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TN Airsoft Forums • View topic - Tips/Hints/Suggestions to make our NEXT game better! Discuss AEGs Sniper Rifles Tactical Gear

Tips/Hints/Suggestions to make our NEXT game better!

Discussions among Airsoft players in the Jackson, TN area.

Moderators: lighthouse, SweetRevenge

Tips/Hints/Suggestions to make our NEXT game better!

Postby Beowolff » Mon Jan 07, 2008 11:27 pm

i think everyone will agree...and most everyone openly and plainly said, that we ALL had a blast out there on the field this past Sunday. (1/6/2008) :D lots of good fun in the sun! that's two great games for the field already and we've only been in semi-operation for a couple of months or less. and i wouldn't change a single thing about how we've played and or had fun out there during "either" of those two games.

however, there's always room for improvement and growth and as Jackson Field wants to do both...i'm putting it to YOU guys---THE PLAYERS---to have a say in all of this.

i'm not talking about actual field improvements per say here... as we've already got a pretty clear idea of how we want/need the field to look/function and continue to grow (we'll bring more about that up in a seperate thread later on.) but rather this posting is about ideas/suggestions to grow and improve our actual playing time while "on" the field.

1.) ie, type of missions you want to play.
2.) how we actually play those missions.
3.) what can we do to improve either 1 or 2 or any combination of either...suggestions, etc.

and so on.

that sort of thing.

we're all still learning each others' capabilities and limits...some of us are still learning our own capabilities and limits... it's a learning experience. and it's going to take some time to pull it all together to get the max out of each and every game we play...as individuals...and as a whole. from what i've seen so far, EVERY single player on the field has shown super talents and superior skills. from things as simple as a willingness to conduct themselves maturely on the field and in the missions and play a fair, cooperative game of safe airsoft---to the more advanced combat talents and skills such as traveling thru the bush and handling their weapons properly while shooting with dead-eye accuracy. kudo's to all on this! :D

but that's mostly on individual levels.

what i'm really asking about as how can we come together more as a solid unit...ie learn to put those individual skills and talents together and approach the missions we play with more cohesion.

i'm not talking about trying to be real life Billy Bad-arse commando's or anything like that... but rather how can we learn to coordinate our talents together to make for a more realistic and enjoyable "combat" experience out here on the field.

should we adopt a straight, ad-hoc "on the fly" anything goes...type play style? (sort of like we're doing now.) or should we strive/plan to work/play more cohesively in a more military-like manner? or a little bit of both maybe?

i dunno...and that's why i'm asking you guys your thoughts on this.

keep in mind that our play style out here will very much determine the mission/operation types that we go for out on the field. i'm personally game for anything...and can go either way...but it would make it so much easier to have a goal or rather a solid direction, for us ALL to head in, when thinking about/designing the type of missions/operations that we want/intend to play.

what's your opinion? how can we make our games and play times out here better? what do you personally think would fill the bill?

anyway...let me hear from all of you players. and rest assured, everyones' thoughts/suggestions/ideas will be appreciated and will carry "real" weight.

many thanks to all of you.

Beowolff




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Postby Walmart » Mon Jan 07, 2008 11:49 pm

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Postby MASTER-CHIEF26 » Tue Jan 08, 2008 1:14 am

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Postby Katana » Tue Jan 08, 2008 10:05 pm

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Postby Walmart » Tue Jan 08, 2008 10:25 pm

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Postby Katana » Tue Jan 08, 2008 10:26 pm

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Postby Beowolff » Tue Jan 08, 2008 10:35 pm

Last edited by Beowolff on Tue Jan 08, 2008 10:39 pm, edited 1 time in total.
Mark Twain:
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to get rid of ants, but I never figured that
worked as well as they thought it would.â€
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Postby Katana » Tue Jan 08, 2008 10:36 pm

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Postby firefighter702 » Tue Jan 08, 2008 11:29 pm

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Postby Beowolff » Tue Jan 08, 2008 11:37 pm

Mark Twain:
“I’ve seen people burn down their house
to get rid of ants, but I never figured that
worked as well as they thought it would.â€
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Postby MASTER-CHIEF26 » Tue Jan 08, 2008 11:39 pm

If you won't stand behind our brave soldiers at least have the courage to stand in front!
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Postby Katana » Wed Jan 09, 2008 4:02 pm

