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Chomley-Warner
(@admin-infinity)
Posts: 15632
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Sorry, spent all day in the hospital so I'm getting a bit behind.
Here is the text anyway, I'll post up the word doc when I have annotated the map...


[/hr]

The Boryszyn Loop
24th January 2010
A Comrades in Arms event
To be held at First & Only’s Drakelow tunnels, Kinver

ORGANISER’S EVENT PLAN
Version 1.0

Distribution:
James Kenton
Guy Kelland
David Pratt
Stephen Badham
Pete Dunn
F&O


[/hr]

Event scenario

Date - Sunday 24th January 2010
Cost - £40
Location - F&O's Drakelow Tunnels near Kidderminster, Worcestershire
Duration - This is a one day event and players may stop over Saturday night.

Set in Poland on 30th January 1945 the Red Army, in its run for Berlin, hits the defensive Międzyrzecz Fortified Region. The ensconced German troops, locked away in a command centre deep in the rocks, have the upper hand. Guarding a secret aeroplane engine factory, as well as tons of supplies and priceless artefacts, is going to be a tough job. Sure they have stocks of ammunition to do the job and they are mobile and mechanised but the stakes are high - if The Boryszyn Loop is breached there is nothing much between here and Berlin.

Set in F&O's unique and vast tunnel complex near Kidderminster this should be an event to remember. Not least for being CiA's first attempt at creating a full blown Red Army. A new challenge for those that portray Germans - the enemy is attacking from the East not the West! We know we have disciplined and crack German troops but how will the Russians shape up? Will they need that Maxim pointing at their backs when they bottle out from penetrating the gloomy tunnels?


[/hr]

Organiser’s timetable and jobs to be done

Saturday 23rd January
Set up day

Organiser’s arrivals on site no later than 3pm
(note players arrive no earlier than 5pm)

Jobs to do:
Clear safe zone of chairs & tables to one side of the room to allow cots to neatly run down the other.
Set up projector and seats for film show.
Fill water heater.
Put up CiA banners at site entrance.
Put up CiA route markers on suitable nearby junctions.
Pay F&O site fee (£1200 + fuel cost for generator Saturday)
Map to go up on wall in map room (and small maps deposited)
German flag to go up in map room
Grenades to be distributed to commanders
German flags to be erected at control points
Props to be deposited at HQ-2
Armoured vehicle/ motorbike combo to be marshalled to other entrance - key situation needs to be established.
Wire sector A for telecoms, exchange in map room HQ-1

Sunday 24th January

Lanterns to be placed at site control points
CD players switched on

Player arrivals no later than 9am
Role call
F&O safety brief 9.30
CiA brief 9.35
Germans move into game zone 9.40 and give side briefings at HQ-1 and deploy troops to initial sector A defensive positions
Once Germans have left safe zone Russian commanders give side briefing then Russians move outside 9.55
Game on 10.00


[/hr]

Props required
Ten filled and working hurricane lanterns
Fifteen German flags
Ten Russian flags
Fuel jerry cans
Wooden crates
‘Million candle’ type searchlight
Telephone & associated cable
Thermobaric/Mk5 grenades
Ammo boxes
Oil paintings
Very large map for map room
Smaller maps for commander’s use
Pocket maps for German standard issue & for Russians to capture
Cyalumes for dead players
Air raid alarm
CD players and batteries
CD with muffled battle noises
Enigma machine
Gold bars
HQ signs - one German. one Russian


[/hr]

Gameplan overview

German forces are within a secure underground complex. It is breached by advancing Russian troops.

First phase: Russians attack, Germans defend.
Second phase: Once breach is complete and Russia secure an HQ then Russian begin to probe the complex, map and report back to Command. Germans need to be split between digging in an exploratory probes, small scale attacks.
Third phase: Once commanders on both sides have been appraised on what is going on and where then strategic points need to be either defended or attacked by way of gaining/regaining control of the complex.
Fourth phase and finale: Russians attempt at emptying complex of Germans.
(Fifth phase last ditch contingency: Should everything go too quickly then Germans can regroup and counter-strike)


[/hr]

Gameplan detail
Note: On reflection I have abandoned idea of having Germans with pistols only to start with. While the concept is good (instilling terror in airsofters who like to be armed to the teeth at all times) given the unfamiliar terrain - and difficulty of command and communication - having players and guns in different places has the potential to go tits up and be a nightmare to sort out.

