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  #11  
Old 10-18-2011, 10:29 AM
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Ranz Ranz is offline
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Default Band of Brothers

Each player is given 3 arm bands with designated colours for each team.

Every time a player is hit, that player must leave one arm band in the designated box at respawn until that player has no arm bands left.

Once a player has lost all arm bands, that player is limited to only using their secondary weapon for the remainder of the round. If a player does not have a secondary weapon, the player is limited to one primary magazine for the rest of the round.

Arm bands can be transferred between teammates but a player can hold no more than 4 arm bands.

For teams of three players, each player will be given 4 arms bands at the beginning of the round.

Points are as follows:
- For each arm band lost, 2 points will be awarded to the opposing team.
- The first team to who eliminates all of the opposing team's arm bands will be awarded 10 additional points.

Blue bands will go in the blue box and red bands will go in the red box.

When a player has lost all his bands, he must leave his primary weapon at respawn for the remainder of the round.

Players who do not have a secondary weapon and are using a hicap magazine will have to borrow a secondary weapon from a teammate.

If there is no secondary weapon available from a teammate, the player must return to the front counter and will be given a rental M&P40 with one 15 round magazine.
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  #12  
Old 10-18-2011, 10:32 AM
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Default Scavenger Deathmatch

Regular XT Deathmatch rules apply.
In addition, each team will be given a sealed envelope before the game. Each envelope will have a different set of objectives for each team to complete.
Teams will be awarded 5 points for each objective successfully completed. An additional 10 points will be awarded if all objectives are completed.
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  #13  
Old 10-18-2011, 10:34 AM
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Default Team CQB Course

Each team will navigate the arena in a pre-determined route and must eliminate all hostile targets.

Teams will be evaluated based on time, accuracy, proper cover and effective team formation and movement.

Teams will not be shooting at live targets but must be prepared to encounter on coming fire and possible hostile devices.

If a player is hit, that player must return to and stay at respawn. If 2 team members are hit, the scenario will restart. Teams will continue to run the course until they reach the end.

There are a set amount of hostile targets throughout the course and they will not respawn if the course is restarted.

Teams will have a maximum of 15 minutes to finish the course.

Teams will not fire upon any live targets, all hostiles will be stationary metal targets.

Teams will encounter live crossfire from within the arena. Once a team is fired upon, they must take cover until firing has stopped. Firing will stop once teams take appropriate cover.

Pyro and sound distractions will be used throughout the arena. We encourage all teams to bring proper ear protection. If players do not have any ear protection, there will be a limited supply available at the counter.

Points are as follows:
- 5 points awarded for each hostile target successfully eliminated
- 5 points deducted for each non-hostile target eliminated
- 5 points deducted for every hostile target missed
- Points will not be deducted if a team must restart the course but the time will continue to run until the team completes the course.
- If completed under 15 minutes, 5 points will be awarded for every full minute under 15 minutes.
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  #14  
Old 10-18-2011, 10:35 AM
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Default Lights Out

Each team must search for several blinking beacons that will be scattered throughout the arena. Arena lights and music will be off for this scenario.

Teams will be awarded 10 points for each beacon found and kept till the end of the round.

There is no limit to the amount of beacons a player can hold.

If a player carrying a beacon is hit, that player must return to respawn and return all beacons to the respawn official. Returned beacons will then be randomly thrown back into the arena.

Beacons must stay blinking at all times during the round and cannot be turned off. If a player is caught turning off any beacon or hiding it in a pouch or pocket, that player's team will lose 10 points. Beacons will have a detachable lanyard to allow players to hang across their necks.

Beacons must be in the physical possession of a player at the end of the round for points to be awarded.

Beacons must be worn around the player's neck and cannot be hidden in a pocket or pouch.

Once a beacon is found, it must be worn and cannot be hidden within the arena.

Players must use their flashlights when engaging enemies in order to verify hits.

There have also been some concerns about the honesty among players calling their hits. Considering the issue of visibility for both players and referees, the deduction points for this game will be doubled. Cheating will result in a 20 point deduction and referee hits will result in a 10 point deduction.
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  #15  
Old 10-18-2011, 10:36 AM
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Default Attack and Defend

One team will attempt to breach and clear a designated area of the arena, while the other team will try and defend the designated area till the end of the round.

