AAO - Game Brief
AAO - Game Brief
Game 1 - 300 - Chopper field
The Scenario
Outnumbered, surrounded and devoid of hope. The Spartans crouch behind their circular barricade and await the full wrath of the all conquering Persians. Maybe, just maybe they can bring the giant to it's knees - afterall..........THIS IS SPARTA!
The Game
UKST are Spartans
EE are Persians
Spartans base is the giant bird nest which is surrounded by a protective barricade of barrels which all Spartans must remain within.
10m further out from the barrels is a tape barrier. The Persians are not to come within that barrier and are not to enter into the giant bird nest base.
Spartans have two respawn points within their base - at the nose and tail of the giant bird will be a marshall who will wipe and respawn Spartan players.
Persians have two starting points - either side of the field. They will also be the respawn points for the Persians where a marshall will wipe and respawn Persian players.
Persians have free run of the field but are not to advance within the tape boundary located 10m encircling the Spartans base.
On the 10m barrier are 5 gold blocks. The Persians are to retrieve the gold and return them to their respawn marshalls.
If a player returning a block is found by the marshall to have a hit on him - then that block will be null and void.
If the Persians retrieve three or more blocks - they win the game. If the Spartans stop the Persians from retreiving more than three successfully - they win the game.
Game 2 - Carandiru - Tree Top Fortress field
The Scenario
It's 1992 and the location is the infamous Carandiru Penitentiary in Sao Paulo, Brazil.
As a full scale riot by the inmates spirals out of control - the Guards take the law into their own hands.
The main body of prisoners are housed in the East Wing with a smaller number taking exercise in the yard of the main compound overlooked by a small number of Guards.
The prison is split by an enormous wall impregnable to Prisoners but which Guards can pass through with their keys - however, this does not stop the prisoners from being able to fire over the wall.
As the riot threatens to engulf the entire prison - the Guards realise with dread that 5 keys have been left behind in the main compound. If the prisoners were able to locate the keys and gain access to the Control Room then they would be in total control and able to release the main gates - leaving over 8,000 of Brazils most feared criminals flooding onto the streets of Sao Paulo.
The Game
UKST are Guards
EE are Prisoners
There are 5 keys hidden within the Central Compound (the Fortress). The Guards must stop the Prisoners from finding all 5 keys and taking them to the Marshall in the Control Room (the raised platform structure in the field south of the main fortress).
A tape barrier splits the field in half. The Guards can cross the barrier - but the Prisoners can not. Both teams can shoot across the boundary.
The Guards have two start points.
A maximum of xxx (classified) Guards in the high platforms of the fortress itself.
The rest of the Guards start xxx (classified).
The Prisoners also have two start points.
There will be xxx (classified) number of prisoners starting on the floor of the Central Compound. They are not live players until they choose to engage the Guards. They may choose to engage the Guards at the start of the game or 15 minutes after the game starts or any point in between - it's up to them.
The rest of the Prisoners will start in the East Wing.
The Guards MUST NOT SHOOT THE PRISONERS ON THE FLOOR OF THE CENTRAL COMPOUND UNTIL THEY HAVE BEEN ENGAGED BY A PRISONER IN THE COMPOUND. As soon as the prisoners decide to engage the Guards - then they are cleared to return fire.
The Guards will have two respawn points - both located near to the Control Room.
The Prisoners will respawn on the marshall in the East Wing.
The Prisoners will win if all 5 keys are located and taken to the marshall in the Control Room.
The Guards will win if they stop that happening!
Game 3 - Rorke's Drift - Twin Forts field
The Scenario
No explanation should be necessary.
The Game
UKST are B Company, 2nd Battalion, 24th Foot - Now known as Royal Welsh Regiment
EE are Zulu
Within the British fort will be a flag - they must defend it. Zulu's need only to touch it whilst in play to win the game.
Respawn for Zulu's is at the entrance to the fort at their start point on the marshall. Respawn for the British is at the rear of their fort on the marshall.
Game 4 - Lock, Stock and Two Smoking EGO's - Bridge Field
The Scenario
Harry the Hatchet is a dildo wielding madman who doesn't mess about. He gets what he wants and doesn't like it when anyone gets in his way.
Cardsharp Eddy is a decent chap - but in way over his 'ead. He finds himself in the uncomfortable position of needing to high-jack some of Harry's loot to pay off a debt to......er....Harry himself.
If everything goes like clockwork - it's so farking necky that it may just work. If not....then....Eddy and his pals are in for a bad day. Lovely Jubbly!
The Game
UKST are Cardsharp Eddy's crew
EE are Harry the Hatchet's mob
Eddy's crew need to stop Harry's mob from crossing the bridge with the case.
Harrys mob need to take the case across the bridge and touch the designated taped tree to win the game.
Respawn for both sides will be on the marshall at the rear of your staring positions.
Finale - Barrel field
We'll mix the teams up. Blow some stuff up. Usual deal - not part of the scoring for the day.