Airsoft Scenarios

I.      Death Matches

 

 

No man left behind: (med-large group)

Teams: 2 or more equal teams (Teams A & B…)

Setup: 1 home base per team, set up on opposing sides of playing field.

 

Game play follows that of typical team “deathmatch.”  When a player is shot they are “wounded.” They must sit on the ground  and place a “death rag” on their head to signify to the opposing team that they are no longer in play. Other “living” team members on the wounded players team must “extract” them back to the respawn point.  When a living player touches an injured player,  the injured player is then allowed to walk under his own power, as long as they have physical contact with a living player.  If contact is broken, the wounded player must sit back down until living player returns.  Players that are successfully extracted can now sit for a specified time at the respawn point, and then enter the game as reinforcements.  If a reinforcement player is hit again, they are K.I.A.

 

*Victory Conditions: Eliminate the opposing force(s).

 

*alternate rules: All injured players must sit at the respawn site until a designated number of teammates are wounded and extracted.  Once the respawn number is reached, a “reinforcement team” is then deployed within a designated amount of time to aid the remaining player(s).  The choice can also be made to allow players to reload/rearm at the respawn point.

 

 

 

Deathmatch with Medics:  (small-large group)

Teams: 2 or more equal teams (teams A & B…)

Setup: 1 home base per team on opposing sides of playing field.

 

Each team goes to their designated side of the field and chooses which player is to be their team’s medic.  The medic carries the med kit containing a predetermined amount of ropes with knots tied on both ends.  When a player is hit, they may call to a medic.  They can not move and can not shoot but, they may talk and inform team members of enemy movements.  The medic must run over to them and open the med. kit and untie the knots on the ends of the ropes and then tie the rope around the injured players arm.  The time to do this, simulates the time it takes for a medic to administer aid.  If the medic is killed no player can be healed.  If a healed player is hit, they are KIA. (They can no longer speak, and must remove themselves from the playing field)

 

*Victory Conditions: Eliminate the opposing force(s).

 

*alternate rules: The medic takes two or mores hits before he is out of play.  Medics can be wounded, but must be aided by another player on the team and must use the medics’ med. kit.  Medics carry only side arms.  All, or multiple players have med. Kits.

 

 

 

Deathmatch with Recruiting medics: (small-large group)

Teams: 2 or more equal teams (Teams A & B…)

Setup: 1 home base per team on opposing sides of playing field.

 

Played very much the same way as all other deathmatch games, except a wounded player can be “recruited” to the other team.  If a player is wounded, he must sit on the ground and wait to be healed.  A medic must come to him and administer aid. The player is then allowed to return to the game.  However, the oppositions medic can heal a member of the opposite team and that player is then recruited to the other team. There is no limit, players can be healed infinitely.  However, if a medic is eliminated, they are out and can not heal any players and that team can not gain any more eliminated players.

 

*Victory Conditions: Eliminate the opposing force(s).

 

*alternate rules: medics can be healed by other players on the same team.  Much like in a regular deathmatch/medic game.  The choice can be made to possibly limit the amount of times the teams medic can be healed.

 

 

Ghost Squad: (med-large group)

Teams: 2 or more equal teams. (Teams A & B…)

Setup: 1 home base per team, 1 ghost squad respawn point, arm bands for starting teams.

 

Teams are set out into the field in intervals.  All teams must attempt to eliminate all other resistance.  When a player is hit, they must go to the respawn point.  Once the predetermined number of players eliminated is reached, that team is then redeployed as the “ghost squad.”  If a player of the ghost squad is eliminated they are out of the game.  If a player is eliminated by a ghost squad member, that player is now on the ghost squad. That player must go to the respawn point, removes the arm band and re-joins the fight as a ghost squad member.

 

Victory Conditions: Eliminate the opposing force(s).

 

 

 

II.    Capture the Flag

 

Capture the Flag (paintball style): (med-large group)

Teams: 2 (teams A & B)

Setup: 1 home base per team on opposing sides of playing field, flag placed in the middle of playing field at the “50 yard line,” one player designated as the flag “resetter.”

 

Each team fights their way to the center of the field and attempts to be the team to grab the flag first.  If a player is eliminated, they are out of the game.  All hits count, including gun shots!  If the flag carrier is hit, he is out and the flag “resetter” places the flag back in its starting position.

 

*Victory Conditions: One player from one team must grab the flag and carry it to the opposing teams home base.

 

*alternate rules:  No flag resetter.  If the flag carrier is hit, the flag is dropped and left there on the ground in play.

 

 

кодексы запуска “Russian Launch Codes”: (small-large group)

Teams: 2 (Terrorists vs. Americans)

Setup: 1 home base per team on opposing sides of playing field, 1 briefcase/box is set in the middle of playing field on the “50 yard line” with a stopwatch inside.

 

The briefcase contains launch codes to stolen Russian arms.  Each team must try to capture the case first.  When one team captures the briefcase, they must return it to their home base and hold a perimeter while one team member opens the briefcase/box and starts the stop watch and lets it run to simulate uploading/destruction of launch codes.  Once the watch hits its time limit the objective is completed.  If the team is eliminated before the time limit, it’s a failed mission.

