:32 GMT 8
Bars sound good Gands. I'll be posting a few more drafts when I get a stable net connection... hehe I'm "borrowing" a signal right now.
I'm looking to setup a very simple yet exciting setup.
I'm writing up a VIP escort scenario through a hot zone.
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Post by Kageyama on Nov 6, 2006 9:28:50 GMT 8
Scenario: VIP Escort
A one Domingo Sanchez or the Colombian Embassy is in the hot seat as of yesterday ever since an attempted assassination at his home. We are to escort Mr. Sanchez to a secure location.
Watch it boys, reports say a vehicles are a no no. The streets are too tight and IED as well as RPGs have been spotted by UAVs circling the area. We have no choice but to escort on foot. Watch yourselves, someone wants this guy dead and is willing to kill anyone who gets in his way.
Objectives -Get Domingo Sanchez, to a secure location -Protect him at all cost
Enemy force 4-6 lightly to heavily armed mix
Rules of Engagement: -This is the wild west people, most of the civi’s aren’t going to drop by -Take action seen appropriate, as there is going to be shooting -Remember the package is the mission protect him
Time: 15 mintues
Point System: +500 points for completed objective -50 points for every man lost -150 points for every failed objective +100x [x equal to minutes remaining on clock]
Extra: Single Bars -100 points Double Bars -250 points
Operatives: 8-10
This is a really rough draft, feed back welcome.
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Post by Kageyama on Nov 8, 2006 13:38:40 GMT 8
Scenario: Pilot Rescue
Okay boys, we lost a bird over hostile territory, two hours ago. Intel over the area shows that one of the two pilots survived the crash, so now it’s our job to take him and his buddy home.
UAVs uncovered a fairly large armed force closing in on the crash, armed with everything from knives to high-powered assault weapons. These guys aren’t that well trained but don’t underestimate their number and firepower.
The pilot is one, Capt. William Birkin, of the 101st. We believe he has sustained only minor injury in the crash, he has sent out his coordinates and is apparently lightly armed.
Be sure to identify yourself, we don’t want to carry out anymore dead bodies than we have to.
We will be hitting the ground in less than an hour boys. Get your gear and remember, think fast but don’t be stupid.
Objectives -Rescue Capt. William Birkin -Head to the rendezvous point
Enemy force -Expect a group of almost 10 men armed with AK47/74 and stolen equipment.
Rules of Engagement: -Fire only when needed, we’re on a rescue mission no need to fill any more caskets than we have to
Time: 15 mintues
Point System: +500 points for completed objective -50 points for every man lost -150 points for every failed objective +100x [x equal to minutes remaining on clock]
Extra: Single Bars -100 points Double Bars -250 points
Enemy force special rules: -Only semi-auto or very short bursts -Fire from the hip -no aimed shots at all
Operatives: 4-6
Feedback very welcome
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Post by Kageyama on Nov 8, 2006 19:14:35 GMT 8
Scenario: Assassination [reversed VIP]
Hello my comrades, intelligence says that our target Allan Smith, is being moved out of his safe house tonight. Apparently information was leaked to these d**n dogs. No matter everything will still be as planned, we will get him before they get a chance to bring him out.
He is hiding in a small house just on the outskirts of the city. He is guarded by two of those dog’s soldiers. Expect them to be very well armed and trained.
They believe there cause is great, but that is not true, ours is greater, this man has done such evils to our land, we are going to make him pay with his death. No court, no jury, no witnesses. We are judgment personified, and we so see him a man of the devil.
Force and dominance. That is what we want. Let them know that we are not to be taken lightly at all. let the world see this event as a sign that we shall not stand down and be oppressed.
For the cause my comrades, go forth and show the fury that burns within us all!
Objectives -Kill Allan Smith -Escape
Enemy force -They are very well armed, truly the soldiers of the dogs that oppress us. Expect at least 3 of them protecting Smith.
Rules of Engagement: -Death to all who oppose us
Time: 20 minutes
Point System: +500 points for completed objective -50 points for every man lost -150 points for every failed objective +100x [x equal to minutes remaining on clock]
Extra: Single Bars -100 points Double Bars -250 points At the last 5 minutes, enemy reinforcements will arrive. at least another 2 or 4
Operatives: 6-8
Feedback please.
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Post by kamatay on Nov 16, 2006 2:17:14 GMT 8
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Post by gands on Nov 16, 2006 10:07:39 GMT 8
nice team logo, very middle eastern!!!
