compass town

Water warfare tactical scenarios, role-playing threads, and fictional stories.
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B-man
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compass town

Postby B-man » Sun Sep 15, 2013 7:32 pm

map.png
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Here's a map of the town. main bases are as follows, green circle is West's, blue circle is North's, red circle is East's, pink circle is South's.
Black lines are roads, squiggly light green lines are wooded areas, straight dark green lines are hill terrain, light brown squares are warehouses, dark brown squares are houses/stores, blue is water, sand color is a sand pit, light grey squares are trailers, dark grey squares are bunkers. NOTE: I didn't show water spouts because each house has one and every member on your team lives in this town you have access to many of the houses.

HERES THE BACKSTORY:
Every summer this town divides into four quadrants North, East, South, and West for a massive town wide water war. Each week I will add a new chapter to the story based on your answers. Each team has around 100 people at there command. You are West , your main base is a old bunker from the war. North's main base is a large tree fort with turrets there leader is john smiter and he is great at planning attacks. East's main base is a forest clearing with a large building and defensive walls surrounding the clearing there leader is Sandra willow she is base designer. South's main base is an abandon warehouse with gun slits henry Bartholomew he is tricky foe in combat. West has been doing badly under there old leader and suffered heavy losses, but he moved away so its time to start over. Your team is losing battle after battle but things are going to change.

If somebody is hit with a water spray they are forbidden form attacking defending or helping there team in any way for the next 24 hours. That incudes every member on your team.

Commander Marauder
Equipment: CPS 2000, XP Pool Pumper Blaster, Gorgon, Blazer, SC 600, camo covers, various other equipment which will be described later
Strengths: Charisma, endurance, stealth, aggressive attacks
Weaknesses: Defensive positioning, can become isolated risky attacks
Your team so far:

Foxtrot Squad - CPS 2000, CPS 2500, Monster X, XXP 275, CPS 12k, 2 XP 150s, SC 600, WWF Stone Cold, XP 270
Golf Squad - CPS 2700, 4 CPS 1200s, Blazer, 2 Max D 6000s, Colossus, XP 70
Hotel Squad - CPS 2500, 2 CPS 1500s, 3 CPS 4100s, CPS 1000, Lightning, SC 500, Firefly
India Squad - 3 CPS 2500s, 3 CPS 21ks, Vindicator, Tigershark, 2 Colossi
Juliet Squad - CPS 2000, 2 CPS 1500, 2 CPS 2100s, 2 SC 600s, Ultimate Explorer, 2 XP 150

CHAPTER 1
Summer has just started and each team is rushing to set up outposts and defensive positions. how will you set up your defenses? Patrols and strike teams are being formed. Will you attack when they least expect it?


P.S. please post any questions you might have and ask for a part in Wests team. tell me if I missed any thing in the map.

:cps2000: :soaked: :cps2500: :soakwcps1000: :-o :xpbackfire: :oo:
Last edited by B-man on Fri May 16, 2014 6:43 pm, edited 25 times in total.
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marauder
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Re: compass town

Postby marauder » Tue Sep 17, 2013 2:26 pm

I am going to need to know a lot more about what's going on before I put out my complete orders. Since there is very little information at my disposal I'm going to assume that my character and or team is relatively new to compasstown and that very little contact has been made between West and the other teams.

With that being said, I am going to form 3 patrols of 20 players each. Each patrol will be made up of my most veteran players. Patrols are ordered not to stray too far from base or to make contact with the enemy if outnumbered. If contact is made the patrol leader will call the other 2 patrol leaders who will attack the enemy flank and rear. The goal of these patrols is to gather intelligence. I want patrol leaders to designate personnel to film their patrol and other personnel to use GPS to map out all trails or key terrain features. This information will be submitted to my intelligence team.

The intelligence team will then put together a map of the area, including all refill points, trails, hills and rock groups, and other important features that may not be featured on the county or google map. Then they will mix the GPS plotted points with a topo map (if available) and google maps to put together a battle map that will be briefed to me.

