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25 May

Midwest Airsoft Assault Podcast Ep. 1

Midwest Airsoft Assault Podcast

Episode 1

 

Dr. Phish takes you through the first ever Midwest Airsoft Assault podcast with Darn-U-Kids from Airsoftmissions.com as a guest to talk about what’s coming up in future airsoft podcasts.

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22 Apr

The Wild Geese - With permission from www.Midwestairsofters.com

 

Synopsis:
Based off the 1978 movie of the same name, The Wild Geese tells the true story of a British mercenary team sent into Africa to rescue a political prisoner. Inspired by true events, when President Limbani is overthrown in a coup d’etat, only members from a generation of men who served their country against the world’s greatest evil can prevail. Discharged from service after WW2, they were unable to make peace work, and sold their services in the worlds hottest trouble spots to the highest bidder.

When President Julius Limbani is overthrown and imprisoned, the British Financier Sir Edward Matherson contracts retired British Col. Allen Faulkner. Matherson finances an operation to rescue President Limbani as he has copper mine investments in the region that he wants protected. Col. Faulkner contacts fellow retired brothers in arms; Capt. Rafer Janders, LT Shawn Fynn, and LT Pieter Coetze to assemble a band of “over the hill, but not out of the game” veterans to take on the mission of rescuing President Limbani.

Their story goes on to tell about the viscous fighting of the Simbas, the group that has kidnapped President Limbani, and what they will do to keep him in their possession.

Today you will have to do the same. As a British mercenary you will “parachute” into the region, locate President Limbani who is being held inside of a Simbas’ base. You will have to rescue Limbani, move him to a deserted airstrip, and wait to be picked up by a cargo plane. Should everything go to plan, expect to be home for afternoon tea… should everything go to plan…

Medics
Since one of the coolest characters in the movie was portrayed by the medic, Medical Orderly Arthur Witty, the TOD for this event will be concentrated on medics and medical support in the field. Today we want everyone to try and use the “Wounded player carry/drag” rules and our medic system instead of walking out to a respawn point. Stay together as a unit, pull your wounded to safety until a medic can assist them. The best way to make it out of the area is too stay as one unit, not using medic rules or the medic system will get you separated from your team and might cost them in lives.

Medic Rules
Each player will be supplied with a short piece of rope, when hit, a player must call for a medic. When a medic arrives he will have a stack of cards on him. The wounded player will draw a card, dependent on how many numbers are on the card indicates how many knots the medic must tie in your rope. you may continue to play until you have three knots tied in your rope.

If no medics are available you are required to stay where you are hit for a period of 5 minutes in order to bleed out, after 5 mins, you may walk back to your respawn point.

Examples:
1. You are hit and draw a “3″, the medic ties three knots in your rope and you are back in the action, the next time you are hit you must return to your base to re-spawn.
2. You are hit and have 2 knots tied in your rope, if you draw a 1 you may continue to play, if you draw a 2 or 3 you must return to your base in order to re-spawn.
3. You are hit and have 1 knot tied in your rope, if you draw a 1 or 2 you may continue to play, if you draw a 3 you must return to your base in order to re-spawn.

At anytime if you draw a card marked “KIA” it signifies a head shot and you are dead and must return to your base to re-spawn.

After you reach three knots, you must re-spawn at your base when you are killed, upon re-spawning, you will untie your knots.

Medic Cards:
4 types of medic cards will be used for this event in order to depict the severity of wounds.
1. Card marked with a 1, indicates a superficial wound
2. Card marked with a 2, indicates a moderate to severe wound, most likely an limb
3. Card marked with a 3, indicates a torso wound
4. Card marked with a KIA, indicates a head shot

Wounded Player Drag/Carry:
Any live player may carry any wounded player back to a medic or away from direct action. To carry a wounded player you will need to grab the player by the shoulder and escort them. While carrying a wounded player the live player may continue to fire his weapon, the wounded player may not. At anytime if the live player breaks psychical contact with the wounded player, the wounded player must stop moving, he cannot move under his own accord. Live players carrying wounded players may not run, they must walk. We the staff at Midwest Airsoft Guerillas would like to see players actually dragging wounded players back to safety, since we cannot enforce an actual “drag” rule, we simply recommend that if the wounded player wishes to be dragged for realism, then please, feel free to try it out.

