| TEAM TACTICS |
| Teamwork Obviously, in order to win, a team must strive towards a common goal. Airsoft has it�s own unique tactics; some would say that they are derived from military tactics, but I disagree. These tactics are based around what actually works in an Airsoft game. They are influenced by the short ranges involved and the features unique to Airsoft. Defining Roles on Team All of these tactics try to use players for their preffered task. This way, they will work better performing that specific role. ROLES are divided into ASSAULT, SCOUT, SUPPORT, SNIPER and CO-ORDINATOR. An ASSAULT role is normally in the thick of it. Firefighting and direct attack are main responsibilities. They can move quickly and use speed to their advantage. In the firefight, they will try and move to strongpoints and push opponents back. A small AEG with good battery and several high caps is essential. A SCOUT�S role is to flank and prevent opponents flanking. They use stealth and then hit hard. Often evading after an encounter. They are good for probing positions and are the formation�s eyes and ears. A scoped AEG is a good choice, with a ghillie suit. Although a bolt action could be used. A radio allows them to move further away, out of LOS and yet remain in formation. The SUPPORT role is important on a team. It allows the use of firepower to suppress the opponents. They would be generally behind the friendlies but use a higher hop to get more range. They should endevour to use the minimum amount of pellets required (ie. firecontrol), in order to pin the opponents. Continious semi automatic and small bursts are better than large full automatic volleys. An AEG with large battery and numerous high caps is required. Or a drum/hopper mag is practicle. The SNIPER would really play away from the team, but if he did play as part of a formation; he would assume the role of a SCOUT. Or play far on the flank nearest an anticipated threat. A sniper could use either scoped AEG or preferably a bolt action sniper rifle. A ghillie suit should be used, although a radio is essential. NB if a bolt action is used, a SCOUT partner/spotter would prove most effective. The CO-ORDINATOR is best off in the formation�s centre. He makes the calls and chooses when to change formation. A map and radio or essential. Often he plays as an Assault or Support role. Often a player is a capable all rounder. Able to fulfil any task that their equipment caters for. These players are best off helping their CO by still stating a prefered role. At least then he�ll have some idea what to do with them. Formations The basics of many of these tactics; is the ability of the team to deploy. Deploying, is setting up a formation of players. This is important in Airsoft as the guns have short ranges. Players need to keep within LOS of their adjacent players. Spacing needs to be 10m-20m apart only. Closer in very dense terrain. Obviously, each man needs to look for the best cover in his area, if there is none, he will have to find some! It is important to be able to receive and send handsignals at any time. This is the basis for any teams comm�s. Even with radios, it is best to still look for your neighbours. Using a formation, allows a team to support each other with interlocking firearcs. The idea being that numerous guns can fire at the same targets. A formation allows mutual support, ie. you know that your rear is safe as someone else has the responsibility of that fire-arc. Different Formations suit different situations. Some are for patrolling, others are for engaging and some are for different terrain. |