TEAMS: Marines v Insurgents
LIVES: MARINES: 4 hit – No Respawn
INSURGENTS: 1 hit – Unlimited Respawn
HIT ACT: MARINES: No Respawn
INSURGENTS: Return to Spawn Zone
FIELD: Towers & Bridges allowed.
RULES: SEMI AUTO ONLY
OTHER: Marines get 1 minute prior to game start to fortify the compound
MARINES OBJECTIVE:
The Marines realize there was information in the guard tower and they must retrieve it. The compound was eliminated so they must retrieve the information before they can leave but they are surrounded by the enemy. Marines have 1 minute prior to the game start to fortify the compound and prevent insurgents from capturing the data. Marines must hold the compound for 10 minutes while they await Huey extraction. After 10 minutes, they must extract the data and any remaining marines to door 2 for extraction. Any marines left behind will result in a penalty for “Breach & Clear, Boys!” (if applicable) game following this game’s end. Once a friendly has been hit 4 times, they drop to the ground and are considered KIA. KIAs may be carried (limp carry) or dragged (with permission from player). Active players can still shoot while carrying a KIA.
INSURGENTS OBJECTIVE:
Insurgents have surrounded the Marines and are looking to retrieve their stolen data. This data can lead to the location of their weapons manufacturing plant. Insurgents must eliminated all enemies. They respawn at the door they began at.
It will be impossible to evacuate if both teams aren’t honest.
NEXT GAME IN SERIES: Breach & Clear, Boys!