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APA-101

Airsoft Survival Guide – A list of things to help surviving


in airsoft skirmishes for noobs, novice, and experienced
players on the greens (not on concrete).

Written by an airsofter for airsofters…

Introduction:
This is a guide detailing some very basic skills for use in airsofting.

- It aims to:
o Give the noobs a clue what to do in a game.
o Give the experienced a re-capper
o Improve player survivability
o Improve teamwork.

Will try not to be long winded and get to the point.

Do not expecting this to be a training manual for the Special Forces. It won’t be.

Airsofting:

What do you want out of airsoft?


- Getting high on your own ego racking kills?
- A plink/shootem’up fun?
- The thrill/challenge of hunting a formidable prey?
- The experience of teamwork?
- Pseudo-Military experience?

If you want the first one, then read no further. Go play paintball.

We aim for FUN. Having FUN is the main focus.

If you want a Military experience then join the army. Its more stressful, and a bigger
cluster-fuck at times with live rounds and explosives.

Airsoft is a GAME that:


- Can be whatever you want, however you want to play it.
- Can play individually, or play with teamwork.
- Can be Tactical and Strategic, or a No-Brainer-Shootout
- Can improve alertness and stress management
- Can take the boredom away from life
- Is better than going to the gym.

IN AIRSOFT, Survivability and fun improves when:


- Common sense is used
- Individual skills are used
- Teamwork is used.
- Understanding the:
- Tactical situation (what is required NOW)
- Strategic situation (what we are aiming for)

But some times fun is enhanced when there are some innovative tomfoolery in certain
situations. After all it is a game.

Some famous airsoft tomfoolery:


- Muddy’s 5 min plans (dash all the way past enemy weak points and steal the flag
while all the enemy are preoccupied)
- Escaping pilot from the detention centre in downed pilot games, when someone
forgot to check downed pilot for weapons.
- Raid a base firing blanks (blanks are louder than live fire in airsoft)

We won’t focus on the tomfoolery, but will start off with the others. :P

The style will be a step by step guide from individual skills to team skills.

READ THE CHAPTERS IN ORDER.


Contents:
Introduction:.........................................................................................................................1
Airsofting:........................................................................................................................1
Contents:..............................................................................................................................3
What to do getting into a Hairy Furball - #1:.......................................................................4
Knowing your gun:..........................................................................................................5
Having the right equipment:............................................................................................6
How to carry your gun (weapons carriage):....................................................................6
What is an arc? Know your arcs!....................................................................................7
Buddy up!:.......................................................................................................................8
Movement not Under Fire................................................................................................8
Concept: Bounding Overwatch….Leapfrogging.........................................................8
Movement Under Fire....................................................................................................10
Concept: What is Cover?...........................................................................................10
Basics!!! Fire and Manouvre..........................................................................................11
Concept: Momentum.................................................................................................13
In the Hairy Furball, strolling along #2.............................................................................15
Cam and Concealment...................................................................................................15
Other things to consider:............................................................................................17
Communication – Hand signals.....................................................................................18
Show Directions:........................................................................................................19
Come to/form up on...................................................................................................19
....................................................................................................................................19
Stop............................................................................................................................19
Move along................................................................................................................19
Get down/crawl..........................................................................................................20
Come up.....................................................................................................................20
Speed up.....................................................................................................................20
Slow down.................................................................................................................21
Space out formation...................................................................................................21
Space in formation.....................................................................................................21
Assault........................................................................................................................21
Attack.........................................................................................................................22
Friendlies....................................................................................................................22
Enemy........................................................................................................................22
Yes/Understand/OK...................................................................................................22
Not understand...........................................................................................................23
IC (generally the guy in charge of the section or fire-team #1).................................23
2IC (generally the guy in charge of fire-team #2).....................................................23
Single file...................................................................................................................23
Staggered Line...........................................................................................................24
Wedge.........................................................................................................................24
Spear head..................................................................................................................24
Extended Line............................................................................................................24
Hasty Ambush............................................................................................................25
Listening halt.............................................................................................................25
Rally point..................................................................................................................25
Communications – Radio telephone procedures (RATEL)...........................................26
More Hairy Furballs - CONTACT!!! #3............................................................................28
Contact: Shouting Target indications.............................................................................28
- WATCH MY TRACER!!!.......................................................................................30
Bush target engagements...............................................................................................30
Breaking Contact...........................................................................................................31
Fireteam 1: Furballs 0 - Coordinating Formations #4......................................................34
Basic Units:....................................................................................................................34
Buddy pair: ................................................................................................................34
Fire team/Det(achment):............................................................................................35
Section/Squad:...........................................................................................................36
Platoon:......................................................................................................................38
Company:...................................................................................................................38
Basic Formations:..........................................................................................................38
Single file/Column:....................................................................................................38
Staggered Line:..........................................................................................................40
All round Defense:.....................................................................................................41
Extended line:............................................................................................................42
Wedge/Arrowhead formation:....................................................................................45
Spearhead (One UP) Formation:................................................................................46
T formation:...............................................................................................................47
Hasty Ambush:...........................................................................................................48
Counter Ambush:.......................................................................................................49
Coming out of the Furball, WTF!!! - #5:...........................................................................51
The point of this is: .......................................................................................................51

What to do getting into a Hairy Furball - #1:


This is what the experienced guys see when they play with newbies:
There is nothing more frustrating than a team member not knowing how to cover his arcs,
getting you shot when he is supposed to be covering your back, spoiling the patrol and
leaving himself stuck under fire from multiple angles.

