Airsoft DolphiNs Southampton.
 

DolphiN Approved Scenarios

Need missions to play? try these!
Pilot Down!
One of Our CAP squadrons providing air cover in our region came under combined SAM and air to air attack, Unfortunatly several of our birds were shot down. We have recieved CODEC messaging from several of our pilots, We have trianglulated there position to within 200 klicks of sector 12 by 14 beta. The L-Z, is hot and we have incoming Enemy forces in the area, Fight your way in, Find our pilots, and Bring them back. Alive. Thats all, Go to it.

Team A: Start at one end of the play area. Are given rough location of pilots, must find pilot and bring out to LZ ( start area)

Pilots: Armed with pistols

Start in predetermined area of the play area, May not move from that specified area until they are in contact with their own team

Team B: Must kill enemy pilots

variations: The pilots are UN observers. They will therefore shoot against both teams until they are within 5 metres, then surrender. Teams may not shoot them!

Both teams must try to get the pilots to there own safe zones!

There is a further team out there representing another power, helicoptering in troops to defend the pilots while they recover the contents of the crashed plane.

MAYDAY MAYDAY, Chinook down!!!! (again)
Take the two separate team to different locations, this would possibly be best if you could separate the pursuing team into smaller sized units and have them scattered around the site, this wouldn't really be viable though.

The story line is that one team (From now on known as team A) were passengers in a chinook (substitue for whatever, even an AWAC would work as then team A may have to retrieve something before the main objective). The Chinook has been shot down by the enemy (Team B), Team A are the survivors of the crash, SAR have been alerted and have scrambled a helicopter for the quick rescue of Team A, Team B have to stop Team A from getting to the LZ. Team A has crashed in an area with no fit LZs for the helicopter and so have to get to a suitable location, once at the LZ Team A have to hold off Team B for a designated amount of time, maybe 5 mins or possibly more. Team B knows exactly where Team A has crashed because they have seem Chinook come down, both teams know where the suitable LZ is (the most open area of the site should be selected, ideally no trees but in an area that's completely forested, like Combat South, the most open area available). The teams have to race to get to the LZ before each other.

A variable on this scenario would be having mulitple LZs, or having to retrieve an object before proceeding to the LZ as mentioned before, that object could be a VIP that HAS to be protected. Give team A a finite amount of time to complete the mission saying that after that enemy reinforcements will have arrived or that the enemy will have scrambled fighters to take out the SAR helicopter.

Victory Conditions

-Victory conditions are easier to define if an object has to be recovered

Team A: Get to the LZ, with object/VIP intact, hold for given amount of time.

Team B: All team A killed by Team B

Take and hold
A designated sector of the battle field has been identified by high command as an important part of the enemy intelligence gathering network, underground hardened data relay cables junction in part of the battlefield squirt navigation and targeting information to ballistic missile launchers in the local area. Your team has been tasked with finding the data junction in the local area. You must then hold the specified area for a set period of time. enough time to install a modem or to plant explosive charges.

Other..

The team is "painting" an enemy base with lasers for a Laser Guided Bomb strike

The attacking team must hold a specified terrain feature. For a specified time period bunkers and ridges are good.

Plant pyros
An enemy ammunition dump has been Identified by high command. So far air attack and artillery have failed to neutralise this dump. It is imperative that your team attack and destroy the ammo dump otherwise we will not be able to press our attacks in this area. You have been issued with standard issue detonation packs. Use these to blow up the ammo dump.

The Defending team starts in a fortified ammo dump. They may not move beyond a 20m perimeter of the dump. The enemy team may start anywhere in the play area.

The attacking team must PLACE! not throw. A pyro INSIDE the ammo dump.
The defending team must hold out for a specified time period.

Overrun the enemy
Your team must overrun an enemy concentration. Get two members of your team inside the specified enemy area without being killed to win the scenario.

The members of your team must have both feet in the enemy area, on the ground. the enemy team has full reign of the game area.

Capture the flag.
Two flags set up at either ends of a clearish clearing. The teams start at either end. The teams have 5 minutes to capture the enemy flag and take it back to there base.

This game is fast paced and great fun. swap ends. teams must stay within specified boundarys otherwise everyone tries to do outrageous outflanking attacks.

Radar busting.
The enemy have set up a radar site that is hampering our air defence and air support efforts. Our HARM missiles cannot lock onto the radar they are using but they can lock onto us! we need you to act as a wild weasel for us.

=====FLASH NEWS=====

A spy mission has found out about the enemy radar system. Instead of using a solid dish they are using multiple inflatable transmitters.

Hang inflated ballons all round an area. in trees and stuff. high up and low down. These are the radar dishes. the attacking team must burst all the balloons to win the scenario.

Sniper Hunt
A Sniper in the local theatre has been causing large amounts of disruption to our efforts, Your team has been tasked with the elimination of this threat.

Team A:

Two man team, One sniper, One spotter, In full ghillie, Bunkered up on top of a building, or given 20 minutes to get dug in somewhere. Armed with long range weapons, PSG's or APS's.

May not use pyrotechnics

The sniper team must neutralise any forces advancing on there posistion.
Team B:

minimum of 6 people, Armed with full auto.May use pyrotechnics

The hunters must find and neutralise the sniper team

Variations on a theme.

The sniper is armed with full auto, The hunters must only use semi, The hunters are only armed with springers, The snipers may not move.

MEDIC!!!!
This is more an additional rule then a scenario. You can add this rule to any other scenarios, although things do get a bit silly.

All of your team has taken the field medic exam:101, They are now capable of amazing feats, extracting bullets with there teeth, restarting hearts with twigs, Using fresh vegetables as dressings, etc.

