Last night the terrorist group, Dirka Dirka, broke into a military facility conducting nuclear research on weapons grade plutonium. Guards on site were quickly overtaken and the terrorists were able to escape with an unspecified amount of nuclear material. Informants in the area have notified US SOCOM forces that Dirka Dirka has managed to construct a primitive “dirty bomb.” They have demanded the release of their imprisoned leader, Mohammed Bacalacadaca, or they will detonate the bomb in a heavily populated area. Of course, America does not negotiate with terrorists. Navy Seals are being sent to the area to locate and disarm the bomb before the terrorists can harm innocent civilians. However, the bomb is a very sophisticated device and only a proper disposal will ensure that it does not explode prematurely. The SEAL team can also locate a codebook with the bomb’s schematics to aid in their disposal or risk having to disarm it without this information.
Teams
Navy seals- 50% (of whoever is there that day)
Dirka Dirka- 50%
Time Limit
30 minutes (since the timer only goes to 30 minutes)
We are working on getting a 60 minute timer, but at this time were not 100% sure.
Objectives
Seals- Locate and disarm the explosive device. Secondary objective is to locate a codebook containing information about how to disarm the bomb.
Dirka Dirka- Prevent SEAL team from disarming bomb for 30 minutes.
Information about the bomb
Okay, me and my dad (well mostly my dad) have built a device that will simulate the bomb for this scenario. It uses a timer that will be set for 30 minutes upon game start. When the timer reaches zero, a horn will sound signaling that it has gone off. If this happens, Dirka Dirka wins. It’s loud enough so that anyone within a considerable distance will hear it and be able to call the game. Also, a green light will be active on the device as long as it is armed. To turn off the green light, and thus disarm the weapon, the SEALS need to cut one of five different wires that will be sticking up from the bomb. Only one of these wires is the correct one for disarming the bomb. Cutting the one and correct wire will stop the bomb and shut off the green light (this also prevents the horn from going off too). Cutting any of the other four will cause the horn to go off prematurely and cause the SEAL team to lose.
There will be no way to cheat since the timer will be locked up (but still visible) and can not be tampered with without a key (which can be given to a moderator for trust’s sake). All the wires will be hidden and there is no way to see which wire leads to the green light. The idea is that if the SEALS have failed to secure the codebook in a reasonable time, they will have to guess which wire is the right one. They now have a 20% chance of guessing the right one, so even without getting the codebook, they may still win on sheer luck. My dad knows all the technical stuff on how this works, but I tried out the bomb and there is no way to cheat it. You either have to get lucky or know which wire to cut.
The device itself is absolutely safe. No one can get hurt or anything like that with it. There are no real explosives on it or anything that can hurt anyone. So no worried about that. I’ll even let staff members check it out beforehand. We’ll even attach a pair of wire cutters to it so that no one has to carry around a pair themselves.
There will be a codebook (piece of paper, whatever) that will indicate which wire is the correct one for disarming it. For example: The book will say “Green Wire” and that will be the wire which must be cut to disarm the bomb. Again, cutting any wire but the correct one will set off the bomb.
Problems
I’m having two problems trying to work out this scenario. One is where to place the bomb and codebook? This will be a short, fast-paced game since it will only be thirty minutes. Where on the field is a good location to place the items? And where should the SEAL team begin? The idea is to have the SEALS secure the bomb first so that even if they fail to secure the codebook, they still have a chance of winning without it. Besides, if the SEALS locate the bomb first and don’t get the book, someone can act out the “WHICH WIRE!?!” cliché scene from every bad action movie right before they guess.
Second problem I’m having is respawns. How many and where to put them? Close to the items? Far away to give the SEALS a chance to actually secure the items? Maybe unlimited for the SEALS but only a few for the terrorists since the game is so short?
So, here’s the short version. Whistle blows, someone on the terrorist team starts the timer and then locks it up. SEAL team deploys and has to secure the bomb. They can also secure the codebook (which, for the sake of time, the location of both items will be known to the SEAL team). If they don’t, they can guess, adding some fun to the mix. The Dirka team just has to hold them off for 30 minutes. The SEAL team didn’t get the book? Guess! You still have a one in five chance of winning.
Please give me some advice on this one. I think this could really be a great scenario with an awesome prop involved if those few problems can be worked out. If you see anything wrong with the scenario or something that needs to be changed feel free to post it.
The Dirka Dirka team leader will have to decide how to split up his forces. Does he want to put all his eggs in one basket (defend just one objective) or split them up accordingly? The SEAL leader also has to decide if he wants to attack the bomb first (which would probably be the best idea) or go for both at the same time.
It sounds awesome. I have a suggestion though. I was thinking that the actual game could be like 45 min. The timer could still be 30 min but if the SEAL's do disarm the bomb they should have to extract somewhere. Thats just a suggestion, you dont have to do it.