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Post by Kageyama on Nov 16, 2006 18:01:19 GMT 8
Scenario: POW Rescue
Special Forces operative Lt. Walter Smith, had been captured last month in an engagement to liberate a besieged town. Intelligence has just heard reports the Lieutenant is being held captive in junk shop in the Downtown of said city. We fear he may soon be executed to fuel the cause of the local insurgents.
UAV reconnaissance of the area revealed the shop is very lightly guarded but is most likely very close to a insurgent den. Expect low caliber weapons and a few automatics in the shop.
But don’t forget you are in hostile grounds; everyone out there is a potential shooter. We’ll be moving out after curfew to minimize civilian loss if any, but this means there will be patrols. Helo entry is out of the question so we’ll be dropping you guys in by vehicle, and then you’re going to have to walk the rest of the way.
Potential sniper points have been marked on your map, most of these guys can’t shot to save their lives but do not underestimate them, you have the skills but they have the number.
You have an estimated 3 minutes after first contact to move in, get the lieutenant and move out before they send packs of angry insurgents our way. Don’t stay in there for more than 10 minutes, as from previous experience these guys seem to have a certain nose for finding out Special forces operatives in their hometown. With knocked out vehicles you’re going to have to fight a city to get back home.
We’ll be moving out in 22:00 hours. Get some rest and get ready, can’t afford to screw up here. Or the whole city will be gunning for you.
Objectives -Secure Lt. Walter Smith -Get to extraction point
Enemy force -2-4 men are most likely inside or around the house at the time of the assault. Armed with probably a couple of hand guns and maybe one assault rifle -And as you remember from previous ops every one in the city is armed with everything from a knife to an RPG-7.
Rules of Engagement: -No civilians should be out at this time. So fire if needed
Time: 10 minutes.
Point System: +300 points for completed objective -50 points for every man lost -150 points for every failed objective +100x [x equal to minutes remaining on clock]
Extra: Single Bars -100 points Double Bars -250 points
Operatives: 8
Enemy force special rules: -Only semi-auto or very short bursts -Fire from the hip -no aimed shots at all
Feed back welcomed
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Post by Kageyama on Feb 2, 2007 23:57:32 GMT 8
woah... been awhile since I added to this thing.
I think I'll stray of the Milsim theme for a bit, I want to introduce a game scenario famous in japan.
Scenario: Shoot the Can/Pop the Balloon
A classic game in Japan played with either balloon targets or cans placed on top of tables or post, the Objective of the game is to destroy all the enemies’ cans or balloon by popping them [balloons] or knocking them down [cans; note you can’t put them back up once knocked down].
The number of cans is dependent on the size of the field and the number of the players the usual numbers being 3 to 6.
The game or scenario is nothing like military operation or SWAT situation exactly but it still requires much tactics and speed.
[However players may choose to eliminate the enemy team instead of the cans or balloons, however in tournaments this will give a lower score.]
Main Objective -Knock off Enemy cans or Burst enemy balloons
Optional objective -Eliminate Enemy Team
Forces -Standard team vs team style [at least 3 per team]
Rules of Engagement: -Take out the enemy cans
Time: 15 minutes
Point System: [if tournament] +800 points for completed main objective +100 points if optional objective chosen over main -50 points for every man lost +100x [x equal to minutes remaining on clock]
Demerits for breaking rules Single Bars -100 points Double Bars -250 points
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Post by Kageyama on Oct 25, 2007 22:21:44 GMT 8
Scenario: Counter Sniper
For the last couple of days, an enemy sniper known to us as Juba has harassed UN forces, local operators as well as our forces in the city.
As of 12 hours ago we were able to identify the location of the sniper. We haven’t narrowed down where exactly he is in the area, but we know he’s within a 50 meters of this area.
You’ll find 3 possible sniping locations on your map.
Take him out boys, if you can bring him back, even better. But we want him out of action.
Objectives: -Take out or apprehend Enemy sniper
Enemy force: -Juba -6 Opfor
Rules of Engagement: -Don’t engage unarmed civilians
Time: 10 minutes
Point System: +500 points for killing sniper’ +1200 points for captured sniper -50 points for every man lost -10 points for every minute elapsed +50 points for every dead comrade recoverd
Extra Yellow Card -300 points Red Card -700 points
Operatives -12 man team
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