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Title: Tactical Scenarios Topic


DX - January 7, 2005 12:56 AM (GMT)
This topic is for tactical scenarios; anyone may post their's here. If it's really good, it may be added to the site! [Our Tactical Scenario section of the Wars page is rather empty right now]

NiborDude - January 7, 2005 05:30 AM (GMT)
Okay. Um here goes:

Your team has just been over run by the other team. Everyone one ran in desparation from a large attack. They have taken your base. You know that atleast half of your 10 man army is gone. You also know that the opposing team has 8 members, of which you saw 2 eliminated. Only you and a co-commander are together at the moment. Everyone else is scattered around the game play area. You have a CPS 12K and your friend has a 21K. You have 10 water balloons with one doüchenator style WBL. The base is atop a hill and is fortified on 3 sides, with the back open for people to enter. Its walls are 10 feet high, with small holes in certain places for soaker nozzles to stick out. There are 2 turrits. Each one shooting about 100 feet at a 20X nozzle and are located at the front of the base. The rest of your army has now found you. 3 men. One with a CPS 2000, One witha a CPS 2500, and one with a CPS 1500. 2 men also have WBL'sand 30 water balloons. The back of the base is the weak point. That's where you were over run. But they have now concentrated all their forces to that area, leaving the front open. What do you do?

wetmonkey442 - January 7, 2005 08:27 PM (GMT)
Though the turrets would be hard to duplicate in real life, they would pose the largest threat in this scenario. You and you're men are honestly pretty much as well equipped as you can be. I give one of the WBLs to you co-commander. Since you are th commander, and you need to bask in the glory of winning, you will not be the diversion. That will be the CPS 2000's and the CPS 2500's job. If your 1500 guy did not alreadyhave the remaining WBL give it to him now. There was no specific detailing of how far the turrets could rotate so i will assume they can rotate 360 degrees. It's a 1hk game, so you have got to use your men wisely. I am assuming that the Douchinator has a range of over 80 feet. Run the guy with the 2000 straight towards the base lobbing WBs over the top and through the roof. Make him stay alive as long as possible. Have him dodge, and run, and jump, anything to stay alive. Both of your turrets will hopefully focus on him, and if only one does, Run your 2500 in, lobbing WBs like mad. The essential part of this is to take out the guys at the left turret. if you don't do that,go for the right. While this is happening. You and you're co-commander are to slowly creep up whichever side of the battlefield of the turret you took out. I'm assuming that another guy in the base will replace him, so move quickly. You and you're co-commander should stick together and rust fast. Be at least 50 feet away from fort at all times until the time is right. If someone replaces the left or right turret, you're dead. So RUN! Once you've gotten side by side with the base, run towards it, and plant your self flat against the wall. the holes in the walls are cut to fit Super Soaker nozzles through, so people shouldn't be able to see you that easily. Once you are pressed up against the side of the building, motion for your 1500 to come up from the side, but stand at least 75 feet away from the base. During this your 2000 has probably died, and hopefully your 2500 just died. If not, that's good. BUt if the 2500 was gunned down before that, you're all dead. Have your 1500 get the attention of the left or right turret by firing a couple of shots with his or her WBL, over the side. The turret should hopefully see it. When it shooots have you're 1500 dance, and jump around to make sure that it doesn't hit it. This should distract the attention of the turret and the men inside (hey lets see if we can hit the dancing guy!). Meanwhile, you and you're co-commander, should go prone, and crawl until you are close to the opening. Have you're co -commander run across the opening, fire a shot from the WBL, and his 21k, hopefully hit one or two guys, and keep running on to the other side. The people inside the fort should be distracted by the side show, and not see it coming. They will be infuriated, and will probably send a couple guys to follow. As the pass through the opening, they will be looking in the direction that your co-commander went and not notice you, lying flat against the wall. Gun them down. have your co-commander recharge his WBL as you run in shooting wildly with your 12k. You will probably be eliminated soon. After all of thi9s, there should only be about 3 people inside the fort. Get one of them(the one that is one the ground. When the right turret swings around, try to kill it. If not, that's okay. You're dead, but it isn't over. The left turret attention should be drawn towards you now. Have your 1500 run up and gun him down. Only the right turret guy is left if you didn't already get him. Simply double team him with your 1500 and co-commander. YOur co-commander should at this time have a fully pressurized WBL after all....


