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"Moonshine Roundup"

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"Moonshine Roundup"

Post by TheRedThreat on August 27th 2011, 20:06

"Moonshine Roundup
Game Rules:
Players can be buddy touched twice before needing a to respawn.

Hillbillies:

Objective:
Protect the flag points and Colored Carabiners (CC)

Semi Auto ONLY. (This gives the Feds something)

Hillbilly teams should outnumber the Feds by about 1/10th
the total number playing.
Hillbillies will be divided among the Check Point/CC locations not to equal less the 2
Hillbillies per Check Point/CCs
at the start of the game.
Hillbillies can be buddy touched twice before needing to return to team respawn point.

Hillbillies can have 5 respawns. After a respawn 2 buddy
touch lives are back.
Each team respawn point has a Sharpie marker, when respawning give
yourself a mark. Two marks = an X
Two X’s = X X (End of respawns )

Hillbillies don't need to stay at their Check Point but can’t move CC's from their Check
Point… only Feds can.
Once a Fed has taken a CC if the hillbillies get it back they must take it to a flag point
but may choose which one.

Hillbillies can rig IEDs in accordance with Bolder Airsoft rules.

The Feds:

Objective:
Take the flag points and Colored Carabiners. When 3 out of 5 CC's have been collected the Feds must put them in the hat at the top of some tall rock point (selected by command prior to game) to win.

Feds have 3 respawns Each Team respawn has a sharpie marker, when respawning give yourself a mark. Two marks = an X
3 marks=XI XI= A Fed with no more respawns.
After a respawn 2 buddy touch lives are back.

When hit while you have a CC you must stay in that spot
until relieved of it or buddy touched (assuming you have buddy touch lives
left). If you are hit while you have a CC the Hillbillies or Feds can take the CC or CCs from you.

Anyone with a CC must have it attached to his or her chest visibly and
hold it in the air when hit.
Anyone can take the CC off the hit player or buddy touch the player back
in (assuming hit player has buddy touch lives available)

If a Hillbilly or Fed Has Multiple CC's on them when hit, a Hillbilly or
Fed can take them all from the hit player.
But a hillbilly must return them to a flag Point they choose and mount
the CC/CCs to the flag Point.

Hillbillies don't need to stay at their flag Point but can’t remove CC's
from their flag Point… only Feds can.


Last edited by TheRedThreat on July 20th 2012, 23:45; edited 3 times in total (Reason for editing : Update)

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Re: "Moonshine Roundup"

Post by Der Affe (Dice) on September 5th 2011, 08:51

All in all this was an amazing/fun scenario to play. A few things (my opinion) that might change are as follows:

1) One objective (the castle) was really close to our spawn point and towards the end when the enemy was really close a few of our guys were getting spawn killed. Maybe have a longer distance from objective to spawn?
2) I heard some complaints from others on the Hillbillie side about only being able to fire in semi even though hillbillies are the ones who would own Automatic rifles (good point) I had no problem with this. Thought my type of gameplay changed knowing every shot counted.
3) For other team either be medic'd back in or go to respawn. Got confusing for awhile.
4) Finally, hate to say it but maybe just give hillbillies a few more respawns then Government instead of unlimited. I know I got out on purpose once just for a safe walk to respawn so I could run to the castle to defend it.

Loved it, just a few things I thought and heard from others. Love you Red!
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Re: "Moonshine Roundup"

Post by TheRedThreat on September 5th 2011, 08:53

I had a Ton-O-Fun playing this but know there are some tweaks that can make the game better. Please make suggestions and we can update the game to a new level.

I would suggest a shorter play time of and hour and a half and not two hours.

I will bring orange spray paint to mark the Victory Location
(Grave Sight With the cowboy hat)

We had teams stacked up 11 VS. 14 with numbers on Hillbilly team
and I think this went well

Command can arrange for special objectives to enter the game such as
artillery or 40mm shower grenade launcher


Last edited by Twitch on July 21st 2012, 00:46; edited 1 time in total (Reason for editing : Formatting)

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Re: "Moonshine Roundup"

Post by TheRedThreat on September 5th 2011, 09:32

@Der Affe (Dice) wrote:All in all this was an amazing/fun scenario to play. A few things (my opinion) that might change are as follows:

1) One objective (the castle) was really close to our spawn point and towards the end when the enemy was really close a few of our guys were getting spawn killed. Maybe have a longer distance from objective to spawn?
2) I heard some complaints from others on the Hillbillie side about only being able to fire in semi even though hillbillies are the ones who would own Automatic rifles (good point) I had no problem with this. Thought my type of gameplay changed knowing every shot counted.
3) For other team either be medic'd back in or go to respawn. Got confusing for awhile.
4) Finally, hate to say it but maybe just give hillbillies a few more respawns then Government instead of unlimited. I know I got out on purpose once just for a safe walk to respawn so I could run to the castle to defend it.

