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Airsoft Games

"The cabin"

BATTLEFIELDS

 

"MP5 A4"

THE ARMORY

These are some of the games we play with our airsoft guns. Each game requires certain gear, tactics, and certain attributes that each member brings to the team, all in certain playing areas.

Airsoft Rules

General Rules

  1. No face shots. Not on purpose, at least. A face shot results in an immediate halt of all game play until the person shot is ready to play again.
    *"Shoot what I see" Clause: A player who shows only their head/face while in a shoot-out situation, or a possible shoot-out situation, is asking for a face shot. Therefore, a fair warning is given, "I can only shoot what I see!" and then the headshot is legal, though it will still result in a halt in game play. Point: if a player does not want to be shot in the head, give opponents more to shoot at. This is to encourage fair gaming.
  2. One shot rule. One shot anywhere on the person will result in a "kill," unless otherwise specified. The agreed respawn procedures ensue after the shot. This is the most common way we play.
    2.A Weapon shots. Since a weapon would (presumably) be non-functional if shot, especially by a high powered weapon, weapon shots count as kills using the one shot rule. However, if the player has a secondary, etc, or can access the weapon of a dead team-mate, it is permissible for that player to use the functioning weapon and remain in the game. Clearly state to the shooter if you are dead by holding the weapon in the air. If another weapon will be sought out, place the un-usable weapon on the ground (or in a safe location in uncertain circumstances), without a death statement.
  3. Points on body rule. The specifics may vary, but under this system different parts of the body are worth different points. When the point limit is reached, the person is "killed". Head shots are instant kills, 2 points, as well as torso shots. Appendage shots, arms and legs, are worth 1 point, so two are considered a death. Equipment shots, guns etc, are 2/3s of a point, that is, 3 shots make a kill, or two shots with an appendage.
  4. Knife rule. If a player is close enough to an enemy to touch that enemy with the barrel of the weapon, the enemy is considered dead. When tagging the enemy, the player must say either "bayonet" while tagging the enemy with the barrel, or "knife" if tagging the enemy with the hand or fingers. A bayonet tag is the preferred action over a point blank shot, especially with higher powered weapons.
  5. Medic Rules.  If medic rules are in place, certain players are designated medics.  If any player is shot in an appendage or torso, they fall to the ground and are out of action until a medic heals them or until they 'bleed to death' after the specified time has passed.  A head/ neck shot is an instant death and cannot be healed by a medic.  If a medic is shot, another medic must heal him.
  6. Death statement. When a player is shot, clearly state this to the shooter to avoid continuous fire. If respawn is enacted, state the number of deaths the shot counts as. If points on body is enacted, state what was hit and how far from a death you are.

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Respawn Rules (Regeneration)

  1. No Respawn.  Under no respawn rules, a person shot is out of the game until the game is over.  The "dead" players are not allowed to influence game play by telling where enemies are, giving hints, or otherwise actively participating (unless you don't get caught!).  Weapon exchanges are permitted if instituted by an active player.
  2. Point Respawn.  When players are shot, they go to a designated point (or area) and give a shout.  This allows them to re-enter the game.  While out, they are considered dead and are subject to the same rules as the "dead" under the No Respawn rule.  Each team may have their own respawn points, or there may be one or two points that members of all teams respawn at, depending on the game and the agreed upon system.
  3. Timed Respawn.  Under this system, a player who is shot counts, out loud, to the designated number.  Depending on how many players are on the team, what game is being played, and the size of the playing field, the number counted to may vary.
  4. Limited Respawn.  This can apply to point respawn or timed respawn: each team or each individual has a limited number of respawns they are allowed to use before they are permanently "dead."

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Capture the Flag

Teams

Team One

  1. Defense: Defends Flag One
  2. Offense: Attacks Flag Two

Team Two

  1. Defense: Defends Flag Two
  2. Offense: Attacks Flag One

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Rules

The object of Capture the Flag is to infiltrate the base of the opposite team, steal their flag, and return it to the your own base before the opposing team does the same to your team.  Typically, once a person is shot with a bb, anywhere on any appendage with specific purpose to avoid the face and head, the person will need to go to a Respawn point.  Each team has a respawn point behind the base.  When a person comes back in the game, they must give a shout to alert all in the area of the change.  The bases are usually an area of woods surrounding the flag, often surrounded with makeshift bunkers or natural bunkers.  The cabin is very rarely used in this type of game.

The games are usually played over a large area, like the woods, with at least 6 members total, 3 vs. 3.  The flags are usually glow sticks since the games are almost always played at night.  During daylight, or on bright nights, flags may also consist of small, white invisible fence flags.  

