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Post by baronsass on Apr 7, 2014 9:06:32 GMT -7
So... It seems Winter doesn't last forever after all. It's April and that means May is right around the corner, and that means it's time to consolidate plans for a biggish WWII game in Calgary. I'm thinking of running my bolt-action game mid May - say Saturday May 10th or 17th. Does this work for folks? Game is to take place at Warpaint.
EDIT - Not enough interest. we'll try again later this Summer.
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Post by baronsass on Apr 7, 2014 12:31:16 GMT -7
Achtung-Sturmgewehr!
France. 1944. Despite being in almost full retreat on every front, the German army remains an implacable foe. In desperate defensive battles, Heer and SS units are exacting a terrible price for every yard gained in the push on Germany. Allied victory, it seems, will come at a heavy cost as enemy units fight to the last bullet, last shell, and last man. Their resilience is impressive.
Even more impressive is the fact that despite the inevitable defeat that looms, they are still being trained and equipped with new, innovative weapons. Among them, the now fully developed and battle-tested Sturmgewehr, STG-44. This breakthrough rifle puts unprecedented firepower in the hands of even the lowliest infantry Private. Though hopes for an “Endsieg” have been utterly dashed, the blood-price this weapon will further exact in the final conquest makes it a concern to Allied commanders on all fronts. Keeping it out of the hands of the Germans and getting it into those of the Allies is paramount to securing your survival, as well as victory.
Details/Rules
In this real-cap scenario, the Allies and Axis will battle to secure the only full-auto weapon allowed in the game – an STG-44, and its blueprints. Each side will be allowed any rifles or handguns appropriate to their impressions, with real/near-real ammo capacities, but no SMGs or other assault rifles are allowed – at least not initially. The game will comprise many different scenarios and gameplay types – stealth, objectives, skirmishing, recovery, base assault/defense as well as supplementary goals/objectives you’ll discover along the way. In short – this will be a well-rounded, fast-paced and deep WWII gaming experience suited to anyone’s style of play.
Why no SMGs? • Allies – The Thompson, M3 and Sten have proven their inadequacy in anything other than short range, room to room fighting. No .45 or 9mm SMG ammo will be issued until further notice.
• Axis – All production facilities have been retooled to manufacture ammunition for the STG44. No 9mm SMG ammo will be issued until further notice.
But really, full-auto weapons, properly wielded, are absolutely devastating - you’ll get a taste of just how much so in this game.
Grenades? Not this time. I love grenades, but for the sake of fluidity in this game, I’ve chosen to forego grenade use. The emphasis is on rifle and handgun combat, and of course, on how devastating full-auto warfare is. That being said SMOKE - and plenty of it - will be on hand. Bring any you want to use too.
Why real-cap? Terror. Tension. Realism. Unless you were on an MG, there were no bullet hoses in WWII, and even if you had an SMG, controlled bursts were the order of the day. In this game, you will aim, and you will pray. Your enemy will do the same.
So, what’s gonna happen? You’ll square off as so many of our forebears in WWII did – using rifles. Once the STG-44 is discovered, it and its limited ammo supply may be employed in semi or full-auto against your foe. The Allies will seek to eliminate any German opposition and extract the weapon/blueprints for technical study – the Axis will do likewise, but with an eye toward wiping out the Allies and denying them the blueprints. The STG-44 can be wielded by any Soldier on either side and may be captured/recaptured at any time. However, your go-to weapon will remain your trusty rifle and/or handgun. STG-44 Ammo Ammo is limited, but it’s out there. You’ll just have to hunt it down, so use what you have judiciously!
Blueprints and Agents Should you discover the STG-44 blueprints, you will activate either the OSS for the Allies, or the ABWEHR for the Axis. Any orders pertaining to the blueprints will be with them. Remember to read only YOUR designated orders, not the other team’s or the Agent’s.
Points A total of 30 points per side can be scored in the game. They will be tallied at game’s end. You score by completing objectives – capturing ammo/ammo dumps, securing blueprints, and completing supplementary objectives, some of which you won’t know about until game’s end! I will not disclose what points you get for what – I don’t want anyone focusing on scoring; I want you focused on playing.
Orders Orders must be followed. Allies are only allowed to read Allied orders. Axis are only allowed to read Axis orders. Soldiers are only allowed to read Soldier’s orders. Agents are only allowed to read Agent’s orders.
Combat Call your hits – LOUDLY! Kill rags are highly encouraged! Mercy kills encouraged at pointblank range. AVOID HEADSHOTS FROM RIFLES PLEASE!!