There is also nothing more frustrating when team member move forward too fast and too
soon, and you can’t overwatch their position, getting shot and then and leaving you stuck
under fire from multiple angles.

Basically, in this life: You can only do so much by yourself.

Airsoft is the same, and more.


- If you get taken out you are ruining the game for others.
- If others beside you get taken out you spoil the game for yourself.

So you need to get that in your head and sort your shit.

If you want to play the sneaky bastard then the teamwork element is useless to you in this
guide.

First you need to have the right mindset:

- Airsoft is ‘almost’ WAR. War is hard, is aggressive. You need to get your pants dirty
and crawl on your belly. Shout and use colorful language! I want to hear you shout
disgusting French words! That is the only effective form of communication under
fire.

- Stay ALERT, have a good night sleep before the game.

- Your goal is not just for you to survive, but for your buddies to survive. You have
to be willing to do what is necessary to ensure that.

- At the same time, IT IS A GAME, you are playing with people who are your
friends, treat them with respect, and act with honesty and humility.

Ok, after you got that, you need to make sure you know your stuff.

I will detail it in the sequence a typical noob fashion, from when he gets the gun to
hopping into the field.

Knowing your gun:

- Get to know your gun, safety, cocking, magazine loading, batteries, things to do in
emergencies.
- Shoot lots with it, practice shooting cans from 20-30m away.
- Know how far and how accurate it can get, hop up, ammo type, ROF.
- Cleaning and servicing.

Having the right equipment:

- Camouflage uniforms/ fatigues and HAT are a must.


- Webbing is a necessity
- ALWAYS carry water with you on the field
- Adjust webbing according to you build, and your preference for your weapons
systems.
- Know where you put everything in your webbing.
- Good footwear, hiking boots, army boots, BOOTs!!! (Just not those fuck-me-
boots ladies :P If you plan to wear them remember to wear lingerie also)

What you carry on your persons is what will be required immediately for both game
survival and real survival on the field; ammo, water, whistle, map, tools, and even food.

Make sure you are dressed appropriately for the weather.

We do not want people dying on the field from dehydration, hypothermia or getting lost!

How to carry your gun (weapons carriage):

In non gaming situation in the safe zone –


+ ALWAYS carry the gun with safety on
+ ALWAYS finger OFF THE TRIGGER
+ ALWAYS carry the gun with two hands, foregrip and pistol grip if w/o sling.
+ ALWAYS point the gun DOWNWARDS not at people.
+ Try to unload if it can be helped

In gaming situations –
+ ALWAYS watch where you are pointing the gun not onto teammates.

• In situations where you are not under fire, you want to carry your gun
tucked underneath your side/arm, and ALWAYS pointed in the direction
where you are looking.

• In situations where you are expecting to be under fire, you want to carry
your gun on your shoulder but pointed slightly down but ALWAYS in
the direction where you are looking, ready to snap shoot.

+ ALWAYS watch your arc of responsibility.

WHY?
Because if you don’t have good weapons carriage you either shoot your own
teammates in the safe zone, or don’t react quick enough to shoot the enemy.

What is an arc? Know your arcs!

An arc is the immediate area in front of you that you can see. It is where you have to be
alert from.

Typically a human can see 100-120 degrees in front from front to side, so 200-240 degree
arc. However what they can consciously focus on is roughly 60 degree arc right in front
of them.

In a team, or even just buddying up, you will have either arcs that you are responsible for,
either assumed or assigned.

As you can see you want to maximize the angles arcs you are covering, so the whole
team is aware of the situation it is in. Overlap little of the arcs ensures good coverage.

THINK COMMON SENSE!!! Wake up!

If the guy in front of you is covering one side, you need to cover the side
they can’t see. You don’t want his ass being shot up and he certainly
don’t want yours shot up either.
Don’t fire across arcs. Arcs prevent you from shooting your own team mates.

If you sweep across your arcs and cover them well, you should not have problems.

Buddy up!:

Find a buddy and work with them. It doesn’t have to be a fixed concrete buddy, but
could be anyone that is on the field or singled out.

Best if it is fixed, but when the buddy gets shot you don’t want to go back to respawn
with him.

If you join in the game late, and are singled out, make sure you just have one person you
always keep an eye out for. That’s your buddy.

The idea is just watching out for your team mates whenever they move, and for them to
be aware whenever you move so both can cover each other’s arses.

Thinking for and being aware of others actions/intentions is the basis for teamwork!!!

If you get respawned, form another buddy or team up. If you see another person singled
out on the field, buddy up!

Movement not Under Fire

Remember at all times: Cover your arcs! Weapons carriage! Where is my buddy?

So you are in a game now, wanting to get some.

When people aren’t shooting at you:

- In open country you can afford to walk faster.


- In close country you can’t afford to get shot up, so slow deliberate movements, no
sudden movements.
- Always look for cover wherever you move, get ready to move there to cover your
arc.

In airsoft not real life, cover is: boulder, tree, raised patch of ground, log, etc.
In airsoft and real life, concealment includes cover but also includes bushes,
vegetation.

Concept: Bounding Overwatch….Leapfrogging


Simple idea really:

One person moves while the other watches and ready to shoot when the
enemy comes up. Then the other moves and vice versa.

