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TY2D2
07-20-2009, 03:43 AM
Scenario Title – Dwindling Fuse
Length - 20-30
Army Size % - BlueFor: 50%; OpFor: 50%
Background
A High Explosive has been discovered by some means, and both forces are aware, BLUFOR and OPFOR both want to use the explosive as a means of destroying an enemies objective.


Mission Parameters
Start points: Bluefor – ?; Opfor – ?
Regen Points: Bluefor – Start point/medic; Opfor – Start point/medic
Field Size: If played at TXPB, opposite ends along the creek.
Misc: The bomb must be placed between the 2 teams, and an objective must be set for each team on either side of the bomb at center. The boat, or trucks along the creek would fullfill this role perfectly.

Gameplay Rules
Game Rules:
1. The bomb is the main objective, ensuring it detonates at th enemies objective is the goal.
2. The bomb can be started only once, upon being planted by the first team, which can be either side.
3. There is NO DEFUSING
4. Once the time starts, the bomb can only be transported between the 2 objectives, it cannot be taken unreasonably far away from the objectives, lets say within 30 feet or so.
5. When the bomb timer expires, whichever objective it's at will be the losing team. If it is at neither, its a draw.
6. The bomb cannot be buried or placed somewhere that is too hard to get to, it must be in an open place, easily picked up, at a designated place by or in the objective.


Medic Rules:
One medic for each team, one additional medic per 10 players.
IE. [5-19 people = 1 medic.] [20-29 = 2 medics] and so on.

If playing iwht medics, 1 respawn allowed.

If not playing with medics:
2-20 people PLAYING unlimited respawns [1 minute wait]
20+ people PLAYING 2 respawns [no wait]

Items needed:
-1 stopwatch
-1 small box [to be the bomb and contain the stopwatch, preferably with a see-through top to observe the timer]


EXTENDED THOUGHTS:

If a box with a loop for a lock was found, and 2 keys were available, we could tweak the rules a bit.

Allow each team a key to the box containing the timer. Then each team could open the box and start/stop the timer as they saw fit, then restart it when it was placed at the enemy objective. The timer would not be allowed to be reset, only paused and started.

A small plastic tackle box would probably work perfectly for this. Then we would need the lock and 2 keys with a large lanyards so they aren't lost.

luigisf
07-20-2009, 04:32 PM
Great idea for a scenario, reminds me of the search and destroy multiplayer mode in Call of Duty 5. But this is something we could definitely try someday, sounds fun, thanks for sharing.

Caliban
07-20-2009, 08:56 PM
Agreed! That does sound like a fun one to try!