HQ One each – Allied and Axis. Start and end location for the game. Stash your regular full-auto guns and ammo here - you’ll need them later.
Progress Agents and Soldiers progress differently. Agents play/score by recovering blueprints; Soldiers by recovering ammo/ammo boxes. Agents cannot recover/use the STG-44; Soldiers cannot recover blueprints – only find them. Agent and soldiers are free to join eachother and fight as one or go their separate ways – it’s up to them. There are benefits and costs either way – it’s up to you to decide in the field how you’ll handle everything.
Why is this so complex? It isn’t. It just seems that way on paper. The flow of the game is actually extremely linear. All you ever need to do is follow your orders – just like a real soldier. Follow them, and victory will be yours, or so the propaganda tells us! Seriously – don’t sweat the details. Just pay attention, do what you’re told, and don’t cheat. Everything else will fall into place.
Final notes Bring your SMGs, assault rifles, handguns, rifles, etc., but leave them in your HQ. You never know when you might suddenly get resupplied or reinforced! Real caps – You can carry all the ammo you want, but real or close to real capacity is all you’re allowed in your mags:
• Bolt action – whatever a mag can hold • Handguns – whatever a mag can hold • Modern/Auto/semiauto rifles – max 10 rounds/mag. • Weapons stashed in HQ - anything goes!
In closing - Don’t cheat! Respect spawn rules, rules pertaining to the reading of orders, etc., but above HAVE FUN!
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Post by Feldwebel Schmidt on Apr 7, 2014 15:08:45 GMT -7
Cool. Might have to get a bolt action rifle just for this.
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Post by baronsass on Apr 7, 2014 15:55:40 GMT -7
Bring your handguns! Also, there will be room to wield smgs and mgs, just later in the game...
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Post by Heiße Scheiße on Apr 7, 2014 16:49:59 GMT -7
I think I'm a go for that weekend. Nothing planned of course that can change at any time unfortunately.
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Post by baronsass on Apr 8, 2014 7:53:39 GMT -7
You and your inability to commit... GO TO HELL!
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Post by bandit brother on Apr 8, 2014 8:55:10 GMT -7
So how does it work if all you have for rifles are full auto(BAR) or full auto capable(like my Tommies)? Can you use them in semi only or are you stuck with just a pistol till you "acquire" a better rifle?
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Post by baronsass on Apr 8, 2014 12:06:20 GMT -7
Bring your auto - you can use it - on semi only, with limited ammo in the mag. Basically, i want to emulate bolt-action. So, if you want to run your tommy/BAR, you can do so, in semi, with 10 rounds in the mag! OH JOY! So you see how "powerful" something like having the STG in your hands will really be. That being said, by game's end, the full-auto shitstorm will be entirely in effect.
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Post by bandit brother on Apr 9, 2014 7:28:27 GMT -7
I kinda figure that, but just wanted to check. And the BAR doesn't DO semi
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Post by Feldwebel Schmidt on Apr 9, 2014 15:06:02 GMT -7
No semi eh? Sounds like the base model Toyota Camry of guns
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Post by bandit brother on Apr 10, 2014 8:22:12 GMT -7
LOL, yeah the real one had full auto and faster full auto. So pretty much no one wanted to be on the "pointy" end of it. Not that being on the other end was fun either. Its a heavy beast and burn through ammo like someone else was paying for it. So my airsoft one is a pretty reasonable impression. Mag fed support weapon. At least my mags hold more than 20 rounds.
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Post by Heiße Scheiße on Apr 11, 2014 16:30:20 GMT -7
In mit Mein Gewehr!
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Post by baronsass on Apr 12, 2014 10:45:30 GMT -7
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Post by baronsass on Apr 25, 2014 13:16:53 GMT -7
A little more info in the May 10 game - this instalment is for SOLDIERS:
THE SOLDIERS’ GAME You’ll receive a dossier at the beginning of the game with your orders for this epic campaign, as well as any relevant intelligence you may need to achieve success (ie. score points!). Pay close attention to everything in the dossier. It’s your key to final victory. But the long and short of it is:
• Get the gun • Get the ammo • Kill everything • Score any bonus points you can
Allies and Axis hit the field at their respective HQs and begin scouring field for gun and blueprints. Once the gun is found, the team finding it begins to capture ammo dumps and ammo. Enemy will try to stop them, capture the gun and grab the ammo dumps themselves. Limited MG ammo will make the capture of dumps vital. This is the only way to replenish your ammo and score points. • You must “capture” the ammo dumps for ammo and points
GUN FOUND! It comes with 1 mag! Use as you like. Then, capture ammo dumps across the map - 1 hicap mag per dump - any order. BUT – you have to visit them all. Mark them off on your map as you visit each one. If one has been previously cleaned out, move to the next. Once all ammo is gone/secured, move to HQ. Be sure you haven’t missed any dumps! • Grab the ammo! Mow ‘em down!