It doesn’t always work, especially in close country, where bush obscures visibility.

You can overwatch as buddies, as fireteams, sections/squads, or platoon.

This concept is the basis for anything in life.


- Make sure you have one foot on the ground before you take a step.
- Make sure you don’t take too big a stride else you fall.

For airsoft:

- In open country you can afford to have 10m distance between buddies and be
“ok”.
But its not recommended.

Ideally it should be between 5-10m from each buddy. (Real life would be 10-40m
spacing depending if mortars are used against you)

- In close country you can only afford max of 3-4 metres spacing depending on the
angle. Any further and you would not be able to cover your buddy’s arse.

When moving, find cover to move towards.


When watching over the other guys who are moving, find cover to do so from so you
aren’t gonna get shot up.

Be aware how far you have moved and how far your buddy has moved.

Signal out to him if he is moving too far forward or too slow.

Movement Under Fire

Now you are being shot at:

Shoot back!!!

But you need to remember first!!!

- Run like hell and get behind cover. You are not gonna care if you are making a
shit load of noise.
- 3 second rule!!! You have 3 seconds to run from cover to cover before you
are shot. That’s between 4-6 steps.
- If you are close to the enemy then do the “dodge run-crawl-roll”.
- Return fire!!! Controlled bursts!

Concept: What is Cover?

Cover is basically things that can block rounds and fragmentation. In airsoft its different
from real life.

In real life cover means, objects that are in the direct line of fire that can prevent
projectiles from hitting you. Objects such as sandbags, mounds of dirt, concrete (to an
extent).

However wood, trees, fallen logs, are not cover in real life, they merely conceal.

In airsoft however, wood trees and fallen logs ARE cover.

In regards to mounds of dirt/small ridges, in real life it may provide you with sufficient
cover to avoid being shot, but in airsoft it doesn’t always.

In real life (at typical engagement ranges):


In airsoft (at 30-80m):

Trick is: Kneel behind cover at long ranges. Go prone when its really close.

Basics!!! Fire and Manouvre

You are behind cover returning fire. You know where everyone is, and where the enemy
is. Now time has come for you to assault or push up.

Easy concept, bread and butter of the infantry, speedball and airsoft.

Exactly the same as bounding overwatch as demonstrated before:

One guy fire and suppress the enemy while the other guy moves up.
When the other guy moves up, he finds cover and starts suppressing the
enemy.
Points to note during this:

- The guy suppressing needs to suppress the number of enemies that have got their
gun trained onto the guy who is moving.

- Need to make sure the enemy knows they are being shot at and won’t try to stick
their heads up or return fire.

- Then as the guy who just moved, he needs to get in cover and start firing
immediately to suppress or hit those guys who were being suppressed by his
buddy. The guy who had just been firing will start moving.

- When moving, push up past the other guy who is suppressing.

- When moving, shout “MOVING”, when in position to start suppressing, shout


“COVERING”!
With a buddy group doing this you can effectively suppress 2-3 enemies on an offensive.
In open country you would only shoot what you can see. In close country you would
shoot in the direction of the sound (if it is close).

Continually burst 3 to 6 rounds at the targets, near them, or close to them is enough.
Then switch to the next target.

It isn’t about marksmanship, its about the momentum (shock and speed of the attack)
getting a wider angle to create two fronts, getting close enough to hit them hard and fast.

Concept: Momentum

When you initiate an assault, you feel that people are pushing up and you are gaining
ground and you see a lot of enemies get taken out. That’s momentum.

Momentum can become a psychological impact if you attack, hard, aggressive and fast.
Enemy will not know what hit them.

The amount of momentum is all dependent on the reluctance to push up, how far ahead
you push up, and the focus of the entire team’s firepower.

Most noobs will want to camp it out, especially they have only pistols they turn up with
at the first game. Don’t! Pistols have the advantage of gaining more ground than assault
rifles if rifles are there to cover your arse.

To move, your buddy has to put down rounds down to keep their heads down for you to.
However like with many novice players they move ahead too fast and gets nailed from
insufficient overwatch/suppression since their angle becomes more exposed. That in turn
also loses momentum.

Trick is: Stick by the 3 sec rule!

The tactician of the team should be directing the attack and figuring out where to focus
the numbers for the attack, if no one is saying anything, use your commonsense, and put
yourself in the right place.

But always remember that, in real life you would not be pitted against a force of
equal numbers. You would only be fighting if you have a 3 to 1 numerical
superiority.

So it means, focus 3 guys on 1 guy and take out each enemy a step at a time.

Okay thats Chapter 1 done. That should give you enough info to go on the field to play
and have fun.
In the Hairy Furball, strolling along #2
Ok, through a bush you spot the enemy, you want to quickly get into a hasty ambush.

You handsignal for a hasty ambush, the guy behind you looks blank. You get frustrated

You get into the ambush position.

There is nothing more frustrating than a team member not knowing how to hide
themselves in an ambush, getting shot, spoiling the ambush and leaving you stuck under
fire from multiple angles.

Then there is also nothing more frustrating when the enemy comes across your patrol
members and start firing, only ONE guy returns fire, getting shot up very quickly, and
leaving you stuck under fire from multiple angles.

If you don’t get your shit sorted you ruin it for your buddy, your team, the game.

