www.wartairsoft.com
So you want to Join Combat Rules The Uniform Beginners Guide History Photos and more Offficial publication of Washington Airsoft recon Team 2010 - 2011
So You Want to Join - PG3 Combat Rules - Pg8 The Uniform - PG16 The Beginner Giude - PG20 History of W.a.R.T - Pg24 Photo Gallery - PG26 W.A>.R.T Tactics - PG28
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So you want to join So who are we looking for? ·Well we are looking for operators that they show an exceptional level or commitment and dedication. ·We also need people who can think outside the box but operate inside of it when required. ·A good sense of humor is required along with the ability to work inside of a structured environment. ·A level of dedication to make it to 1 event a month (one event or one practice for Highlanders and Valkoinen Kuolemat this is required to remain in good standing) ·Players that truly want to do a Recon Role be it in a lone sniper or as part of a squad Wart is divided into 3 main operating groups: 501st Alpino: for operators under 18 or for those that want a more casual style of play. No formal gear requirements outside of the base. Stormont Highlanders: for operators 18+ who want a more structured play style or for those that prefer the assualt role. Gear requirements are base plus those listed.
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Valkoinen Kuolema: For the operators that live eat and breathe the airsoft recon and sniper role. This unit is by selection only and has the highest gear and training requirements of all the W.A.R.T units. You will be expected to have all listed gear for all 3 units. W.A.R.T Member Equipment Requirements: Base Requirements: CADPAT BDU’s (Jacket/Pants/Boonie or Hat) Black Boots Watch Dead Rag Eye Protection Radio (with ear adapter recommended) Stormont Highlanders: One Field AEG make and model not important 400 or less FPS w/.2 Chest Harness/Vest/Rig Tracer or HUTU for the field AEG Must pass Marksmanship course and Tactics course Valkoinen Kuolema: One Sniper Rifle (Bolt or Gas bolt action) 550 FPS or less w/.2 One pistol Ghillie Suit (prefer that you make it yourself) Camelback Holster 6 to 8 Midcaps for your AEG Compass or GPS Must pass Sniper, and Communication/Recon course plus any courses required for Highlanders.
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CADPAT is our main operating uniform. The black gear is for CQC combat and will be the least used so is of the lowest priority. Now these are suggested items you may want to look into: Elbow and Knee pads Winter gear Rain Gear Face protection Back up Weapons DMR (Highly Recommended Semi only Gas or AEG) Black Tactical Pants Black Ball Cap Black T-shirt Rubber Training Knives One CQB Weapon (Shotgun, AEG) 350 FPS or less w/.2 Light colored uniform still being decided on We do require more training than other teams to advance in rank and unit so keep that in mind if you are thinking of joining us. Some of those requirements are: 路Marksmanship 路Communication/Recon Course 路Sniper 路Tactics Course So now that you have read all that. The first thing you will need to do is get out to a game we are hosting or attending and hook up with us so we can get to know you.
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We usually require you to run at least 5 games before we will extend a membership to you but sometimes we click right away and sometimes we may want more time to look you over. Also you need to log into the forums and introduce yourself. Understand that all new recruits will start with the 501st Alpino and will need to stay with them until you have reached the ripe old age of 18 or at least 6 months. Officers are required to have a green beret. There is a charge of $25 for the first set of 4 patches you will recieve. These will be issued to you once you have acquired the basic gear required. Any advancement, class, or special patches will be provided by the team. If the patches are lost you will be required to pay for replacement. Velco will be provided by the team and sewing service is avaiable for $10. The sewing service will include all patch placement strips and cuff and pockets if desired.
www.wartairsoft.com hope to see ya down field
William “Sounguru� Burt team founder
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COMBAT RULES 1.1 Airsoft is a game of HONOR. Please call YOUR OWN hits! 1.2 DO NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized if a game staff member witnesses the event. (One Exception: 3.5.3) 1.3 Players caught attempting to cheat will incur penalty points for their side, and may be ejected from the game and barred from future W.A.R.T events. 1.4 Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future W.A.R.T events. 1.5 Subordinate players should observe and respect ranks and the event Chain of Command (NCO’s and Officers). 1.6 Ranking players should recognize that W.A.R.T events are GAMES. Rank is a tool to provide structure for an enjoyable game. Have fun, and remember you have a responsibility to help your subordinates to have fun as well. 1.7 All guns must be in gun bags or fully covered until you reach the staging area. Do not expose the guns in the parking area or while approaching the field. We ask that you gear up in the staging area this would include putting on harness, holsters, etc. Basically anything that would draw attention to you should be done in the staging area. *Failure to follow this will get you banned from that day’s event and possibly future events. This is in effect for all of our fields no exceptions we do not want to lose a field due to someone’s negligence.* 1.8 All loading of magazines must be done in the staging area do not load them in any other area but the staging area. 1.9 Anyone caught firing a weapon outside of the field area will be banned from all W.A.R.T events period no exceptions. 1.2.1 Teams wishing to set up tents or shelters of their own for staging and rally points must get approval from the W.A.R.T officer in charge of the event prior to the event. This is because some fields have limited space and we also do not want them just setup anywhere to cut down on confusion as to what is the staging area and what isn’t. 2.1 Eye protection (5.4) must be worn at all times while in a playing area. 2.2 If a player loses his eye protection or has a medical emergency, he/she should immediately call “Blind Man.” Game supervisors will immediately signal a pause in the game until the affected player pronounces “All Clear”, at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces “All Clear”, players should return their red rags to their pockets and yell “All Clear.”
