Sunday, January 10, 2010

The Gucci Factor

To start off I want to apologize for almost a month worth of not posting. I had my laptop stolen and that had about two weeks worth of pre-written material on it. Thus I was rather demoralized and never got around to writing any of it back up, but I have finally found a renewed gusto to continue my rather long and wordy airsoft themed writings.
My topic for this entry is on 'The Gucci Factor' as I've called it. This encompasses a bit more than the title suggests. The idea of 'The Gucci Factor' is all about image creating the image for yourself or your team. Now there are several reasons to create this image. The first is defining legitimacy and professionalism. No one is going to hold a team in high regard if they all wear mixed camo and basically look like kids geared up to play 'army' in the woods.
Like with the real service branches the uniform worn by all the service members is a sign of what they're a part of and they represent their loyalty to their institution by the wear an up keep of their uniform and gear. The same should hold true with airsoft team members. They should be proud to be wearing their teams uniform and colors and should outfit themselves to the team standard.
One of the first things I recommend new teams do is lay out the required gear set for the team so everyone on the team and who joins the team can work towards that complete loadout.
If there are five operators on a team and they are all geared out and look like a team the enemy is going to come to fear and respect them faster than a bunch of guys with 'matching patches.' There is a devastating psychological affect on the enemy. Commonly said by war-fighters is "Your worst enemy is a well equipt one."
Though alot can be said through pure skill, command, and weapon strength the picture of an elite airsoft team isn't complete until they all are looking alike.
The affects of the presentation of a team can in fact be a tide changer. There is also a similar affect with the weapons you carry. Airsofters are Chairsofters...but Chairsofters aren't Airsofters. Most operators worth their weight in 6mm white bb's can tell gun varieties from each other and well informed operators may be able to look at a weapon and determine its maker, thus knowing its general capabilities. Advanced players might ask "whats in this" and get a low down on the internals.
Unique guns or feared guns also take a toll on the enemies psychological health during a game. Though the L85 is becoming more common I think seeing a whole team outfitted with it as the standard service rifle would scare most beginner/intermediate level players mid-game/op. Feared weapons come in two categories shape and maker. Feared guns (maker/price) are those weapons which people are aware are scary accurate and very fast, much like Systema. The mere mention of a Systema gun will put a beginner player on the ground red rag out. If a player is aware of the price of a certain gun this might also affect their actions and attitude towards it on the field. The other variety of Feared gun is shape. This basically suggests if its in a unique shape or rarely seen shape (as I mentioned above) it will get more respect on the battlefield. Also many new players will assume that airsoft replicas mimic the 'awesome' of their real steel partners thus making even the most inefficient M82 Barrett Sniper Rifle or Cheytac M200 replicas a tide changing entity.
Other gear which may change a enemies play styel on the field are claymores and grenades. The explosive simulators will keep many players on edge fear booby traps or walking into a trap and getting 'fragged.' Helmets are also an excellent addition to a teams load-out an it makes a 'we play rough' message very clear.
In short, the gear which a team picks is its own. The way that you wear it/ wield it is just as important as the gear itself, but remember that the better equipt you are to fight the more successful you will be and the more the OpFor will fear you.