It sounds awesome. I have a suggestion though. I was thinking that the actual game could be like 45 min. The timer could still be 30 min but if the SEAL's do disarm the bomb they should have to extract somewhere. Thats just a suggestion, you dont have to do it.
O no I like the idea. Its actually a really simple game. You can throw as many ideas in as you want. It all depends on how complex you guys think it should be and what the time limit is. If I can get the 60 minute timer there's a bunch more you can add to it.
Still what about stuff like respawns and bomb location? I was thinking put the bomb in the castle and the codebook in the helicopter. For respawns, infinite for the SEALS at the top of the hill above the crossroads, and to have the Dirka respawn at the guns. The Dirka team can start at either helicopter or the castle. This way the SEALS start close to where the bomb will be. What do you think?
Edit: Oops sorry shadow I missed your post. That's exactly what I was thinking.
I like it also Dirkas start at the castle Seals start at swamp or helicopter since water at swamp and helicopter drop and dirkas at village for town or castle for big boss base.
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I was thinking for SEALs to start at the chopper, Bomb in the Town, and the codebook in the Castle.
Reasons for this are: SEALs come in by chopper. The Castle would be the Dirka's "base" so it would have the plans there. And the bomb being in the town, because it is a "populated area" that they want to destroy. The bomb could also be hidden in any one of the buildings so the SEALs would have to search around for it.
Oh yea, Dirkas would respawn at the bottom of the road intersection.
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I was thinking for SEALs to start at the chopper, Bomb in the Town, and the codebook in the Castle.
Reasons for this are: SEALs come in by chopper. The Castle would be the Dirka's "base" so it would have the plans there. And the bomb being in the town, because it is a "populated area" that they want to destroy. The bomb could also be hidden in any one of the buildings so the SEALs would have to search around for it.
Oh yea, Dirkas would respawn at the bottom of the road intersection.
Hmm the only problem I see with that is that the SEALs will take the castle and the codebook first. I wanted them to get to the bomb first.
Hmm the only problem I see with that is that the SEALs will take the castle and the codebook first. I wanted them to get to the bomb first.
Yeah, that would make more sense since the codebook is an aide to completeing the primary objective. Therefore I think it makes more sense to make it harder to get.
Or you could hide them randomly (well, obviously). You could have a fake codebook or something that could be blank or just list the wrong information. Secondly, hide them in locations that only a few of the "Dirka forces" would know where the bomb and the real codebook is. For respawns, I would give the US forces one more then the Dirka forces. Say 2/3 or 3/4. It also depends on what fields we would get if there are paintballers there.
/$.02
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Or you could hide them randomly (well, obviously). You could have a fake codebook or something that could be blank or just list the wrong information. Secondly, hide them in locations that only a few of the "Dirka forces" would know where the bomb and the real codebook is. For respawns, I would give the US forces one more then the Dirka forces. Say 2/3 or 3/4. It also depends on what fields we would get if there are paintballers there.
/$.02
The reason I wanted people to know where the items were was for the sake of time. 30 minutes is pretty short. But if my dad ever gets that 60 min timer, I think that would work.
I think that there should be unlimited respawns for both teams. This way it would make the game more intense and keep the game going until either of the teams complete their objective. As for the placement, i think that the SEAL's should only have the general location of the code book. Like somewhere in the village or castle. They can have the specific place of the bomb though.
Yea, I think we should have unlimited respawns too. Also, since PL is the one with the heli and the castle, this is probably at PL right? Could we do it at LP sometime if at all possible?
since the timer has to be set in the field by the dirka dirka cant they just set it when the seals engage? that will give them 30 min to finish once the dirka dirka know the seals are on to them
Yea, I think we should have unlimited respawns too. Also, since PL is the one with the heli and the castle, this is probably at PL right? Could we do it at LP sometime if at all possible?
Sure but I'm not that familiar with LP. If someone who goes often wants to suggest something for LP go ahead.
since the timer has to be set in the field by the dirka dirka cant they just set it when the seals engage? that will give them 30 min to finish once the dirka dirka know the seals are on to them
The only thing would be that the Dirka Dirka would set it right away since then they would have a better chance of winning. Although along those lines, we could have something like a 5 to 15 minute time for the SEALS to get in and start fighting before the countdown for the bomb starts.
The timer sounds like it's a fixed length, not variable.
You could extend the length of this game by making the DDs plant the bomb somewhere to destroy a specific target then arm it. Then they have to fight a holding action for the 1/2 hour before kaboomski.
Truthfully, there are a thousand variations for this game. Lets try to discuss the one in the original post, please.
Thread cleaned. Let's keep the discussion about this scenario and how awesome TigerStripe's dad is.
Hey don't I get any credit?
*Dad looks at me scoldingly*
Well I guess not
In any case I think unlimited respawns for both teams would work. This way the game has a clearer objective, and doesn't tun into a deathmatch. Maybe have the SEALs respawn at a point a little closer to the bomb area and have the Dirka respawn closer to the codebook. This way it makes it easier for the SEALs to secure the bomb and hopefully the terrorists will be lazy and not feel like walking back to the bomb, so they will instead defend the codebook.
