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Old 11-17-2010, 04:06 PM
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Ranz Ranz is offline
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Default CQB Scenarios

Each game will consist of two 20 minute rounds, switching sides of the arena each round.
For objective based scenarios, each team will play both sides of the scenario, switching after each round.

Team Deathmatch

Regular XT Team Deathmatch rules apply.

CTF (Capture the Flag)

Teams will compete to capture the flag hidden in the gaming area. The team possessing the flag at the end of the scenario will be awarded 25 points.
If the player carrying the flag is hit, the flag must be dropped in place and cannot be thrown, hidden or passed to other players.
A player must have physical possession of the flag at the end of the round for points to be awarded to the team.
If neither team has possession of the flag by the end of the round, no points will be awarded.

Team CTF

Each team will be designated a base and a coloured flag. Teams will compete to capture the opposing team flag and defend their own flag from being captured. Each base will have a designated area for flags to be stored.
If the player carrying the flag is hit, the flag must be dropped in place and cannot be thrown, hidden or passed to other players.
Points will be awarded/deducted as follows:
-25 points for capturing and possessing the opposing flag in your base at the end of the round.
-10 points for defending and possessing your team flag in your base at the end of the round.
-5 points will be deducted if you do not possess your team flag in your base by the end of the round.
Flags must be within the designated areas within the bases for points to be awarded. Players can carry both flags at one time.

Capture the FlagS
Each team will be designated a base and a flag area. Numerous flags will be scattered across the arena. Flags must be captured and placed in the designated flag areas of each base and kept there till the end of the round in order for points to be awarded.
Players can only carry one flag at a time and cannot fire any weapons while doing so. Flags can be stolen but designated flag areas cannot be moved or hidden.
5 points will be awarded for each flag captured and placed in the designated flag areas at the end of the round.

Bomb Defusal
One team will act as the bomb defusal team, while the other team will defend the devices.
Three devices will be hidden in the arena and will have to be defused in the following order:
1. Two small signal boosters
2. Primary device
The signal boosters must be de-activated before the primary device.
Instructions on defusing the devices will be covered during the pre-game briefing.
Points are as follows:
- 10 points for each signal booster successfully returned to respawn.
- 15 points for the primary device successfully return to respawn.
If all/any devices are not successfully defused before the end of the round or not in the correct order, the defusal team will have failed the scenario and 25 points will be awarded to the defending team.
Please see additional notes below.

Team Bomb Defusal
Each team must compete to successfully obtain and defuse three devices hidden throughout the arena.
Each team will be assigned a base and will have a designated safe case where the devices must be stored for transport.
Once any of the 3 devices are obtained, defused and stored, the team must defend the case till the end of the round.
Points are as follows:
- 10 points for each signal booster successfully kept in the storage case until the end of the round.
- 25 points for the primary device successfully kept in the storage case until the end of the round.
- an additional 25 points will be awarded if all three devices are stored and successfully transported to back to respawn before the end of the round.
Teams are allowed to steal devices from an opposing safe case but cannot move the case around the arena or remove the case from the opposing team base.
Once the carrying player(s) have been hit, devices and cases must be dropped immediately and cannot be hidden, thrown or passed off to teammates.

VIP Extraction

An unarmed VIP is located somewhere in arena and is being held hostage.
One team will breach the arena in search for the VIP and successfully capture and escort the VIP to a designated extraction point.
The other team will start the round in the arena in defensive positions and must keep the VIP hostage alive, prevent the opposing team from capturing the VIP and reaching the extraction point.
25 points will be awarded to the team that completes their objective by the end of the round.
If neither team has the VIP in their possession or at the extraction point by the end of the round, no points are awarded.
The VIP can only be given a secondary weapon for protection and cannot be moved without a player escort. The VIP will only fire if fired upon.
For every time the VIP is hit, 10 points will be deducted from the team/player who hit the VIP. If the VIP is hit a total of three times, both teams will lose 30 points and the round will end.