Wiki Out

Sunday, December 13, 2009

The Automatic Rifle: The Biggest Boots to Fill

As most people who may be interested in becoming a regular reader of this blog know that I am strongly in favor of a strict military style of play all the way down to radio protocol. This article is about the proper implementation on the Automatic Rifleman (AR) and his main weapon. Each squad has 2 of these soldiers, they carry any weapon with a good range and fast ROF that is hooked up to a box mag. Though I am in favor of the use of the SAW and the required weapon for this position a M-4 with a C-mag makes an excellent Special Forces AR.
In Mil-Sim operations that are being executed properly the AR should be the only man on the field who fires on full automatic all the time, or at all depending on you mil-sim intensity level. This being said it you don't want to elect you most trigger happy team member into the position because it takes a lot of patience and an understanding that you may not get that many kills.
Yes, you did read that right. If you are a potential AR and are reading this and had set your mind on the AR position because of its high kill rate, you may want to reconsider. If a team leader or squad leader properly employs AR's then they will be used to suppress down enemy positions while the rest of the team maneuvers.
Allow me to give you a tactical example, I am a team leader and my group came under fire from the doorway of a small house. There are no windows on the side of the structure that my team was approaching. I take my AR an set him behind cover and direct his fire into that door way with instructions to fire in 7-9 second bursts. I leave my rifleman there with him as rear security and begin to move towards the structure my Grenadier taking the point with a 40mm locked and loaded in the instance of someone charging at us out of the door. Stacking onto the wall I signal to my AR to shift fire out of the doorway so there was still an allusion of fire before myself and the Grenadier stormed the room.
In this tactical example I used several tactics. Suppressive Fire which is the act of using fire to keep the enemies head down. Illusion of Force which is a rudimentary psychological operation implementation where the AR lays down so much fire it makes the fire team seem like a much larger sized unit, this is one of the best and most practical uses of the AR and his weapon.
A technique of suppressive fire that can helpful against larger elements is the 'sweep fire' technique where the AR sprays back and forth along a location where the enemy is know to be approaching. This technique can be countered by very skilled operators who know how to communicate and properly bound towards contact.
There also needs to be an understanding of the operator at the reins of the Automatic Rifle that he doesn't feather the trigger, he's rough with it. When an AR fires the BB's should come out in at least 3-4 second bursts. There is an easy way to remember this when you pull the trigger say in your head 'Die Terrorist Die.' This phase takes about three seconds to say and is simple to remember.
A squad with full AR capacity is a scary thing to have knocking on the door of your forward operations base (FOB) if the Squad Leader knows how to properly employ these devastating weapons systems. If a squad was trying to overtake a small FOB the first order of business is to set the AR's in a grid fire style position creating a kill zone on the FOB. The AR kill-zone in reference to the squad attack is the area that the teams AR fire criss-cross. This is what is referred to as your base of fire, and is the most important part of any attack.
The base of fire is important for many reason, but the two main reasons are volume of fire and Psy-Ops. Volume of Fire is simply you have enough BB's flying at that FOB that some one might make the mistake of standing up or popping up too soon they might be struck by the random fire of the AR as opposed to the precision fire of the Riflemen, Grenadiers, and Team Leaders. The Volume of Fire ties directly into the other reason for the base of fire and that is the psychological effect on the enemy.
If the enemies heads are pinned down then they cannot see the tactical moves of the maneuvering elements (a benefit within itself), but this lack of visual on enemy movements will make the enemy antsy and it may force them into drastically bad decisions very quickly.
So when considering a position as an Automatic Riflemen consider these things I've mentioned and try to execute them to the best of your ability. For squad leaders when designating someone to fill the AR role it is my recommendation to fill that spot with the most mature and skilled individual in your element because the job being done right or wrong can easily make or break the quality of an attack or defense.