The other 40% of my force will conduct base duties during the patrol. I do not expect to have full strength of force, so more realistically I will probably have ~15-30 people at the base and ~20 to 45 people on patrol, but I will still have a full 60 assigned to patrol duty and 40 assigned to base duty. The base defenders will work under my supervision to strengthen the old bunker. The following tasks will be assigned:
1) Trenches will be built on all 4 sides (N, S, E, W) of the bunker. Downed trees, logs, and dirt will be packed into a wall behind each trench. Small trees and shrubs will be dug up and placed along this wall. This serves 2 purposes. Firstly, a natural barrier requires less long term maintenance than a constructed barrier. Second, although I'm assuming we have full rights to the property it will still be less of an eyesore to the community. This wall will be used for defense in the event that the base is attacked. The trenches serve to make it more difficult for the enemy to get inside the base and as a way of providing dirt to build the fort's defenses.
2) The dirt dug up from building the trenches will be used to build mounds at the intersection of all 4 trenches (NW, SW, SE, NE). If we can get some wooden crates or large downed logs we will use these as the base for the mounds. Ideally the mounds will be about 4 feet above ground level. Width and length will depend on how large the initial bunker is, sine that will dictate how long the trenches need to be. Camo netting will be used as a roof over the

*edit will finish this later*
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B-man
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Re: compass town

Postby B-man » Tue Sep 17, 2013 4:07 pm

sorry for the lack of info I added some more and will add more later. the map is coming I should have it posted in a few days.
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DX
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Re: compass town

Postby DX » Tue Sep 17, 2013 5:20 pm

What are the parameters for victory and defeat in this scenario? Are players eliminated when hit? Do they have multiple lives? Do they only need to go back and respawn? Do you need to defend something in your base and take them from other bases?
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marauder
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Re: compass town

Postby marauder » Tue Sep 17, 2013 5:48 pm

Would there be any interest in possibly doing a joint involvement response? What I mean by that is instead of everyone playing individually as the commander, which is more like a tactical scenario, only one of us is the commander. Everyone else plays a different role. Here are my reasons for suggesting this.

With 100 players on your team there will be other very important positions to fill other than commander.
The commander is not going to be able to tell exactly what is going on all the time. Different players will know different pieces of the whole puzzle which will allow you to come up with side stories within the main story.
Almost every other scenario/rpg involves people responding as commander.
Most importantly, what we write here will influence what everyone else writes. This will become even more apparent once you start responding. For instance, if I come up with a response that you think isn't good, but Duxburian comes up with a good answer I am going to change my battle plan to be more like his. That takes away from the point of having multiple responses. In real life we won't be able to see those alternate realities, and on the board that leads to more homogenized (more of the same) responses, which is boring.

I propose that I or someone else be made commander, and then other people who want to join in this can be appointed different places on the team. For instance, I could have someone leading the patrolling squad and then they can decide where they want to go, what they want to bring, all that sort of stuff. That gives you an opportunity to say something like your squad has come across an ambush, featuring this circumstance. Then you can ask how they handle it? As commander I wouldn't be there to supervise so it would be up to them. That's just an example of how this could turn into multiple side stories which I think would be cool.
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marauder
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Re: compass town

Postby marauder » Tue Sep 17, 2013 5:55 pm

Now, back to my initial response.

2) The dirt dug up from building the trenches will be used to build mounds at the intersection of all 4 trenches (NW, SW, SE, NE). If we can get some wooden crates or large downed logs we will use these as the base for the mounds. Ideally the mounds will be about 4 feet above ground level. Width and length will depend on how large the initial bunker is, sine that will dictate how long the trenches need to be. Multiple layers of camo netting will be used as a roof over the mounds so that waterballoons and shots can't be lobbed in on the defenders. Each mound will be manned by at least 1, preferably 2 heavy guns - 1 WBL, 1 homemade. If we can somehow run hoses underground I want run underground and up into each mound. If we do not have access to running water I would like to have part of my base team dig a trench from the nearest source of running water and lay down pipe going into and out of the base so that each of the mounds can refill without leaving.