The timer sounds like it's a fixed length, not variable.
You could extend the length of this game by making the DDs plant the bomb somewhere to destroy a specific target then arm it. Then they have to fight a holding action for the 1/2 hour before kaboomski.
Truthfully, there are a thousand variations for this game. Lets try to discuss the one in the original post, please.
/Allah Akbar! Mohammed Jihad
Yeah, that's what I mean, give sometime before the bomb is armed. Sorry that wasn't clear enough. I definitly think we should play this at a weekend game, then if it goes over well we could incorporate it into a big game. What do you think Lou?
/Dirka Dirka Mohammed Jihad. I call the Dirka's again.
Sence you have to cut the correct colored wire to dissarm the bomb, can you somehow change the color of the correct wire after every game so its not a 1 time game?
Sence you have to cut the correct colored wire to dissarm the bomb, can you somehow change the color of the correct wire after every game so its not a 1 time game?
Yupp my dad knows how to do that. He could probably do it in about 10 minutes (or so he tells me) so it shouldn't be a long wait in case we want to switch up sides.
Here's where I think the items and respawns should be. Thanks Cleric for the map!
The terrorists can start at either the castle or heli but when they die their respawn is by the guns, which is relatively close to the chopper. The SEALS are pretty close to the bomb and shouldn't have much trouble taking the castle.
Hmm, I was thinking that that would leave half the field unused but the more I think about that layout the more I like it. If it's layed out that way then it leave one of the Dirka's flanks EXTREMELY vulnerable which would mean that in this game everyone would have to use tactics and not just brute force.
I tried to give the SEALs the advantage in terms of respawn and flanking ability since they are at a major disadvantage of time. Remember, defending is easier than attacking. Worst case scenario is that the SEALs never even get to the bomb.
I like your idea Lou. If 30 minutes proves to be too boring or too short, we can have the terrorists bring the bomb to a certain area and then start the timer.
In the end though, the best thing to do is just try it out. See what works, what didn't work and adjust accordingly. Thank you all for the suggestions. I'll try to incorporate some of your ideas into a final draft.
Please give me some advice on this one. I think this could really be a great scenario with an awesome prop involved if those few problems can be worked out. If you see anything wrong with the scenario or something that needs to be changed feel free to post it.
Ive built a bomb very similar to this and have played several games with it. Great job on the horn, never would have thought of that.
Just a suggestion... To make the game even more suspenseful, you could have a couple bomb sites and the Dirka Dirka chooses which one to plant it at but the SEALS dont know... this way they get to one and "oh crap" its not there... adds more of a challenge to the situation.
Or
You could do a CS version where the SEALs have to defend the bomb zones and the Dirka have to plant a bomb at one of them and then defend it for 5-10 minutes.
Ive played both of these and they are alot of fun
Great job
You could do a CS version where the SEALs have to defend the bomb zones and the Dirka have to plant a bomb at one of them and then defend it for 5-10 minutes.
That is an alternative idea but please keep in mind that that is just a computer game. That would be like some of the other attack and defend scenarios we have done before.
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I like the idea. I think the best way would be SEALs at chopper and Codes in either and Bomb in the castle. The terrorists can spawn at the bottom of the hill below the castle for a meatgrinder kind of assault to reclaim the bomb. I also think the SEALs should start as indigenous forces defending the bomb and are not equipped as well as when they respawn as SEALs. I just think that this would slightly improve the scenario. (Not that it's bad or anything.)
This may be a little off-topic, but I am assuming that the map is pretty accurate, considering no one has disagreed.
That being the case, I'd suggest that the DD force has to first "plant" the bomb at the castle, while the Seals spawn behind, in the village area. This places some distance between them, and provided a longer timer, would allow DD to have "some" time to plant the bomb and setup defenses, while the disarm team attacks.
A smaller party, dubbed intel team, could be sent to the chopper to get the intel, and relay it via radio, if they have a set, to the main group. This would be saving time, and allowing that intel team, if successful, the chance to come in behind the main DD defense group.
At least that's the rough picture I'm getting. And when I think about it, both respawns then, would be as pictured on the map.
Yar? Nay?
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Last edited by SnappleMan : 03-29-2008 at 12:19 PM.
Keep in mind that if we test this out tomorrow, we probably won't be able to use all of the fields involved. We should try to keep it smaller scale so we can do it on a more regular basis.
I've not yet been to PL, and I took the map for what it was, a rough interpretation, and then made my assumptions :P.
Anyway, I would then keep the insertion points the same but perhaps give the DD a minute or so head-start. Unless, they would be closer anyway, but as I've said. I don't know much other than the map. Guess I should check google maps :).
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Last edited by SnappleMan : 03-29-2008 at 12:44 PM.