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| Sniper! - Operation Switchback June 24 2006 Trigger Tyme |
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#1
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ATTENTION : generals and XO briefing
Due to the crunch of registration, Im opening the book on what I would tell the generals during a private affair before the game.
--------------------------------------------------------------------------- Welcome General to TriggerTyme's Scenario Sniper! - Operation Switchback This game is MISSION FOCUSED. To make life simple on all, these missions are provided to all players on the mission/map flyers. Simply hold the objectives at the time noted. Each objective held is worth 100 points. If the general is there, you can get a 50 point "General Lead" bonus - but beware the snipers. They are hunting you! If a sniper gets you, please sign his "kill card". Your map has your spawn points. You get shot, plug your marker and go to your spawn point to reenter the game. . USSF : You and your forces spawn at Nha Trang. If you set up an alliance with the Montegnard, you may spawn at the at their base also. MONTAGNARD : You and your forces spawn at your base (Montagnard Base.) see map. VC: You and your forces spawn at your base (LAOS) Leave the field anytime, but re-enter the game through your bases. Other Insertion Methods: CHOPPERS : The USSF will be manning helicopters - 7 to 24 men. Dracula is standing by on Channel 1 to escort or fly the helo's for you from base to where ever you want, dropping off players - played dropped may not reboard, but you many use the chopper to pick up players. You can set down anywhere safe - and at least 150ft from any VC. Only USSF and Trained Montegnards may fly in USSF choppers. Choppers cant shoot or be shot. Dracula can help wit the rest of helo operations. TUNNEL NETWORK : The VC have an extensive tunnel network with exit points that are marked with caution tape in 20' to 50' diameter circles. To use these, groups of up to 20 VC march guns up and plugged following the tunnel routes. Once inside an exit point, they start running, count to 3 and unplug. They cant just hang out in the tunnels. They cant re-enter the tunnels. To reenter, return to the VC base. GUNSHIP : The VC and USSF have a gun ship (aka my golf cart) on call. You may call AERION on Channel 1 and ask that he come to your base (or destination of your chooseing) and pick up two passengers (the gunners). Only the general may call for a gunship mission. . The front seats of the golfcart are netted. The rear is not, and wide open. Each general may call on the gunship for 3 @ 15minute sorties. Aerion may allow more sorties. Ask him on Channel 1. The gunship will display the tape of the force it represents. LAWS - we are allowing Law Rockets. These can take out the gunship and any tank that shows up with a direct hit. LAWs can also take out all enemy soldiers w/in 10 feet of a blast is a ref is there to witness the shot. Hint : Refs will typically be on-hand at all mission objectives. Valor Cards: Aerion and I will be handing Valor Cards to players for valor. They are instructed to turn these into you. Save them to the end and turn into me. They are worth 20 points each. Training the Montegnards: A Montegnard has no face tape to start the game - they are "skins" to begin. If they join the USSF on a mission and the mission is successful, they earn their face tape which should be distributed by the USSF General (ACE). At this point they are considered allied with the US and may score missions, fly on chopper insertions and able to be snipers (up to 5 total for the ussf/montegnard alliance) SNIPERS: The USSF and VC generals will each have 5 sniper "kill cards" to assign. Give these to your best snipers for hunting down each other. The Snipers must use special fill colored sniper paint and get these cards signed when getting a general. The USSF can issue their cards to Montegnards. Midday Break : please note that at 1:10 there is a 30 minute break. You may want to use this time to communicate to your troops. Please do hide all special weapons and cards in your generals HQ or on your person. You dont have to surrender these to the enemy. Bases being overrun should have little impact on the game other than beign a nuisance. You do not have to stay at your base, but your should always provide a representative there (XO) for inserting players for guidance. Base Eliminations: Your base being blown is worthless unless it is written into a mission. Troop Eliminations: are worth 0 points. Face Tape: The USSF and VC will be provided with face tape for your soldiers. Tape them on the front of their mask and yourself around both arms. All players are issued a colored player pass they must wear at all times. Pink is for VC, Blue is for Montegnard and Green is for USSF. Keep the tape in your HQ. The team with the most points at the end wins. To reach the gamemaster by radio, try GRMS/FMS Channel 1
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#2
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Clarification: Ref channel is 1.0 for those with coded channels.
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Michael Curtis Ref of the Old Code NAPRA #256 And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye mighty, and despair!" Nothing beside remains: round the decay Of that colossal wreck, boundless and bare, The lone and level sands stretch far away. ![]() |
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