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What are your favourite airsoft game types?


jus01
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As title says, I'm trying to think of new games to play at my local Airsoft site and thought I'd get some inspiration from the more experienced players here, the site I play at has 2 woodland areas with a large open area in between them in the middle its kind of a narrow site as well.

 

Thanks.

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I enjoy medic rules games. I also enjoy rolling defence games too. Unfortunately my home site seem unwilling to combine the two. I get it that rules need to be simple enough for those working with limited microgorms/s², and for those for whom English isn't a first language, to understand. I just can't believe however that "Hit players must stay where they are and call for a medic. If they don't get medic'd within 5mins they bleed out and must regen. If a medic gets hit s/he must regen straight away. When you regen you must fall back by X meters / to this point, then this, etc. and cannot go further forward." is too difficult for anyone who can find an airsoft site and get there to understand...

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Ian thats basically the way my site plays, i much prefer it to the short paintball style games. we have a morning game and an afternoon game lasting about 2 hours each. they are generally attack or defend for x time and then move back/ forward to a new position. some times having to capture items. they also introduced the system of carabiners where they are attached to the front of people and they can get grabbed by the opposing team when you have been shot, they help to decide the winner in a stalemate.

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My local does a 'vietnam' game style, where one team is the US army and the other is the NVA/Vietcong. The US players have to patrol through the site in 2 columns, and the Vietcong have to hide then ambush them, although the Vietcong players aren't allowed to move until the US move past them. When you're playing sensibly you can surround the US columns and catch them in a crossfire. This is a pretty good game style, although it works better if you have an organised team with radios.

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I Like mixed objectives or 'Ground War' as my site calls it.

 

Both teams fight over objectives,hidden bomb,flag capture,point control and a unique one,ammo boxes.

Ammo boxes give your team refills,from a Marshal at your base. So you have to conserve ammunition. People who use their own heavier ammo can carry two 100 round speed loaders of ammo.Usually varies and is organized between the staff and player. Not a lot of people use own ammo.

Limits on magazines are that only 1 hicap is allowed.You can carry as much midcaps and low caps as you can

 

Added to the fact of ammo limits,kills only get you 1/2 a point to discourage it from becoming deathmatch(I hate DM! love this rule)

 

Regen rules are that one can either regen at their base or wait for a buddy to tag them back in,in which you must count from 10 very loudly,effectively ruining any stealth.

However,while you are waiting to be tagged back in,you can be taken prisoner or hostage and used as a human shield or join the team that captured you.

 

Rest is self explanatory standard stuff.

 

Lasts about 2.5 to 3 hours,out of a 6 hour day with a 45 minute break. Rest of the games are usually 30 to 45 minute skirmishes,when it is played.

 

This is rarely played,mainly in the summer when schools are out or during events.(This site is popular among new players due to a low age limit,older people usually move onto the over 15s site like I will after the holidays.)

 

Pretty fun,never had a bad time during a ground war.

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At Gun Ho we do a "peg game", where everyone is split into two teams and given a peg, which is your "life". If you get hit, you can either be medic'd back into the game, or if no one is available, you can "bleed out" and give an enemy your peg, or an enemy can approach you and ask for your peg, in which you are now "dead" and can respawn at your respective area, grab a new peg and re-join the game. The winner is the team with the most pegs at the end of the game. It's a really fun game mode which lasts around an hour, and can become really intense if one team gets the upper hand and begins attacking the other team's respawn area.

 

Unfortunately for me, Gun Ho tends to do it later on in the day when my Glock starts taking the p*ss. Normally I just borrow an AEG of someone and run around with that. :P

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I'm going to have to visit your home site, Moose.

 

Here's an idea I came up with for a tournament - obviously you'd have to change the locations mentioned, but otherwise I still think it's worth having a go. Sadly we haven't done it yet :'(

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I've played so many sites I've seen so many different games but my favourites are:

 

Rolling assault, attacking team uses a large flag as their respawn point, it must be carried behind the front line and the game is won when the flag enters the defenders "Alamo". Defenders take 20 or 30 paces back when hit then find somewhere to defend from. This can be played across the site.

 

Pictures of locations/ map gives clues to the locations of objects, cashes, intel, "people" to rescue, one team has to take the objectives, one game even included "drug deals" where we had to swap packets with a designated marshals, the winning team had the most cash at the end. Drop points changed every 15 mins and drugs only released every 15 mins.

 

However my favourite game ever involved objectives changing mid game, it was a fairly small CQB site 100m by 50m they had built a mini afghan style village with 4 rows of buildings with streets in between. The marshals gave a briefing to the whole group ( both teams) however as objectives were completed new ones were given to individuals in each team. This led to a ton of confusion as the information was relayed out to the whole team as quickly and covertly as possible so the other team couldn't figure out exactly what we were up to.

 

The most interesting games for me are the ones that are totally new to me, its a new challenge which means I have to come up with new solutions. That's why the last one I mentioned was so much fun.

 

That's something some sites have got right, they know they play 24 game days a year so they come up with minimum 24 days worth of games. As and when they come up with something new they add it in which means you don't get stuck doing the same old stuff every time like one of the sites I have played.

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I like the sounds of your game Ian but it did get a little complicated by the end. I'd simplify the last bits about when teams start and just go for say 2 mins after the Team A leave, and every 5 mins after that but everyone leaves from the same point. You could place a few of the attacking team in the play area to get dug in and ambush team A, sort of a scout/recon group perhaps.

 

Oh and as a simple medic rule UCAP Sandpit ( not sure how it works for their other sites) have yellow and orange bands, each player starts with it on their left and when you have been medic'd by someone they have to move the band from the left to the right arm. Once you are hit on your second life you return to the respawn and reset the band, 2 birds one clear stone. They don't have a bleed out time they simply leave it up to you, if you know your position will never allow for you to be medic'd you simply walk by ripping off the band. Once you've walked you cant go back on it two steps later.

