| PLAYS & MODUS OPERANDI |
| Modus Operandi Before the game, discuss what approach to the game would suit the team best. This will depend on the mixture of player�s styles and equipment/guns. examples: A sniper/scout team wants to avoid getting bogged down in a firefight. Whereas as firefight team wants to avoid splitting up too much. A 24 hour team may have the equipment to stay out in the field without setting up any type of camp, until last light. Thus having the bonus of a covert mobile camp. Whereas a regular team may set up in a place of strength and fortify their position. Already having an idea, what your first move is, will really help. At certain times in the game, it will be important to discuss the team�s approach. Such as Attacking a camp; a �PLAN� needs to be formulated. Make sure everyone knows the plan. EXAMPLE MODUS OPERANDI 1) AGGRESSIVE - Play close together, pick all the TASKS that involve contact. Whenever the opponents are spotted, the team responds and attacks. They would camp at a strongpoint. They aim to capture the FLAG & BERGEN TAGS. Also to score as many TAGS as possible. 2) DEFENSIVE - The team picks a very strong position for it�s camp, straight away. (PLATEAU, FOXHOLES, BEARS BUNKER, GORSE, or TRENCHES.) They sit in all round defense, with only small numbers leaving camp to attempt TASKS. They avoid direct confrontation TASKS apart from Defend. They aim to keep all their BERGEN TAGS and the FLAG. 3) COVERT - The team splits up into smaller cells (2-4 man) who find small hidden positions to use as �camps.� They only use �radio comms� to pass information and plan combined TASKS. When any cell is attacked the others respond and flank. They avoid Firefight TASKS, preferring Patrols. they aim to win by performing TASKS rather than scoring TAGS. 4) MOBILE - The team would carry all kit, moving whenever compromised. The rest of the time, the kit would be stashed and guarded. The team needs to be fairly covert as it�s BERGAN TAGS are vulnerable. Patrols would be their best TASKS. They would only set up camp at dusk, preferably after dark. They aim to avoid getting TAGGED. This team could adopt a different MODUS OPENANDI everyday. |
| Plays: �8,10,4 hut,hut,hut!!!!!� Imagine a �play� in American Football. The team have already practised it. When it is called in a real game, by the Quarterback; the players know what the team is striving to achieve. Be it a �Blitz� or �Wide Pass� the team know which men to mark and which area is their responsibility. Back to Airsoft, If the �Play� was a Right Flank, then it could be quickly signalled using a pre arranged handsignal, by the Co-ordinator. Then, after the message has been quickly passed down the line; the entire team would know to move to their right! OK, sounds simple, but the other team would not know what was happening immediatly. You see, this is what would give the �Right Flank� move, a chance; seizing the initiative. Using speed and shock tactics to gain important positions and strongpoints. Yet these tactics are only successful with support and synchronised movements. Don�t think these tactics and �Plays� need to be complicated. Far from it, the simpler, the better. In fact one of the best tactics in AIRSOFT has got to be a Flanking manouevre. Performed on any level or scale, it is often the key to victory. SNAP AMBUSH Call this play when you spot the opponents patrolling towards you. It would be a hasty ambush set-up using whatever cover is to hand. At least each man would know his responsibility. ie. Some would be a cut off group, who allow the opponents to walk past. While the main group would spring the trap. Perhaps you would have rear guard to cover a hasty withdrawl. PINCER MOVEMENT This play would be used to take out static positions or individual snipers. It is an attempt to envelop your opponents. The team would have some stay in the centre (perhaps a support group) with at least pairs moving around each flank, towards the opponent�s rear. DIG-IN This would be a signal for the team to look for hard cover in the local area. perhaps they would split into 2 main groups within 30m of each other. They would be set up to engage targets from a specific direction rather than �all round defence.� Again a rear guard would cover an escape route. EVADE This play could be called when you suspect you are being watched or know you are compromised. when called, players split up, into pairs. They then go to ground and return to the last signalled RV. Once there, they assume all round defence |