One of the most refined and successful
LIVE PLAYs in the Battlefield LIVE™
handbook, one which
as been developed over years of testing, is our VIP
Escort game. The term VIP is short for ‘Very Important Person’.
The VIP Escort is ideal for a private corporate team building event or
beginner scenario game. It is assumed the gamers have played at least one
introductory mission before trying VIP Escort.
This LIVEPLAY is a classic special forces mission.
One team are bodyguards protecting a VIP and the other team are ambushers
hiding somewhere in the forest.
One gamer is selected as the VIP. The VIP is usually the workgroup’s State
Manager or the President of the Corporation (i.e. the Boss!) The VIP wears a
The Special Forces Team (SF) mission is to get the VIP from point A to point
B (via a couple of waypoints) without him or her dying. Lying in wait of the
SF team is a team of ambushers.
AMBUSHERS’ START POINT
Before the whistle blows for game start, the ambushers are deployed anywhere
in the battlefield, except within sight of the VIP. The ambushers should not
be allowed too close to the VIP to avoid the VIP being shot within the first
minute. The ambushers are considered regular soldiers on four hit points. If
an ambusher, dies they go back to their start point and await orders.
SF TEAM’S START POINT
The SF and VIP start at the SF start point, this could be at the opposite
end of your battlefield working towards armory, or the SF team could start
at the armory and work toward a landing zone. Because the SF must penetrate
through enemy territory, they have to eliminate enemy ambushers as the go.
The bodyguards are considered elite troops and therefore have six hit
points. The VIP being a civilian, only receives two hit points, however is
still fully armed.
The VIP is deemed to be an experienced doctor and is carrying sufficient
medical suppliers to provide 75% re-spawns (three-quarters the number of
gamers in the escort party including the VIP). However the VIP cannot heal
him or herself.
Waypoints are typically bridges or buildings. The final Landing Zone (LZ)
should be a clearing. The VIP and/or escorts have to reach the centre of the
LZ at exactly 30 minutes after game start, as this is when the ‘chopper’
During the game, the LIVEPLAY C.O. stays with the VIP performing the
re-spawns for the SF team and also judging the winning conditions and
ensuring the VIP reaches each waypoint in order.
The mission has a great little twist to make it even more challenging. As
well as the VIP having to contend with enemy forward of his or her position
(i.e. the ambushers), later in the mission the enemy attack from behind
If the VIP reaches the second waypoint before the 12 minute mark the pursuit
party is released immediately. (The pursuit team is made up of all the
currently dead ambushers.) Otherwise at the 12 minute mark the pursuers are
given 100% re-spawns.
If the VIP dies before reaching the LZ, the VIP is immediately re-spawned to
six hit points. A spare hat should be carried by the LIVEPLAY C.O. or the VIP
gamer so that the gamer can change from the VIP hat to a standard SF hat.
This way the VIP gamer gets a second chance.
If VIP makes his or her way to both waypoints and then reaches the centre of
the LZ at the 30 minute mark: they win.
Failing that, if the VIP dies but 50% or more of the SF team reach the LZ
and are alive in the centre of the LZ at the 30 minute mark, they draw.
If neither of the above results are achieved by the SF, the ambushers win.