CAPTURING AMMO/AMMO DUMPS The only STG-44 ammo in the game is located at the ammo dumps marked on the map – there will be one hi-cap at each point in an ammo can. Any side can take that ammo as long as it is in possession of the STG-44. If you visit a site that’s already been cleaned out, too bad. Mark your map, and carry on. If you secure ammo at a dump, you must carry the can it came in with you! In other words, the more ammo you capture, the more cumbersome it will become for you and your team. • Take ammo cans with you – that’s how points are tallied!
“THIS’LL BE EASY – WE’LL JUST PIN DOWN THE ENEMY ONCE WE HAVE THE GUN, AND SEND OUT A COUPLE GUYS TO HIT THE AMMO DUMPS…” Good luck with that. While dividing your forces can be a good move tactically, it’s a losing game strategy. STG ammo is limited and will be consumed extremely quickly. Chances are your “recovery force” will return to find that the gun’s been lost and your team wiped out. In other words, try to STAY TOGETHER! There’s safety (and firepower!) in numbers in this game. • Stay together! ONLY THE TEAM WITH THE GUN CAN TAKE AMMO!! If your team doesn’t have the gun, you can’t take the ammo – you have to wait until you have the gun, then go get it. Thereafter, you can mark the waypoint off your map. YOU CANNOT STEAL OTHER TEAMS AMMO BOXES – ONLY THE GUN ITSELF. • No gun = no ammo = no points. Only the team with the gun can capture ammo dumps.
I’M ON THE STG AND I JUST GOT SHOT! Aw, bummer. Put the STG down and go respawn. Someone on your team or on the enemy team will be happy to pick it up and use it, or just keep it safe.
BLUEPRINTS FOUND! You found the blueprints – awesome! Call in the Agent and defend him, or carry on with your mission and fight as you like while he completes his. • Signal Agent!
YOU AND THE AGENT If you find the blueprints, activate the Agent by firing the signaling device. THIS WILL ONLY HAPPEN ONCE. If you happen across the blueprint satchel again later in the game, leave it alone – someone knows where it is. Make note of its location but don’t pick it up for them… If you see them later, you can tell them what you saw and where. • Blueprints are for Agents only!
YOU WON’T KNOW WHOSE SIDE HE’S ON Once you fire the signaling device, intelligence, being what it is, will travel fast. Not only will the friendly Agent be activated, - so will the enemy Agent. Once an Agent meets up with you, you can either travel with him, or let him go and hope he succeeds – it’s up to you, and you are under no obligation to protect him. Shooting him is a total crap-shoot… You won’t know whose side he’s on until he shows up at HQ. • Work with the Agent, or leave him to his fate
SPAWNING No medics – 30 seconds to respawn. Your team’s spawn point travels with you. Soldiers can respawn indefinitely on the field – BUT - If either team totally eliminates the other, the whole team must return to their HQ to respawn. Spawn points cannot be captured but can be brought under fire so position them well. You can’t respawn if your spawn point is under fire. • Keep your spawn point out of the line of fire! Don’t all die at once!
END GAME If your team has the STG-44 and has captured/visited ALL the ammo dumps and marked them off on your map, proceed immediately to your HQ. Once there, fire a signal, pop smoke and hunker down – all hell’s about to break loose! You will need to defend your HQ, try hang on to the gun and eliminate the attackers; attackers will try to push in and recover the gun while eliminating you. • 5 respawns total for each attacking player (10?) • 3 respawns per defending player (5?) • Spawn point DEFENDER – in HQ – 30 sec. delayed respawn • Spawn point ATTACKER – wherever they put it – no-delay respawn Fight will continue until one or the other side is wiped out. Any/all full autos/other weapons you previously stashed here are allowed! Attackers may also get their full autos from their HQ for this fight! Once your full number of respawns has been used up – get outta there and watch the fight conclude. • FIGHT TO THE BITTER END!!
NOTE! Should you begin the final battle BEFORE the Agent has recovered all the blueprints, don’t worry – the destiny of his mission lies in his hands alone. He’ll join you in battle, or try and complete his mission by recovering all the blueprints. It’s entirely up to him. But know that if he abandons his mission, points will go unscored for your side.
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