Showing posts with label Basics. Show all posts
Showing posts with label Basics. Show all posts

Monday, May 18, 2009

Leadership in Airsoft

by REMF (used with permission)

Once clubs hold events that have more than a dozen participants, leadership becomes a bigger and bigger issue. Interests diversify and peoples’ vision of what a given day should look like gets very lopsided. Unless you play endless elimination games, someone always has to step up with a scenario idea and organize some kind of tactical event within the day. This is almost always a thankless job as invariably someone is going to feel like it didn’t go like they hoped. Effective element leaders are a huge part of any scenarios success.

They too are in a thankless position. Often times element leaders get appointed or assigned randomly. Volunteers often aren’t the best choices for leadership as often their motivation is to simply keep someone less qualified from getting the job! Leading an airsoft element in a scenario or skirmish is an extremely complicated and difficult job. Few players have ever received training on leadership of any kind let alone tactical leadership. The US Army trains their officers spending hundreds of thousands of dollars and years of training with mixed success. Airsoft, though a team activity is very much an individual sport. Everyone is concerned with their own personal performance and success. In order for a team to act like a team and be successful, individuals must surrender those thoughts on some level and function unselfishly. This process defies human nature. Military units spend weeks at Boot camp breaking down this “sense of oneness” and then in a unit training to minimize that which still naturally exists. Seldom does the airsoft commander have the benefit of any of that training amongst his troops.

In an airsoft battle, lives aren’t at risk so the process is not as critical and it doesn’t need to be honed to the point of reflex or instinct. That said the challenges are still great. An airsoft leader has responsibility for team success with no actual authority. Responsibility without authority is almost always a formula for failure! When people heed instructions or ignore them (with no consequences) that further insure that groups will act more like herds than teams.

Generally that’s fine since it’s only airsoft and people are there to have fun. The result is the airsoft leader, (squad leader, platoon leader or force commander) has to earn their level of authority from untrained, disorganized folks in a highly fluid, incredibly confusing environment. It’s a wonder any of them manage to do a decent job at all! Usually when all is said and done they end up being resented by at least some of their team members. Indeed a generally thankless job!

Before we discuss some of the qualities and techniques a successful airsoft commander can employ lets first take a moment to consider how essential it is that someone be willing to take on the task. Without some form of direction, scenarios quickly break down and cease to resemble any kind of military simulation. Hence unit commanders have to be established and orders on some level have to be followed. Regardless how they perform, volunteers willing to take on the task should be thanked and acknowledged. Complain about your leaders’ performance only at the risk of being assigned that duty for the next mission.

If you do accept the assignment here are some thoughts to remember.