Cam and Concealment

It is important to have good cam and concealment. As in the previous example, you don’t
want to ruin the ambush because you are standing in front of a bright patch of vegetation.

- First of all, EVERYONE NEEDs some form of field uniform/combat outfit. Not
only for the look but also for the fact they work. Boonie or J-hat is best.

Not gonna get into what to get, rest assured anything works except for Orange,
Red, Yellow, Pink, Fluro green. Even then there are exceptions (Pink works in
deserts, Red shades work in Swiss Alpenflage) .

Finding the camo suitable for your surroundings is important, you won’t be dumb
enough to wear desert to a bush game, and you certainly won’t be dumb enough
to wear green in a desert.

Using cam paint

They come in stick form or pallet form in a make up case.

To apply there are many ways but this is the way I find easier:
• Find the color that matches the most frequent (base)color of the
surroundings
• Find other colors that match the surroundings
• Put the lighter of the colors across your eye sockets
• Put the darker colors across the raised surfaces, nose, cheek, jaw.
• Then fill in the rest with more base color than the others, disrupt the
pattern so it doesn’t look like a face.

You want to make the eye sockets (which are dark naturally) look light and the
light surfaces like the nose look dark.

Again there are many different ways to apply cam, some can pull shadows away,
others can disrupt patterns till your eyes fall out from seizures.

- Also remember too apply cam paint to:


• neck
• ears
• back of hands if you don’t have gloves

Now the 2nd part is:

Picking where to move to be concealed. This can be tricky.

There are a few things to hold in regard when concealing:

- Size
• Having similar sized objects helps to hide oneself
• Think zebras

- Shape
• Shape of man made objects, gun barrels, hats, webbing catch attention
• Straight vertical or horizontal lines show up well
• Add more foliage/burlap to break up the shape outlines on equipment

- Shine
• Shiny hands, sweaty face, grenade pins, bare metal helmets, catches,
buckles all catches attention
• Add electrical tape or add other things to cover up the shine.

- Shadow
• when moving, the movement of the shadows can give your position
away
• Pattern of the shadow can also give you away
• Be aware of where the sun is or any other light source.

- Silhouette
• Say walking in front of a bright skyline, you will immediately become a
silhouette on the skyline.
• Same with if on one side of you is a bright field, and you are in the bush,
your shape immediately becomes highlighted
• Look and see where you may be highlighted

- Texture
• Not just the roughness of the surface but the depth of view it generates

- Color
• Obvious
• Choose appropriate camo and base color.

One often made mistake is going over a ridge from the top, making your outline highlight
in the sky. This can be seen in various movies. Don’t go over the top of the hill if can be
helped, go around.

Same with hiding/shooting behind a ridge/hill/baracade/bush. Don’t hide on top, hide on


the side.

Other things to consider:

- Loose straps!!!, ALL LOOSE STRAPS NEEDS TO BE TAPED UP!!!


They create unnecessary movement and are a sight for sore eyes.

- A hat breaks the outline of your head, must always wear a hat

- A set of gloves is a recommended, as it protects your hands, but also saves you
from applying cam paint on them every 10 mins.
- Sound:
Sound will give you away, obviously. Any loose shit in your webbing, will give
yourself away even if you are well concealed.

Tiny sounds like hicaps rattling may distract you from concentrating on listening
for enemies.

Sound is an issue not often addressed.

Here is a list of common occurences that gives sound away:

• Loose mags hitting each other in dump pouch, use dump pouches in
limited occasions
• Belt buckles (Davis belts especially, avoid using them)
• Hicap mag rattles. Fix is to carry full hicap magazines, and use a lo-cap
for patrolling.
• Sling mounts hitting sides of the stock. Don’t use slings else tape the
slings up, or tape the stocks up with tape
• Branches hitting the sides of plastic stocks. Tape the stock.
• Any drink bottles less than ¾ filled would make a hell of a racket. Drink
from the water in your day/hydration pack and only drink from your
drink bottles in an emergency.

- Smells, but not a biggie for airsoft.

Communication – Hand signals

That noob looks confused after you did a handsignal to him, great. :P

As the noob you are probably feeling crap about now.

Basic hand signals required for airsoft there is only a few commands, other more
advanced commands can be added for each specialist teams. Hand signals are used when
you do not want to disclose your position and enemies are nearby.

In a fire fight you would be shouting your arse off.

There are also American signals and British signals, and they can get confusing when
used together. We will focus on the British signals because the American ones involve
too much movement.
The way you piece the signals together is common sense

Here are the basic hand signals:

ALWAYS DO HAND SIGNALS WITH THE ARM THAT YOU DO NOT HAVE
TRIGGER CONTROL ON, unless it’s requires 2 hands.

ALWAYS pass on the hand signal to your other teammate. Repeat it to the guy who
haven’t seen it and MAKE SURE he understands it.

Show Directions:

Point in the direction with your arms extended, palms flat facing left and right.

Come to/form up on

Pats hand onto head

Stop

Raised palm straight up.

Move along
Push along the direction of movement to the ground.

Get down/crawl

Pushing down (palms facing down) once slowly

Come up

Push up (palms facing up) once slowly

Speed up

With clenched fists, move it up and down very quickly


Slow down

With palms open facing down, push up and down slowly

Space out formation

Push away from your rifle

Space in formation

Push in towards your rifle

Assault

Make a fist, raise to head height and punch in the direction of attack
Attack

Point in the direction you want to extend the line, and sweep (palms down) for the
direction of the attack.