Medic rule: Usual player-carried bandage, anyone can medic. First hit, able to be medic'd, second hit badly wounded and must go to first aid point (regen marked with faction flag. Any faction flag will do but clearly can't be one occupied by enemy not a at a friendly flag which is under fire).

First phase
Russians breach front door. Germans are patrolling and guarding Sector A with HQ-1 as base.
Sector A is the small rooms complex to the left of the car park entrance. Russian therefore need to be commanded, once door breached, to go ahead and bear left or just bear left.

Germans will have regen at HQ-1 and may only regen there. When this phase begins to flag (Germans repeatedly return to regen etc) the german commanders will give order to evacuate to HQ-2 (taking German HQ sign with them). In this way Germans will be removed from Sector A, leaving this area under Russian control. Russians have regen at point near entrance until they capture HQ-1 (map room) when this becomes their permanent HQ for the rest of the day.

Sector A will be pre-wired for telecoms, HQ-1 being the exchange. This will be the extent of telephone usage - trying to do this in the tunnels will be a mammoth task and of little value to the game. Keeping within Sector A is manageable and purposeful. As Russians infiltrate guards will be making frantic calls to HQ-1 advising of the situation. It should be quite tense and atmospheric even for those in the map room, isolated from action, as bells start ringing!

Ultimately Russians will have control of Sector A and Germans have moved away into the tunnel complex to HQ-2. This whole phase will be close quarters and intense and a marked contrast to subsequent phases.

Second phase
The First Phase is very much a set piece - commanders of both sides follow a plan that has a fixed outcome. However, the second phase is very much ad hoc and commanders have a free control of who goes where.

With factions now established at permanent HQs a good distance from each other the game takes a quieter turn. Russians are now in possession of maps, Germans have had them from the beginning, and so the risk of players being lost or not know where to go are greatly diminished. (Not accounting for thick airsofters who will get lost in a small room but meh.)

The Germans must move caches to positions for safe keeping and these will need defending. Positions are marked by tilley lamp and German flag. There will be more caches than there are troops to defend so we will end up with undefended points.

While this phase of moving kit is going on (clearly the cache moving group needs carriers as well as guards to ensure it gets to position) the Russian will be sent out in groups (of size determined by commanders) to recce the tunnels. They will need to be secretive and fleet of foot. Their task is to report back to HQ what is happening and where so that commanders can formulate plans of attack.

While German cache movement teams do their work two man patrols will walk the corridors.

Third phase
Russians can start to put in attacks on positions, the aim of both sides to control as many positions as possible. When a position is occupied by five men then the flag can be changed and control established. The excess of positions and the size of the playing area means that battles should wax and wane, ebb and flow so that all areas of the tunnels can be exploited.

Note: with a position under attack it is inevitable that at least one person will remain awaiting medic - most probably more than one. Once the occupation force has five men at the position and the flag changed then that injured player is deemed dead and must leave and find a regen. Troops in this campaign show no mercy.

Fourth phase and finale:
At a trigger point of 3pm Russians switch from occupation attempt to out and out routing. To do this a Russian commander will remove control points (remove all flags and extinguish lamps) from game at positions furthest from HQ-2 thus forcing battle towards HQ-2.
German commander will move German HQ sign to just inside the large doors (HQ-2).
As control points fall into Russian hands flags are removed and lamps extinguished. Germans have no choice but to regen on HQ-3 signifying being pushed from complex.
At 4pm no further German regens are allowed and German players will accumulate at HQ-3.
Since battles aren't spread out across the complex commanders can bring much larger groups of players together and should result in big feck-off battles and much action.

Fifth phase
Last ditch contingency or alternative ending.
Should everything go too quickly (or as an alternative ending) the Germans can regroup and launch a massive counter-strike at 4.15pm. A fixed time point allows Russians to organise themselves into an ambush and distribute grenades to troops. Germans charge into ambush and grenaded to pulp.
Closest thing to ending the game with a bang I can think of, given confinement and restricted site movement.
Additional idea - we could set of a sequential 5g pyro off in back ground as endex (site being destroyed). Doesn't have to be seen - just heard!

 
Posted : 04/01/2010 8:54 pm
Sgt.Heide
(@sgt-heide)
Posts: 5882
Illustrious Member
 

Looking good. I'll have my Bro' with me (I always give him a lift because he has no sense of direction), so we can use him as cheap labour on some jobs if needed, such as

Clear safe zone of chairs & tables to one side of the room to allow cots to neatly run down the other.
Fill water heater.
Put up CiA banners at site entrance.