Airsoft Team Leader Checklist
· First and foremost airsoft is about fun and lives are not at risk. None of the missions (even the ones that replicate Weapons of Mass destruction) will alter the course of human existence.
· Don’t take your job as “Combat commander” too seriously. There’s nothing more comical or pathetic than a self absorbed marionette barking out orders.
· Keep squad levels separated into four to six man elements (airsoft ranges do not provide mutual support and cover for forces larger than that and with untrained personnel controlling more than six troops is difficult.)
· If you’re in charge of several squads, have a second in command that you can delegate tasks to and can follow-up on details while you’re involved in planning. (Another set of eyes supporting the commander is always a good thing.)
· As a leader your first responsibility is for the safety and physical security of your team members. Watch out to insure that goggles are worn, guns are on safe (when they need to be), procedures are followed and team members are watching out for one another. Check to be sure everyone’s drinking plenty of water, having fun and people aren’t worn out. Remind them to defog goggles and keep them on pace to get ready for the next mission so people aren’t standing around doing nothing between missions or games.
· Check on your folks comfort level. There are broad levels of physical conditioning so do what you can to insure assignments and the pace of your actions do not exceed the capacity of your weakest member. Consider duties and assignment according to their ability.
· Ask for volunteers for various tasks. “Who wants to go high?” “Who’d prefer to hold back and defend?” “What team wants to take the point?” If there is a failure to accept the request you’ll have to assign people to the duties if they need to be preformed. When making those decisions consider capabilities and fairness to all team members.
· Spread around assignments so people get a balanced day of action. Don’t leave the same people on defense and the same people on broad high paced sweeps (unless it’s what they like to do).
· Don’t get caught up in cronyism (Giving the same guys or your buddies the same cool tasks, unless they’re the only ones who like to do them and no one else does!).
· For scenario games, squad leaders (and up) should have small notebooks and something to write with. Even if they never look at their notes the mere act of writing things down dramatically increases the likelihood that instructions will be remembered.
· Keep your plans and instructions simple. Use the KISS formula for success. (Keep It Simple Stupid) The more complicated the plan the more likely it is to fall apart.
· Consider your time restraints. How soon do we need to move out, how soon do we need to complete the assignment?
· Plan backward from mission completion. Break the mission down into time increments (10 minutes to do this, 5 minutes on this etc.) It won’t always go according to plan but you’ll know where you need to shave time or if things can be done in the time allotted. Take time to save yourself time. A few minutes of planning can save you big time during execution.
· What special weapons or equipment do I need for the mission and how can I insure their safety until needed.
· Are there regens for a given game? How will I instruct my folks to act when re-entering. (Where do I need them to go and what should I have them do when they come back in?) How will we integrate them back into their teams or any team?
· Do I have medics? If so where should they be positioned? How should I deploy them?
· Have simple contingencies for what to do if…?
· When giving instructions have different groups stand apart. “1st squad over here, 2nd squad stand together over here. Assault element on my right, support element stand to my left.” The more you can have them thinking as integrated units the better.
· Have a chain of command. “If I go down, Fred will take over and third in command is Tony. 1st Squad who’s your second in command?” 2nd squad who’s yours? John is the primary demolitions guy but if he gets eliminated Cindy will take over and then Phil.”
· If radios are used give them call signs that will be easily understood. “For this mission we are all Panther elements. I’m panther six. 1st squad is panther one, second squad is panther two etc.” Keep it Simple! Have them write it down. Have them repeat back to you who they are.
· Remind everyone of their frequency and alternative frequency.
· Conduct a commo check with all elements before you move out.
· Tell your units when you expect to hear from them. “When you get to the far tape line let me know. If you make contact or see anything I need to know about, let me know. I shouldn’t have to ask you for sit reps very often.” Remind them to always identify themselves on the radio. “Panther six this is…”
· Use a map, sand table or lots of reference points that at least squad leaders will relate to.
· Once instructions are given ask open-ended questions to test their comprehension. Don’t ask “Do you understand what you need to do?” or “Are you clear about what to do?” Instead ask? “What’s the most important thing you need to be sure to do when moving in on the objective?” and “What are you going to do if you make contact before you get to the objective?” “Third squad what do you do if they make contact while we’re moving in?” If and only if, you’re satisfied that they all know their jobs do you move on with your briefing?
· At the end of your briefing ask “What are your questions?” not “Do you have any questions?”
· As the mission unfolds expect things to break down. If possible have a reserve group that you can move in to respond to circumstances and challenges.
· Keep your mission specific tools and teams safe until the objective is secure. Usually Stay with your mission specific element. (You need to be safe too.)
· Stay calm on the radio and in person. Yelling at people seldom accomplishes anything. Lose your temper and you lose their respect.
· Remember the fun factor. Don’t let your own frustrations and emotions become contagious unless they’re positive emotions! Point out cool things that happened and neat things people did. Even opponents!
· Conduct a debrief. Focus first on what went well and acknowledge positive behaviors and actions. Ask your elements what they would do differently before you point out what they did wrong. (Chances are they know anyway and will say just what you wanted to say.) Consider the power of them saying it instead of you saying it.
· Try not to focus on fixing blame instead focus on fixing future improvements. (Instead of: “Ted, why didn’t you guys keep moving like I told you to do?” try saying “Ted what could you do to get your guys to move more aggressively once contact was made?” or “Ted, how can you keep from getting bogged down next time that happens?”

In airsoft none of us have the power of rank or authority. We must earn our stripes through an even more powerful motivator and that’s leadership. As you looked over those tips I’m sure many of you are thinking, ye gads that’s a lot to accomplish. You’re right! Leadership in a static situation is tough. In an action pursuit environment it’s extremely tough. If you find yourself frustrated by the ineffectiveness of your troops, look first to your own actions as a leader. What could I be doing better? There are lots and lots of things to consider. I hope some of these tips will help you be more successful.

You probably won’t be able to effectively use all of them in a given day of airsoft. Try to incorporate more and more into your leadership style as you increasingly take on command assignments. Airsoft is a great activity for personal development. For those willing to take on the challenge I applaud you. The rewards for doing it well are many and the benefit and lessons of trying can serve you well in many thing outside of airsoft.

