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A specific human target is identified. One team is charged to protect, one is out to get him. The scenario is flexible enough to be mixed in as a subset of other missions.

Attack and Defend

The classic. One team holds a postion for a specified amount of time, one tries to take it. Break up into even teams, more attackers, more defenders, whatever you want to play!

Bridge Building

Another engineer mission... Engineers must cross a span by building a bridge (or a facsimile) in a specified time frame. First, identify a 'span' (a small creek, dry river bed, etc.). Next, you'll need bridge building materials (planks, etc. -- anything that forces the engineers to sling their weapons to carry the bridge pieces).The engineers must transport the materials from a "supply site" to the "bridge site", and build the bridge. Opfor must prevent the bridge from being built.


Attackers mission is to destroy targets on the playing field. Simulation of this action can be achieved in creative ways:

  • Smoke grenades can simulate demolition charges
  • If no pyro is available, 2 players can make up a demolition team. Both players must touch the target to "destroy" it.
  • An object can be physically moved... a steel drum must be toppled to "destroy" the target. Defenders must protect the targets.

Downed Pilot

Usually 2 teams, better with 3. Identify the rescue, capture, and pilot teams. In a behind the lines scenario, captors will outnumber the rescuers. The pilot team can be a single pilot, a pilot and his weapons officer/RIO, or even survivors of a helicopter. The pilot team must have extremely limited resources (pistols or machine pistols only). All teams obviously must start at distinct locations. Intelligence-wise, the SAR team will have more detailed information on the location of the survivor(s). Rescuers objective is to extract the survivors to a specific location. Captors must either capture or eliminate the survivors.

Field Control

Identify landmarks on the playing field. At least 2 teams start at different locations and proceed to take control of these landmarks. Control means establishing a presence... at least 3 defenders on site. No sharing allowed! If they want the same piece of land, they'll have to fight over it. Either play on a time limit and the team with the most controlled landmarks win. Or, play until one team controls the whole field.

Mine Laying

Identify a combat engineer team and the OPFOR. The combat engineers must establish a minefield in a specified location in a specified time frame. The OPFOR must prevent this from happening. Props can be used to simulate mines (Surface laid, no need to dig. Besides, US doctrine specifies surface laid mines.) or in a pinch, use string (or anything that could be used to designate a boundary) for the engineers to enclose the "mine field".

Mine Clearing

Basically, undoing what happened in the Mine Laying scenario.

Tactical Withdrawal

Teams needed: 2; begin at 50-50 break-up (equal sized teams). Team A starts at a specific position (hill top, structure, etc.). Their mission at first is to hold and eventually, to perform a tactical withdrawal to specified extraction zone. Team B's objective is to eliminate Team A or to prevent extraction. The game is time driven. For example, Team A must hold its start point for at least 15 minutes. After which, they must start a tactical withdrawal to a specified extraction zone within 10 minutes. At the extraction zone, a target is setup for Team B. The target may represent a helicopter and if shot, extraction is prevented. Resurrection rules may be added with a twist: Team A members eliminated will join Team B to simulate reinforcements.

Total Elimination

Just as it says. Last team standing wins.


by Joey Araniego

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© Copyright 2004 by Lance Eppley & Joey Araniego