a new FilmSim scenario that involved a number
of inter-linked objectives, each set in a different
area of the site and each designed around that
location.
With the 30-odd players arrived and signed in
Josh gave everyone a good briefing about how
the weekend would play and emphasised that
the games were more about tactics, teamwork
and timing than expending an industrial amount
of BBs. To that end, each man could only carry
a maximum of 600 rounds and would have to
return to a regen point to resupply. To make
things more interesting the regen points were
mobile, so if you didn’t keep on top of things
you could return to a regen point only to find it
on the missing list!
Out on the site five areas had been given
call-signs and identity codes, two of which were
designated targets (although this latter piece of
information was not shared with the players).
The attacking team’s mission was to discover
both the name and ID code for each area, which
would then be radioed back to base. Only then
would they be told if it was a designated target
or not. If it wasn’t, then it was time to move on.
If it was then it had to be destroyed with one of
the two explosive packages they carried with
them.
Of course, all this had to be achieved against
well dug-in defenders who often had the
advantage of elevation or open fields of fire and,
to make matters worse, the explosives
had four-minute electronic timers
that could be stopped at any
time. If they left too soon
it would only take one
defender to make
their way back and
switch it off.
With the
defending
team
SITE REVIEW
already out in the field, the attacking side moved
off from the LZ to their first objective and it
didn’t take long before the BBs were well and
truly flying although, with the limit on ammo
and a maximum two-second burst on full-auto
(a rule introduced to prevent ‘hosing’), fire-fights
tended to be very concentrated, accurate
affairs.
Hits came thick and fast and soon the
woodland was filled with cries of “Medic!”
and the screams of the wounded and dying
(very loud in some cases). Some of you might
frown at this ‘vocalisation’ but it added a very
interesting dimension to the game and it was
useful intel for both sides. With in-game medics
and mobile regen points, play tended to ebb
and flow as first one then the other team got
the upper hand.
The first two objectives were overrun but
turned out not to be designated targets, and
it was only after a very hard-fought battle that
the attackers forced their way into the third, the
remains of a metal Nissan hut set at the end of
a valley. This was a target and they proceeded
to blow it up with the first of the explosives.
(Note to self: do not take photos of an exploding
bomb inside a metal hut – it is very loud!)
The second designated target was
discovered and blown up shortly afterwards but
this was not game over – Josh had put a sting
in the tail: the team had to pull off a fighting
withdrawal back to the LZ, with no regen
allowed. The roles would be reversed in the
afternoon and the winners would be the team
that managed to get most players out alive.
I won’t go into a blow-by-blow account of
what happened in the afternoon but there were
two things that really stood out to me. The first
was something every single player should take
note of – the second was just simply awesome
to watch!
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