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Yeah, the complexity of the tournament game is a potential problem, and I could write out the scoring system in long hand to make it easier to get. The thing is, only the marshals need to understand the timing of Team inserts; the players just have to wait until a marshal says, "Go!" The point of the staggered start is to allow Team A to actually get into the field and adopt some kind of deliberate deployment, rather than just having to flee into the first cover they come across, but also to prevent them from getting into good cover and camping there, since other teams will approach from different directions without having to take time over flanking maneuvers.

 

I like the sound of the armband idea. I do think that the 5min bleed out is worth enforcing, because it is more of a penalty for getting hit: you have to lurk instead of play unless your team can save you.

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Ah there isn't really a need to worry about a bleedout time at the pit seeing as walking back to the regen is normally a PITA, very rarely will I walk immediately as I can't be bothered to make the very very long walk there and back.

 

Yeah I did see the score card I wasn't going to say anything as that would be the marshals job, it also looks very complex. But I really like the idea.

 

I suggested that one of the sites I play might like to open up a competition to the players, submit a game scenario on a set layout. It would need to include details like rough numbers required including distribution of teams, size of play area, props required, and how points/score would be worked out. They didn't seem all that interested but I have seen them produce something like it (the cards without the comp) when I was down there. I suggested 1st prize could be a couple of free walk ons something that doesn't actually "cost" them anything. I couldn't see why a site couldn't do something like that and produce a huge stash of game ideas. Plus who other than the marshals knows the sites and style of play better than the people that play there regularly. Each time they get played the marshals and players can suggest improvements or side scenarios that could be adapted into the game.

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  • 2 months later...

I like a VIP Game.

One team has to defend their VIP until the game times out the other team has to capture him.

Defending team starts in a fort, attacking team at a Spawn Point.

 

VIP isn't allowed to carry a weapon he has to rely on his defenders but he can go anywhere in the game area and try to hide.

To win the Attacking Team has to 'Medic' the VIP.

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I really enjoyed the Kill Confirmed game at Dragons Lair and I too also enjoy medic rule games as those games generally last a lot longer.

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It worked out really well actually and made for a very active game. It's a pretty tactical game and getting a good fire position to hit your enemy and collect their tags is key.

 

Every player has a tag in their respective team colours and the aim is to finish with more tags than the other team. If you are hit you drop your tag, it can be collected by the enemy or a team mate, the hit player goes back to the respawn point and if a team mate brings a dropped tag back to the respawn point a player from your team can spawn back into the game. A player can carry as many collected tags as they want at any time but obviously if that player is hit it leaves a gold mine of tags for the enemy.

 

You can end up completely wiping out the opposition in this game.

 

It was initially played on their CoD day and went down so well they've carried it into normal skirmish days.

 

I really enjoyed it.

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Gun Ho played a variation on that.

Each player gets a tag, red team and blue team tags

If you are hit you can have your tag taken by the person who hit you or you can be medicaed back in by one of your own team.

If you have your tag taken you go back to spawn and can take one of the 'spare tags that each team has a set number of.

Captured tags are taken back to your base.

If you are hit carrying an opponents tag the person who hit you can take either their team tag back or your tag.

A player can only carry two tags.

If you get in to the enemy base you can take one of their spare tags or recover a captured tag.

 

Team at the end with the biggest tag total wins

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that sounds like a really good fun game, certainly something that I'm going to suggest for my local CQB place.

 

Played a really good rolling retreat/defence game at the weekend at Mad Mommas Airsoft in Cornwall, 10 of us were selected to be the defending team (all experienced and well equipped players with a proven track record of being a cut above the average walk on) and our job was to harass/delay the attacking team. The attackers had to follow a roughly set route and raise three flags along the way, as defenders the site owner gave us all a bunch of pyro and told us to 'have fun, be ruthless you have no restrictions on movement'. Expected game time was approx 90 minutes, somehow 10 of us managed to hold off 40 people for just over 3 hours and only lost the final objective when we had our respawns stopped! There was no way we could 'win' officially (though I'm calling it a victory as we killed literally hundreds of them and needed to be moved off objectives by the marshals to give them a chance!) but it was incredibly fun all the same. The attackers enjoyed running the gauntlet and having to use proper teamwork to dislodge us from our positions and the defenders really enjoyed being on a small team of skilled players and working as a team to harass and misdirect the attackers.

 

Of course, after lunch the tables were turned and we had to do it in reverse... 40 defenders and 10 attackers. It was extraordinarily frustrating at times being so badly outnumbered but with a different route we pegged a time just under 2 hours. I'm pretty sure the defending team on that one were moved off objectives a lot quicker than we were to keep the flow going.

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I played the tags game at The Stan CQB - it was one of the best games of the entire weekend I was there.

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MILSIM style,long,multi objective games.

Bellurgan usually runs one of these at the end of a skirmish day,or in the middle,varies. Lots of fun and chaos,planning and execution and such going on.Basically a mini-milsim or full skirmish day shoved into a small match. Mainly stems for my love of the ARMA Vidya game series.

 

 

Next is Conquest style point control games. More tactical planning stoof going on,and the thrill of repelling a large amount of enemies is unmatched,sneaking around and catching the enemy with their pants down at base is also very rewarding. Stems from my love of the Battlefield series :P

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Haven't played an airsoft game yet but when I went paint balling they had a game called convoy. They had a few old vehicles in a semi open woodland setting and we had to defend a flag placed behind the last vehicle from the attackers. Was good fun

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Do the mercs fight for whomever has control of them?

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