Friendlies

Thumbs up

Enemy

Thumbs down

Yes/Understand/OK

Do an A Ok sign.
Not understand

Wave side by side.

IC (generally the guy in charge of the section or fire-team #1)

First two fingers to the upper arm (not shoulder)

2IC (generally the guy in charge of fire-team #2)

First finger to the upper arm (not shoulder)

Single file

Swing pointing with palms flat in the direction of the line


Staggered Line

Pointing at two alternate points in space towards the ground.

Wedge

Vee shaped, with the support group on the side where the rifle is.

Spear head

Make a triangle with the arms and the gun group is on the side where the rifle is.

Extended Line

Arms straight out.


Hasty Ambush

Covers mouth, then point in direction to align ambush

Listening halt

Cup hand to ear, something suspicious, listen for enemies.

Rally point

Draw a circle to the ground, and then point in the direction where the RV point is.

After working for a while, a team may decide to add more signals to this basic list.
Communications – Radio telephone procedures (RATEL)

Since this is airsoft, the games are too short to effectively require any
prowords/codewords, formal network protocols, and formal messages that are required in
the real deal.

This may change IF your/our particular team comes across other teams who eavesdrop on
your/our channel.

But effective transmission from A to B is required, and radio formalities must be


respected.

It is fairly simple to understand:

- Minimise useless talk on the radio, like:

A: “yeah I see him now”


B: “ok, I am coming now”
A: “Roger that, OMG he is peeing in the bush”

If you do that you are just taking up airspace and prevent people from transmitting

- Always start off a message with the callsign of who you are trying to reach,
followed by your callsign.

A: “Teapot, this is cup, message over.”


B: “Cup, this is teapot, send over.”
A: “This is cup, there is a ballbag around the objective, over“
B: “This is teapot, Roger,over.
A: “This is cup, out.”

- As with previous example, only the sender can terminate the communication
between A and B with an “OUT”.

- Only answer the incoming transmission if your callsign has been addressed.

- “OVER” is used to end intermediate transmissions.

- ‘ROGER” is used if you received the message satisfactorily.

- If one needs to repeat a message. One uses: “Say again”, or “I say again”

A: “Teapot, this is cup, message over.”


B: “Cup, this is teapot, send over.”
A: “This is cup, ^&%&^$ over”
B: “This is teapot, Say again,over”
A: “This is cup, I say again, the ballbag is around the objective, over”
B: “This is teapot, Roger, over”
A: “This is cup, out”

- DO NOT EVER SAY: REPEAT PLEASE!!!

Unless you want an (imaginary) artillery barrage over the area again, don’t say it.

Other than these there isn’t really any other useful things RATEL can offer to airsoft.

And this concludes Chapter #2


More Hairy Furballs - CONTACT!!! #3
If you are reading up to here, you will have either skimmed the previous chapter, or
actually understood what was said there because you know this stuff from your boot
camp days.

Contact: Shouting Target indications

Ok, so here we are walking around in the game, and you see a guy.

Naturally, you would want to say: “Contact! There is a guy around the tree.”

And I would naturally shout: “Which bleedin’ tree? There are lots of trees.”

Then you would run forward firing randomly at the enemy.

And naturally rounds would be coming down on you.

Great….

This happens so often its not funny.

Ok, when you make contact, its not very useful telling me the guy is present when I you
haven’t provided a direction or range.

What should ideally happen is:

You see the guy, and if he sees you fire a shot from the hip, un aimed, dropped to the
ground and find cover, return fire. While doing so, shout out the target’s

RANGE
INDICATION
TARGET TYPE/NUMBER

Even just the first 2, is sufficient for airsoft.

Example: CONTACT, 40 METRES, HALF LEFT, 2 enemy base of bushy scrub.

SHOUT IT OUT, CLEARLY LOUDLY!!!

And what the other guys in your team need to do is =


REPEAT AND SHOUT THE MESSAGE.

A: CONTACT, 40 METRES, HALF LEFT, 2 enemy base of bushy scrub.


B+C+D+E+F+G: CONTACT, 40 METRES, HALF LEFT, 2 enemy base of bushy scrub.

Why?

So everyone in your squad knows where the enemy is!

There are a few ways of indicating direction, but will only cover a few basic ones.

- Reference points: Use known landmarks

• 40m, Reference boggy ditch (assuming you know where that is), one
enemy.

- Clock Ray: Directions as the clock hands, both from our direction or from a fixed
reference point.

• 40m, Your 2 o’clock, one enemy in ditch.


• 40m, Reference ditch (assuming you know where the ditch is), 9
o’clock, one enemy.

- Axis: Assigned axis is the middle, Left of axis is 90 degrees left, right of axis is 90
degrees right.

So HALF LEFT is 45 degrees left, HALF RIGHT is 45 degrees right, AXIS is dead
straight.
• 40 METRES, HALF LEFT of AXIS, 2 enemy base of bushy scrub.

- WATCH MY TRACER!!!

BBs aren’t as easy to see in the day or in the dark unless you really have tracer BBs, but
sometimes that may come in useful at night.

Shoot where the tracer falls. 

Bush target engagements

Generally when someone shouts a target indication you would spot the target and shoot.
In Airsoft there is no need to have Fire Control Orders to conserve ammo, but there
maybe an order to either assault or fallback.

