With an opening audio and visual narrative, the audience is seen
filing in, headed for the bleacher area where the Presentation Zone is set up. They move past a sample of one of the
tanks and one of the artillery units used in the combat and there is also one trooper present from each team (the selected
spokesmen). The audience is then viewed seating itself on the portable bleachers. They can see past the Zone to
the panorama that is the central part of the field of battle, where a simulated town has been fabricated at the dividing point
between the territories of each of the teams.
The Sportscaster and the celebrity cohost (for "color"
coverage) are seen in place and the Sportscaster and celebrity co-host give brief introductions on what's to come,
with clips of the full battle area and the wargaming battle equipment to be used. Then, on command, color guards of
the two teams file in on their respective sides of the Presentation Zone, in full uniform, with their team flags and weapons.
The team Commanders are in the lead position. Martial music is played (possibly "The Stars and Stripes Forever"). Introductions
are made and each team has the opportunity to execute a short presentation. (This can be anything from a parade maneuver
to a rifle "baton twirl.") The live audience cheers for the teams.
When introductions and presentations are concluded, the teams do
an about face and file off to their respective sides. As this occurs, the live audience (by way of direct viewing and
from hanging monitors) and the TV audience (with full camera coverage), notice tanks, artillery, support elements and infantry
preparing to move on each side. (The monitor/TV camera coverage offer views of the larger areas as well, beyond the
visual range of the bleachers.) Soon, all is ready. The Sportscaster speaks in a hushed tone. Something is about
LET THE GAMES BEGIN
Tension mounts and then suddenly notification is given to the
celebrity co-host. The teams are ready. The umpires are in place. The cameras are hot. Everything
is ready to go. Each side strains to see the preliminary deployments made by the opposing team. The Commanders sweep
the enemy areas with their binoculars.
Then, on a final signal from the Gamemaster, the siren is sounded and
the game begins. The Commanders and their lieutenants issue orders through their communication headsets. (Each side
has its own private channel.) Small units of men take up positions or move out. Tanks begin to lumber forward.
Jeeps finish pulling artillery into place. Supply jeeps and other support units take up their posts. Everywhere
there is intricate maneuvering into the most advantageous positions that can be managed.
In the command tents of each side, the large Situation Board shows
all the known elements in position (in miniature). The pieces are moved by the Commanders or their lieutenants.
An overhead camera covers the position changes for the TV audience.
The Sportscaster begins his blow by blow coverage. Maneuvering
continues, now beyond the halfway zone on each side. Units of men and equipment inch their way toward the central area,
where the neutral "town" has been set up, closer and closer to the enemy territory, which is just on the other side of the
"town." Most likely, the artillery will be the first to fire. And then possibly small patrols begin to engage
one another. They have been sent forward to probe territory in or near the town or in other areas on either or both sides
of the buildings. Also, it might be that land areas far to either side of these territories may end up as the preferred
route. It's up to the strategy and tactics of the Commanders. And of course, such activities also includes the
tanks, which are most likely moving forward to take positions for major penetration.
THE HIGH-TECH OPPORTUNITIES FOR THE VIEWERS
The viewers at home and the audience at the arena (through large
monitors) are able to see the action from every angle. Small, automated cameras look out from the windows of some of
the buildings and from various trees and wireless units are mounted in the front of several tanks on each side. This
adds to the panoramic views and long lens close ups that the normal cameras provide from temporary towers at the edge of key
battlefield areas. The viewers get the feeling of what it's really like to be directly involved in battle, but with
the added opportunity to see the overall actions and from both sides. (The opposing Commanders don't have the luxury of such
an opportunity.) Running commentary from the Sportscaster and the celebrity co-host adds additional details.
The viewer doesn't miss a thing.
Carefully monitored flash-bangs and other special effects go off,
as needed, to heighten the dramatic impact of battle. Some buildings are hit and sections are blown apart. Artillery
is roaring. Tanks are firing and some are knocked out. Troopers are hit and removed from the game by an "ambulance"
jeep. (The "Paint ball" weaponry looks all too real.) Additional forces and supplies are brought forward. Post-production
special effects, sound enhancements and dazzling editing are added later to the final product to assist in the creation of
the high drama that is intended to bring the viewers to the edge of their seats.
AS THE BATTLE CONTINUES
The action is only paused for Gamemaster and umpire time-outs and
the regular incremental breaks that are built into the structure of the game. Some of the down time can be edited out,
if appropriate, and some of it can be taken advantage of for commentary by the Sportscaster and the celebrity co-host, with
instant replays, background footage, and other enhancements as needed. It is also a natural time for the appropriate
"billboard allowances" for commercials.
The commentary, flag placements (as territory is taken) and the
camera work will make it easy for the viewer to follow the complex action of battle as it twists and turns on the playing
field. Through the smoke and rubble, patterns emerge and dissolve as the teams struggle for dominance, all within full
view of the audience.
THE SMELL OF VICTORY
Eventually one of the teams will start to get the upper hand and
the mopping up will begin, bringing the game to its natural conclusion. The losing team desperately tries to turn the
tide but finally, with hardly anywhere left that is safe and with little or nothing left to fight with, the Gamemaster
must declare the end of the game. This is done when he signals the final sounding of the siren.
This is followed by the final commentary and related observations
on the game and then the presentation ceremony for the winning team, in the Presentation Zone, in front of the live audience.
The conclusion of the program includes a little teaser for the next special, which will pit the winning team against a new
This scenario outline offers the general format for the show. Commercial breaks and other details are not shown
here. And, of course, the show will always be open for changes here and there when it is felt to be in the best interest of
the viewer for high drama and excitement. What we have here is a great start for a dynamic new action program.
Let's make it happen !