I know I assumed a lot, but Im think overall, with a little bit of improvasation, it would work.

NiborDude - January 7, 2005 08:46 PM (GMT)
That's the idea. Usually, when you are in a battle, you don't know that much about the opposing team. Such as where they have certain men and such. Good use of your team. B)

Commander_Gaunt - January 7, 2005 08:50 PM (GMT)
Nice, however I would choose from two options or a mixture of the two.

1). I would simply shell the base 3 men, your co-commander and 2 men. 1HK means they may run from heavy WBL shelling. Either that or sit tight. If they run you need to have snipers (2000 and 2500 ready to shot the already running men and you as commander leading the glorious charge :D with the 21k). If they don't run then option 2 takes effect.

2). Your snipers and yourself run up the hill while it is being shelled when you get too close to be sure you don't get hit by the WBLs they stop, pick up weapons and run round the other side (appearing to simply be making a bad job of conceilment). The men in the base will watch them (so go against the wall out of eyesight due to the nozzle slits). But won't shoot as they r out of range (they won't suspect a large attack as they think u r scattered). When the men in the turrets start shooting at them, they run up the hill shouting and dodging. Unless they r really bad, they could survive a second or two and so when you here the shout lob in a few grenades and go in firing. Take out the men on the ground not in the turrets. The turrets turn to shoot you and the charging men arrive. That way you have 6 people right by the turrets compared to two people in the turrets and bingo you have won.

Wetmonkeys was good, but I always try not to lose any men. I feel it is a note of pride to come out of a battle with your full team.

wetmonkey442 - January 7, 2005 09:10 PM (GMT)
I like your idea, but your last sentence didn't make any sense to me. I would personally rather win the battle, than try a risky move just so that I could have all of my men. The 2000 and 2500 aren't very practical guns anyway, the 12k 21k and 1500 being overall better.

Commander_Gaunt - January 7, 2005 10:44 PM (GMT)
I meant that I like to have a full team left otherwise they get bored after they die.

They didn't need to be particularly practical except for shooting people a lot. If the WBL team had charged up the hill carrying the 2000 and the 2500 they wouldn't really be able to dodge, so the primary attacking team needed them also for sniping it option 1 worked.

I don't risk a battle just for men, but I will always try to find a way to way to keep them alive without risks. And be fair, my options wouldn't have
jeopardised the battle, so it wasn't a risk.

wetmonkey442 - January 8, 2005 06:44 PM (GMT)
I simply said that in regards to how you descirbed "shelling" the hill, which is physically impossible witht he time it takes to pressurize a WBL of this kind. You cannot overuse the WBL as "cool" as they may be.

wetmonkey442 - January 8, 2005 06:45 PM (GMT)
Not to mention that I believe that the WBL have about the same range as the turret machine guns (In my scenario, however, I do chance a lot on my 1500 "dodging the turret :P )

DX - January 9, 2005 01:25 AM (GMT)
Nibordude stated in the scenario that you have douchenator style WBLs, or
"RM APWBL"s is the technical name; they can shoot 130ft in real life, which would outrange the turrets. It also doesn't take long to pressurize them, so you could "shell" a hill, although that won't do much unless you have more than 5 WBLs. You could actually double wield a RM APWBL and another small-to-moderate sized CPS gun in real life, these WBLs are suprisingly small and light.

NiborDude - January 9, 2005 03:53 AM (GMT)
RM APHWBL is not the technical term. My WBL my name. Doüchenator!!!

DX - January 9, 2005 03:23 PM (GMT)
That's not what I meant. Douchenator is the COMMON name, and you agreed awhile ago that rm apwbl could be the TECHNICAL name.
Example: Ackerman Ave. is a common name, CR-14 is the technical name.

