Sunday, February 19, 2012

Very Interested In This Set-up

 Pulled some images off my Tumblr blog. I thought this would be perfect for the Airsoft Tactics blog. Smart set-up and it would be interesting to use when I go out on the field to airsoft.


Wednesday, February 15, 2012

"War, not peace, produces virtue.."

Whether you're gearing up for combat on the battlefield (or just getting ready for a game of airsoft), there are certain tactics and strategies that one must observe. However, physical preparation is only half of the struggle. To be fully prepared for combat, one must be prepared mentally to be all-in as well. This quote is something I think about before clearing a room, or just before heading into the fray.

"War, not peace, produces virtue. War, not peace, purges vice. War, and preparation for war, call forth all that is noble and honorable in a man. It unites him with his brothers and binds them in a selfless love, eradicating the in the crucible of necessity all which is base and ignoble. There in the holy mill of murder the meanest of men may seek and find that part of himself, concealed beneath the corrupt, which shines forth brilliant and virtuous, worthy of honor before the gods."

Polynikes, from Gates of Fire by Steven Pressfield

Saturday, February 11, 2012

Ever hear that voice...

Ever hear that voice in the back of your head that says, “Oh fuck, where did I put my $180 tactical flashlight?”

Thursday, June 23, 2011

CQC/CQB: Food for Thought

Some CQC food for thought. It's pretty cut and dry, but with a six man configuration you can take on a lot of different building entry scenarios, from a simple one entry configuration, to multiple points of entry. I'll post my thoughts later in an edit

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Close Quarter Battle Tactics: The Darby Document
By Terrance Jones ARNG


Troop 1

Troop 1 determines the initial penetration of the attacking force and the success or failure of securing structures by space control and precision clearance interlocking fire that is assigned to each troop by vector field trajectory assignments. The weapon preference for troop 1 depends on reconnaissance reports on the configuration and size of the building that is to be attacked /secured. This last point will also need detailed analysis of the following:
1. Numerical troop strength of opposing force.
2. Spacing of individual rooms.
3. Overall building configuration.
* The weapons used by troop 1 should provide positive tandem force continuity in regards to initial penetration/ repelling fire of troop 1. This will help troop 1 determine the rate of initial entry room control and the rate of multiple space entry and control.

Troop 2

This assignment is a force multiplier position in urban assault missions, as it will exponentially accelerate the success of single and multiple room space control.
Example:
The initial entry assignment of troop 1 will facilitate an opportunity for troop 2 to severely weaken the opposing force by use of decisive marksmanship by M-16 and or handgun depending on reconnaissance factors, as the initial entry assignment of troop 1 should divide the positions of the opposing forces in the room to two vector field trajectory points which gives troop 2 a chance to neutralize several opposition force in one vector field if speed, stealth and surprise factors are successfully taken advantage of.

Troop 3

Troop 3 operates as an attritional force establishment (advancement and space control term in this case) force multiplier along with troops 1 and 5. Troop 3 will give the attacking force more efficient and rapid control of a room due to its lethal rapid fire weaponry while giving the following members of a 6 man team the option of expanding their control to multiple areas.


Troop 4

Troop 4 shares the speed and stealth continuity assignments of troops 2 and 6 on a 6 man team. Troop 4 will decide the rate of multiple room penetration and initial entry room control. This will make multiple room penetration and control possible while reducing the degree of difficulty. Troop 4 must execute his tasks precisely, as he will take on the role of troop 1 if the opportunity exists for more rapid control measures by two 3 man teams. This type of tactical assault should be implemented from the vector formation to facilitate efficient rapid control and relinquish tactics between the 6 man team members.

Troop 5

Troop 5 must implement and exhibit lethal force through proper positioning and appropriate firepower depending on size and configuration of the building. Troop 5 performs redundant control tasks that multiply the options of troop 6. If dual team(3man configuration) rapid control measures are being implemented, troop 5 will assume the vector formation assignment of troop two although, his entry task and weaponry will remain the same. This is made possible by precision and speed in regards to all troop tasks.

Troop 6

Upon entry, troop 6 will cover multiple gaps in the vector field trajectories of troops 1-5 with precision shooting by handgun or M-16. This coverage task will enhance the efficiency and lethality the 6 man team by redundant space control tactics. In a vector assault from the vector formation, troop 6 will take on the assignment of troop 3 to facilitate multiple room penetration and control by troops 1-3.

Bibliography
American Warfare: Merging Dominant Stratagems

Saturday, January 29, 2011

Special Teams

Integrating Other Assets

In the last article we talked about the task organization of a squad sized team.
In this one I am going to touch on special jobs that could be added to a milsim team and how to incorporate them. These aren’t required for success, but more advanced players will benefit by the skirmishes becoming a bit more interesting and challenging. The special roles I am referring to are the following;

Grenadier
Sniper
Heavy Weapons
Engineer
Medic

I know that by involving a heavy machine gun, grenade launchers and Airsoft demolitions that you are upping the "expense ante". But, this is just a way to incorporate these platforms into a squad if you have them available.

The grenadiers should be placed singly in the fire teams. An ideal setup would be to have 1 grenadier per fire team for maximum edge and fire power on the enemy. The grenadier is perfect to initiate an ambush on your enemy because the initial round will have a much larger kill zone than small arms fire. Having a grenadier also simplifies work against bunkers and fortified locations.

The sniper is where things will be dramatically changed form real world tactics to the Mil-Sim Airsoft realm. You will see much detail on this when Buck starts his sniper write ups on the 1st of June. With the range being minimized by an Airsoft sniper rifle you are going to have to seriously focus on cover, camouflage, concealment, and security.
I would not put a sniper in a fire team. A sniper would work best in a team of two, the shooter and the security. If the sniper is lying down covered by his gillie, looking down the scope, he needs someone watching his flanks and covering his back while he chooses his targets. I would have the security element place himself 15-20 ft behind the sniper’s position offset with either a slight right or left offset. This will allow security to take down any enemy trying a flanking maneuver against the sniper team. Much more detail will be written in regards to snipers on June 1st.

If you are lucky enough to have someone with a SAW (Squad Automatic Weapon) or other dedicated heavy support weapon you can master a tactic known as support by fire. This is best utilized with larger sized squads or teams with enough people to have 3 fire teams, one of which being a “Weapons Team”. Your heavy weapon is mainly used for keeping the enemies attention and head down while your fire teams advance and maneuver onto them. We will get more detail into this when I get into the actual tactics and different assaults you can perform on an enemy.

The engineer and medic are a case by case deal.
As a team and the opposing team need to set the rules and guidelines for the medic. If he has props (such as gauze) is he allowed to treat extremity hits and regenerate a player? You can get creative with this and even go as far to creating a casualty collection point in which wounded players may be brought back to for "revivial". This is all up to you.
In reference to the engineer: if you are lucky enough to have a few claymores by all means use them when you can. Try to lure your enemy into a choke point where you have placed the claymores and take them out. Ways to do this will be talked about more in depth in the actual tactics portion.

Well, that was the brief overview to special teams and how to incorporate them into a squad. I hope you enjoyed reading and I hope you're looking forward to the 1st of June. Buck has some great stuff coming!

Donnie