The base will not be used heavily. It will always be manned to prevent being over run, but we will never have all 100 team members at the base unless something horrible happens. The 60% 40% split is being done just for a short time in order to feel the situation out. The team will be split into various squads after this and will often operate from a squad leader/member's house or some other area. All sensitive items will be kept in designated people's houses and out of the base so that the enemy cannot steal them. I would think that this would violate the rules of war, but with 4 teams of 100 anything could happen. I'll write more later.
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B-man
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Re: compass town

Postby B-man » Tue Sep 17, 2013 6:26 pm

Marauder that's a great idea! Marauder your commander and duxderian since you posted second you can be second in command. please tell other people to join this topic and spread the word. by the way I posted the map. :D
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the oncoming storm
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Re: compass town

Postby the oncoming storm » Wed Sep 18, 2013 9:19 am

team engineer reporting for duty
If you ever bother reading these, I worry for your mental sanity. :oo:

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marauder
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Re: compass town

Postby marauder » Wed Sep 18, 2013 9:29 am

Nice map! I think this scenario has the potential to be one of the best RPGs we've had so far.

I'm going to work on organizing the team. Since we have 100 people this is going to take some time, but it's one of the first things that we need to do. Team North will be broken down into 10 squads.

Alpha Squad - Athletic veteran strike force. Armed with CPS only. Team leader - Duxburian
Bravo Squad - Heavy weapons. Armed with SS 300s, any 3000s or 3200s that we have that can reach 45 feet, CPS 2000s, and maybe a CPS 2700 if we don't have enough of the other guns.
Charlie Squad - Launchers. This squad will use their launchers to assault positions. Not all missions will require launcher use, so Charlie will be armed with whatever normal primaries they have. Charlie will also train extensively with with throwing waterballoons and the use of smoke grenades.
Delta Squad - undetermined as of yet
Echo Squad - " (same as above)
Foxtrot Squad - "
Golf Squad - "
Hotel Squad - "
India Squad - "
Juliet Squad - "

Squad leaders can rename their squads whatever they want, I'm just calling them these for now. Squad leaders can either have an assistant squad leader or can divide their squads into 2 teams that have team leaders. It's whatever they think works best for their squad.

We will also have special non combat teams. The first will be the intel team. I'm going to need someone who's good with computers, especially illustrating. Their job will be to take data and turn it into maps, graphics, whatever else we need. I'm going to need someone who's really good at both writing and understandings tactics and strategy to put together intelligence reports. These reports will be briefed at weekly leadership meetings. All squad leaders are invited to that. Rob and I will determine what to do with the intel that's put out, and we'll be kept up to date on things daily. The weekly meeting is just a good way for everyone to get together and find out what everyone else (and the enemy) is up to.

I'm also considering a technological innovation team. Not sure what we want to do with that yet. It may just involve building mod parts and home mades to be used by the different squads and their players, but we may also have to build specific blasters and equipment for special missions.
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Re: compass town

Postby marauder » Wed Sep 18, 2013 9:32 am

Awesome. The Oncoming Storm will be head of the tech innovation team. Also, if you'd like you can take command of the heavy weapons squad, or you can just be a team member in that, or just a member of another squad.
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the oncoming storm
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Re: compass town

Postby the oncoming storm » Wed Sep 18, 2013 11:15 am

engineer is a specialist role let me explain the duty's

1. Rig traps and alarms
2. Clear territory of enemy traps and alarms
3. Repair broken blasters
4. Invent and perform mods
5. Design and build new homemade weapons