NiborDude - January 9, 2005 06:40 PM (GMT)
I never agreed to anything. I don't like the look of the name. calling it something like that is weird. Calling it a doüchenator is just natural.

wetmonkey442 - January 9, 2005 06:46 PM (GMT)
QUOTE (Duxburian @ Jan 8 2005, 08:25 PM)
Nibordude stated in the scenario that you have douchenator style WBLs, or
"RM APWBL"s is the technical name; they can shoot 130ft in real life, which would outrange the turrets. It also doesn't take long to pressurize them, so you could "shell" a hill, although that won't do much unless you have more than 5 WBLs. You could actually double wield a RM APWBL and another small-to-moderate sized CPS gun in real life, these WBLs are suprisingly small and light.

Yes I realize that we had Douchenator style WBLs however I wasn't sure of the range. Alot of things were left for assumption in the scenario.

DX - February 5, 2005 03:35 AM (GMT)
Hey, I just added the first Tactical Scenario to the Wars page. I also put in the box where you can post a solution. Of course it doesn't work yet because I don't know how to make a form work. Help anyone? It's a simple concept, but this is the first time that I've done one from scratch. Check it out anyway, it's pretty cool and will be good when it gets working. B)

NiborDude - February 20, 2005 08:40 PM (GMT)
user posted image

So, you are the red on the map. You have a total of 8 men. 2 men are light troopers. One has a Max D 5000, and the other has twin XP 240's. Each have 3 water balloons. 4 of your men are medium troopers. 2 have CPS 12K's. 1 has a 21K and the other one has a CPS 1500. All four of them have a backpack with 6 water balloons. The other two men are HWO's. One is carrying a MXL and a backpack with 5 litters of extra water. The other is carrying a Douchenator with a backpack filled with 20 water balloons. You are the commander. You have your trusty CPS 1000 and 5 water balloons in your backpack.

Your opponents are in three places. There are two blockades. The first one has 5 men in it. They have 3 douchenators set up along the path. They also have a MXL and a CPS 4100.

The second out post has 4 men. 2 douchenators, a CPs 2100, and a CPS 1200.

The enemy base has about 7 people in it. There are 3 douchenators. There are 2 CPS 2500's, a CPS 3200, and a CPS 1200

You are playing 1HK. You may take your opponents weapons after they have been eliminated. So what do you do? What would your plan of attack be?

Edit: The light green indicates grass, the dark green indicates there is a forest (many trees and hard to see through). The blue is bodies of water. The brown is man made paths through the park. The pond is deep in the middle so fording through is not an option. The creek is 6 inches deep at the most and the river is 2 feet deep in the deepest areas. Fording is a possiblilty on both the creek and river.

DX - February 27, 2005 08:20 PM (GMT)
<BUMP>

If you make a tactical scenario with a good map and instructions, I'll add it to the site's very empty Tactical Scenario page. I don't really have any time to make any.

NiborDude - February 28, 2005 11:07 PM (GMT)
I merged my other tactical senario into here. B)

DX - February 28, 2005 11:56 PM (GMT)
It's better to make small colored dots for people and put the name of each's gun next to each dot...but this one is fine. I'll add it later, as dinner = now.

wetmonkey442 - March 1, 2005 12:13 PM (GMT)
I'm workng on a humongous scenario now, witha big map, and 30 plus players. It will be up soon.

wetmonkey442 - March 1, 2005 12:28 PM (GMT)
Scenario 1: Walking the Gauntlet

OVERVIEW
This is an extensive scenario with numerous allies and enemies, a complex setting, and a clear cut and well defined set of rules and directions that leaves no room for obscure decisions. Basically, there is little chance of something happening in this scenario based on the "My guy killz your guy, because my guy is better!!!1111!!1"

Setting: Two acres of heavily forested area with mountains on all sides. You are on level ground.
Trees+Bushes: Mostly Pine trees with a scattering of Oak, and Maple. Lots of low vines and bushes, with ferns everywhere.
Temperature: 67 degrees Fahrenheit with 40% humidity
Weather: Scattered cumulous clouds with a Northeast breeze at 3 miles per hour, with gusts up to 8 miles per hour. Sunny.
Ground: Dirt with small stones and rocks. Slightly moist from this morning's dew.
Time: 12:43 PM
Game Type: CTF with Shirt Soaked Killed
Supplies: You and all of your allies have the same supplies. One backpack with 2 1 Liter bottles of water, a signal flag, a walkie-talkie for communication (cannot be traced by the opposing side), a pair of sunglasses, 5 extra water balloons, outside of backpack: pair of binoculars in pocket, case of 3 filled Water Balloons, (Your side arm has a modification to fill WBs)

YOUR TEAM
You have an elite offensive squad of 12 people, not including the few guards around your base. Defense around your base is minimal, since you are trying to get your enemy’s flag, and they are trying to defend it.

