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 PWNY September 18th Game Updated With NEW GAME INFORMATION!

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{PWNY} Leo

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Join date : 2010-01-27
Location : LaGrange/Columbus

PostSubject: PWNY September 18th Game Updated With NEW GAME INFORMATION!   Tue Aug 31, 2010 3:06 pm

Due to the confusion at the time of games, I will be posting my games for September 18th and a hint for my Op for October here. That way, people can read at their leisure (hopefully they will read before they arrive) and we will be able to kick-start the games/the Op quickly without a lot of explaining. For those of you who want a couple of easter eggs/hints at what you're going to be experiencing for the September 18th game and the October Op, here you go:

September 18th game:


Totally Tubular!!!!

The Item: A thin mailing tube approximately 50 inches long, divided into three 12 inch sections via permament marker. Each 12 inch section has 5 holes bored into the mailing tube, and a yellow bungie cord hanging out out of each bored hole, meaning 15 yellow bungie cords in total.

The Teams: There will be a Spetsnaz (OpFor) Team, and a Green Beret Team. The Green Beret Team will be responsible for carrying out the objectives.

The Objective (Green Berets) : There will be 3 stakes hammered into the ground at different intervals on the 3 fields, each stake being farther (closer to the Spetsnaz home base) than the last. The Green Beret Team must take their mailing tube full of yellow bungie cords to a stake and put it over the stake, thus securing it in a vertical position. Once this is accomplished, the countdown of 1 minute will start. For each minute that the Green Berets hold this position, they can take 1 yellow bungie out of the mailing tube and put it on the ground next to the stake. The Green Berets do NOT have to go to each stake in succession, meaning that they do NOT have to capture the closest stake first, then the second closest, and the third closest (closest to Spetsnaz home base) stake. Each yellow bungie pulled out of the mailing tube will gain points, but the amount of points is determined by how far the stake is from the Green Berets home base. For example, the Green Berets may choose to run like hell to the third (and farthest away from their home base) stake, capture it for the most points, and begin countdown to take out yellow bungie cords from the mailing tube. The downside to this is that the Green Berets are far away from home, and this stake will be much harder to hold due to this. The harder the stake is to obtain, the more points the Green Berets will receive for removing 1 yellow bungie cord. The Green Berets can choose to capture the closest stake and simply hold it for the remainder of the game, but they will be left with low points due to their non-aggressive tactic. The winner of this game will be based on points. Once one game is finished, the Spetsnaz will flip flop with the Green Berets. You may stay and hold an easy stake, but risk losing the match if the Spetsnaz have more balls once it's their turn to play the Green Berets.

The Objective (Spetsnaz): Knowing what the Green Berets are trying to accomplish, your job is to keep them from doing it. You must detain and aggravate them. There is a special note, however. SPETSNAZ HAVE THE ABILITY TO TAKE POINTS AWAY FROM THE GREEN BERETS. That's right. If everyone holding down the mailing tube is killed and are respawning (the mailing tube is left alone), the Spetsnaz may run up, and begin inserting yellow bungie cord back into the mailing tube, thus causing the Green Berets to lose points, also meaning that the Green Berets have just wasted an entire minute of hold time. Only ONE member of the Spetsnaz may do this.


Notes:

- The Spetsnaz are required to leave the mailing tube alone, meaning they cannot move it, they cannot take it back to their homebase. They must leave it on the stake. They can only put yellow bungie cords back into the mailing tube to kill the Green Beret's points.

- The Green Berets do not lose points for stakes already fully captured if the Spetsnaz put yellow bungie cords back into the mailing tube from another stake. This means that if the Green Berets entirely capture the 1st (and closest to their home base) stake, then move to the 2nd closest stake, but the Spetsnaz thwart their points by putting the yellow bungie cord back into the mailing tube on the 2nd stake, the Green Berets do not lose points already attained for capturing the 1st stake. Entirely capturing a stake means putting the mailing tube over a stake, and holding for the entire 5 minutes until all yellow bungie cords have been removed from the mailing tube's section corresponding with the current stake.

- If all of the Green Berets have been killed by the Spetsnaz around a stake they were trying to hold, and the Spetsnaz have put all 5 (or however many are needed to fill up the section) yellow bungie cord back into the mailing tube, the Green Berets have the option to "Fall Back!" "Fall Back!" means that the mailing tube will be returned to them by a referee at their last fully captured stake. If they have not fully captured any stakes, it will be returned to their home base by a referee.

- Both Teams have unlimited respawns at their home base.


Points are as follows:

Capturing and holding 1st stake (closest to home base) for 1 minute: 100 points.
Holding 1st stake for 2 minutes: 200 points.
Holding 1st stake for 3 minutes: 300 points.
Holding 1st stake for 4 minutes: 400 points.
Holding 1st stake for 5 minutes: 500 points.
Total: 1,500 points.

Capturing and holding 2nd stake (2nd closest to home base) for 1 minute: 200 points.
Holding 2nd stake for 2 minutes: 400 points.
Holding 2nd stake for 3 minutes: 600 points.
Holding 2nd stake for 4 minutes: 800 points.
Holding 2nd stake for 5 minutes: 1,000 points.
Total: 3,000 points.

Capturing and holding 3rd stake (Farthest away from home base) for 1 minute: 300 points.
Holding 3rd stake for 2 minutes: 600 points.
Holding 3rd stake for 3 minutes: 900 points.
Holding 3rd stake for 4 minutes: 1,200 points.
Holding 3rd stake for 5 minutes: 1,500 points.
Total: 4,500 points.