In the bush where visibility is limited this is where things can get out of hand.

In airsoft when an enemy fires in the bush, if your team is the main assault force, then
EVERY ONE IN YOUR SECTION/TEAM needs to return fire in the direction of the
sound.

This may seem counter intuitive. Usually in the open you would only shoot what you can
see. But because in the bush the first guy who fires wins, usually the stationary one, you
need to have rounds down for the other person to be suppressed.

You would still shout contact, and direction, but may have to omit the unknown details.
The law of statistics will come into play about the likelihood the enemy will be hit by
blind fire. So:

- More rounds from a wider angle in that direction


= More chance you will hit the bastard.

The other reason you need to all fire is apart from increasing hit probability, is to create
that psychological effect to convince the enemy you have more firepower than you have.

So then, get 2 people to suppress and others push up, keeping the momentum. Remember
the 3 second rule.

Breaking Contact

For whatever reason, say you are losing momentum in an assault, engaging in an enemy
larger than your own group or trying to lure the larger enemy forces into a trap. You
require a strategy to break contact and withdraw.

NOTE: This is NOT to be used to get yourself out of a near ambush. Only way to
get out of a near ambush is to assault straight past the enemy line.

Basically you would be using Fire and Manouvre as indicated in Chapter 1, but in
reverse.
This is suitable for small teams and pairs, fire-teams and sections. Its mildly effective
against roughly equal numbers of opponents.

There is the other method to withdraw by maximizing firepower to convince a larger


group not to pursue, and this is the peel or the moving line.

The Scout/pointman evaluates the situation/enemy numbers and deems and withdraw is
required and initiates this manouvre after lots of rehearsals with the section.

Just before the enemy engages, the scout empties his magazine on automatic, runs
backwards behind the line, and meets the cover scout, taps him on the shoulder/leg and
continues to run to the end of the line. The cover scout suppresses until tapped then starts
to run backwards to the 3rd man, and cycle repeats.
The moving line can be done at an angle so as to maximize firepower of the withdraw.

This should only be done after many rehearsals, considering the section’s SOP, numbers
engaging, formation and the orders for the patrol.

Establish your own team commands to initiate the peel. Also don’t be a jackass and do
the peel when enemies are not likely to be around, unless the suspected threat level is
high. Often this is used for dismounting also, but not always.

In both cases, after losing sight of the enemy, one would gather back to the first rally
point detailed by the Section Commander, in an all round defense.
Fireteam 1: Furballs 0 - Coordinating Formations #4
Ok, now to coordinating.

Not going to nit pick on every detail. Its not life or death, and a capable section
commander will dictate when to use whichever formation.

Formations help to protect the team, or maximize firepower.

But one thing to remember:

IF YOU DECIDE TO PLAY AIRSOFT AS AN INDIVIDUAL, DO NOT COMPLAIN


WHEN YOU GET TK’ed.

If you break formation, advance further than your team’s line, you may get shot by your
own team mates. It’s a risk you shouldn’t take but in airsoft you may need to.

From experience, in the end no one follows formations 100% because things generally
ends up into a big mess with respawns and medics.

Right, on with it!

But remember to KNOW YOUR ARCS! They will be detailed here in purple.

Basic Units:

Buddy pair:

The basic team unit is a buddy pair.

A buddy pair needs to cover 180 degrees in front of them, which means they have to
move slower as so not to miss the enemy. Their arcs to cross into each other and there is
chance that one will shoot the other, but unlikely.
WHEN YOUR BUDDY IS COVERING A DIRECTION/ARC, COVER THE
DIRECTION/ARC THAT HE CANNOT COVER. This is teamwork people!!!

Again, they can move using bounding overwatch, or one following the other.

Multiples of the pairs can move using bounding overwatch, or one following the other.

Fire team/Det(achment):

A fire team/Det has typically 4 members, Usually consist of a team leader and 3 others.

A fire team is the most suitable size for airsoft engagements, because of its flexibility,
mobility and the fact no one ever faces a platoon sized enemy ever in airsoft.

Because of such a small size, a fire-team needs fight hard and aggressive, but also
stealthy, and have every form of available firepower on them, and know when to
withdraw when necessary. High ROF, Support weapons, M203s, lots of ammo.

Because the fire team is small, communication between them is easier, and fire teams
often function in small Diamond formations.

Note:
- The Scout has to cover a wide 120 degree arc, while the other two covers 90
degrees left and right.
- In contact the firepower of the team (CS and Rifleman) can be brought up
quickly.

Diamond formations can


- allow the small teams to move fast
- allow them to change directions very quickly
- less prone to ambushing

2 fire teams can move using bounding overwatch (when contact is expected), or one
following the other (when contact is likely).

Section/Squad:

In real life, typically 2-3 Fire-teams/Dets make a Section/Squad. A Squad can be divided
up into fire-teams, one commanded by the IC, and one commanded by the 2IC.

A full Section is roughly 12 people. But can be 4 + 4.


Now in airsoft, there are no support weapons as such, only some jackass with a hicap.
With airsoft, there aren’t many weapons that can have the range to effectively cover vast
distances with automatic fire, that and everyone has peashooters with hicaps.

So everyone is a support gunner, effectively. There are no area effect fragmentation


weapons like an M203 so again no grenadiers as such.