Loved it, just a few things I thought and heard from others. Love you Red!

Great insight.
I think unlimited respawn is a bit much maybe 6 lives for Hillbillies and 4 for the FEDS

We can spell NASCAR on the duct tape arm band (Start with an N on the arm band
and add one letter per death)

I understand true Hillbillies have full auto guns but the semi auto gives the FEDs an advantage they need considering Hillbillies are defending and can use IED's

Feds get Two Medics who have sharpies so the K-I-A rule with number of lives applies if they are medicked or the walk to respawn. This allows the enemy to be saved
without walking back to respawn and if the downed troop has an objective
attached to him then he can resume play with that objective.
Plus since Hillbillies don't follow Geneva Convention rules Hillbillies can target medics even if the medic isn't firing at them.

True Objective #1 was on the castle which was close to Hillbilly spawn and spawn kills do suck. But at no time did the FEDs have the spawn surrounded since Hillbillies
maintained control of the castle allowing a safe direction to exit the spawn
from. It was when spawned Hillbillies moved toward the 2-3 corner when
that a quick death resulted.
Even then Hillbillies pushed through at times.
That being said we can consider spawn kill problems with
the next game and reposition as needed.


Last edited by Twitch on July 21st 2012, 00:45; edited 1 time in total (Reason for editing : Formatting)

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Re: "Moonshine Roundup"

Post by Twitch on September 5th 2011, 22:11

NASCAR? How.... appropriate.


Ok, so I solicited feedback from the players following the completion of the Moonshine Roundup scenario. I can't speak personally about the event, because I spent a chunk of the event assisting a player with a gearbox repair.

*************************************

1. Players suggested not limiting the hillbillies to semi-auto. Many hillbillies possess automatic weapons (this I can attest to.)

2. The medic / respawn issue came up. The suggestion is to do medics OR respawn, but not both.

3. The re-spawn point needs to be re-evaluated. It sounds like there were problems with players reaching the spawn point and coming under fire, as well as not being able to reach a point to have a fighting chance to enter an engagement. This is something we need to think about.

4. The flags need to be placed further into the field and be harder to locate. It sounds like where they were placed caused some congestion and issues with engagements. Not sure if this was intended or not, but the players asked that this not happen to make the scenario more enjoyable.

5. There was confusion expressed regarding the objectives and what to do with them.

6. I was told it appeared that if a hillbilly was hit, he retained possession of the CCC and was quickly back into the fight as if they were buddy tapped back into the game. I don't know if this was a miscommunication or an unintended occurrence, but two people said this was happening, and it sounds as if this makes it nearly impossible for the CCC's to be captured. We can't make the scenario too one sided.

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Re: "Moonshine Roundup"

Post by Grizzly on September 7th 2011, 12:19

Im really dissapointed I didnt get to play this but hopefully next time I will!

Suggestions for this game: The hillbillies maybe should not have radios??

Im just throwing ideas out there but we played a version of this at Brigadoon hollow down in colorado springs, where instead of hillbillies and FEDS its Mexican Cartel( like Los Zetas or somthing) versus the DEA and ICE.

The object of the game is that their are 10-15 hidden cocaine bags around the feild and the DEA/ICE agents have to operate a sting on the Cartel but only once the cartel has picked up several drug pouches and brought them to a tactically poor checkpoint( the cartel members are unaware of the tactical disadvantages of the checkpoint, because they dont find out where it is untill they reac thier objective.) The Cartels objective is to find a certain number of cocaine pouches and go to a checkpoint that they have to defend while they wait for a timer to run out.

If the DEA/ICE agents either kill or capture the cartel members then they win, if the cartel members get to the pre-determind but secret checkpoint and wait for a timer to run out with atleast two members left then the cartel wins.

I dont remember the cartel or DEA/ICE medic/ respawn rules.

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Re: "Moonshine Roundup"

Post by TheRedThreat on July 20th 2012, 23:46

Rules Updated
Rules Updated
Rules Updated
Rules Updated

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