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Strategies

Defense:
In capture the flag, it is important to never leave a flag unguarded.  It is a good surprise to leave all members of the team on defense for a time period, but if both teams do this it becomes ineffective.  Communication is vital.  Defenders must be able to call attackers back to defend quickly and efficiently in intense situations.  Walkie talkies are a good way to do this, just take care of enemies listening in!

Offense:
To infiltrate a base or an area, it is often good to sneak up, though when the world is silent this proves rather difficult.  Therefore, it is beneficial to have designated diversion specialists to make a lot of loud, distracting noise or light to divert the defenders' attention long enough for lone attackers to sneak up.

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Siege

Teams

  1. Offense: Attacks objective
  2. Defense: Defends objective

~Top~

Rules

The object of siege is, for the offense, take over a base, capture a flag, or eliminate all members of the defense.  The defense, then, is to prevent this from happening.  Depending on the specific type, the rules can vary.  

One way to play is with the No Respawn rule.  This is, if a person is "killed", they are out of the game and must only observe, without giving help to either side, until the game is over.  This is more often the case in a "take the base" style game, where respawn would eliminate the objective.  

The alternative way to play would be to have a respawn point behind each team's starting area or a timed respawn.  The time is usually short for the defenders, especially if their number is deficient.  The offenders would either have a longer timed respawn or a respawn point well away from the base being attacked.  There may also be mixed no respawn with limited respawn.

Siege can be played in the woods using the cabin as the base, using any place or flag as the objective, or even in the basement using a quick-built fort.

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Strategies

Stealth.  The only way for an attacker to get close to the objective without pulling a classic-Hawkins' Kamikaze run is to sneak up.  This can be accomplished more easily with distractions.  A steady barrage of ammunition or demolitions is a good way to keep the defender's head down.  

As a defender, Stealth is also very important.  If the attackers don't know where the defenders are they have a tough time getting past, especially if the defenders are well-placed.  If the defender is found out, MOVE.  Keep the offense guessing... guessing wrong if it can be done.  Another good way to force a kill for the defense is wait until they make a charge, blast a few demolitions in their direction, and slam a few bb's on their cowering backsides.  

The object of this game, as stated, is offense-based.  A good way to even the odds (the game won't end until the flag is captured), other than not having a respawn, is to time the game.  Road flares or high intensity glow sticks work well, because they usually burn out in 15-30 minutes.

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Sniper

Teams

  1. Sniper
  2. Searchers

~Top~

Rules

The object of sniper is to eliminate all members of the opposite team.  For the searchers, the game is simple: shoot the sniper.  The sniper, then, has a bit more of a challenge.  The sniper must hide, or roam, for as long as possible until all the searchers are eliminated.  The game ends when either the sniper or all the searchers are eliminated.  Due to the nature of the game, there is no respawn.  Once a player is out, the player must wait until the game is over.  “Dead” searchers are allowed to watch the game as it progresses, but it is not advised to help teammates after the game is over. 

Sniper is usually played at night around a house with various lights on, creating thick shadows and bright, dangerous open areas.

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Strategies

Sniper
The sniper must use one key tactic for a successful game: Stealth.  The better the sniper is hidden, the easier it is for the sniper to pick off the searchers.  A good thing to try is to get one at a time, separate, so the other searchers cannot know where the sniper is.  If the unlikely occurrence of a large pack of searchers happens by, pull out the automatic mini and unload it on them!  Otherwise, it is best to use a spring rifle: the quieter the better.

If two snipers are on the same team, work together.  A good plan to use is the "Pinch-n-Pop" maneuver.  That is, pinch the opposing team between two (or more) and shoot them as quick as possible.  To ensure this happens, a "Tail-n-Tag" must be used (hide while the enemy passes before coming out behind them and shooting).  Except have one player in front to distract the enemies first.  The other should be able to sneak around behind enemy lines and take care of business.  *Note*  If your enemies are half-witted or better, they won't be bunched up.  Always check your flanks, and check them often.  

Searchers
The searchers should therefore never travel, or even stand, in one pack.  But at the same time they should always try to remain within communication ranges, whether by radio, visual, or at least yelling distance.  This way, if a searcher gets shot the others will be able to quickly find the sniper. 

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Bomb/ Defusal

Teams

  1. Terrorists

  2. Counter-terrorists

~Top~

Rules

This game comes straight from counter-strike (a Half-Life mod).  The game starts with both teams on opposite ends of a yard, but the counter-terrorists should start closer to the bomb sites than the terrorists.  The terrorists attempt to place a “bomb” (the timer from the party game Catch Phrase works great) in one of the two designated bomb areas and start the timer.  If the counter-terrorists do not prevent the placing of the bomb, they have until the bomb goes off to defuse it.  During this time, the terrorists must protect the bomb.  If the bomb goes off, or all the counter-terrorists are eliminated, the terrorists win.  If the bomb does not go off by the end of the game, the counter-terrorists win.  This game is usually played one-shot kill without respawn. 