This basic unit is not really applicable to airsoft because the level of detail/discipline
required in order to maintain this unit.

It is best seen as 2 fire-teams.

In real life, the Section commander (IC) is a Corporal, 2IC is a Lance Corporal.
Platoon:

A Platoon is 3 Sections/Squads, of roughly 30 pers. In airsoft, I doubt very much we


would ever see an advance or large structure such as this.

A Platoon commander in real life would be a Lieutenant, 2IC would be a 2nd Lieutenant.

Company:

A Company is consists of 3 Platoons, of roughly 100 pers. Hell, if ever airsoft skirmishes
got having company sized engagements we would have the ATF/Police/Army/Intel
agencies on us, calling us a rebel militia!

A company commander (OC) in real life would be a Major, 2IC would be a Captain or at
times a Lieutenant.

Basic Formations:

Here are some basic formations:

Single file/Column:

Just a line of soldiers.

This formation is best deployed in close country in where threat is likely but not
expected.

This is because it leaves little sign that a bunch of guys have just bushwhacked into the
place. In airsoft it is not such a big deal.
Also the frontage profile is small, its more stealthy.

However this formation also ensures that you won’t lose people in the bush. Spacing
between the pers is 2-5m.

Points to note:
- Scout and cover scout (in yellow) both cover over each other’s arcs, where scout
looks for close range threats, the cover scout looks for longer ranged threats.

- IF YOU ARE NOT THE SCOUTS OR THE TAIL GUNNER, YOU MUST
COVER THE ALTERNATE ARC OF THE GUY IN FRONT OF YOU.

- ALWAYS LOOK BACK TO MAKE SURE THERE IS SOMEONE


FOLLOWING YOU.

- Tail gunner (the blue guy, often just the last guy) is responsible for preventing
sneaky bastards from picking your guys off. He is always pointed to the rear and
possibly the most important person of the team.

In a small group you would also have a tail gunner to mark the rear, always pointed to the
rear.

The disadvantage of this formation is:


- communication between the front end and tail end is slow.
- In the open, a strafting run from an aircraft or a guy with a machine gun in the
direction of the line can cut down the entire section in one go.

Modification – Jungle Column/File:

Just the same except you have multiples of columns heading in the same direction.
Staggered Line:

It’s a line but every 2nd person its offset.

The diagram shows the formation when contact is unlikely.

There is really only one place people would use this method and that’s on the road, where
people are on the opposite side of the road. It allows fast movement, while decreasing
the risk of being wiped out by aircraft, or ambushes by 50% (from 100%).

Basically, one side of the guys will be exposed to the enemy fire and will probably get
shot, while the other guys across the road will have cover.

Points to note:
- Scout and cover scout (in yellow) both cover over each other’s arcs, where scout
looks for close range threats, the cover scout looks for longer ranged threats.

- IF YOU ARE NOT THE SCOUTS OR THE TAIL GUNNER, YOU MUST
COVER THE ALTERNATE ARC OF THE GUY IN FRONT OF YOU.

- ALWAYS LOOK BACK TO MAKE SURE THERE IS SOMEONE


FOLLOWING YOU.

- Tail gunner (the blue guy, often just the last guy) is responsible for preventing
sneaky bastards from picking your guys off. He is always pointed to the rear and
possibly the most important person of the team.

This can also be used for short temporary breaks.

The disadvantage of this formation is:


- communication between the front end and tail end is slow.
- Can’t be used anywhere except on the road.
Modification: When threat is most likely

Separate into fire teams and move one behind another:

Overwatch can apply here.

All round Defense:

This is used when ever you get to a stationary halt in where threat is likely but not
expected, where:
- Section commander wants to detail Orders
- You arrived at a Form up point, rally point , or an ORP
- You want to secure the position.
In the case where this is used where threat is encountered is upon initiation of contact, the
team/squad form an all round defense to await orders.

NOTE:
- Ensure that you are covering the next sector of fire/arc you buddy cannot cover. It
MEANS all round defense.
- Best to find cover to hide behind.
-

Extended line:

Simplest of all attack formations. Easy to deploy.

Difficult to coordinate, especially in close country.

Basically, the riflemen/support will fan out on either side, with the Commander in the
middle. Variations would be a left line and a right line where the team members form up
left or right of the Section commander.

Spacing depends if it is close of open country, but if its open country other formations
will be used.

Advantages:
- Quick to deploy
- Lots of firepower
Disadvantages:
- Support element is scattered, not effective suppression
- No rear security

Problems during coordination:


- During an assault, some elements will push up faster than the other elements
- This results in changing of the direction of the advance, or worse yet is friendly
fire.

Communication and AWARENESS is the key. Should say the right hand side push up
too quick, have to shout to them: RIGHT SIDE SLOW DOWN, at the same time left side
automatically speeds up.

This applies to Fire and Manouvre as well.


Wedge/Arrowhead formation:

Its like an extended line, except the support element (in blue) is on one side, usually right
side.

The elements of the section fans out to this formation.

Often used in open country or in where there is sparse vegetation. Not used in close
country because it is difficult to coordinate and has the same problems as the extended
line.

Advantages:
- It gives a lot of firepower
- The support element can be deployed very quickly and allow effective
suppression from a good angle of fire.
- Allows the others to push up
Disadvantages:
- No rear security

In airsoft, it really means jack unless you have a support weapon capable of layering
rounds another 30-40 metres more than your average AEG, which once in a blue moon
there maybe.