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Postby paches » Thu Jan 10, 2008 9:09 pm

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Postby Beowolff » Thu Jan 10, 2008 11:21 pm

Mark Twain:
“I’ve seen people burn down their house
to get rid of ants, but I never figured that
worked as well as they thought it would.â€
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Postby Beowolff » Fri Jan 11, 2008 1:15 am

to get back on topic here...making our games better...i think we need to get some basics down. i think we need to practice being better organized as fighting units instead of just a loose bunch of armed guys going after each other with weapons.

here's basic Army thoughts on such things:

Image

the smallest unit is usually a Rifle Squad...usually 9 people more or less, broken down into two Fire Teams. okay, we can do that usually with our turn outs. we may have to reduce that from 9 to say 4 or 5 per squad, (which leaves two such fire team-sized units...a friendly fire team unit and an enemy one of similar size and makeup) but that is certainly within the scope of our present membership group of players. if we have larger turnouts...then we can UP the size of our squads to normal 9 member (two Fire Teams for each squad...both friendly and enemy.)

so, say we had 9 guys show up to play. okay... then we just half the normal (Army normal) squad numbers. see as below.

Image

our squad leader and fire team leader would (unless the numbers were there) be one and the same person. now we may or may not, have a grenadier...so that position would just basically be another rifleman slot...or we could fill it with a DM if we had one. same thing for the automatic rifleman...without a SAW or LMG, he could just be another rifleman or whatever we needed him to be.

so end results... we have the Squad/Fire-Team leader and at least 3 to 4 riflemen. a Friendly one, and an Enemy one...to fight against each other with. again, these can be smaller or (hopefully) larger depending upon how many turn out for the particular game date that we're playing.

okay...so we have our basic "fighting" unit. we're no longer an unorganized mob of running around guys with guns. :wink: onwards!

right, so now let's look at how we might break down that unit even more...
here's how it breaks down individually:

Rifle Squad Leader. This soldier is responsible for all that the rifle squad does or fails to do. He is a tactical leader and, as such, leads by example. The rifle squad leader-

(1.) Controls the maneuver of his squad and its rate and distribution of fire.

(2.) Trains his squad on the individual and collective tasks required to sustain combat effectiveness.

(3.) Manages the logistical and administrative needs of his squad. He requests and issues ammunition, water, rations, and special equipment.

(4.) Maintains accountability of his soldiers and equipment.

(5.) Completes casualty feeder reports and reviews the casualty reports completed by squad members before forwarding them to the company.

(6.) Submits requests for awards and decorations.

(7.) Directs the maintenance of the squad's weapons and equipment.

(8.) Inspects the condition of soldiers' weapons, clothing, and equipment.

(9.) Ensures that material and supplies are distributed to the soldiers in the squad.

(10.) Keeps the platoon sergeant/leader informed on squad supply status and squad requirements.

(11.) Ensures supplies and equipment are internally cross-leveled within the squad.

as our Squad Leaders and Fire Team Leaders might usually be one and the same person...he/they would also assume "those" additional duties as well:

Team Leader. This soldier is a fighting leader who leads by personal example and helps the squad leader as required. He controls the movement of his fire team and the rate and placement of fire by leading from the front and using the proper commands and signals. He maintains accountability of his soldiers and equipment. He ensures his soldiers maintain the unit standards in all areas.

Riflemen: OBSERVE IMT's/BASIC DRILLS

Individual Movement Techniques or IMTs (also known as Infantry Minor Tactics in Australia) are the most basic tactics that are employed at the squad, section or platoon level. They are similar in most modern armies.

In most situations except static defense, IMTs are based on the principle of fire and movement. That is, firing and moving, often in pairs, with one soldier firing to suppress the enemy whilst the other moves either toward the enemy or to a more favourable position. The movement is often only 5-10 metres per move. This technique is sometimes referred to as "pepper-potting" (British/Commonwealth) or "fireteam rushes" (US).

IMTs are typically taught to all arms and services both in basic training and often also whilst undergoing non-infantry specialty training. In some military forces, such as the Australian Army and the United States Marine Corps all units in the field force regardless of corps, regiment, trade or specialty are supposed to undergo annual refresher training in IMTs, on the basis that all soldiers can be expected to at least provide local security for their unit.[citation needed]

Most IMTs are taught in the form of a battle drill, a series of choreographed steps that occur automatically in reaction to certain stimuli, such as sighting an enemy to the front, or being fired upon by an enemy from the flank. The initial stages of the drill are always the same and therefore action does not require full appraisal of the situation. Such stimulus-response training allows coordinated responses without the need for direct orders.