Saturday, December 12, 2009

A Case against 'Speedsoft' and the Mercenary Scene

We've all had those moments, where we get that new gun and look down at the box sorta roll your shoulders before you open the box. After cutting the tape you lift up the cover of that box and there she is your brand new AEG. You ordered it a few weeks ago and its in the shape of your favorite gun, which is used by the most high speed Special Operations Group on the face of the planet. You take it out of the stryofoam and strip it of it's platic covering to reveal all the sexy features you already knew it would have.Running your hands lightly down the rails you place the weapon down, flipping open your parts box and grabbing out that extra holo-sight and mock suppressor you had been keeping special for this new sleek weapon. After a short while you've twisted the accesories into place on the rail and you take a step back to get a good look at it. Just like from that picture of the Special Forces soldier you based it on. So now you gotta take it to the field.
Maybe a few days later you walk onto the field confidently that your new baby is going to do you right during the mission. After discussing with a few other operators where you got all the parts and the prices the whistle is blown to take the field. Standing behind a barrier loosening yourself up for the mission the whistle blows again, the game is on. You flick you weapon on automatic and charge headlong at the enemy spraying bb's at them.
Now pause, to me this isn't consitant a person purchases an AEG, used a Special Forces loadout as insparation for a weapon desgin, but they don't even hope to amount to the tactics used by that soldier because they're a 'speedsofter.'
The term 'speedsofter' can be used to define someone who plays airsoft like a displaced paintballer, in other words their AEG is always on automatic fire mode and doesn't use any type of conventional military tactic. They instead look like any old paintballer video on YouTube.
Most 'speedsofters' are independent entities on the field they roll out like John Rambo trying to take on a whole team and is cast down faster than Monty Python's Black Knight. There is one thing these 'speedsofters' are good for and that's showing the airsoft community that there is strength in unity which is what ties me to my next semi-connected topic, teams.
In airsoft there is a large mercenary, contractor, or free agent culture. Many players simply play to play, this is great I will in no way de-value anyone's drive to play airsoft, but there is no one in this community who can deny that airsoft is infact a team sport. Now if there is an acknowledgment of airsoft as a team sport why is it that wea have such a large mercenary culture within our sport.
Some of this is to be expected because when someone comes on the scene they won't always already be on a team and need to try out or make a name for themselves before a team will have them, but I've met skillful and well established operators who have been playing for four years or more who have never been on a team. The kind of skills, teamwork, and tactics that are needed to have victory in an operation aren't the kind of traits you learn the day of the operation, much planning and practice is needed to perfect the art of clearing a room, crossing a road safely, or performing a trench takedown.
Airsoft is at a point in its progression where the future of he sport can be swung greatly by the followings of the particular 'arts' within the game. I see two main 'arts' vrying for the spot to go forward into airsofts future 'speedsoft' and 'mil-sim.' Watching the popularity of airsoft grow I see now that we as a community are where paintball was just a few years ago, and look at them now. They have video games, pro leagues, and specials on Spike TV. If airsoft ever wants to have a 'Spike TV Generation' we need to offer the 'non-airsofter' a diffrent formula than paintball has offer them in the past.
Being that airsoft is a game of honor, and that 'speedsoft' is bastardized paintball, the idea of 'speedsoft' “going pro” is outlandish, could never happen, because it is paintball except easier to cheat seeing as players have to be honorable enough to call their hits. Mil-Sim airsoft has a chance, it is what will give the possiblity for a 'Spike TV Generation' in airsoft. This is because it offers a diffrent variety of tactics and gameplay, helicopters, hummers, and boats could get involved, the possiblities are endless.
Now I have to address why the mercenary culture affects the possibility of a built up airsoft league. Though I believe skirmish operations involving the mercenary culture are good fundraisers and recruiting tools for the airsoft community they should not be taken serious by serious teams. I implore all seasoned airsoft veterans who are still unaffiliated with a team to begin trying out for the teams you may be a good fit for.Why is it important to build teams? Using paintball as my model, as it is our closely related cousin, when you see specials on Spike or G4 on paintball tournaments all the teams there have been together and been practcing together for many years.
A mil-sim airsoft team should have 9 members at its smallest, two fire-teams and a squad leader. With enough teams like this in a region invite only games can be played. Invite only games are the sport at it's purest of level, no new folks to bog you down simply the guys you practiced with and play with op in and op out. Honetally these kind of invite only Op's need to start here in New England where we have the best and most organized airsoft fields, groups and teams.
To start making mil-sim airsoft into a true national phenomenon we would have to get camera men at these ops and splice together video much like you see on sports review shows and newscasts to show the best and brightest airsofters to the nation.
As disjoined as this article seemed the idea is that 'speedsoft' games are dead-end childsplay that could never enter into a 'Spike TV Generation' because the formula of the game is tried, tested, and executed better by the paintballing scene, but there is hope in Mil-Sim community for this 'generation' because of the unique style of gameplay and options offered by the playstyle of the group. To get to the point where paint ball is now everyone would have to pitch in and help, those trained and tried mercenary operators would have to go and join or start a team to create enough of a team boom to allow for invite only games which might eventually lead to the formulation of the airsoft 'Spike TV Generation.'