Equipment
16 .5 L mines (bottles with small holes drilled in them to spray you if you step on them)
2 movement detectors
2 "Hydro-Bombs" (remote activated portable sprinklers with a 30' "blast radius")
repair kit (to field fix minor problems like snapped triggers, pump shooting, ect)
folding shovel (to bury mines)
knife
Speed Loader 1000 + QFD (he shouldn't need to fight directly but just in case)
.
.
.
.
I have done lots of thinking about this role and all of this would work IRL
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B-man
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Re: compass town

Postby B-man » Wed Sep 18, 2013 2:49 pm

marauder were team West not north but good job!
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Re: compass town

Postby darthmeow » Wed Sep 18, 2013 3:46 pm

Special ops leader reporting for duty. I would like to recommend putting VHSs or QFDs on all the houses. I would like to lead delta squad if possible, mainly using QFD guns (splashzookas, speed loaders) and other unconventional weapons.

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Re: compass town

Postby B-man » Wed Sep 18, 2013 5:05 pm

There is or a least on most of them. as of leading delta squad I have no problem with that if marauder doesn't.
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Re: compass town

Postby marauder » Thu Sep 19, 2013 8:58 am

Darthmeow, you can be leader of delta squad. What blasters do you have available? B-Man, can you give me a list of about 70 water warriors on my team so I can assign them? I will take your considerations into account Darthmeow, we can use y'all in urban areas, but I'm also going to assign some heavy CPS to your squad (if we have enough) so that they aren't one dimensional. Once I get the list of water warriors from B-Man I'm probably going to assign your squad to patrol duties and you will patrol the south west corner of the map and report on anything you find.

Oncoming Storm, you can work out of the bunker once we clean it out (apparently it's dilapidated) as well as from your house. Since you only have a Speed Loader 1000 I'm going to make you part of Darth Meow's squad. Your primary duties are to fix and build things, but for certain missions I'm going to need you in the fight. Explain to me how these hydro bombs get their water supply? Do they need a hose or are they fed via something else?
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the oncoming storm
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Re: compass town

Postby the oncoming storm » Thu Sep 19, 2013 9:27 am

the "Hydro Bombs" are fed by a small PR tank built in allowing them to be used anywhere.

Engineer as class works best roaming freely, moving not with a squad typically but to where he is most needed. Like planting mines to defend a section territory that we don't have the man power to patrol, or to cut off a path of retreat in preparation for an ambush, and planting Hydro Bombs along vital trials to take out squads, his sidearm is only for personal defense in emergency's not prolonged combat.
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B-man
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Re: compass town

Postby B-man » Thu Sep 19, 2013 5:05 pm

Sorry what do you mean by ensign 70 water warriors?
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Nemesis
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Re: compass town

Postby Nemesis » Thu Sep 19, 2013 8:44 pm

Hey, Maurader said to post my profile from the other rpg, so here it is:

Nemesis
Strengths: stealth, climbing, ambushing
Weaknesses: speed, strength, dodging
Equipment: Cps 2000 in 3 point sling, Cps 1000 in 3 point sling, hornet in holster, 5 filled water balloons, 20 unfilled water balloons.

I'll leave it to maurauder to assign me he said he would.
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darthmeow
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Re: compass town

Postby darthmeow » Thu Sep 19, 2013 10:11 pm

My profile:

Darthmeow
Strengths: Has strengths and weaknesses of most soakers memorized, good accuracy
Weaknesses: Inexperienced, speed, strength
Equipment: Splashzooka, Colossus (small nozzle drilled to 5X, anti pump-lag and anti pump-rattle mods), but also brought a XXP 275, another splashzooka, big trouble, 21K, APH and several other small soakers to store in the base and use for special missions/loaning.

By the way, what gametype is this (I would think OHS respawn at base would work really well for this)?

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the oncoming storm
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Re: compass town

Postby the oncoming storm » Fri Sep 20, 2013 8:49 am

He said it was OHS 48 hour respawn
If you ever bother reading these, I worry for your mental sanity. :oo:


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