Have Fun and be safe.

REMF OUT

Monday, May 11, 2009

RTO Procedures

(Radio Telephone Operator)

By REMF (Used with permission)

· Decide and agree to a primary and secondary frequency. Make sure none of the radios end up on a sub channel (unless everyone is)

· Always conduct a commo check before departure with all elements. Use this as an opportunity to use good RTO procedures and to be sure all units know their call sign and yours and that they are identifying themselves and who they are calling with each transmission.

· Controller should have communications with both teams and conduct a commo check prior to commencing games.

· Maintaining Control of the scenario should not require radio communications (Have a back up set of signals for game control. (Whistles or auto horns, Cell phones?)

· Obviously only one person can talk at a time

· Begin your transmission by identifying who you are calling followed by who you are. “Panther three, this is Panther six, over.”

· Indicate clearly that you have ended your transmission with one of the following: “Over” (you require a response) or “Out” (transmission is terminated you do not require or expect a reply) Over and Out is fine for movies but not true RTO procedure as it’s redundant.

· If you did not understand the full transmission ask them to “Say again last transmission” or “Negative roger on your last transmission.” Refrain from asking them to “Repeat” as that is a term used exclusively when directing artillery and mortars! When doing so state “I say again…”That way you don’t have to say “Wilco” prior to retransmitting.

· Speak slowly and use phonetic alphabet in place of letter designations

· If you can’t speak due to the closeness of enemy forces use a series of squelch breaks. Two breaks of squelch means you heard the transmission but can’t reply. Three breaks of squelch in short sequence means you will comply but can’t speak.

· If you want to know what is going on with another element request a situation report by simply saying: Dakota 5, this is Dakota 6, sit rep over.”

· If nothing is going on and you are stationary simply say: “Dakota six this is Dakota 5, sit rep negative. If you are in motion let them know your location using predetermined phase lines.

· “Dakota six this is Dakota five we have crossed phase line green and are 150 yards short of Lion from approximately an 11:00 position.

· Base may request a situation report from all elements. “This is Dakota six to all Dakota elements. Sit Rep over.” All elements should report in numerical sequence “Dakota six this is Dakota one, sit rep negative.” “Dakota Six this is Dakota Two sit rep negative.” Dakota Six this is Dakota Three we have crossed phase line pink and are closing on Tiger currently 200 yards short from 3 o’clock direction. “Dakota six this is Dakota seven we have secured the Papa Zulu.” No response request is assumed so they don’t end with “Out” Have a clock designation pre agreed upon, relative to the objective. Use a predetermined point usually the starting point or ORP position serve as a 12:00 reference point. Have key ground locations identified with some kind of code. (Phase lines and boundaries) As before two squelch breaks without transmission means you heard the transmission but are too close to enemy positions to reply. If the reports are sent in sequence base will know which element is in contact with the enemy.

Radio Terminology
1. “Mikes” (refers to minutes).
2. “Charlie Mike” means (continue the mission.)
3. “Lima Zulu” refers to the (Line of Departure).
4. Papa Zulu- (Pick up Zone),
5. Lima Zulu-(Landing Zone).
6. “Package” refers to the (mission)
EXAMPLE: (“Goose six this is Sparrow three, package is secure and we are seven mikes from the Papa Zulu, over.”
7. “Oscar Romeo Papa is the (Objective Rally Point)
8. "Roger” means you (understood the transmission).
9. “Wilco” means you (will comply).
10. “Affirmative” means (yes)
11. “Negative” means (no).
12. Six almost always designates the (element leader)
13. Typically back at base or in the control chopper)
14. An important message is usually positioned as such with the phrase “Be advised…”
15. Tango Sierra (Out’ta luck)
16. “Ten for Ten” (Hear you perfectly)
17. The military does not refer to your location as your “20”
18. They don’t use expressions like “Breaker breaker.”
19. “Kilo India Alphas refer to (fatal casualties)
20. Whiskey India Alphas are non-fatal casualties.
21. “Blue on Blue” or Bravo on Bravo refers to friendly fire).
22. Everyone on a given frequency are referred to as the net.
23. When transmitting a vital message like key enemy dispositions, debrief information that doesn’t need to be secure like mission results or observations. Changes in plans etc. The caller should begin the transmission (after identifying who you’re calling and who you are) with the statement “Critical message follows.”
24. If a unit states “Critical message follows…” all units must totally refrain from interrupting the transmission. Always good advice when someone is transmitting but something to be even more mindful of using if you want to be sure the net audience listens.
25. Always end your transmission with “Over” as you DO WANT the listener to acknowledge receipt of the message. 26. “Whiskey Papa” is (White Phosphorose rounds)
27. Hotel Echo is (High Explosive)
28. “Victor Tango” is (Airburst rounds)
29. Requests for air power strikes or indirect fire requests should start with “Fire Mission, Over.” “AIRSTRIKE Over”. (After identifying who you are calling and who you are) EXAMPLE: “Baker three this is Dakota Two, Fire Mission Over.” Dakota Two this is Baker Three Over. Baker three this is Dakota Two requesting one round Whiskey Papa on bunker formation at Grid Coordinates 31035900. Over. “Dakota Two Wilco Out.”
30. When the indirect fire mission has commenced the unit should announce that the mission is underway by saying. “Dakota Two this is Baker Three One round Whiskey Papa SHOT OUT Over.” Baker three this is Dakota Two Roger Out.
31. When a conversation is intimate (others aren’t on the net) Mutual Identities between parties is not as critical but sender should identify EXAMPLE “This is Dakota Two Roger out.”
32. If the party requesting the Fire mission intends to direct it they should state “WILL ADJUST”