Bomb/ Defusal has been played around Link’s house, using the porch (front) and the deck (back) as the two bomb sites.

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Strategies

Terrorists
One strategy the terrorists can use is to split up the c-t defenses by running diversional barrages on one bomb site while another team member attempts to sneak the actual one on the other.  

Counter-Terrorists
The counter terrorists should use stealth when possible, much like snipers.  One could snipe at one bomb site and the others could heavily guard the other to throw off the terrorists.

~Top~

 

Death Match

Teams

All teams are equal

~Top~

Rules

Deathmatch is mayhem.  There can be team deathmatch, with a point system, or it can be played every-man-for-himself style.  Both can be very fun.  Hiding is usually prohibited, because it slows the game down too much.  Sneaking, however, is not prohibited.  Respawn is usually a central point that has a five foot or five second delay before a person coming from respawn can be shot at.  Games can also be played without respawn, last-team-standing style.  

Deathmatch can be played anywhere, but yards are the most common arenas, with bright lights and dark shadows.  Inside the house used to be fun… until we were forced to pick up all the loose bb’s!  The woods have been used for daylight games.

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Strategies

The best way to survive deathmatch is to run.  Fast.  The one sneaking around corners is typically the one that gets shot in the back, unless it is done well.  Another good plan is to lurk in the shadows, attempt to line people up in the ghost ring sights of a decent MP5, and snipe on the move.  If the others can find the dark outline in the night, automatics and semi-autos are very useful.  Bunkering one another can be effective, but more so with good team-mates that can sneak up behind the other team and blast them.  

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V.I.P.

Teams

  1. V.I.P.

  2. Bodyguards

  3. Assassins

~Top~

Rules

This game comes straight from Half-Life.  The object of VIP is to get the single VIP person from one point to another.  The bodyguards help this happen while the assassins attempt to eliminate the VIP.  The game ends when the VIP is eliminated or reaches the destination.  If played with strict rules, the assassins have only spring weapons, bodyguards have whatever they want, and the VIP has a spring pistol or mini, a very weak weapon.  These rules can be changed as circumstances allow, or completely forgotten depending on how the players feel.

Obviously, the VIP cannot respawn.  However, the game can be played with respawn for both teams (bodyguards respawn at start point and assassins respawn behind the destination, or without respawn altogether.  It may be a good time to use point-shot rules, for the VIP alone or everyone.  Typically, games with point-shot rules would not have respawn.

V.I.P. has been played in Link's woods as a quick game of escorting someone from the cabin to the car, though it did not work well in complete darkness.

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Strategies

V.I.P.
Stay alive by any means necessary.  Hide behind a large bodyguard, run from bunker to bunker, or just all-out sprint.

Bodyguards
Bodyguards must be very aware of the surroundings.  The object of the game is not survival of the team, it is survival of the VIP.  Therefore, sacrifices must be made if the VIP is in danger.  One idea is to create a perimeter around the VIP, the size of which depends on the number of bodyguards.  If a perimeter cannot be made, it is good to have a scout go ahead of the VIP and ensure no assassins are present, or locate any that are.  If the scout is shot, it's better than the VIP being shot.  It is also a good idea to have a bodyguard directly behind the VIP.  Those assassins are sneaky snipers that may get behind the group to take their shots.  Keep your eyes open.

Assassins
The Assassins must utilize stealth and deception.  The more bodyguards you can draw away from the VIP, the more clear the shot will be.  It may also be beneficial to use tactics such as the pinch-n-pop or tail-n-tag.  The important thing to remember is that the object is to eliminate the VIP.  If the bodyguards can be avoided, do not engage them, especially if it involves giving away a stealth position.  One accurate shot is better than a full-auto burst of inaccurate ones.

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  0. Airsoft Rules
General Rules
Respawn Rules

1. Capture the Flag
Teams
Rules
Strategies

2. Siege
Teams
Rules
Strategies

3. Sniper
Teams
Rules
Strategies

4. Bomb/ Defusal
Teams
Rules
Strategies


5. Death Match
Teams
Rules
Strategies

6. V.I.P.
Teams
Rules
Strategies

Stealth Force Recon.
Copyright © 2005  Stealth Force Recon. All rights reserved.
Revised: 05/18/06.