Wednesday, November 17, 2010

Airsoft Wargaming 101

"I eat, sleep and drink Airsoft." yea, this has always been my line referring to my beloved sport. I've been playing Airsoft for quite some time and being an "Airsoft Pioneer" and Mil-Sim/Wargame Enthusiat, which dates back to the late 80's and early 90's in the Philippines during the time of Gas Guns, Springers and Pneumatics; i think its about time i blog something about it.

Airsoft is a social sport, and so playing on a team is one of the enjoyable aspects of the hobby. If you can find a team to play on, then join! If not, there’s nothing stopping you from forming your own team. But whether or not you’re on a team you started or not, it’s a good idea to train with your team. Your team can learn things like formations, hand signals, moving, tactics, marksmanship and more.

1. Squad Roles

You should assign a role to each member of your team. If your team has more than 5 members, then dividing everyone into squads of 5 or 6 men each is a good idea. Here are the roles:

Assault soldier (rifleman): The assault soldier forms the backbone of the squad. He fights with a medium range assault rifle. His main responsibility is to act as the squad’s muscle, eliminating hostile forces and helping the team achieve its objective through flanking, suppressive fire, and tactical movement. They should move swiftly and have a quick mind to evaluate threats and respond accordingly. They should also take orders willingly and never flee or retreat unless commanded to do so by the squad leader

Point man: If the squad is a spear, then the point man is the very tip of it. Armed with a rifle or sub-machine gun, he goes ahead of the assault soldiers, acting as recon and team leader. He must be the squad’s best tactician, in order to decide when to and when not to engage. Stealthy movement is also a must, along with leadership skills to keep the squad in line.

Support Gunner: The support gunner has one simple job: suppress the enemy so that the assault team can move unmolested. In order to complete this, he must have a large, powerful weapon. His aim and tactical sense need not be great, as his role is only to put a huge amount of lead into the right area. However, he should be strong in order to carry his heavy load-out of heavy guns and magazines.

Designated Marksman: The designated marksman is a part of the assault team. However, he is different than his fellow assault grunts because of his weapon, a large, accurate semi-automatic rifle. He has two roles. The first is to engage targets that are out of the assault team’s range, hurting the enemy before they can do any damage. His second role is as a counter-sniper, to find and suppress enemy snipers as the squad moves in and destroys them.

Sniper/Spotter: As the most independent soldier in the squad, the sniper is largely autonomous from the assault team. With his large, accurate rifle, his main job is to harass and harry the enemy by attacking them from an unknown position. As a secondary duty, the sniper reports back to the squad, via radio or hand signals, about enemy movements and positions. He should be the stealthiest person on the squad, skilled in woodcraft and concealment. The sniper should also have a slightly “lone wolf” mentality, as he occasionally will be completely cut off from the squad and must survive alone.

Heavy Weapons/Demolition Man: This soldier’s main duty is intimidation, suppressing the enemy with a barrage of explosives and smoke to cover up the squad’s movements. It is definitely not a position that requires finesse.

A squad should be compromised of a point man and and at very least, 4 other riflemen. If someone has the resources to be a support gunner or a DM (designated marksman) then they can be great additions to the squad. However, a squad should be based off of riflemen, as they are the workhorse of the squad.

A sniper team is also a great addition to the team. If available, a spotter that can assist the sniper may prove very useful, but could also prove unwieldy, cumbersome and distracting. It really depends on the sniper. A sniper team will never exist of more than two men. Most of the time, snipers will go alone. They’ll have to be very good at what they do, as airsoft sniper rifles do not have the same capabilities as real steal sniper rifles do. Real sniper rifles can hit ranges up to and beyond 3 miles. A good sniper rifle can hit around 300 feet.

It is very rare for a team to have a heavy weapons guy. Most of the time, riflemen will carry their own explosives, such as such smoke, and grenades. A lot of people also mount grenade launchers on their rifles. For starting teams, do not worry about this role.

Here’s your first guide and piece of advice.

2. Soldier Readiness Conditions

Now that your team members have roles, it’s time to teach them about the different readiness positions. Confused about what this is? Read on to find out.

Soldier Readiness Conditions

Condition 1. Combat Impossible (in safe zone, before game, after game)
All weapons are put on safety, magazines are removed, and chambers are cleared. Pistols are holstered, while rifles are slung over back or held in non-ready position. The soldier is allowed to relax/rest.

Condition 2. Combat unlikely
Weapons are on safety, with fingers off the trigger, but magazines are inserted. Weapons should be held at the soldier’s side, within easy reach. The soldier should scan his surroundings, remaining alert, but not necessarily using cover when speed is important.

Condition 3. Combat possible
Weapons are on safety, with fingers off the trigger. Magazines are inserted. Weapons are held ready, but not shouldered.
The soldier should be very alert, watching his surroundings closely and staying near cover.

Condition 4. Combat likely
Weapons are on safety, with fingers off the trigger. Magazines are inserted. Weapons are shouldered, with the barrel pointing down. The soldier is very alert, and points his gun wherever he looks. He stays under cover when stationary, and is covered by his squad-mates when he moves.

Condition 5. Combat imminent.
Weapons are off safety, with fingers off the trigger. Magazines are inserted. Weapons are shouldered, with the barrel pointed toward the enemy’s location. The soldier is extremely alert, focusing his attention toward the enemy’s location, but still remaining aware of his surroundings. He stays under cover unless moving to a different location is vital.

Condition Six. Combat commenced.
Weapons are off safety, with fingers on the trigger and magazines inserted. Weapons are shouldered, with the soldiers looking down their sights. The soldier is at his highest alert, which can only be maintained for a few minutes before adrenaline, tunnel vision and other effects begin to have a negative impact. He focuses his attention on his lane of fire, but should still remain aware of the overall tactical situation. He remains in his position unless covered by his squad-mates.

Note:. these conditions are meant as general guidelines for riflemen/support gunners etc. Snipers should keep their safety on until actually engaging the enemy, and should remain on a Condition 4 alert status throughout the game

Because CQB (Close Quarters Battle)is a game of reflex, CQB men should keep their safety off from the time they reach Condition 4. Like snipers, they should constantly keep a Condition 4 alert status.

My trigger finger is itchy already, cant wait for the next skirmish..AWOOF!

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