 

Victory Conditions: Secure briefcase and return it to home base.  Upload/destroy launch codes.

 

*alternate rules: One designated “demo expert” per team.  Only that player can upload/destroy the launch codes./  No briefcase.  Both teams have bombs and must race to oppositions home base and plant a bomb.  There is a time limit in which each team would be required to remain within the perimeter of the oppositions home base to simulate the time it would take to activate the bomb.  The demo expert rule could also be applied to this scenario, as well as medics.  Instead of a stopwatch, the demo guy or player with the briefcase/box must hold the case for a designated time.  If the player has to return fire or is shot, the sequence must start over.

 

 

III.  Special Operations

 

 

Scattered Demolition Bag: (large group)

Teams: 2 (Spec Ops[small team] and Locals[large team])

Setup: 3 waypoints (1 item of demolition package per waypoint, each set up by a different member of Spec Ops team), 1 “locals” base (set up at far end of playing field).

 

The locals are broken up into multiple teams of two to “secure and patrol the perimeter” and one large group to guard the “enemy base” that is to destroyed by the Spec Ops team.  The Spec Ops team must locate all 3 pieces of the demolitions kit scattered during the drop.  Then they are to make their way to the locals base and set a charge and return to a designated extraction point.

 

Victory Conditions: Set charge and destroy locals base or Spec Ops team is eliminated by local forces.

 

*alternate rules: Locals can respawn to “out number” the Spec Ops team.  The Spec Ops team has a designated “demo” guy and only that player can charge the bomb.  If the demo expert is killed the explosives can be picked up by another member, but the charge time of the bomb is lengthened.   Silent kills can be performed if a Spec Ops member gets within a certain range of a local without being seen.  That way an undetected attack on the enemy base can be performed.  This scenario can also be combined with “no man left behind” where all injured players must also be extracted safely to the extraction point in order to successfully complete the teams objectives.

Neutralize the Weapons Cache: (med-large group)

Teams: 2 (Rangers [small team] and Locals [large team])

Setup: Locals weapon cache at end of playing field. Local team is spread thin over a larger perimeter. A predetermined number of patrol team members may be established.

 

Played similar to “scattered demo bag” without the waypoints.  Locals represent an indigenous contingent guarding a large outpost with a significant weapons cache.  Local members are posted in plain view.  If contact is made, they may call out and mobilize against the threat.  Whether sniped, shot, or silent killed, they must remain silent in death and sit down since the game will most likely be played during daylight.  The Ranger team must reach the weapons cache, place a detonator, and extract to the extraction zone.

 

*Victory Conditions:  Ranger team destroys weapons cache and reaches extraction zone or Locals eliminate Ranger team.

 

*alternate rules: Respawn for local team, except when “silent killed.”  Ranger team does not know exact location of weapons cache, only it’s general location and Ranger team must locate the weapons cache.  Scenario can also be combined with “no man left behind” or with medics.

 

 

Poison the Well: (med-large group)

Teams: 2 (US Army Reserves [large team] and Terrorists [small team])

Setup: A specified “well inlet” deep in the field and a “contaminate” to set on top of it.

 

The Terrorist team is dispatched to contaminate the area’s water supply.  They must set the appointed contaminate on a specified location.  The terrorist team must guard the released contaminate for a specified time for it to take effect.  The US Army Reserves have been alerted to the presence of a terrorist operative unit and are sent out to stop them.  The Terrorists will have a general idea of the water lines whereabouts and move out first.  The Reserves will know the exact location of the water line and will move out a very close second, preferably from a second location.

 

*Victory Conditions: Terrorists contaminate water source or Reserves eliminate threat and save the water source.

 

*alternate rules: Terrorist team is replaced by only one player!

 

 

Prison Break: (med-large group)

Teams: 2 (US Marines [2-3 players] and Extremists)

Setup: Rifles and other combat gear placed in a designated area, Extremists are spread thin across a large area

 

The marines must make their way to their weapons, confiscated during their capture.  Once they locate their weapons, they must make their way to their extraction point.

 

*Victory Conditions:  Marines locate their weapons and safely reach extraction zone or Extremists capture/kill prisoners.

 

 

*alternate rules:  The prisoners are limited to just pistols from the start, or only one player has a rifle and the other players have nothing.  Prisoners may also be allowed multiple hits.  Prisoners only know general location of weapons.

 

 

 

V.I.P.:  (small-large group)

Teams: 2 (Army Rangers w/V.I.P and Terrorists)

Setup: Terrorist set out first and choose their ambush points.  V.I.P. has no weapons.

 

A rescued political figure must be safely transported to a designated L.Z. within an allotted time.  The terrorists are aware of the Rangers’ presence and are attempting to eliminate the V.I.P.

 

*alternate rules:  The V.I.P. may be allowed a pistol.  The VIP may be allowed 2 or more hits before he is successfully terminated.  Terrorists can respawn.