Phonetic Alphabet
A Alpha (Able)
B Bravo (Baker)
C Charlie
D Delta (Dog)
E Echo (Easy)
G Golf (Green)
H Hotel
I India
J Juliet
K Kilo
M Mike
N November
O Oscar
P Papa
Q Quebec
R Romeo
S Sierra
T Tango
U Uniform
V Victor
W Wiskey
X X-Ray
Y Yankee
Z Zulu

Sample Call Signs
Goose - Pantera - Lion
Swan - Ferrari - Leopard
Ostrich - Lamborghini - Tiger
Sparrow - Fiat - Cougar
Oregon - Rook - Cherokee
Dakota - Pawn - Crow
California - Bishop - Sioux
Idaho - Queen - Arapaho

Typical patrol elements: Assault element usually #1, , Support (Base of fire) Usually #2, Security #7& higher. Headquarters or Base usually #6. Helicopter support, Artillery Assets, Air cover. Typically have a different Call sign.

Key Things to Have Codes For:

Terrain Features
Objectives
Rally Points
Primary and Alternate Landing and Pick-up Zones
Boundaries
Supporting Units

Codes that become standard SOPs within units
Directions (South, East, West, North) Key orders (Withdraw, Attack, Initiate Contact, Hold Your Fire, Create a Distraction, Move Rapidly, Recon by Fire, Switch to Alternate Frequency, Go to Alternate Pick-up Zone.

Tips for Effective Radio Transmission
· Transmission is aided by open terrain and high ground.
· Hold Antenna upright with antenna extension if possible.
· Speak slowly
· Listen for other transmissions before transmitting
· Hesitate a split second after pressing your talk button before transmitting.
· Assume they won’t know who you’re calling or who you are with each transmission unless you’re sure they’ll know.
· On critical transmissions where you don’t hear a reply and you think the receiver may hear the transmission from your location but not the sender you may be a relay station.
EXAMPLE: Dakota Three this is Dakota Seven I relay again transmission from Dakota Six, Requesting you execute a plan Whiskey Whiskey Over.”
· In this case the receiver should identify both parties that they heard and themselves when responding.
EXAMPLE: “Dakota Seven and Dakota Six, this is Dakota Three, I received your relay, Wilco out.”
· If they only heard Dakota Seven and Not Dakota Six they should say: Dakota Seven this is Dakota Three please relay to Dakota Six, Wilco Out.
· Dakota Seven would then call Dakota Six and inform them that they were serving as a relay station.
EXAMPLE: Dakota Six this is Dakota Seven Be advised I am serving as a relay station for Dakota Three Over.” “Dakota Seven, Dakota Six, Roger Out.”
· If you are transmitting and lose your train of thought or need to look at something up before finishing state “ WAIT OUT.” In this case the net isn’t tied up and the receiver knows to expect a follow-up finishing transmission later.
· Fresh and spare batteries should be on hand for all radios and operators should be fully versed on their use and have fairly proper radio procedures before using them in games.

