Generation Kill: Scenario Overview
Based on the
book by Evan Wright (which was the basis for the
HBO miniseries), 2009's Generation Kill: A Bad Day in
Baghdad was a hybrid between a Big Game and Mil-Sim
paintball
scenario.
In 2010, Generation Kill: A Bad Afternoon in Afghanistan, was a Big Game
paintball scenario with the missions and situations of a mil-sim
event but none of the mil-sim restrictions. The game had
four factions in play... The Marines, The Fedayeen/al Qaeda, the Pashtun Mafia (drug lords), and the Afghani citizenry.
In 2011, Generation Kill: A Bad Way Out of Bagdhad, found the Marine First Recon Unit back in Baghdad at the end of 2003, with Baghdad successfully invaded. However the Marines must locate Saddam and his family, and safely extricate themselves, while successfully performing a series of missions that the glory-seeking Godfather thinks are imperative to the good Ole U.S. of A.
In 2012, Generation Kill, A Bad Day in Belfast, the First Recon Unit has been sent to Ireland to advise and assist in the renewed Terrorists actions accredited to the latest iterationof the Irish Republican Army.
- The Marine 1st Recon Unit
- the elite of the Marines in conjunction with the British Royal Marines, are cleaning up Ireland one
screwy mission at a time. The Marines will operate under
Big Game Rules this year with
specific scenario missions and objectives to score points.
- The I.R.A -
Militant volunteers dedicated to an Ireland run by the Irish and not under British authority as in Northern Ireland. Strongly religious and hardened from decades of conflict, these militant factions have been raised since birth to fight the battle. They see this as a life long struggle and the Marines are just another obstacle to overcome. If they make the price too high for the U.S. politicians, they will withdraw their "advisors". Go figure.
- The Irish Citizenry -
struggling to stay alive and willing to work with both sides just to survive. The
Irish citizens
will be played by ref/roles players and while they MAY
be non-combatants, they will be active participants in
the game play. They can be informants, spies, suppliers,
supporters, and even suicide bombers. You will need them
to win. Killing hostile citizen's (suicide bombers etc.) doesn't cost you any points, but killing innocent citizens will cost you
50 points. This has been a deciding factor in every GenKill.

In 2013, The 1st Recon Marines are headed to Korea.
We looked at what makes a game "good" from a players
perspective (and our things we can influence).
- Minimal lines - we are partnering with
Command Decisions who do some of the largest games in
the area and excel at minimizing wait times for chrono,
sign in, air fills, and paint lines. We will have
multiple check in lines and personnel directing you to
the fastest place to get you signed in and ready to play
paintball.
- Minimize Cheating - there is nothing we can
do to eliminate this from paintball. Some people simply
have no honor. What can you do? What we did was...
- reduce the size of the playable area so
it is not a mile long trek to get off the field and
repaint and air. It also concentrates our referees
to a smaller area.
- Add as many DZ's and spread them as equally
as possible to make it easy to respawn. This
minimizes the temptation.
- Plenty of referees - our role players
will double as refs and will always be where the
action is at, as well as regular CDWC refs working a
zone pattern to cover the whole field. We
should have more than 1 ref for every 20 players, maybe as many as 1 per 15 players.
- Punish wipers and cheaters with immediate
expulsion from the game based on the referee's
call. Zero tolerance.
- Maximize Fun - we are...
- Starting the game at 10am sharp witha 9:30 field access to
give you more paintball for your money.
- Changing the kill shots to below the knees and
elbows and NOT guns so that you can stay on the
field longer and minimize the number of DZ treks up
and down those hills.
- Allowing all players to carry as much paint as
they like.
- Making the missions NOT be Capture and Hold to
minimize "guard duty" of uncontested bases, allowing
you to be in the fight as much as possible.
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