Might I suggest one thing? I feel it's better if the Russians move out at the same time as the Germans and get given their briefing outside the bunker doors. I think it will set the scene better.



When I want your opinion - I'll tell you what it is!

 
Posted : 04/01/2010 9:40 pm
Chomley-Warner
(@admin-infinity)
Posts: 15632
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Topic starter
 

I spoke to Dave Barrett today and he is definitely brining the 222 as well as two bike combos.
I'll work this into the scenario and post amended version...

 
Posted : 05/01/2010 5:47 pm
HeadShot
(@headshot)
Posts: 9991
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Excellent.

I'll start a props thread.



 
Posted : 06/01/2010 11:21 am
Old Un
(@old-un)
Posts: 6781
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ok by me CW , nice work !

 
Posted : 06/01/2010 6:32 pm
Chomley-Warner
(@admin-infinity)
Posts: 15632
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Annotated map:

 
Posted : 14/01/2010 3:07 pm
Chomley-Warner
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Posts: 15632
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Here is the PDF of the game plan for you to print off - I'll have copies if you can't be arsed!

 
Posted : 18/01/2010 4:42 pm
Sgt.Heide
(@sgt-heide)
Posts: 5882
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I'll have copies if you can't be arsed!

That's cool. My printer is up the spout, so I can't print anything off at the moment. :slap:



When I want your opinion - I'll tell you what it is!

 
Posted : 18/01/2010 8:55 pm
Chomley-Warner
(@admin-infinity)
Posts: 15632
Illustrious Member Admin
Topic starter
 

No worries, now printed and packed.

Now, what shall we do about vehicle rules?
I'd favour 'no shooting at bikes' as this is a bit of a H&S worry but bikes can be knocked out with close proximity grenades.
The 222 should be OK to shoot at - at least at Dave B in the cupola. If he is shot then vehicle is stopped until he is medic'd. Again, vehicle disabled by grenade. Occupants seriously wounded by blowing up of vehicle so must seek aid station before returning to vehicle.

 
Posted : 18/01/2010 10:02 pm
Sgt.Heide
(@sgt-heide)
Posts: 5882
Illustrious Member
 

Definitely a "no go" to shoot at bikes but equally, the crew of the bikes need to be told not to take the piss with it.

The 222 is pretty straightforward, as you've already pointed out Dave. If it's stationary, then I don't see why someone can't run up and bang on the sides, sort of a "knife kill", to take it out, as if placing a magnetic mine on it.



When I want your opinion - I'll tell you what it is!

 
Posted : 18/01/2010 10:12 pm
Chomley-Warner
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Posts: 15632
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Topic starter
 

Heh, John will have a heart attack, thinking he has hit someone! We will have to be careful about players and proximity to vehicles - don't forget the driver can see bugger all!

 
Posted : 18/01/2010 11:34 pm
Chomley-Warner
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Posts: 15632
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Topic starter
 

Been thinking... I reckon that Ruskies should get the bulk of grenades. Firstly, if they struggle in Phase 1 to take HQ-1 by 1200 then a concerted grenade attack should do the job of forcing the issue. Likewise, at the end of the day driving the Germans back to HQ-3 may well need help from grenades (and chances are players will have expended their own by then). If Germans keep their stash for the massed assault from HQ-3 then that should be a lot of noise, smoke and excitement for the end of the day.

 
Posted : 21/01/2010 11:18 am
Sgt.Heide
(@sgt-heide)
Posts: 5882
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Makes sense. Although, I am hoping people will buy their own as well.

I think we should take the map room by 1200hrs, with or without grenades. A coordinated attack should sort that out. The Germans will crap themselves when they hear whistles blowing and lots of shouting, followed by a horde of Russians hoving into view!



When I want your opinion - I'll tell you what it is!

 
Posted : 21/01/2010 11:28 am
Chomley-Warner
(@admin-infinity)
Posts: 15632
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Topic starter
 

Makes sense. Although, I am hoping people will buy their own as well.

Absolutely. Apart from anything else players are more likely to use their own grenades wisely and not just lob because it is free - and not shove freebies into a pocket to be used at someone else's game!
So, if we use CiA issue grenades only when the game needs it, then that is fab. If we have 50 grenades left unused at the end of the day then it ain't a problem!

 
Posted : 21/01/2010 11:44 am
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