When You are "hit" You must sit down and shout "medic" If another team member finds you they tap you on the shoulder and you may continue to play. Players awaiting medical attention may not be attacked by enemy fire, They also ignore all pyro effects. Obviously players underwaiting medics. may not participate in anyway, So, no, they cannot continue to fire.

Options

-hit players may crawl away, Just using there arms.

-hit players must be dragged by there shoulders, 1, 2, or 5 metres away from the enemy before they recover

-There is only one, specified medic per side.

-Marshals may medicate

-Medics wear a big red cross and must "heal" any "hit" player, what ever side they are on.

-Medics are only armed with pistols

Recon/Running man
Your team has been tasked with identifying enemy concentrations in the next sector. All UAV's are curently engaged. We have identified a cliff ridge where you will be able to look down into the valley below. Go there, take recon pictures and get back.

An objective is set up deep in enemy territory. (like a pyro, Airhorn, etc)

Team A: Infil into enemy territory, get to objective, take pictures (light pyro), Exfil! Do not engage enemy, the information is more important, ONE member of your team musr get back to base

Team B: As soon as you hear the objective go off, You must find the recon party and destroy them. Enter from the flanks.

Variations.

Team A: May leave elements behind to act as ambushes

SPEEDBALL
This must be played in a very very dense terrain, Lots of trees, Or Pallets, or low walls.

Two teams start at opposite ends of a defined arena. Both teams have 2 minutes to get a player to the other side of the arena. Everyone is on semiauto only! Once "hit" A player returns to his safe zone

can anyone else say "mental!!!"

Hero!
One player verses everyone else.

Hero: Armed with the pick of the days weaponary, no restrictions, may take M60, ANGS shells, bowl of chilli, small whale, whatever. The hero is unaffected by pyros, and even BB's!

Objective: Complete a patrol course
Everyone else: ( at least 20 of you) Armed with the crappiest (springers etc.) weapons you can find, failing that, AEG's on semi only, which can only be snap shot, NOT aimed
Objective: Avoid getting killed and on the off chance, actually wound the hero.
This is just for fun. The hero has a small piece of white paper taped to his chest. The enemys are nicely spaced out along the patrol route. Marshals hand the hero loaded weapons as he runs out of ammo! Once the hero! completes the route, the paper is inspected, If it is hit, the hero! lost. Winner is the person who completes the course, shoots the most enemys and survives.

This is the set of rules most james bond films are based around, Rambo III, Eraser, et al. Yes it is stupid. Thats the point

CHOW YUN FAT
Everyone has two pistols or two AEG's They are not allowed to reload, but there are spare guns littering the arena.

Good to play with springers

El Presidenté
The despicable "El presidenté" has been trapped in the Bollockslavian embassy, His importation of cheap banannas and bad facial hair must be punished!

Team 1: Take up a defensive posistion and defend the president.

El Presidenté: Pistol armed only

Team 2: Kill the president

El Presidenté must wear something ridiculous, like a llama hat or flourescent jacket

variations: "El Jefé" the president is armed with a AEG,

Breakout!
Your team have been holed up in this clearing for the past week, supplies are running low, Morale is at a low ebb, Zoe Ball is on the radio again. You are slowly going insane....

The CODEC crackles to life and splutters a single phrase "...Breakout,Omega..." You fire a 30 second fully automatic burst at the radio tuned to Radio 1, silencing the incessent cheerful banter for ever. You laugh.

Team A: You are surrounded by the enemy team, You must break out of the immediate area. 10pts per person who breaks out, 5 points for every enemy hit.

Team B: You are surrounding an enemy concentration in a large circle You are at extreme AEG range. You may not advance on them due to mines in the area. Shoot them as they break out.

Options

Omega Team: You have been sent to assist Team A's break out attempt. You will attack team B from behind, hopefully depleting there numbers or drawing them off giving team A a gap to escape through.

Traitor Theta: You are in team B but are actually working for omega command. At any time in the scenario, you leap up and either run away, or shoot your comrades on team B.

Otherwise known as bank raid gone wrong. Can follow on from take and hold

Northern Ireland Patrol.
As Used by Airsoft Adventures. Full credit to Ratty, Alistair and Paul

Terrorist activity has been detected in this area, Your team have been assigned a patrol route. A Fast response unit is in the area should you need back up.

Brick 1: You must patrol a given area using a route layed out on a map (circular route). You must maintain a standard patrol formation. You may not deviate from your patrol route unless fired upon. You may only use semi auto. No Squad automatics or Heavy weapons like M60's

Terrorist cell 1: You are given Brick 1's patrol route. You may set up anywhere in the play area to ambush Brick 1, You must be numerically inferior to brick one, But you may use Full auto.

Fast response Unit: You are held back at base until needed. If Brick 1 radios for help, you must get to there location as quickly as possible to assist them. Mount in vehicles if possible. One Squad weapon (full auto) others on semi.

Civilians: Wonder about aimlessly confusing eveyone

Terrorists dressed as civillians: As above but throw grenades at bricks when they are not looking.

Add further Bricks and cells as required. with differing routes, but only one Fast Response Unit.

Peace Keepers
While patrolling. If you find terrorist behaviour you must issue a spoken challenge 3 times, before opening fire. "United Nations, Peacekeepers, You are under arrest"
German UN peace keepers
Use full auto, but must still issue warning 3 times
Police
Must attempt to arrest terrorists, by getting within 1 metre of one and shouting "You are under arrest" Terrorist will then surrender. Or explode if using optional hezbolah rule
Americans
Free fire, no rules. However if team mate is hit, entire team must crowd around him and shout things like "NOOOOO!!! the humanity for 30 seconds"

 
 
 
 
 
 
 
 
 
 
 
 

 


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