Radios are a great asset in all Mil Sims and when used properly are both functional and add greatly to the Mil Sim experience. Like in real military situations they are sporadically functional and Murphy’s law states they will go out when critically needed. This too adds to the realism. Have an alternate means to communicate and insure that you’re plan does not rely entirely on them.

REMF is retired infantry captain (airborne, ranger and recondo qualified) who first got into airsoft 16 years ago. He now spends his freetime playing airsoft with his son.

Preparing For Airsoft Big Games

By REMF (used with permission)

With each Mil Sim airsoft big game event I attend, I see an increasing level of authenticity and sophistication. That’s great for those seeking a realistic simulated combat experience but it requires way more gear, preparation and planning than the usual weekend skirmish. A player attending an airsoft big game these days has to spend longer periods of time operating without a logistical break and hence must be equipped, supplied and prepared to deal with this sort of environment.

Skills that seldom come into play in casual skirmishes are vital in most big games. In weekend games you rarely have occasions to use radios within a larger net where call signs and proper procedures are required. Map reading and orienteering become increasingly important the larger the game. The ability to maneuver with larger tactical units requires knowledge and skills as well as more rigorous physical conditioning.

Gear that is usually just purchased for “show and tell” becomes functional and even essential in many of the larger operations. Packs, LBE, Tac vests, night vision devices, spare batteries and even mortars, anti tank nerf rocket launchers and strategically significant crew served weapons were ever more apparent at many of the recent operations I’ve participated in.

This article is intended to help those planning on attending such an event have an enjoyable experience while making a positive contribution to their assigned unit. There is nothing worse than having a team member show up that is clueless about how to operate autonomously and is a constant burden on teammates because he had no idea what to expect or how to prepare.

Uniforms
The nature of most big games requires that you have a uniform that meets the requirements of your assigned team. Matching BDUs and mandatory head-gear may be the minimum requirement. LBE or an appropriate TAC vest may also be dictated. If you’re assigned to a guerilla unit or irregular force these requirements may be waved and this often allows for a more economical opportunity to participate. If the game is a period piece such as a Vietnam game or WW2 simulation the uniform and even weapons requirements are getting more and more restrictive and participation in those games can get extremely expensive. Regardless of the requirements, one of the things that sets a big game experience apart from a weekend skirmish is the authenticity of the uniforms and the ease by which you can identify friend from foe. Armbands become unnecessary as you can easily spot and identify your opponents often by the silhouette of their distinctive garb or camouflage pattern.

Learn ahead of time what the uniform and gear requirements are and make sure you fully adhere with the minimum requirements before you arrive. Last minute shuffling of personnel is a burden on the sponsors and team leaders. I’ve seen sponsors refuse to allow players to participate when they failed to arrive with the appropriate required uniforms or gear.

Safety
Obviously appropriate eye protection is essential and a weapon that meets the restrictions of the game while still being competitive is vital equipment. Eye and face protection must be comfortable for prolonged periods of time and water and food intake must be considered while tactical. If you have glasses or a lense type mask you should have defogger. A little squeeze bottle of dish washing soap works well. Water in the form of several canteens or a good hydration system is critical even in less temperate environments. A small first aid kit with Band-Aids, bandages, an elastic wrap, eye-wash, towelettes and small scissors are a great idea. Just as in a real unit there should be a more elaborate first aid kit in each platoon.

Hygiene
Other essential gear for a big game operation is: appropriate footwear, spare socks, foot powder, and personal hygiene items. I always pack some of those packaged moist towels for “field baths.” I’m sure my teammates appreciate it. Toilet paper should be packed as I never rely on the sponsors having enough and it provides a number of functions apart from the obvious. (Defogging your goggles among other uses.) A toothbrush is often forgotten as is shaving gear and a small mirror.

Load Bearing Equipment
LBE should be capable of hauling those items immediately required in a variety of field situations while still maintaining reasonable noise discipline. This should be worked out well in advance of your arrival and certainly well before you move out during a game. Support equipment that will allow you to clean and do minor repairs should be available to you. Silicon oil for your weapons and rags are a good idea to have along. Have ample room for spare magazines and a drop pouch. Practice using them in a variety of tactical positions. Things you should have available in your TAC vest or LBE are spare magazines, Ammo (more than you think you’ll need) water, an extra AEG battery, radio, compass and sidearm if so equipped. Rucksack

A comfortable spacious back-pack with lots of segmented pockets is a must for big games. Though most games provide the opportunity for you to store the pack at a base camp or logistical location it should be thoroughly packed and comfortable to haul for at least medium distances. The pack should have space for extra BBs, additional spare batteries, cooking gear (if used) a flashlight, pogey bait, (snacks and food) more water, duct tape, rags, a barrel rod, cleaning gear, loading tools and hygiene items. When packing spare batteries don’t forget to haul spares for your flashlight, radio and if you have one a night vision device as well.