Total of Total: 9,000 points.

Notes on Points: Points have been devised so that even if a Team hauls Butt to the 3rd stake and holds for all 5 minutes, they will still need to capture another stake for 1 minute in order to break a tie if the other Team does the same. This way, even if one Team only captures the 1st and 2nd stakes, they still have a chance to beat a Team that simply captured the 3rd stake, etc.


Are You Ace Enough?: Are You Ace Enough has been played by some PWNY Members, but most have not played it yet. It involves a keyboard, a HUB, 2 wires, 2 codes to type into the keyboard, and a pack of cards (possibly more than 1 pack of cards depending on how many people are in play.) A Terrorist group is the OpFor group, who must aggravate and detain Marines from carrying out their objectives. Terrorists have unlimited respawns, Marines have 3 for each player. The Marines have 1 Medic (Depending on size of Team) and 1 Scout (Only 1 Scout regardless of size of Team). Each Marine has 3 lives, represented by 3 RED cards in the hand of EACH active Medic. There are 3 BLACK cards hidden on the Marine starting side of the field for EACH active Marine, INCLUDING Medics and Scout.

Scout: The Scout starts with the HUB, and 2 codes in 2 envelopes in a backpack. The Scout is responsible for carrying the keyboard once found, plugging up the 2 wires into the HUB, and typing each code into the keyboard for extra points once each wire is found and hooked up to the HUB.

Medic: The Medic carries at all times 3 RED cards for each Marine, including himself, in play on the Marine side. He must give 1 card to each Marine once that Marine is down.

Notes: ANYONE can find the keyboard, and bring it to the SCOUT, but only the SCOUT can perform SCOUT duties.
ANYONE can find black cards, and bring it to the MEDIC, but only the MEDIC can heal.
The MEDIC has a decision: He can keep the extra black cards for himself, or use them on his Teammates. The MEDIC is a CRUCIAL part of this game, so the Marine Team will have to decide which is more important.
ANYONE can find the wires, but only the SCOUT can connect the wires and input the codes for each wire.
The wires CANNOT be moved.
Once a wire is found, the Marines must HOLD that wire for 1 MINUTE before the SCOUT can begin typing the code linked to its respective wire.
After the game ends, the Teams will swap sides to determine who wins based on points. There will be a intermission between games to re-ammo up and re-hydrate.
Each game will last approximately 30 minutes, perhaps a bit longer if there are more people.

Points are as follows:
Finding the keyboard: 50 points.
Finding the 1st wire (telephone wire): 100 points.
Finding the 2nd wire (AUX wire): 200 points.
Holding the 1st wire (telephone wire) for 1 minute: 100 points.
Holding the 2nd wire (AUX wire) for 1 minute: 200 points.
Typing the code for the 1st wire (telephone wire): 200 points.
Typing the code for the 2nd wire (AUX wire): 400 points.
Each black card found: 10 points.
Total: 1250 + 10 points for each black card found.


Make sure you read this and understand it well. Trust me, the Marine side is hard as hell, but it CAN BE DONE.



October Op: The only hint I'm going to give you about the October Op is that there will be Scouts, Medics, Objectives to attain, and grid pattern bombings. Be prepared, this one is gonna be a doozy.


FINAL NOTES:

- $15.00.
- 5 PM - 11 PM.
- Bring your own drinks but consume at your vehicle.
- Show up a little early so we can get things going without too much waiting around.
- Todd also has a game called Four Corners that he is going to organize, and as usual we're going to start with a couple of games of Tooth and Nail as a warm up. Hope to see lots of people there!


Last edited by {PWNY} Leo on Tue Sep 14, 2010 7:32 pm; edited 6 times in total
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Qbald

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Join date : 2010-04-03
Age : 47

PostSubject: Re: PWNY September 18th Game Updated With NEW GAME INFORMATION!   Tue Aug 31, 2010 6:34 pm

Can't wait to play PBO again cheers

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NUFF SAID!

Hoping to be MilSim when I grow up! AS IF that is ever gonna happen!
Currently 68% MilSim 12% Grown up
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{PWNY} Leo

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Join date : 2010-01-27
Location : LaGrange/Columbus

PostSubject: Re: PWNY September 18th Game Updated With NEW GAME INFORMATION!   Tue Aug 31, 2010 7:15 pm

Going to be good to see you Q, we've got lots of stuff lined up for those who show.
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BOOTS

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Age : 63
Location : Newnan,GA

PostSubject: Re: PWNY September 18th Game Updated With NEW GAME INFORMATION!   Wed Sep 01, 2010 5:05 pm

Machine Gunner
Game on!
Automatic Guns
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{PWNY} Leo

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PostSubject: Re: PWNY September 18th Game Updated With NEW GAME INFORMATION!   Thu Sep 02, 2010 10:27 pm

Hoping lots of people show up to this one...Todd and I got some good stuff going on for those who show!
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Kilo

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Age : 54
Location : Peachtree City

PostSubject: Re: PWNY September 18th Game Updated With NEW GAME INFORMATION!   Mon Sep 06, 2010 3:27 pm

Scarface and Kilo will be there, ready for a rocking nigt!
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{PWNY} Leo

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PostSubject: Re: PWNY September 18th Game Updated With NEW GAME INFORMATION!   Tue Sep 07, 2010 5:09 pm

I thought you guys would not be able to make it?
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{PWNY} Leo

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PostSubject: Re: PWNY September 18th Game Updated With NEW GAME INFORMATION!   Tue Sep 14, 2010 7:33 pm

Whose all coming!? Let us know!
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