Teams:
British Mercenaries
Simbas

Camo/Uniform Regs
British Mercs - Woodland/DPM ONLY

Simbas - Anything else

Character Roles Include:
British Mercs
Col. Faulkner
Capt Rafer Janders
LT Shawn Fynn
LT Pieter Coetze
RSM Sandy Young
Medical Orderly Arthur Witty

Simbas
Col Mboya


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04 Apr

The Most Dangerous Game

A cat-and-mouse airsoft game where the prey is you. Submitted by reader Urzu16 of TUAC.

(Minor edits by Darn-U-Kids)

Mission Type: Minor

Mission Length: 60 minutes

Field Type: Woodland works best

Requirements: A lot of space

Concept: A classic game of hunters and hunted

Teams: One hunted (clearly marked by civilian clothes etc.) versus the rest hunters

Objective: A player is thrust into a “deadly” game of cat-and-mouse. He must avoid all other players for 60 minutes before evac arrives. The hunters must of course hunt and tag their prey and escort him to a marked safe zone. The hunter to bring the prey in wins but after time runs out and the hunted is not within the possession of a hunter he wins.

Rules: Hunted is given 5 minutes to take the field. He may be equipped with a pistol or a small SMG (AEGs will be accepted). The prey should have very limited ammo to make this work. After 5 minutes the hunters take the field simultaneously and the hunt begins. Important note: Hunters are on their own. Each man is his own team, and only one man can win. You must tag the prey to capture him. Once captured they prey moves with you on the field. If you are shot by fellow hunter during escort, the prey is considered free and can take off again. You get no points or bonus for shooting the prey, but he can shoot any hunter on the field in defense. Once captured by any hunter, the prey can no longer fire his weapon until he is “free”. Hunters without captured prey may shoot each other but get no points for doing so, and respawn as normal.

Respawn Rules: Hunters may respawn twice with a two minute break period.

Scoring: Win/Lose: The hunter who brings in the prey wins, if at the end of the time the prey is still on the field, he wins.


+1 Difficulty: The number of hunters increases.

-1 Difficulty: The number of prey increases.


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27 Mar

Tag Collector

Tag collector is a fast every-man-for-himself airsoft game that’s a great way to start off a day’s match. Airsoft game rules for the speed mission “Tag Collector”.

Mission Type: Speed

Mission Length: 15 minutes

Field Type: Any

Requirements: Dog tags or lanyard for every player

Concept: See who can collect the most kills

Teams: Every man for himself

Objective: Tag collector in a variant on Last Man Standing that values more aggressive game play than Last Man Standing. The objective is to collect the most dog tags from other players on the field and take out the strongest players.

Rules: Each player is issued a set of dog tags (of something resembling it) that can hang around a player’s neck or wrist and easily be taken off during play. Players all take the field simultaneously and fan out, players are given 5 minutes to get into position. The match is started by signal at the 5 minute mark and players have exactly 15 minutes to eliminate as many other players as possible. When a player is hit, they remove their dog tags and hold them up in the air. The first player that gets to them grabs the fallen players tags and adds them to their own tag(s). If a player is killed with more than one tag, they hold up ALL of the tags they have collected so far, and ALL of those tags are now up for grabs to the first player that gets to them. Killed players must stand up and hold their position until their tags have been collected, once the tags are taken they leave the field for the safe area. The challenge here is two-fold, 1) be aggressive enough to make lots of kills 2) get to your kills to collect tags before someone else does, even when they are out in the open.

Warnings should be given at 5, 3 and 1 minute left. Players leave the field and return to the safe are to count tags, the player with the most tags wins the round. Killed players who’s tags were not collected at the end of the round do NOT add to anyone’s score. In order to claim a tag you have to actually have it in your possession, no matter how many players you kill you get zero points for tagging and bragging. This may be a hard concept for snipers to understand…speak slowly.

Respawn Rules: No respawns

Scoring: Win/Lose, the player with the most tags wins, everyone else loses.


+1 Difficulty: Limited ammo, one gun with one midcap mag per player only.


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