Though seldom used in casual skirmishes binoculars are great to have in most big games especially for unit commanders. In addition, rain gear, a poncho, a heavier jacket and maybe even a sleeping bag and ground pad. I played in a large game at March AFB and failed to bring a sleeping bag, as it was Southern California and out in the desert. The temperature on the first night dropped to 38 degrees and I was one cold puppy in my BDUs poncho liner and ground pad. I’ll never make that mistake again. Find out what the weather typically is and plan on it being worse! All of your gear should be man portable.

Other Considerations
Don’t forget cans of green gas if you need it. An often overlooked but critical item for most players (especially element leaders) is a small notebook and a few pencils. You’ll need it to record call signs, frequencies, coordinates of objectives, phase lines, codes and sometimes who is doing what. If you have one, a portable GPS is a wonderful thing. Like all gear be sure you know how to use it and have spare batteries for it. When you pack consider noise discipline. I pack spare BBs in an extra wool sock rather than a typical plastic container. Have a sheet with your organization so you’ll always have your unit assignment handy and you can help others stick with their units.

If you’re going with a group of players you know, split up the heavy gear so you won’t be redundant with some items and missing others. Coordinate before hand, who’s bringing what and be prepared to share. Use a checklist. Lay all your gear out in the garage floor before packing as a way to double check you have everything. Put it all on to insure it’s all properly adjusted and you’ll be able to hump and haul what you must and can manage what you packed.

Communications Gear
It is rare to see participants at an airsoft big game without their own personal radio. Small but powerful, these FRS radios have become affordable and quite effective. Go for the kind with a listed 5-mile range and understand that this estimate is a best case scenario. I’ve attached a screw on whip antenna that extends the clarity and range and doesn’t interfere with my movement. Throat mikes and ear pieces are a definite plus but whatever radio you choose, be comfortable with all it’s functions and be prepared to troubleshoot it when necessary.

Night Operations
Big games usually include extensive operations after the hours of daylight. For many players this is the best part of the game. Many players have night vision devices and scopes and some even have thermal sights! At the very least you should have a flashlight with a red lense. Once exposed to a bright light it takes a minimum of 40 minutes to acquire you full nature night vision. Since protective goggles further hinder your natural abilities, night vision is critical. Red is not as destructive of night vision hence I recommend you use red filtered lights if you use lights at all. Glow sticks are great to have and reflective tape on the back of your headgear is highly recommended. A luminescent spot of paint on your front and rear sight is a cheap way to get a bit of an edge. Red dot scopes and laser pointers as well as the awesome Marui tracer units lend a powerful effect on any night game especially when most players use them. The muzzle flash of the tracer units, even when tracer rounds aren’t used, are worth the cost. If you do load tracers, load every third round or so. Remember tracers work both ways. As in a day game you never want to stay in one place too long! Tac lights are very common and highly destructive to night vision so try to keep one eye closed when action is anticipated. Flares and trip strobes are also common in night games. Be sure if you’re using pyrotechnics they have been approved by the sponsors.

Closing Thoughts
Find out what unit you’ve been assigned to early coordinate and plan with your team well before the game. If possible carry around a copy of your table of organization. Find your unit and introduce yourself to your unit commander. Let them know whatever restrictions or special skills or gear you might have and share with them what you like to do. Don’t expect them to necessarily take advantage of that information as their missions will determine how they will be able to use you but at least they’ll know. Stick close to your unit even during the non-tactical phases. Let your squad leader or platoon leader know where you are if you have to go elsewhere for something. Stay informed about departure times, missions and agenda items. If you have physical limitations let your unit commanders know. They’ll have an opportunity to plan or adjust accordingly.