YOU: commander, main weapon 12000, side arm xp 270
John: HWO, main weapon collosussed 3200, side arm md 5000
Bob: Scout, Main weapon md 6000, sidearm xp 220
Kyle: Sniper, Main Weapon collosussed 2500 with extensive nozzle modification, side arm md 3000
Fred: grunt, Main Weapon CPS 2100, sidearm md 3000
Bill: grunt, Main Weapon CPS 2100, sidearm md 3000
Greg: grunt commander, second in command of whole squad, main weapon 21k, sidearm md 3000
Jacob: Escort, Main Weapon xp 310, sidearm xp 220
Ted: Escort, Main Weapon xp 310 shotgun modded, sidearm xp 220
Dan: Demolitions expert, sapper, Main Weapon md 5000, sidearm xp 240
Owen: Heavy Scout (Main Path Exploration), Main Weapon CPS 1000, sidearm xp 220
Perry: Grunt (rear guard), main weapon CPS 2700, sidearm md 4000

All of your teammates can move physical positions, except for Owen who is always in the front, and Perry who is always in the back.

You can tell who everyone on your team is, because they are in that order in the brown circle near your base at the top of the map. You are the red dot with the yellow in the middle. Everyone else is behind you like it is listed, however OWen will automatically move into the front and perry into the back. You can tell who is who, because the red dots with white dots in them are light troops (escort/scouts), and the red dots with black in the middle is heavy troops, your HWO, sniper, and demolitions expert. Your Sniper and HWO need an escort at all times (only when they are moving), but your demolitions expert does not. Extra Cargo includes one Douchenator style WBL, with 10 water balloons, a bike pump.

On the enemy team, the blue dots are grunts. They have 3 water balloons, a CPS 1500, and a Max D 3000

The Blue dots with red dot in the middle are heavy troops. They have a CPS 3200, and an xp 110, and 5 water balloons.

The Blue Dots with a white dot in the middle are light troops. They have an xp 310 and an xp 220, and 3 water balloons.


THE MAP: The gray areas is a humoungous rock formation that is part of the mountains on all sides. There is a small path cut into the stone that only your escorts and your scouts can fit through. There is a clearing on the other end of the path with a rotted log cabin, and a view of the enemy base. However the clearing is only big enough for two people. The Sets of line indicate levels of varying accuracy. If you were to bring a WBL up to the clearing, you would have 50 % accuracy in the widest are, 75% accuracy in the second biggest area, and 100% accuracy in the smallest area. You have range to the edge of the map in the deisgnated areas. You cannot fire outside of the designated areas due to boulders on the sides.

The Main Path has been rigged with water mines, and you cannot completely transverse it without losing at least 1 guy (you choose the guy).

The Different shades of green and black indicate forest density. Black indicates too think to see through too thick to walk through. The dark green area means you can see through it (So can your enemy) but you can't walk through it, and the lightest green are means you can see through it, and walk through it. The Enemy troops cannot follow you into the forest. The tan reas are clear areas with gravel.

MAP:


(My Image Host downsized the map automatically, can someone please make it bigger)


user posted image

DX - March 1, 2005 03:00 PM (GMT)
I can't make it larger here, but I can make a large version for the site page. Expect to see it up in about 5 minutes. B)

<EDIT> It has been added, however, enlarging the image only pixelized it. I suggest that you email the original to me instead of linking from an image host.

rwebbe@optonline.net


wetmonkey442 - March 1, 2005 03:06 PM (GMT)
Sweet! Thanks a lot. This scenario is complicated, so any questions, just ask.

Hunter - March 18, 2005 02:24 PM (GMT)
user posted image
heres a map for a scenario, the blue sqares are your bases, the big blue circles are your heavy weapons guys, and the blue dots are your troops. Same for the enemy but they're red. Someone else can think of the exact guns.




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