Double Agent
An armed double agent with an important package is located somewhere in the arena and will award 25 points to which ever team escorts him to a designated extraction point.
Each team will compete to capture the double agent, bring him to the extraction point and keep him there till the end of the round.
Once captured, the double agent will assist the team but will only fire if fired upon. The opposing team can capture and turn the double agent onto their side if they can successfully mercy him. The double agent will be carrying limited ammo and will not except any weapons or additional ammo.
For every time the double agent is hit, 10 points will be deducted from the team/player who hit the double agent. If the double agent is hit a total of three times, both teams will lose 30 points and the round will end.

Ammo Stash
Each team will compete to reach their ammo stash hidden somewhere in the arena.
Before each round, each player will be limited to one magazine for both their primary and secondary weapon. Each team will be assigned an ammo crate and will personally place their remaining magazines in the crate. The crates will then be hidden in the arena and the round will start.
15 points will be awarded to each team that reaches their ammo crate.
10 additional points will be awarded if the team can successfully capture the opposing team's ammo crate and transport it back to respawn. Teams must find their own ammo crate before capturing the opposing team’s crate.
Once an opposing team's ammo crate is brought back to respawn, the round will end.
Players using guns that require high capacity magazines will be limited to only their secondary weapon at the beginning of the round.
Players can only use their own magazines and cannot use any of the opposing team's ammo.

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.

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.

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.
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
- If completed under 15 minutes, 5 points will be awarded for every full minute under 15 minutes.

If you have any questions about the scenarios please PM me. Please don't post any replies or comments on this thread. I would like to keep it clean.

Last edited by Ranz : 03-01-2011 at 12:05 PM.
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  #2  
Old 11-19-2010, 08:26 PM
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Ranz Ranz is offline
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Default More Scenarios

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.
Each player is required to have a flashlight for this scenario, nothing fancy, just something to see in the dark with. Night vision goggles are permitted but any damages as a result of the scenario are of the player's own responsibility.

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.

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.
The scorekeeper will blow a whistle every five (5) minutes throughout the 20 minute round. Which ever team is occupying the zone at that time will be awarded 10 points.
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.

Last edited by Ranz : 01-31-2011 at 09:20 AM.
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Old 01-11-2011, 02:23 PM
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Ranz Ranz is offline
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Exclamation Additional Notes!!!

Team CTF

Teams may choose not to have their flag in the designated area for the duration of the round but must have the flag in the designated area by the end of the round in order to receive points.

Bomb Defusal

The point system for this scenario have been adjusted. Points are as follows:
- 10 points for each signal booster successfully returned to respawn.
- 15 points for the primary device successfully return to respawn.
- If all/any devices are not successfully defused before the end of the round or not in the correct order, the defusal team will have failed the scenario and 25 points will be awarded to the defending team.


Devices must be deactivated before they can be moved. Press the yellow button two times in order to deactivate each device. Devices must be escorted back to respawn in order to be removed from play. If any device is moved before deactivation, no points will be awarded for capturing the device

If an attacking player carrying a device back to respawn is hit, he must place the device on the ground and return to respawn without the device.

At this point, if the defending team is able to recapture the device, they must immediately place it back in its designated area and reactivate it by pressing the yellow button once. Likewise, if a defending player is hit while carrying a device, they must place it on the ground and return to respawn.

Defending players are not allowed to hide the devices and or keep them out of their designated areas. 10 point deductions will be given to player attempting to hide any of the devices. Referees will escort players who have possession of the devices to make sure the devices are properly defused, returned to either respawn or their designated areas, or reactivated.

The two smaller devices MUST be deactivated and escorted back to respawn before the attacking team can attempt to retrieve the last device. If the attacking team fails to retrieve the devices in the correct order, the scenario will end and 25 points will be given to the defending team.

Defending teams will start the scenario already in the arena, while the attacking team will start at respawn.

Band of Brothers

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.

Lights Out

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. It has been an unfortunate problem in the league so far and 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.

Last edited by Ranz : 01-31-2011 at 09:16 AM.
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Old 01-31-2011, 09:17 AM
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Ranz Ranz is offline
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Default Important Update to Domination Scenario

Looking over the difficulty of this scenario and the points distribution, the league administrators have decided to make the following changes to the points structure of the Domination scenario:

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.

Last edited by Ranz : 02-05-2011 at 09:51 AM.
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Old 03-01-2011, 12:12 PM
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Ranz Ranz is offline
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Join Date: May 2005
Posts: 133
Default Additional notes to CQB 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 updated 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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