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2.3 NO BLIND FIRING. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles). 2.4 Knife kills with a rubber knife (such as cold steel) are allowed. A swiping motion, or tap on an opponent’s shoulder, is allowed (and is considered a kill?). Stabbing motions with knives are forbidden, as are motions towards the face, throat, or groin of any player on the field. No other materials knives are made of, such as ABS or wood will be allowed. 2.4.1 Ghillies may not be worn except by Snipers 2.5 HIT RULES 2.5.1 If a player is hit ANYWHERE: You’re KIA. Gun and gear hits count. 2.5.2 When KIA by pellet/rocket/grenade/mine, or otherwise wounded/removed from combat, players should immediately do the following: a. Raise your hand and yell hit, wave your red rag above your head momentarily, and attach it to your head in a SECURE fashion. Expect to be hit multiple times while doing so - in the chaos of combat fellow players rarely have split-second trigger control. b. Assume a non-combative posture (gun down and on safety) and quickly remove yourself from the area (no waiting). c. Return to your designated respawn point. d. Return your red rag to your pocket/pouch once your respawn time is up. e. Please keep in mind most players cannot hear you. Your raised arm, and red rag is the first and most important sign of being hit. f. Red ballcaps are not acceptable substitutes for red rags. The red rag rule is intentionally “inconvenient” so players will not forget. If it helps, add a patch of velcro to your red rag. 2.6 “BANG BANG!” 2.6.1 If a player enters a close range situation where firing his weapon could result in unnecessary harm to an opposing player, AND he/she has the target “dead to rights,” use the “Bang, Bang!” rule. 2.6.2 “Bang! Bang!” is a safety call ONLY. It is NOT a way of killing someone tactically. 2.6.3 If a player says, “Bang! Bang!” to you, you should honor the call and immediately pull out your red rag. If said player was particularly sneaky, it is appropriate to honor the kill by “quietly dying” to not give away that player’s position.
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2.6.4 Do not use “Bang Bang!” in a situation where it could be disputed by a fellow player (no frontal assault “Bang Bangs”). If you do not have the target “100% no chance of survival/dead” from the side, or from behind, closer than 20 feet from the opposed player, do not say “Bang! Bang!” DO NOT: EX 1: You see multiple players from a distance; run though the group yelling “Bang! Bang!” at everyone. EX 2: You are hidden behind a bush, and opposed player approaches from the front. You call out “Bang! Bang!” before he/she reacts. EX 3: You come around a bush and immediately face to face with another player less than 20 feet from you. DO use PARLAY (2.7) instead. 2.7 PARLAY 2.7.1 If two players encounter each other at 20 feet or less in the forward arc, one should call “PARLAY” and back off 20 paces. This is a safety call to avoid point blank exchanges. 2.7.2 Calling “PARLAY” means you have surprised an opposing player in a dangerous situation and should immediately back off. 2.7.3 DO NOT place yourself in a position where an opposed player’s only choice is to accidentally stumble into you and force a parlay call. 2.8 RESPAWN 2.8.1 After being hit, all players should immediately return to their designation respawn area. Do not wait unless you have an emergency which prevents you from moving. 2.8.2 Main respawns are a “No fire zone”. There will be no firing any weapons within 100 feet of the main respawn. Main respawns will be clearly marked using yellow caution tape. When players are KIA, and use the main respawn, it will take no less than 3 minutes to respawn back into the game. 2.8.3 Respawn camping is not allowed. If you respawn camp (setting up position to shoot your opponent as they leave the 100 foot respawn safe zone), you will cost your team points, and may be asked to leave the game. Also a Cadre may call you out if you are found to be spawn camping forcing you to return to your respawn point. 2.8.4 Mobile respawns (if the game rules allow it) are respawns not marked by caution tape, and respawn time is 1 minute, and the respawn time will begin by touching the respawn flag. Each side will have 1 mobile respawn to use for the game. Anyone in the mobile respawn area without a red rag on is considered a live player, and can be engaged.
