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TOWN TAKE OVER

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TOWN TAKE OVER Empty TOWN TAKE OVER

Post by Howie 21st March 2010, 8:35 am

Here is the senerio

In the city of Halababa, political turmoil has broken out. The corrupt local militia has seized control of the city, and ousted the local government. The leaders have gone into hiding, pleading with the UN to send assistance. US forces have been sent in to try to root out the local militia and restore order.

US Objectives:

Regain and hold control of the town and surrounding area.
If possible, take out Militia commander.

Militia objectives:
Remain in control of the town and surrounding area
Repel US forces

Respawns: Both teams will have unlimited respawns. Casualties must return to their main base and wait 10 minutes before re-inserting. The 10 minutes is a constant running timer.

FTW:
This op will run on a points based system, with points being awarded for every objective taken. Also, some objectives taken will have a signifigant effect on the opposing team. All objectives will have a red/blue marker. You must flip the marker to your teams color, or you do not control the objective.

Main Base, 100 points: You must maintain control of your base because it is your spawn point. If base is overrun, casualties will be collected at a central point until base is re-taken. If all members of a team are killed, then the scenario will be over. Special rule. The enemy's main base is NOT the objective. Exception: If your team has controlled the town, as well as three other minor objectives for more than an hour, you may stage an attack on the enemy’s main base

TOWN, 60 points: The reason we are fighting.

SAM SITE, 10 points. If this site is held, opposing team must wait until they have 6 casualties before re-inserting.

COMM STATION, 10 points. If this is held, opposing commander may not transmit on the radio. Commander may listen, but orders must be sent via runner or through 2nd in command.

FUEL STATION, 10 points: if this is held, you may respawn after 5 minutes. The theory being that your "vehicles" will have fuel to run

WATER HOLE, 10 points: If this is held, opposing team must wait 15 minutes to respawn. Theory being that this is the water supply for the entire area. Without control, it will be harder to keep your troops healthy and hydrated.

Hooch village, 10 points: No special rule at this time, however there may be civilians there to get intel from.

Toon Town, 10 points: No special rule at this time, however there may be civilians there to get intel from.

Special:
There WILL be civilians throughout the engagement zone. They will offer any intel they have to either side. However, killing a civilian will result in a 5 point deduction. Also, be warned. Some of the civilians are extremist suicide bombers. Upon asking one for intel on the enemy, they will “explode”.

Team commanders. If a team commander is killed, then he/she must appoint a new commander. The new commander may be killed and still retain command, but the original commander is not eligible for command for the rest of the scenario. 3 points for killing the original commander.

Local Government. There are three members of the local government under the protection of one civilian. The ousted governor and two aids. US forces will receive 5 points for finding them and extracting them back to their base. Only one needs to survive to receive points. Once extracted back to base, they will revert to civilian status and be available to give intel. The militia will receive 5 points for killing the government officials. All three must be killed to receive the 5 points.

Timeline:

Safety brief/intel:

Command organization:

Scenario begins:

Lunch:

Re-insert/Scenario resumes:


Game ends/ Objectives added up/Winner declared:

under details insert Operation Fallen Fortress
Howie
Howie
Your the Man
Your the Man

Posts : 1785
Join date : 2010-03-07
Age : 48
Location : Milton Florida

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