Friday, December 11, 2009

The Myth of the Airsoft Sniper

You're crawling on your face tracking the operator you know to be the enemy commander. You've been low crawling for about 100 yards as you've been giving chase. The enemy command element has finally stopped and begun to establish a rally point. Now is your chance to make that shot. By eye you estimate the shot would be just over 200 feet. Knowing your rifles limits, this is within your range. Pulling your bolt action rifle out from your drag bag you pop the bipod open and set up for a shot. You press your PTT on your radio and say "Recon 1 to Command" there is a moment of radio silence before the response "Command, go ahead Recon 1." You pause for a moment as through your scope you see one of the enemy command turn possibly hearing you speak. You wait for him to go back to his work before saying "Command, I have the enemy CO, RTO, and XO in sight. Permission to fire." There is a long pause as you observe the three enemies and the Commander debates on if he wants the shot taken. Then over the radio a short message is relayed "Go for it Recon 1"
You let out a hefty sigh as you get comfortably behind your bolt action sniper rifle. Sizing up the shot you place your sight where you think would be best to hit, aiming for open skin to be sure you get a called hit. Controlling your breathing you exhale and give the trigger a light squeeze and the rifle lets out a hefty 'twack' and you watch the white BB fly down range and nail the enemy CO right in the tip of his spinal column. Letting out a whispered 'yes' you watch in horror as the enemy CO reaches up and scratches the back of his neck.
This is the kind of horror stories that some airsoft snipers have to deal with on an op to op basis. The unfortunate truth of airsoft is that the 'One Shot, One Kill' philosophy will never really apply to the formula of Milsim Airsoft. The role of sniper is considered by every airsofter at one time in their career. Typically it is considered by those who are new to the sport because it is a glorious position that new folks like to imagine themselves in. The allure of this is the idea of getting the 'One shot, One kill.'
What alludes most of these people who are new to the game is that the role of sniper is not one of precision shooting but one of the unseen. There are two sniper like roles in the airsoft communities those are that of Recon and Designated Marksmen.
Recon is what people would envision as the normal sniper crawling around in a ghille suit deep behind enemy lines with a bolt action rifle and maybe a automatic sidearm. Personally this gives me a rush because there's no room for error because you have no medic and no back up. The idea behind this role isn't to hunt, but to scout and relay enemy movements and numbers to the Command element of his team, Recon Sniper's most dangerous weapon is his radio. The chance of this variety of sniper actually using his bolt action is low and is only in the instance of a 'perfect shot' their main purpose is to relay information to the CO of their team.
The Designated Marksmen (DM) is a integral part of the squad unit. This operator has been designated by his command as having excellence in marksmanship and has the added responsibility of being he go-to guy for called shots. For example, the CO were to say "Enemy second story, third window in." the the DM then is obligated to neutralize that sniper. The weapon used by this operator is one of semi-automatic nature such as the M-14 and the SR-25. Being in this position is recommended for responsible and experienced players who know every capability of their weapon system.
In truth there is no true airsoft sniper, a person designated for distance assassinations of HVT deep behind enemy lines. The truth is that the myth of the airsoft sniper is actually two jobs that can't be performed simultaneously, as someone who might be interested in becoming an airsoft sniper I ask you to look at the jobs of Recon or DM and select one of those jobs for yourself.

-Wiki Out

Thursday, December 10, 2009

Born is Wiki's Airsoft Blog

Okay, so as someone who was for the most part typically opposed to blogging I've finally found something that I can constitute writing about online since I have random thoughts throughout the day on the subject. On this page is where I intend to chronicle my AAR's on games I attend, my reviews that I do on weapons and gear, and other general airsoft topics.

This first entry is going to be focused on a recent airsoft issue in my town of Winchendon, MA. So as we all are well aware when you open any manual for any airsoft gun you own it say not recommended for operators under the age of 18. Now I used to question this rule until the other day flicking through the news paper and my eyes falling on the police blogger. A 19 year old kid in my town went with two of his 17 year old friends to Wal-Mart to buy AEG's.

Okay well that's their first mistake right there, for anyone fortunate enough to read this don't buy your guns at Wal-Mart if you plan on playing in any type of serious game, these guns will fail you time and time again. The same goes for airsoft products at your local sporting goods store. Order online or at a specific airsoft focused retailer.

So anyways, as the 19 year old goes in to Wal-Mart to buy AEG's for his little twerp friends the two 17 year olds start using some springers that were already in the car to plink customers. So after the 19 year old gets done with his purchases he walks out and gets in the car and drives off. Wham-o, he's now an accessory. So the cops eventually catch up to them and all of them are taken down town.

Whoopsie, big mistake...so let this guys mistake be a lesson to every airsoft operator out there don't buy AEG's, springers, or gas guns for people under the age of 18. They are not mature enough to treat airsoft guns as if they were real weapons, and bearing this in mind they are probably not mature enough to call their hits. There is an age limit suggested in the manual for a reason.

-Wiki Out