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Big Game Scenario constructive criticism plz? Rate Topic: -----

#1 User is offline   HOUND1 

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Posted 08 February 2010 - 02:10 PM

My field is allowing us to think up scenarios for the next big game in May, and since i didn't have any homework, i decided to make one up. please tell me what you think I should add, take away, etc. thank in advance! btw, the map is at the bottom.

The Battle for Saigon
Big Game Scenario

The Vietnam War is in full swing, and the Viet Cong are planning an attack on Saigon! The U.S. held city, formerly a base of operations used to stage assaults on the V.C. installations in the surrounding countryside, is now preparing to defend itself from a massive Viet Cong attack.

Factions:

United States: The U.S. military is a force to be reckoned with. With its superior training it can outsmart the enemy, and with its powerful Air Force it can quickly reinforce its armies or unleash a rain of napalm and rockets on a target area.

Subunit: The Green Berets: An elite ten-man team with superior infantry skills and enough clout to call in the heavy artillery whenever and wherever it is needed, or get a Huey to transport them practically anywhere on the battlefield. The Team consists of 5 riflemen and 5 snipers. The snipers are able to radio back to the U.S. base and call in air strikes on enemy emplacements.

The Viet Cong: The Viet Cong is a slightly less trained, although much more determined force intent on recapturing their capitol from the Imperialist invaders. If unconfirmed reports are true, they have been secretly amassing a large amount of mortars, and even a tank or two. The deadly combination of nationalism, numbers, and guerilla tactics could allow to the Viet Cong to emerge victorious.

Subunit: Shadow-Ops Mercenaries: Not much is known about this highly trained 10 man team other than the fact that they are extremely skilled at their jobs: stealth and sabotage. Using hidden tunnel networks, they can disappear and reappear as if by magic anywhere on the battlefield. The team consists of 5 riflemen and 5 explosives experts who specialize in calling in mortar strikes and destroying buildings key to the enemy effort, such as communications relays…




Scenario: Session 1: While the VC generals are still planning their assault, the U.S. gets reports of heavy enemy activity in the hills surrounding the city, and the U.S. war machine is mobilized. All of the fighting in this stage of the battle takes place outside of the city.

U.S. Objectives:

1. Secure three of the five Strategic Control Points/Landing Zones for at least 30 minutes. Two of the Control points are Landing Zones, and additional reinforcements can be inserted via these key points.

2. Eliminate any high ranking Viet Cong officers who may be planning future assaults on U.S. positions.

Rules:

1. No Viet Cong player may enter Saigon during this part of the game.

2. The U.S. gets 1 tank to aid in the assault.

3. The Green Beret can call for a "Huey" once every 30 minutes for insertion anywhere outside of Saigon, and can call in an airstrike once every 15 minutes on an enemy position. (strike must be within Line-Of-Sight)

4. The Shadow-Ops Mercenaries can insert via "tunnel network" anywhere outside of Saigon once every 20 minutes, and can call for a mortar strike once every 25 minutes. (strike must be within LOS)

5. If the U.S. captures a control point that is also an LZ, players can be inserted there until it is recaptured by VC forces.

6. If the U.S. forces hold three control points for 30 minutes (timer starts when the third is captured) they win the round. Alternatively, if all five are captured, they also win.



Scenario: Session 2: The assault on Saigon has begun! The U.S. gamely defends the city from waves of Viet Cong attackers, hoping that their defensive advantage will hold. All of the fighting in this game takes place within Saigon.

Viet Cong Objectives:

1. Destroy the U.S. embassy with the tank.

2. Capture the U.S. base (this will make it easier for the Shadow team to destroy the U.S. communications relay).

3. Capture the City Government Buildings

Rules:

1. No U.S. player can leave Saigon during this part of the game

2. The VC forces have 1 tank to aid in the assault. This tank can be used to destroy the U.S. embassy.

3. The Shadow-Ops Mercenaries can insert anywhere outside of the inner U.S. base perimeter via "tunnel network" once every 30 minutes, and can call in a mortar strike once every 20 minutes. (within LOS)

4. The Green Berets can transport anywhere in the city via "Huey" once every 20 minutes, and can call in an airstrike anywhere within their LOS once every 25 minutes (provided the communications relay isn't down).

5. U.S. forces can only insert inside of the U.S. inner base perimeter.

6. If the Viet Cong complete all three objectives, they will be victorious.

Attached File  Big_Game_Saigon.jpg (124.65K)
Number of downloads: 26

This post has been edited by HOUND1: 08 February 2010 - 03:02 PM

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#2 User is offline   stinkfingr 

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Posted 08 February 2010 - 02:38 PM

sounds cool ... but also like it will take a great deal of setup. good luck with this .... it has a good backdrop to it
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#3 User is offline   Tommikka 

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Posted 08 February 2010 - 03:14 PM

I would rewrite the intro a little.

Don't forget the battle for Saigon was conducted by both the NVA & VC, so perhaps make the main force into primarily NVA with VC guides. The sub 'specialists' would therefore be VC sappers

Also don't understate the VC/NVA and overstate the taining and readiness of the US. It was these factors that contributed to the underestimation of the VC. Remember both the VC & NVA were determined fighters in their own country, and at that time highly experienced. The US had experience, equipment and training but were still consisting of high levels of young conscripts.

The write up in the initial 'outskirts of Saigon' element give the impression of the US acting on intelligence - there was a lot of inaction on the available intelligence, so I would say lt this begin as attacks on the outskirts as opposed to troops being discovered, then for the later element have the US fall back into defence.

Do also take into account in the scenario writing that things don't always go to plan - It won't make a lot of sense to have the US dropped back defending Saigon if they have had an outstanding victory in the first element. Write your scenario to take into account the potentail of one side to be far into the lead at the start - it's better to have a lot of game plans that don't get used then to have them written around a rigid structure.

http://en.wikipedia....attle_of_Saigon

http://en.wikipedia....i/Tet_Offensive
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#4 User is offline   HOUND1 

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Posted 08 February 2010 - 03:39 PM

my main reasoning with the game types is the history of "big games" at our field. We normally do some kind of scenario with just attacking and defending, so I wanted to stick to that but mix it up a little at the same time.

for example, in the past, it has been a Bastogne scenario, where the teams take turns defending the right side of what I labeled Saigon.

And thanks for the historical advice, I didn't read into it much before.
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#5 User is offline   Pirate 

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Posted 09 February 2010 - 10:46 AM

I don't know what kind of players you regularly get for these, but the airstrike/mortar thing seems a little "advanced" for a big game. Typically you just see stuff like that in full weekend scenarios, where all the players know the plot/story. In my experiences, these Big Games end up being the regular walk-ons playing with a few "Scenario Veterans" tossed in. We've tried stuff like this at my local field, and abandoned the "airstrike" idea after it's 2nd use because people either would try to argue they weren't hit by it, or just run off when the ref came to call the "airstrike". Like I said, this is just my experience.

Also, what's that red circle in the middle of the field? Is that the parking lot?

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#6 User is offline   HOUND1 

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Posted 09 February 2010 - 12:28 PM

Yes, the red circle is the parking lot.

I was thinking about excluding the airstrike as well, but in our last big game the invading aliens had a ray gun which could be fired every ten minutes at a building. it worked for the most part, but every once in a while there was an argument between a ref and a player.
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