On larger scale games, maps are usually provided. Colored grease pencils to mark overlays are great especially for unit leaders. Have a handy place available to keep your map and if you know how to use it, bring a compass. Once stored know where they are kept so you can get to them when you need them. Most avid players bring a secondary AEG in case their main weapon goes down. Special weapons like LAWs and even mortars are becoming ever more commonplace. If you’re planning on bringing a special weapon have plenty of ammo and be well practiced in its use.

If this seems like way too much work you’re probably not well suited for big game airsoft. Often times the irregular forces are more lax and even encourage a lack of organization. If that suits your style and the game can accommodate you seek out a position on that force. Big Game airsoft is a unique experience that’s not for everyone but for those who are really into it there’s a lot to get into. You’ll be challenged and will be around others who enjoy the challenge. Good luck It’s usually a target rich environment with lots of opportunities to hurl plastic. Be tolerant of the challenges of moving lots of folks through what some times seem like tedious processes. If you get caught up in an occasional sense of “hurry up and wait” and near total confusion and chaos,remember it only adds to the sense of realism. The first thing that gets lost once the rounds start flying is the plan, so have a contingency worked out with your partners.

REMF is retired infantry captain (airborne, ranger and recondo qualified) who first got into airsoft 16 years ago. He now spends his freetime playing airsoft with his son.

Wednesday, April 08, 2009

Airsoft Game Formats

Paintsoft --- MILSIM --- RealMil

Intro - This article is used with permission from the author, EricX, who is a 9 year airsoft veteran as well as a US Army Ranger Veteran. It deals with airsoft play styles used in the North Carolina airsoft community as well as by some military and law enforcement groups for training purposes. There is no intent to diminish the value of any particular style of play in the eyes of the player/reader. All of these play styles have a place in the sport called Airsoft.

It boils down to these aspects for each style:
Realism
Cognitive Challenge
Type of Operation
Speed/Level of Action
Teamwork
Competition
Overall Mentality


Realism--
RealMil: Realism is the goal in RealMil, from uniforms and unit structure to medic rules and magazine restrictions (sorry, 3000 round magazines for small arms do not exist in the real world). It's also why pyrotechnics are allowed and vehicles in normal situations (rules at the current location limit this though). RealMil squads are patterned in structure from US Army ODA's and Marine rifle squads all the way down to organized insurgent-type groups depending on the scenario. Strict limitations are placed on the employment of special weapons (SAW/Support guns, Sniper weapon systems, M203 or other heavy weapons, etc). Roles (command, medic, sniper/scout teams, support gunner, etc) are usually assigned specifically based on the scenario and team size. It is common to see real body armor and gear used among other real world gear. If casualty cards are used, adjustments are made for those wearing armor (lower kill ratios). RealMils use a "mission admin" to keep the Op running smooth and make adjustments in the field to keep the scenario going or if things get lop-sided. RealMils were initially used (and are still used) as training Ops for real operators.
Milsim: A level of realism is required in milsim but it isn't as strong as it would be for a RealMil. Uniform requirements are in place but more flexible and some limitations on magazines and special weapons (SAW's, sniper weapon systems, etc) are applied. Milsims use little or no medic rules but if there are any, they are geared for faster play. Since Milsims tend to be large in numbers, they often employ referees to keep the game in line and handle any disputes (such as cheating or rule clarifications).
Paintsoft: Little attention to realism is needed... just action. A simple scenario is often used but more than not it's a simple action-packed death match. Typically no referees are used since games/matches tend to be in small groups.

Cognitive Challenge--
RealMil: "Thinking" is what it's about and RealMils require thinking on all levels from individual efforts/assignments to the overall objective. Having a sound battle plan and a backup to go along with it is essential and the thinking and decision making from every member on the team can mean the difference between success and failure. It's wits and cunning that win in RealMil, not necessarily the trigger finger. It has been demonstrated in the past on several occasions that a mission can be successfully accomplished without having to fire a shot.
Milsim: Not as much thinking but formulating a good plan for the objective or overall scenario helps. The most thinking comes from an overall battle plan from the top and a tactical execution of it at the squad level.
Paintsoft: No thinking required... all action. Just kill the enemy and/or go for the prize (capture the flag, take over the fort, kill all the enemy, etc).

