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jawinn
12-26-2005, 05:20 PM
Teams: Government Agents & Bio Terrorists with Scientists
Objective: Government Agents: Secure all objectives (see below) before time runs out. Bio Terrorists: Repel the Government agents.
Hits: Government Agents 2, Bio Terrorists 1 (respawn), 2 (after respawn)
Special Equipment: 2 bombs, 4 Bio weapons canisters, misc. (see below)
Setup: The players are divided up into two teams, the Bio Terrorists and the Government agents. The Bio Terrorists then deploy to the field to setup their bombs, canisters and any other objectives they have brought along. Bio Terrorists deploy guards to each hallway. These guards are not allowed to leave their respective hallways once the raid begins. The Bio Terrorists have two scientists who are dressed in all white suits. The scientists are the only ones who can defuse the bombs. The caveat is that each scientist can only defuse their respective bomb.
Play: The ref signals the start of the game. The Government Agents enter the field from the staging area and engage the Bio Terrorists. When a Bio Terrorist is hit they immediately proceed to their respawn point. After thirty seconds they are back in the game with 2 hits. After they are hit twice they are eliminated.

If a scientist is hit they will surrender to the Government Agent(s) that shot him. His is not out and is not a prisoner of the Agents. The Agents can then escort the scientist to a bomb (provided the agents have secured the area the bomb is in) and force him to disarm the bomb. This will only succeed if this bomb is the one assigned to the scientist held prisoner. At any time the scientist may try to escape his captors.

If a Government Agent is hit twice they are eliminated.

While attempting to subdue the Bio Terrorists the Government Agents must recover the four canisters and return them to the staging area.

The game is over when either all the Government Agents are eliminated or the Government Agents have disarmed both bombs and secured all four canisters.

Game Notes: This is not an Acme Airsoft designed game. I have only posted it because it has been played at Airsoft CQB several times and I wanted to solicit comments.

jawinn
12-26-2005, 05:32 PM
First off let me say that this is a very ambitious game for CQB. It’s clear that the authors put a good amount of time into the props and the storyline. The problem here is that every time I have played this game (which is three now) it has taken way too long to setup and play. It would be ok if people showed up at the start of the evening or morning and it was already setup. The last time we played on Friday it took over an hour to setup and play.

Another issue is that it is way too slanted in the favor of the Bio Terrorists. The Government Agents don’t stand a chance. They become bottlenecked at several places and just get picked off by the dug in Bio Terrorists.

There are also way too many objectives. In addition to the ones above, the game authors added another objective, securing two missiles in a room. There were also tripwires that would kill anyone instantly and prevent any respawns. Yes, I did set one off and was mercifully out of the game right towards to the end. The authors also handed out playing cards to the Bio Terrorists. The player lucky enough to draw the joker was an undercover Government Agent. That agent could reveal themselves at anytime and start taking out Bio Terrorists.

JohnnyDime
08-27-2006, 08:27 PM
Ok. So I played this for the first time this past Friday, and have some comments.

Overall, the like the idea of the game. It's definitely more complicated then the games we normally, play, but I don't automatically consider that to be a bad thing. Generally speaking, I'm a fan of scenario style games.

I was a federal agent during this game, so my comments are from that perspective. First of all, funneling the agents into two entry points is really frustrating. It forces the agents to play much like you have to when assaulting embassy. Is this bad? No; unless it's you and 8 people who haven't played before and/or aren't very aggressive players. It took us a long time just to get out of the hallway outside the door, and once we did, we were stuck there. By then, I had already used 2 of my 3 hits just trying to get us out of there.

So, one suggestion for improving the game, particularly when you have as many people as you typically do on a Friday, is to open up A door and vent as avenues of attack. I don't believe this would detract from the game in any way, given the number of objectives the agents have.

Alternatively, you could open up the game so it uses the entire field. The bottom line is that the agents need to be able to spread out a bit. Otherwise, it's 10 people standing in two groups waiting for someone to use a grenade on them. (*cough* John Woo *cough*)

I would be willing to try it again, and play as an agent again, if we can rectify the bottleneck problem.

Any other ideas?

Fightin_Like_Charlie.
08-27-2006, 11:31 PM
i think that you should browden it to the vent shaft only the feds can go in it and use it. they other team can watch n camp it or whatever.

chick
08-28-2006, 06:18 AM
I think this should deffinitely be a beginning or end of the day kind of game. When there are more vets than new kids who just want to run around shooting anything that moves. If you want to get out of the doorway then you have to trust that your team will back you up. A big issue is a lot of the newwer people are just afraid to walk into what they know will be a line of BBs. If we could stack the teams a bit in favor of the federal agents, because any newb can sit in a corner and shoot at a doorway, then I could see the game turning out better.

Rhys
08-28-2006, 12:49 PM
I left at the begining of the prep for the game to run with Conner to his house in Gainesville. We stopped for food and by the time we got back the game just started. So I stepped into in and played as a Fed. So set up takes too long I think, and I cant really comment on game play. Since I asked who we shoot and I shot them. So yeah..

tg ur 1t
08-30-2006, 08:43 PM
This last Friday the Bio game lacked the turn-coat... and that is a large part of breaking into the opposition if you are an agent. That one player can disrupt an entire entry point. I also like Charlie's point on the vent and even A building as entry points. If all of the above are in play, I feel you could divide the players in half and get a decent turn out for a game. I just feel that set up needs to be expedited... and maybe fewer objectives would help. I still want the tripwires there... they can get both sides if you aren't paying attention.

Too many players on half field would be bad... so it has to be early or late in a night...

just my $.02

k-man
11-22-2006, 02:45 PM
maybe it would help if the Bio Terrorists did not have as many hits.

BugattiV3
11-22-2006, 03:47 PM
The idea of the game is great, but when I played the Bio Terrorists had way to big of an upperhand, the Bio terrorists are given a huge advantage, for them they might as well had been Target-shooting, I think the game has bugs, but once they get worked out it should be great, to start the Gov. agents need to have more lives and the Bio terrorists less, or the same, and I think the Gov. agents should just start out on the opposite side of the map, rather than the loading room.

Urban Assault
04-04-2007, 09:37 AM
Thanks for the input, Everyone ... It helps!
I haven't run that one in a while!
I have done some changes and cut down on the set up time. I also made some changes to the game to run smoother and have some balance.
I'll run it again this weekend and see!