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14 Nov

Last Squad Standing

Mission Type: Major

Mission Length: 90min

Field Type: Woodlands/Any

Requirements: None, but works best on a large field

Concept: Which squad kicks the most ass

Teams: Players are broken out into 3 man, 4 man, or 5 man squads depending on your preference. Each squad is on its own in battle.  For extremely large matches, this can be setup tournament style with brackets for squads.

Objective: Teamwork is critical in this game. You stick with your squad and you win, fail to work together and you get dead. The objective is to eliminate all the other squads and maintain yours, the last squad on the field is the winner.

Rules: This is a variation on last man standing but with squads to force some teamwork on players. Players squad up in even groups, event coordinators be careful on your counts, every squad HAS to be the same number or the game becomes unfair. Squads draw straws and take the field in 5 min increments, longest straw to shortest straw. Shortest straw squad should remain in safe area until the match starts. Squads should not be closer that 50yds to each other at the start, but the field size may make you may have to fudge this a bit.  There are 2 critical rules in this game:  One, the players in each squad must maintain visual contact with each other at all times.  Two, a squad must have half its players alive to remain on the field.  What does this mean?  In a 4 man squad, when 2 players are killed the squad is still valid and alive, once the 3rd player is hit the squad it out…no matter how good the last player is no single player is a squad themselves.  In a 3 man squad, the squad can take 1 casualty, in a 4 man squad, the squad can take 2 casualties, in a 5 man squad, the squad can take 3 casualties before being called out.  The killed players in the squad DO NOT RESPAWN, only the squad as a unit can respawn.  This is why you have to maintain visual contact with all squad members, if you’re battling it out and your 3rd teammate goes down, even if there 50ft away in a bush…you are out.  If squads lose visual contact of each other during the match they are out, refs should call them on it and force them to ID their members.  If a player is wandering alone he can be tapped out by any nearby squad.  You must move as a pack, there are no lone wolfs in this game type.  When time is up or the last respawn is used and the last squad is on the field the game is over.  Important note: If one of your squad gives up or runs out of ammo or has a gun jam…tough shit.  You either go back to safe area and use up a spawn or you fight it out and protect the dead weight in your squad.  You fight as a team, you fail as a team.

Respawn Rules: Each squad gets 2(TWO) respawns at 5 minutes long each, 3rd time on the field is your last.

Scoring: Win/Lose, the last squad on the field wins.  Points, each respawn ticket is worth 50pts, a squad that uses no respawns scores 150pts, 1 respawn 100pts, 2 respawns 50pts.


+1 Difficulty: Shotgun start, all teams take the field at the same time.  See who can run to the best defensive positions.  No firing of any kind until 5 minutes have elapsed and match started by Refs.

-1 Difficulty: Each squad has a medic who can revive squad members from non-lethal shots (arms, legs, etc)

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13 Oct

Airsoft Football

Here’s a quick one to get everyone in the mood.

Mission Type: Minor

Mission Length: 45min

Field Type: Any (Same size as football field with marked endzones)

Requirements: Rucksack for a football, marked endzones

Concept: Football with guns

Teams: ~20 players total, divided into 2 teams

Objective: Score the most touchdowns

Rules:

Set up a football shaped and sized, or smaller field with end zones at each end.

Place a flag on top of a heavy rucksack at mid field. Each team will start at their 30yd line and race to the flag. The first to the flag grabs it and the rucksack and run it to the end zone, not back the way they came but through the other team’s line. Once the flag carrier is hit he drops, goes to the sideline and respawns when allowed (must wait for 2-3 more). the flag is then once again fair game for the other team to take and run with.

The team with the most touchdowns at the end of time wins.

Respawn Rules: Respawn points are all along the sidelines. Depending on the number of players to may be best to wait for 3-4 minutes or so players to be out before respawning.

Scoring: Win/Lose, the team with the most touchdowns wins, Scoring, same as football


-1 Difficulty: Pistols only is probably safest for this game type


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02 Oct

Downed Pilot

Mission Type: Speed

Mission Length: 15-30min

Field Type: Woodlands

Requirements: mannequin/dummy or non-player “pilot”, 2 man stretcher (can be made easily with 2×4s or branches and blankets and belts)

Concept: Rescue a downed pilot

Teams: 2 roughly equal teams. Stronger team should be rescuers

Objective: Downed pilot works really well as a side mission in larger engagements, but can stand on its own as long as it’s not long and dragged out. The basic story is that one of your pilots has been shot down and ejected in enemy territory. He was injured in the bailout and can’t walk, your team has to go in a rescue the pilot before he is captured by enemy troops.

Rules: Teams are split up into “rescuing” and “capturing” teams and placed at opposite ends of the field. Event staff places the pilot dummy (or player) in a location that is roughly closer to the capturing teams side and slightly concealed. Players on the rescuing team are given a 2 man stretcher and told that the pilot must be carried out on the stretcher as he is injured and can not walk. The pilot should be heavy enough that it takes 2 men to carry him off the field quickly. The rescuing team should be given generic coordinates for the pilot but not exact, the capturing team should not be told where the pilot might be located. When the pilot is set, the match is started and the two teams take the field. The rescuing team must find the pilot, roll him onto the stretcher and evacuate him to a safe area before time expires. The capturing team must stop the rescuers from getting the pilot, and if possible take the pilot back to a safe area on their side. The pilot can not be killed for purposes of the game, and if using a live person as the pilot, should not fight or walk to change position for either side. Time warnings should be given at 5, 2, and 1 minutes left to give teams a chance to plan last minute rescue attempts. The match is over when the pilot is rescued, captured, or time expires. It’s important to note that success in this mission is supposed to hinge on speed and teamwork, set a time that works for your field that gives just enough time for the rescuers to get to the pilot, load up, engage in a short firefight, and then get back to base.

Respawn Rules: 5 minute respawn

Scoring: Win/Lose, If the pilot is rescued the rescuers win, if he is captured the capturers win, if time expires it is a tie. Points scoring, 100 points for successful rescue, 50 points if rescue is in progress at the end of time, 100 points for successful capture, 50 points for capture team if rescuers never even touch the pilot.


+1 Difficulty: 2-to-1 ratio capture vs rescue, this is closer to military use of small special forces teams to rescue pilots and their being outnumbered and outgunned. The only advantage in this situation would be exact pilot location.

-1 Difficulty: Pilot is a real player who can crawl, hide, and is armed with a pistol and can engage the capturers. In this case if the pilot is hit, he should drop his weapon and be “unconscious”. In order to keep the pilot from cheating on the movement, take a belt and cinch it tight around the back of their knees. Whatever they can move without undoing the belt is fair game.


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