 

 

Prisoner: (med-large group)

Teams: 2 (Terrorist w/V.I.P. and Army Rangers)

Setup: Rangers set out first and choose their ambush points.  V.I.P. has no weapons.

 

This game is played just like “V.I.P.” except the Rangers are trying to free the V.I.P instead of escorting him.  The Terrorists must transport the prisoner across the field within a time limit.  The V.I.P. can try to escape at any time and can use the weapons of killed guards against his captures.  The objective of the Rangers is to free the prisoner and extract him safely back to the friendly L.Z.  The objective of the Terrorists is to transport the prisoner safely to H.Q. to retrieve information.  If the VIP is shot information can not be retrieved, and the prisoner can not be freed and neither team wins.  The V.I.P. starts with no weapons and can be killed with only one shot.

 

*Victory Conditions: Rangers free the V.I.P. without injury and extract him to a friendly L.Z. /The Terrorists eliminate Ranger team or safely escort the V.I.P. to H.Q.

 

*alternate rules: This game can be played with medics and both sides can heal their players and the V.I.P.  The V.I.P. is not eliminated unless it’s a fatal shot.  Otherwise, the V.I.P. can be healed by either team.

 

 

 

 

Siege/Beach assault: (med-large group)

Teams: 2 (Attackers and Defenders)

Setup: Armbands on Defending team.  Defenders set out first to a defensive area and allowed a bit of time to ready themselves.  Attackers will have a numerical advantage, no less than 2:1.

 

Defenders are not allowed out of their defensive perimeter.  The attackers are allowed to move where they choose.  The attackers are to take the M.G. pit and eliminate all resistance.  If an Attacker is hit, they must return to the starting point and then re-join the fight. If a Defender is hit, they must go to the Attackers starting point, remove the armband, and re-join the game on the Attacker’s team.

 

*Victory Conditions: Eliminate all defenders

 

*alternate rules: Time limit.  Defenders must hold their postion for a designated length of time. If this is performed, defenders win!  If a previous Defender, now on the attacking team is hit, they are now out of play.  Players starting on the attacking side will get 2 hits.  Medics can also be an option for this scenario.  Rate-of-Fire or ammo can be limited to help make the game more favorable for the defenders.  Ie: Attackers use only low or mid-cap mags, or can only use semi-auto fire, while the defenders can utilize high-cap mags and can use full auto fire.  

 

 

 

Stealth mission:  (small-large group)

Teams: 2 (Spec Ops [small group] and Grunts)

Setup: Point System… Securing the marker = 10pts., Living players at the end of the mission = 5pts each (includes Grunts), Killed Spec Ops Members =      (-)3pts, Killed Grunts = (-)2pts, and Silent killed Grunts (-)1pt.

 

The Grunts head out with the designated objective marker (something rather large but no too large) and place the marker within a predetermined area.  They can attempt to conceal the marker in a bush or tree but can not burry it or make it completely invisible.  It must be able to be located.  The Spec Ops team is to head out and retrieve the marker without attempting to take casualties. (note: The spec ops team will know where about the marker is located but, not it’s exact location) The Spec Ops team is allowed sniper kills, and silent kills if they can come within a certain distance of a Grunt.  The Grunt must then sit down and remain silent in death.

 

*Victory Conditions: Spec Ops team is eliminated, or the marker is secured and extracted.  The Spec Ops team with the most points gets all the bragging rights!

 

*alternate rules: Spec Ops team has a medic.  Spec Ops players get 2 or more hits before they are eliminated.

 

 

All Ghillied Up: (small-large group)

Teams: 2 (Sniper team [two or more players] and Infantry)

Setup: Sniper team heads out first to the opposite side of the playing field. Infantry is split into multiple small teams and must stand guard at specific locations.

 

The Sniper team must wait for a designated amount of time and then attempt to make their way back.  The sniper team must eliminate all Infantry (locations know by sniper team before play.)  The Infantry can alert other infantry men if they spot the Sniper team.  The Sniper team is deployed with a limited amount of ammo and can only use semi-auto fire.

 

*alternate rules: The Infantry team has only pistols to simulate the distance of long range rifles.  Snipers only know general locations of guard posts.

Pilot Down: (small-large group)

Teams: 3 (wounded Pilot, Rescue team [small team], and Local resistance)

Setup: Determine Local respawn point.  Wounded Pilot sets out first (with pistol only)and places himself in a predetermined spot on the playing field. 

 

Local Resistance sets out to locate the downed pilot to capture as a P.O.W. The Rescue team goes in last and must to try reach their downed pilot before the Local resistance reaches him. They will then administer aid and extract the Pilot to an L.Z.  (note:The Pilot can not move until aid is administered) If a Local is killed, they must go to the respawn point and then re-join the game.  If a Rescue team member is hit, they are out.

 

*Victory Conditions: Rescue team wins if Pilot is located and safely extracted.  Locals win if Pilot is eliminated.

 

*alternate rules: Medics for the Rescue team (limited), Pilot can take multiple hits or a “fatal” hit before the Pilot is eliminated.

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