Type of Operation--
RealMil: This is the real divide... RealMils are based on an objective; that objective may be to find something, blow something up, recover someone, flush out resistance, perform reconnaissance, gather intelligence, protect an asset, etc. It's not about your kill score as much as it is the mission... in fact, if you focus on your kill score and fighting, you may loose your objectives.
Milsim: Mostly Milsims are about taking and holding territory but there may be secondary objectives within the scenario. Scenarios are simple and set up for action as well as employing teamwork. Teamwork is essential in victory but the individual dictates how this is utilized on the field.
Paintsoft: No real objectives; maybe a capture the (whatever) or attack-defend but mostly they are death matches with little to no team tactics as much as it emphasizes individual tactics.

Speed/Level of Action--
RealMil: Speed is usually slow and cautious. With medic rules that may limit or disallow regeneration or medic healing, it's important to use your resources (people) wisely. Also the focus is on the objective not how many people you kill. As a result, the action is usually less intense if not sporadic but it does have moments of high intensity if proper teamwork (squad tactics) is utilized.
Milsim: The action is usually pretty intense with moments of boredom between (guarding an outpost). Depending on the regeneration/medic rules, the action can get intense and heated as one side fights for an advantage over another.
Paintsoft: All action... no objectives or thinking which leaves it open for fast paced combat. Think speedball. Depending on any regeneration rules, games are usually done in rounds... one side survives/claims victory, end of round. More rounds usually follow.

Teamwork--
RealMil:
Teamwork is critical to completing the objectives... period. Squads are set up in ODA format (real world SF teams) with some members holding specific jobs like command, medic, demo, support gunner, sniper/scout, etc. Communication is also critical whether it's radio, hand signal or verbal. The objective is the mission not necessarily combating the enemy so teamwork is critical by this aspect alone.
Milsim: Teamwork is essential to victory but isn't always employed effectively due to the level of action going on within the game. Medic and regeneration rules also effect this to an extent and can create a mix of individuals doing their own thing and teams working together.
Paintsoft: No teamwork necessary; think of a dozen Rambo's out there trying to kill each other. A lot of fun without having to work with a group or formulate a tactical plan (although working with a group helps).

Competition--
RealMil: RealMils are not supposed to be competitions. There are no winners or losers... only objectives to complete. In fact, if a competitive mindset is used in RealMils it often brings out the worst in players and degrades the overall feel of the Op. The purpose of a RealMil is to learn and give a personal effort for a team-based cause... airsoft guns just happen to be the tool. There is no prize or reward for victory in RealMil, only the satisfaction of doing a job and learning along the way so competition, at least in the conventional mindset, is kept to a minimum.
Milsim: Competition is usually high (sometimes abnormally high). There's also the "us-vs-them" mentality that leads to some pretty intense action. Competition is usually focused on the team but the individual can set the tone in most cases whether good or bad.
Paintsoft: Competition IS what this is about mostly based on the individual but team competitions are common. If there were an airsoft tournament or competition, this would be the preferred style of play.

Overall Mentality--
RealMil: Like mentioned before, RealMils were initially started for training real-world operators. That's the mentality encouraged in the operations. Sure, there are some strong gaming aspects but "gaming" implies competition and competition is NOT what this genre is focused on. Individuals are expected to give it their best as a part of a team working to complete a set of objectives. Focusing on those objectives may be alien to some when faced with the opportunity for action but the focus has to be serious and mission oriented.
Milsim: Milsim mixes mindsets from the serious objective-minded to the less serious action-based. Combined with a high level of competition, it can bring out the best and worst of players but if the focus is "game" all have fun despite a few expected bumps. Milsims don't have a specific mentality as much as an average mentality when it comes to how the game is played and at what intensity level.
Paintsoft: Since it's all about the action, that's the mentality. Intense competition with an emphasis placed on the individual and the individual effort. While some teamwork is utilized, it isn't necessary.

In closing, it's the MINDSET and TYPE of game that make each "class" of airsoft game. Realmils tend to be serious and, like mentioned, more training operation than game. Paintsoft games don't require much thinking so if an afternoon of just action is what you want, these are the best way. Milsims tend to be in the middle; while there is a mission, there is also a lot of action. There are limitations in place (medic rules, regeneration, magazine restrictions, etc) but that acts mostly to control the overall tempo of the game. Not as mindless but action-packed as paintsoft or as serious and realism-oriented as a RealMil, most of the players out there tend to gravitate to this type of game.
Bottom line: if you like action, play Paintsoft... if you like realism and a cognitive challenge, participate in a RealMil... if something between the two is to your liking, try a Milsim game.


Quite simply put.... Airsoft offers something for everyone from action to education.