If the attacking team can successfully breach and clear the area, 25 points will be awarded to the attacking team.

If the defending team successfully defends the area til the end of the round, 25 points will be awarded to the defending team.

Players on the defending team can leave the designated area but must stay within that quadrant of the arena. Players on the defending team will also have a closer, remote respawn allowing for faster respawn rates.
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  #16  
Old 10-18-2011, 10:37 AM
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Default Domination

An area of the arena will designated the Domination Zone. Teams must compete to capture and dominate that area of the arena for as long as possible.

Floor markers will be clearly placed to designate the Domination Zone and a league official will be placed in nearby cover to observe each team.

Only one player is required to be within the Domination Zone to successfully collect points.

During the 20 minute round, a whistle will sound every five (5) minutes. Which ever team has the Domination zone in their possession or has at least one player in the zone, will be awarded 10 points. There will be a total of 40 possible points per round available for teams to achieve.

Once, the whistle is blown, the scorekeeper will wait no longer than 5 seconds for any player to be in the zone, if there are no players in the zone by that time, no points will be awarded. In the case that players are eliminated within the zone once the whistle is blown, it will be up to the scorekeeper to determine if the hits were made before or after the whistle blow.

We encourage all teams and players to carry watches or timers to keep track of the 5 minute intervals.

NOTE: The mercy rule will not apply within the Domination Zone. If you can take the shot, take it.
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  #17  
Old 10-18-2011, 10:40 AM
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Default Medic

Each team will be assigned one medic. Each medic will be given 5 armbands to heal teammates.

When a player is hit, that player must drop to the ground and call for their medic. Dead players calling for a medic can only yell "medic" and cannot communicate with surrounding teammates or fire upon opposing players.

Once a medic reaches a dead teammate, they must use 1 of their 5 armbands to heal the dead player. After the armband is placed on the dead player, that player is back in play.

Players can only wear a maximum of 1 armband throughout gameplay. If a healed player is hit again, that player must return to respawn and leave their armband at respawn in their team's designated box.

Medics cannot be healed and must respawn every time they are hit. If the medic is hit while healing a player, the dead player will remain dead and the medic must return to respawn. Once at respawn, the medic can pick up any returned armbands in their team's designated box and re-use them when they return into the game

If the medic is unable to reach a dead teammate, the opposing team can send the dead player back to respawn by lightly tagging them on the back or shoulder. Please be aware of your target's foreground and background, so do not shoot at dead players who caught in the crossfire and do not use dead players as a shield.

Points will be determined based on player kills and deaths. Secondary objectives will be given to help teams boost their points of each round.
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  #18  
Old 02-15-2012, 03:26 PM
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Post Kill Confirmed

Players on each team will be given three empty magazine shells before the start of the game. Once hit, each player must drop one empty mag shell on the ground. Opposing players have a chance to confirm the kill by retrieving the dropped magazine. If the opposing player is unable to retrieve the dropped mag, teammates of the killed player have a chance to deny the kill and retrieve the dropped mag and return it to the dead player.

The team with with most magazines at the end of the round will be awarded 50 points. Kill confirmed magazine shells can be transferred between teammates but each player can hold no more than 6 magazine shells. As in CTF, dropped magazine shells must be placed on the ground, not thrown or passed to other teammates. Magazine shells must be equipped on a player in order to be valid. Hiding, hoarding or stashing magazine shells in the arena will result in referees taking hidden magazines and redistributing them throughout the arena

Zero tolerance will be given to players holding onto magazine shells and not dropping them once hit. 10 point deductions will be given out for every magazine shell in possession of a cheating player. Referees will be stationed through out the arena to make sure magazine shells are dropped.

Due to the extra amount of storage required for this scenario, each player must either equip:
-Extra magazine pouches (3)
-A dump pouch
-Cargo pants with big pockets.

Last edited by Ranz : 03-09-2012 at 07:32 AM.
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