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TOWN CONTROL
Whichever team
controls the majority of the eight buildings at
the end of the game, wins the game. To control a
building, a player must be inside and "alive" at
the end of the game. In the case of a two story
building, or a multi-roomed building, the team
with the most occupying live players will control
that building.
Strategies: It is
an advantage to occupy as many of the buildings at
the start of the game before the opposition has a
chance to enter them. It is very difficult to
remove an opposing player from a building once he
is inside one of them. Care must be taken to avoid
"friendly fire", as confusion occurs easily in
this fast paced game where armbands will not be
apparent due to the fact that players will be in
buildings with only their heads showing.
CENTER FLAG
A flag is hung, in
full view, exactly half way between the two teams.
The object is to capture the one and only flag and
move it to the opposition's flag station, not back
to your own.
Strategies: It
is not a good idea to leave a defensive force at
your flag station. If your team captures the flag,
there will not be any opposition forces coming to
your flag station. If you have the one and only
flag, they have no flag to bring to your flag
station anyway. If the opposition captures the
flag, your team can be divided into a pursuit
force and a defensive force. The defensive force
will return to the flag station to prevent the
opposition from hanging it there and wining the
game. The pursuit force can follow and attempt to
capture the flag from the opposition. If they are
successful in this, the defensive force can be
called forward to help with the attack on the
opposition's defensive forces that will be
defending their flag station.
THE JAIL GAME
An area is
designated as the jail. It is exactly half way
between the two team's starting points. If any
player, of any team, is eliminated, he must
immediately move to the jail. He will remain in
the jail until one of his team mates enters the
jail and tags him. Once he is tagged, he is
instantly alive, he is able to return fire, be hit
again, or even tag other members of his team. He
must make an attempt to leave the jail as soon as
possible.
An eliminated
player in the jail may call out for a rescue or
say anything he wants in this game. The only time
a "live" player may enter the jail is specifically
to rescue one or more of his own players. No
player may purposely shoot through the jail at any
time. At times a large flow of cross-fire through
the jail may occur accidentally and players must
be cautioned never to remove their goggles, even
partially, while in the jail. The game is won by
eliminating the other team, collecting them in the
jail, leaving no one to come to the rescue.
Strategies:
This game is usually won, or lost, in the first
thirty seconds of the game. Which ever team
controls the jail, can rescue their own players,
and meanwhile prevent the opposition from rescuing
theirs. If your team controls the jail, you will
always be out in full-force while the opposition
will start to accumulate in the jail. Once the
jail has been secured, detachments can be sent out
to hunt down the remaining opposition players
still at large.
ATTACK AND DEFEND
One team is placed
in an easily defensible area. They are limited in
their movements and must stay in the area of their
defense. They are defending their flag, hanging
well within their defensive positions. In order
for the attacking forces to win, they must pull
off the flag. It is not necessary to carry or move
the flag, but simply pull it off the string
without being eliminated.
Strategies: The
attacking forces must maneuver aggressively to
win. Since the defenders will know the attack is
coming and will have a lot of players watching, it
is better to run from cover to cover rather than
try to sneak up closer. If possible, a human wave
attack can be used successfully in this type of
game, but are difficult to organize. Once a
weakness is found, or created, in the defense, it
is important to exploit the weakness immediately,
before the defense can be reorganized.
ELIMINATION
The object is to
simply eliminate the other team from play. There
is no flags or flag stations in this game.
Whichever team successfully eliminates the other
team completely, wins. In the case of a time limit
on the game, which ever team has eliminated more
of their opposition, wins.
Strategies:
It is a big advantage to keep your entire team
together, as one large force. This will help to
minimize friendly fire and to maximize the
attacking force of the team. If the opposition
divides himself into smaller forces, your large
force will be able to attack them one by one,
easily over powering their weaker numbers. If your
team is spread out in the heavy bush , the use of
code words
can be used to reduce
friendly fire.
FOX & HOUNDS
A few foxes and
singled out and identified by differing armband
configuration. The rest of the players are all
hounds. The ratio of foxes to hounds should be at
least 10:1. The foxes are released first and are
given a short head start. The hounds are then
released to hunt down the foxes. For the foxes to
win, at least one of them must survive the stated
time period. For the hounds to win, they must hunt
down all of the foxes within the stated time
limit.
Strategies: The
foxes should split up and attempt to hide. If the
hounds bypass them in their search, this will open
up the opportunity for the foxes to strike from
behind, severely reducing the number of hounds,
then disappearing once again. The hounds should
try to search the field in one wide sweep, leaving
no unsearched areas in their pass. If a fox is
discovered, try not to let him out of sight as he
will disappear once again and the search will have
to start all over.
THE SIEGE
All players without
an armband take up defensive positions at Firebase
Gloria. The defenders can move out to the tire
bunkers on the perimeter of the firebase clearing,
but they may not pass them and move off into the
bush. The players with armbands, red and blue
combined, will attack the firebase. At the start
of the game, the defenders have a huge numerical
superiority of approximately 8:1. If an attacker
is hit, he returns to the starting point, the
paint is wiped off, and he resumes the attack. If
a defender is hit, he returns to the starting
point, changes to the appropriate armband, and he joins the attack.
New attackers must
be reminded that both red and blue armbands are
attacking and not to tag the other color.
Gradually there is more and more attackers and
less and less defenders. The game continues until
all defenders have been eliminated.
Strategies: To be
the last defender, either hide in one of the outer
tire bunkers until all the defenders in the main
complex of the Firebase have been eliminated,
often the attackers will bypass the some of the
outer defenses in their assault on the main
complex. Or, hold out in the top of the tower as
long as possible. Stay low and behind cover behind
the small wall at the top of the stairs. When
attacking, try to pick off a few defenders with
long range fire. At the start of the game, it is
difficult to approach the firebase because of the
heavy concentration of defenders. This can be used
to your advantage by spraying in shots into these
areas from a long range. Any players hit will be
back shortly to help you with the attack and the
number of defenders will be reduced.
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