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Showing posts with label Scenario Tactics. Show all posts
Showing posts with label Scenario Tactics. Show all posts

Saturday, April 16, 2011

Nerf Tactics: Scenario Tactics: Infected

This comes in many names, but is limited to the idea of some sort of zombie scenario.
from an external perspective, Squad warfare being used with this would be confusing and difficult even when all players understand the rules well.

there is one side that plays as the "zombies." They have an unlimited number of lives (and may or may not be limited in use of certain weapons.)

the other side has only one life per person, but no limits to weapons.

the zombie group starts out as only one or two people. it slowly grows until the zombies far outnumber the humans. the last human(s) to survive win the round.

CONCRETE RULES:
friendly fire will not be tolerated, as all bullets are infected, and will turn all who are hit by bullets into the infected.


PREFERRED TACTICS:
in a close to distant combat situation like this, I find my best success in a group/ squad of 4-5 people. it is not too large that to get tight knit would be a problem, while it also increases your ability to apply saturation fire if the necessity permits.

rule 1 of small group squads: keep on the low down as a squad. the less-experienced people will follow those who have proven themselves in battle in such a situation like this. they give your position away, have less fire discipline, less combat discipline, and will be an overall liability. the bottom line is: DON'T LET THE OTHER HUMANS LATCH ON. they will be your undoing.
       a good way to disappear is in the very beginning, when everyone's focus is on the one guy. this is (from the moment the beginning is sounded) a rapidly closing window that is lost after 10 seconds at the most (5 seconds is an appropriate goal)


Thursday, March 31, 2011

Nerf Tactics: Scenario Tactics: Squad Warfare

Squad Warfare is a way of improving teamwork on either side of a conflict. Squad warfare also makes the fight both longer and more interesting. Squad warfare is not exactly a Scenario, but a set of rules by which you can play a scenario.

RULES: they are complex and confusing to write in longhand form, so I'll shorten them down

squads can be any number, from two to 30
In each squad there is/are:
1 Leader, who has infinite "Revivals (Revives)"
(in case of bigger numbers, "medics" who also have infinite "revives" can be installed)
X number of regular grunts (all who are not medics nor leaders) who have 1 "revive"
if all members of a squad are down and cannot be revived, then the squad is eliminated and cannot enter combat for the remainder of the round (unless some arbitrary referee says otherwise)

RULES REGARDING REVIVES:
if you are hit (anywhere) you must go down on one knee with at least one hand on your head and NEITHER hand on the firing end of the weapon (i.e hand touching the grip on your weapon, or finger touching the trigger)
to revive someone, you must place BOTH hands on BOTH shoulders of the one who is down. 
revives only work within a squad (one CANNOT revive an enemy or non-squadmate)

if you have taken down an enemy, it is not technically against the rules to "puppyguard" the down foe, but it is EXTREMELY unsporting and therefore unrequested.

TACTICS:
usually it works best to have the grunts be the ones who save their revives for the Leader or medic. 

for those who are attacking a squad, simple "divide and conquer" tactics have worked all too well, flanking is always a good tactic, as well. other than that, simply "be a better squad than them" is a good mentality for winning.

Monday, February 14, 2011

Nerf Tactics: Scenario Tactics: Assaulting & Defending a target

the names for this scenario are as numerous as there are nuns in a convent: Capture the flag, Bomb Escort, Search and destroy, base assault, etc. The basic structure of the game is one team is assaulting a fixed base to get to an object or to destroy all the targets. this is a review of common tactics and the most suggested approach to the game.

ASSAULTING: this team has a clear advantage in the game. not by numbers, but by mere spread. whereas the defending team has one spot to stick to, the attacking team  has a 360 degree range to attack from, which puts all those defending in a very hard spot. the most common and successful tactic is to spread out and attack weak points when they are exposed. they find weak points by staying just at the edge of the range of the guns. this wastes their ammunition and buys you time to mount an offensive against their weak points.
   I (being the guy who loves the game for its tactical enrichment) would suggest you try a different approach to the scenario just because the tactic for the offensive is so simple and used so often it's too easy to win. Instead of surrounding and attacking, you could stick together as a team and attack one spot, or it could just be a charge to see how far one can get in. 
To win, I would suggest the common surround and destroy tactic just because of its success rate and its simplicity.

DEFENDING: I'll tell you this: you got the shortest end of the stick. to defend one spot is the hardest thing I've ever done in a war. In the scenarios I've seen, I've noticed one tactic that seems to delay the attacking forces the best: choke points. A choke point is a spot where you direct the other forces into a small area. this allows you to concentrate your fire into one place, increasing kill ratios. other tactics I've seen were multi-stage bases (effective if the defending team is larger than 15 people), decoy bases (DO NOT do this idea, it effectively grants the enemy cover), and gauntlets (long choke points, highly suggested). another suggested tactic would be to have snipers (armed with the non Nerf-approved blowguns) posted in a well-armored tower. other than those suggestions, I have no assured victory to you. If the defending team does win, I would appreciate it if you posted your defense tactic in the comments below.