This is somewhat of a longer game mode that can easily take 30 minutes and requires tactical thinking and planning for squad leaders. Each team has advantages and disadvantages that can be balanced with the right tactic.
Start Area | Assault Team – Field Exit Defence Team – Any Checkpoint (can split up) Juggernaut – Field Centre |
Fire Selector | Assault Team – Full-auto Defence Team – Semi-auto Juggernaut – Full-auto |
Respawns | 3x Reinforcement calls per team (HQ will authorise at random) Assault Team exits the field and awaits a reinforcement call. Defence team can go to nearest checkpoint to await reinforcement call Reinforcements reset for both teams each time a bomb is defused or detonated |
Props Used | 1x Radio Transceiver for each Team’s Radio Operator 10x Bandages (5x per medic) 2x Bombs 1x Alarm Button (attached to back of Juggernaut) 1x Juggernaut Armour |
Goal | Assault Team – Find, disarm and extract bombs Defence Team – Set bombs and protect them |
Team Ranks | Alpha Team Leader – Commands Alpha Team Juggernaut – Independent role with full autonomy. |
Additional Info | Assault Team has limited ammunition (No more than 200 shots or one half full high capacity magazine) Alpha & Bravo Team will have one medic each, once they have ran out of bandages, they can no longer help. (One team member can only be bandaged once) Defence Team can use high-capacity magazines and has a juggernaut Bombs must be at least 30m apart or 2 checkpoints apart, whichever is greater Reinforcements stop for the final 5 minutes of the game Juggernaut can only be killed by pressing the button on their back. The button could be shot if enough hits make contact at the same time. Bomb can be moved and rearmed. |
This game gives the defenders several advantages.
This game has been designed to have several advantages for those who have to defend, while the assault team must work together and communicate effectively to outwit and outmanoeuvre the defence team. Depending on the field, several methods can be employed for both teams.