Spearhead (One UP) Formation:

A modification of the Wedge formation

Allows some degree of rear security.

Allows more freedom for the scouts to be further ahead of the section.
Again it is an open country formation, limited used in the bush, as it has a large frontage
and leaves lots of signage.

Same advantages as the Wedge, with a small degree of rear security.

T formation:

Another open country formation this time the support element and the scouts element are
at the front, and the rest are tagged behind the command element. Sometimes the some
of the infantry elements move up beside the Scout group.

This allows a section to gain a lot of ground by spacing out the personnel at the frontage
of the T. It also has a lot of fire power at the frontage. But the rear infantry units have
problems with crossing fire onto their own team mates.

Hence this is not entirely applicable, and is not covered as it is beyond the scope of our
airsoft needs.
Hasty Ambush:

It’s a very quickly set up ambush.

What tend to happen is that the forward scout detects an enemy patrol, signals that we
should set up an ambush very quickly along the path of the patrol.

What then happens is that the section commander signals a hasty ambush, you follow the
others and cut back 45 degrees back into the side of the path. And set up the ambush
along side the path of the enemy patrol.

Ambush is initiated by the IC or unless the enemy notices the patrol.


M203s should be used to ensure both ends of the enemy patrol are capped, and they act as
the cut off group. All weapons should be set on auto.

The contingency should the ambush fail is to make your way back to designated rally
point.

If the ambush is successful, sweep through in the direction against the enemy patrol’s
direction (from least likely enemy approach towards most likely) to clear the area.

Counter Ambush:

Should you so be the unlucky section that gets to patrol, and come across either a
suspected ambush, or actually got caught in an ambush.

Depending how many of you have been caught in the ambush, the section commander
may order you to either assault pass the enemy lines (which in the case your whole
section is in the ambush), or would counter ambush the ambushers using the elements of
your unit not caught in the ambush.

What would then happen is when the section commander issues the command (“ambush
left/ambush right”), the tail would swing around and push through the enemy.
Now as soon as you sweep through the enemy line, quickly reform back into formation,
as the tail end has become exposed, with the regrouping enemy, they will counter ambush
the counter ambush.

NOTE:

These manouvres are practiced and rehearsed over many many times as a part of battle
prep before actual (real life) deployment. It requires you to know all that is in the
previous chapters, lots of time and effort working with the team mates to get to a state of
almost reflexive in their deployment.

These are also the basics, and can be modified to suit each group. A section can be
divided up into 2-fireteams OR 4 pairs OR 1 fireteam & 2 pairs, etc, etc. It depends on
the team mates, whether they have trained together to respond to the specific commands
that is given to divide the team into pairs or what have you.

Else, like many of airsofters even at times myself, cares not what formation they are in,
just run in and shoot, and often met with a hail of BBs. :D

And this concludes Chapter #4


Coming out of the Furball, WTF!!! - #5:
After all those readings, one must wonder, if it is absolutely necessary to know
everything that is in here JUST to play airsoft?

Yes and No.

Being the guy who does what he preaches, I have to say, knowing this stuff really helps,
especially when its done right.

At the same time there are a lot of good tactics out there that’s innovated right on the
airsoft field.

However, belonging to a club that majority of its members are not often serious has down
sides, it leads to poor quality game play and leads to frustration.

I do airsoft because there is stuff you can do in airsoft you just can’t do in the army (and
vice versa), and that is having picnics and BBQs at half time with all your boys & toys,
with your beloved partner beside you moping wishing the day would end sooner.

In other words, have FUN.

So to answer the question: is this really necessary?

Well it is, to an extent.

Airsoft is for fun, but like anything fun you do, it requires some format/structure in order
to have fun.

It also requires some tomfoolery to be fun also.

The point of this is:

- To give new airsofters a clue when they step onto the field.
- Add a level of professionalism into airsoft while keeping it casual and fun.
- Increases the quality of game play.
- Decrease the number of clueless people on the field so experienced guys don’t run
out of challenging targets to shoot at.
- Decrease the number of clueless people on the field so experienced guys don’t get
frustrated when someone wasn’t watching their back.
- Decrease the number of clueless people on the field so experienced guys don’t get
frustrated when all the noobs have died in the first assault, or why no one is
suppressing the enemy in the bush etc
-
So yes, this document I think is necessary to give new and old players a clue, but at the
same time its not gospel.

If an airsoft team does what is in here to even 50% you have some very experienced
players there.

But at the end, life is a learning process.

So, after the game, always:

- Review what you did, why you got shot, can it be improved?
- Review of what happened, was the objective gained, what do you need to help out
next time.
- Review other’s actions, congratulate them if they did well, remember how they
did it and see if you can do it better. Remember who lead the team, their ups and
downs, who did well etc,
- Remember to do at least ONE thing that’s silly and out of context at the next
game.
- Remember to help a noob, as it will helps others.

And remember: You are there for your teammates – brother/sister in arms, and without
them you would not be having fun.

Also remember the others who also wear the uniform. You are playing a sport and
wearing uniforms of servicemen/women who have bled and died fighting for the country
which these uniforms represent, and it is our obligation to reenact with the same accuracy
and professionalism as they act.

Unless of course you wear the naked girls camo T.shirts from fashion stores…. 

Herein concludes Chapter #5.

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