In combat, this allows the first few moments of the engagement to occur almost automatically and gives the soldiers a way to respond appropriately and predictably while the unit commander evaluates the situation prior to issuing orders.


Basic Drill

Perhaps the most basic of all IMTs is the "Basic Drill". The Basic Drill is one that all individual soldiers are supposed to perform if they come under fire.

The basic drill is:

Double tap
Run two or three steps
Drop to the ground or into cover
Crawl a few yards (or move under concealment/cover)
Observe
Shoot (identified targets of opportunity within effective range)
Move
Observe
Shoot
Repeat until issued orders


The basic drill is designed to provide a soldier with simple steps to follow under the stress of combat. The essential goal of the basic drill is to move the soldier into cover, remove him from the last position where he was likely to be seen by the enemy, and keep him positively engaged by identifying and shooting any targets in range until his commander makes an appraisal and issues instructions.

here's the Ranger Handbook version of the Battle Drill:

Section Battle Drills

Remembered as P-R-E W-A-R

P- Prepare for battle- Camouflage, clean/test weapons, orders

R- Reaction to effective enemy fire- Dash, Down, Crawl, Observe, Sights, Fire

E- Enemy Location- By looking, movement, firing

W- Winning the fire fight- Putting enough rounds in the enemy position to kill the enemy

A- The Attack/Assault- Main stage normally a section attack

R- Reorganisation- Reorg x2 at a safe distance normally in all round defence


-------------------------------------------------------------------------------------

though somewhat outdated terminology speaking...this old saw still carries weight in the field.

The "Four F's" is a military term used in the United States military, especially during World War II.

Designed to be easy to remember, the "Four Fs" are as follows:

Find - Locate the enemy
Fix - Pin them down with suppressing fire
Flank - Send soldiers to the enemy's sides (not the rear, as your troops will then fire upon each other)
Finish - Eliminate all enemy combatants


This simple phrase was used mostly in WWII combat, but has been replaced with more effective maneuvers in the modern army.

--------------------------------------------------------------------------

some small team or fire team tactics:

Bounding overwatch, also known as leapfrogging or simply bounding, is the military tactic of alternating movement of coordinated units to allow, if necessary, suppressive fire in support of offensive forward movement or defensive disengagement. As members of a unit (element to platoon level) take an overwatch posture, other members advance to cover; these two groups continually switch roles as they close with the enemy. This process may be done by "leapfrogging" by fireteams, but is usually done within fireteams along a squad/platoon battle line to simulate an overwhelming movement towards the enemy and make it more difficult for the enemy to distinguish specific targets.

This military tactic takes continuous training and focused coordination to be effectively practiced on the modern battlefield. It was first developed in World War II, when suppressing fire became possible - in other words, when man-portable automatic weapons began to come into general issue.

Today, well-trained military forces practice the use of Bounding Overwatch, due to its effectiveness.

Example: A four-man fireteam in an urban combat zone must advance to a building 100 feet away, crossing an intersection they know is in many enemy rifle sights from elevated buildings. If the team simply made a run-for-it, they would be wiped out by the enemy's superior elevation, and concealment.

This is where bounding overwatch comes into play.

One or two soldiers will begin suppressing areas believed to house enemies. The firing doesn't have to kill the enemy soldiers (that's a bonus), it just has to keep their heads down. As this occurs, the other soldiers of the four-man fireteam rush to a secure spot and begin suppressing the enemy soldiers. The first one/two troop(s) reload and rush(es) to the others. Once the soldier or soldiers reach the other two, they begin firing while the other soldiers advance further. Once they reach the intended destination, they suppress as the last soldier rushed to the destination.

By using Bounding Overwatch, this Fireteam was able to effectively move through a hostile urban street and intersection, sustain little or no damage, and possibly neutralize some enemy soldiers.

Although Bounding overwatch is used in every military situation, it is very important in urban combat because cities provide enemy forces with elevated positions, tight corners, and ideal cover


:D

Beo
Mark Twain:
“I’ve seen people burn down their house
to get rid of ants, but I never figured that
worked as well as they thought it would.â€
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