This game encourages the use of guerrilla tactics and takes a step away from traditional airsoft rules.
Honest playing is key for this game to work. It relies heavily on outwitting the opposition using some dirty tactics. Good planning and creativity are also essential.
Physical Demands
💪 💪 💪
Preparation Time
🛠️ 🛠️
Duration
🕒 🕒 🕒
Downtime
🛌 🛌 🛌
Difficulty
🧠 🧠 🧠 🧠
Key game Components
Teams
Insurgent Team
Occupant Team
Start Area
Field Entrance
Inside the field, Scattered throughout the field
Respawns
In Threes
Medic, Move to different checkpoint to respawn (1 time only)
Fire Selector
Semi-Auto, 1x LMG Full-Auto Gunner per team
Full-Auto, 1x LMG Full-Auto Gunner per team
Goal
Take over the map
Take control of checkpoints
Arm Bombs
Defend checkpoints
Props Needed
1x Airsoft Bomb, Bomb Vest, Bandages, Radio Transceivers (walkie talkies), Map, Ammo Cache
Additional Information
Both teams have limited ammunition
Game Details
Occupants are to enter the field 5 minutes before the insurgents and establish an outpost and decide on a secondary outpost.
Insurgents will enter the field and try to find the outpost and plant a bomb. The Insurgents have one bomb to use to complete their objective.
Stage 1
Insurgents are to find and plant bomb at the outpost, occupants are to try to hold them off for as long as possible. Occupants can have medics with limited bandage supplies.
If the bomb is armed, Occupants can disarm the bomb.
If a bomb is detonated, the game moves to stage 2
If the bomb is disarmed, the game moves to stage 3
Stage 2
Once the bomb is detonated, insurgents are to regroup at the field entrance, wait for 30 seconds and then proceed to elimination.
Occupants have no more respawns and are to try to survive until the game time is up. They can move wherever they like and employ whatever tactics they see fit to survive as long as they do not break the core game rules.
The Insurgents win if they kill at least 75% of the occupants.
Stage 3
Once the bomb is disarmed, the occupants are to take the bomb to their secondary outpost and regroup. They are then to try and kill all insurgents invading their region and can use the secondary outpost as a respawn in groups of 3.
Insurgents cannot respawn in stage 3 and must try to survive until the game time ends.
The occupants win if they kill at least 75% of the insurgents.
Key game Mechanics
Players have two low to mid-capacity magazines only, but can search for ammunition caches on the field to refill magazines.
One player on each team can be a gunner and have one high capacity magazine/drum magazine
Downed occupants (awaiting medic) can be taken as hostages or human shields. If a team member shoots the human shield, the player is completely out of the game.
Ammunition caches (BB bottles and loaders) are to be placed around the field for teams to resupply.
Insurgent Mechanics
Insurgents respawn in groups of 3-5 (depending on team size)
Occupant Mechanics
Occupant team members are revived using bandages. When hit they call for help on the floor in the position they are shot and cannot use a weapon.
One occupant can only be bandaged once. The second hit and the retreat and wait.
Occupants can have two medics, but the medic can only respawn at the secondary outpost.
When there are no bandages, dead players are to retreat to the secondary outpost and wait for stage 2 of the game.
Deceptive Tactics: Players can feign death (waiting for a medic) and surprise the insurgents. But the same hit rules apply.
Once the outpost is destroyed, occupants at the other outpost must try to survive until the game time ends. Respawns for occupants stop and the game becomes a race for survival until the game time is up.
Game Rules
Call hits honestly
No spawn camping
In stage 1, ammunition caches cannot be camped.
Team kills result in the killed player being out of the game completely