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To use a mobile respawn, your team must secure an area for no less than 5 minutes, and once moved to that area, the mobile respawn, can’t be moved again for a minimum of 20 minutes. Mobile respawns can be destroyed, by simply removing the enemy’s flag from its stand, and laying it on the ground. If a team destroys an enemy mobile respawn, it cannot be used for 1 hour, and must be returned to its owning teams main respawn before it can be used again. 3.1 CHRONO, RPS AND VELOCITY/ENERGY LIMITS You will need to bring all guns that you plan to use in the event to the chrono table. The guns will be chronoed then marked to show that they have passed. If your gun does not pass the required FPS/RPS limits, or you do not have the right credentials to use it (Marksman/Machine Gunner) you will be required to remove it from the field. All guns must be brought with an empty magazine to the table we will load it there and test it using .2’s to make sure it passes. If it fails you may make adjustments to the gun to try and bring it in line with the required FPS restrictions and re-chrono it. Anyone caught using an unmarked gun on the field will be asked to leave the game immediately no exceptions and could lead to future banning from W.A.R.T events. All Standard Rifles 400 FPS w/.2’s maximum High/Mid/Low Caps only Sniper/DMR 550w/.2.* SAW may be up to 450 FPS May use box and drum mags (a beefed up M4 does not count)* *You will need to complete Marksman Qualification Course by a recognized organization and present your card or patch to be allowed to use any gun over 400 FPS no exceptions. Pistols Will not be chronoed unless there is a real question brought up about the pistol. If a chrono is required the pistol will need to be under 350 FPS to be used at less than 20’. If it goes over that it will fall under the standard engagement rules. 3.3 HAND GRENADES/MINES/RPGs 3.3.1 No metal grenades, paintball grenades, or hard objects may be used. Only rubber, plastic, Tornado, or Escort style grenades will be permitted. 3.3.2 Each player is allowed to carry up to 2 grenades on their person at any one time (extra may be left at a main respawn).
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3.4 MINES and BOOBY TRAPS 3.4.1 Spring loaded or gas powered BB grenades (BB showers) and mines are allowed. If a player is hit by a BB from such a device, it is considered terminal. 3.4.2 Any other kind of booby trap MUST be approved prior to the event. Contact the commanding officer for approval on the W.A.R.T forum prior to the event. 3.5 AREA EFFECT/BLAST RADIUS 3.5.1 Hand Grenades, rockets, booby traps, and mines are defined as area effect weapons. 3.5.2 Area Effect Weapons kill all players within a 15 foot radius of their triggering, regardless which side activated them with the exception of claymores, which is a directional weapon (see 3.5.7). 3.5.3 The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to Rule 1.2. 3.5.4 Only hard cover protects you from an area effect weapon. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover. 3.5.4 Hand Grenades blast radius is determined from the point of landing. Hand Grenade BBs DO NOT have to strike a player to count as a kill. 3.5.5 Rocket blast radius is determined from the point at which it rests, unless it strikes a vehicle. 3.5.6 If a rocket destroys a vehicle, the vehicle is considered the blast radius center. 3.5.7 Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count. 3.6 Low temperature (160째 F max), internal burning smoke grenades may be used if proper precautions for fire prevention are taken and event staff are notified in advance. Only on approved fields. 3.7 Designated Marksman (DM) Rules 3.7.1 All DM must first pass a Marksman Qualification Course before being able to play the DM role at any W.A.R.T events. 3.7.2 DM minimum engagement distance is 60 feet. 3.7.3 ALL DM may have a secondary weapon that meets the Rifle requirements on fps.
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3.7.4 DM must be approved by the field commander to play the role. Some events may not allow DM because of the format of the game. 3.7.5 DM Rifles must be Semi/Single Only. If the rifle is an electric rifle shooting above the AEG fps limit it may be used as a DM rifle. The replica must be fixed on semi-auto only, and must be physically broken down to re engage the Auto setting. The only exception to this is the use of an AEG Wizard or similar Mosfet to lock out auto mode. 3.7.6 DM can only use low or mid cap mags. 3.7.7 DM’s may not wear a ghillie unless acting as a spotter and having passed the advance sniper course. 3.8 Sniper Rules: 3.8.1 Snipers follow all of the rules of the DM with a few exceptions list below. 3.8.2 Snipers must pass an Advanced Sniper Course to be allowed to play on our Field 3.8.3 Snipers may wear Ghillies 3.8.4 Snipers may not carry any secondary weapon except a pistol. 3.9 Machine Gunner/ SAW Gunner Rules: 3.9.2 You must have passed a Marksman Qualification Course to play this role. 3.9.3 You must stay with your squad and not be a lone wolf. 3.9.4 Issued Assualt Weapons may use Drum/Box Magazine. 3.9.5 Issued Assualt Weapons (M60 and varients, RPK, Etc.) may be up to 450 FPS, a hyped up M4/AK47 will not count as an Assualt weapon and must remain under 400 FPS and use standard physical sized magazines. 4.0 Minimum Engagement Rules: 4.0.1 Standard rifles/Machine Guns under 400 FPS may not engage a target less than 20’ 4.0.2 Pistols may not engage a target of less than 10’ 4.0.3 Any gun over 400 but less than 450 FPS may not engage less than 30’ and shall be center mass only if under 50’ 4.0.4 Any gun over 450 may not engage a target less than 60’ and shall be center mass only if under 100’
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5.4 EYE PROTECTION 5.4.1 Eye protection must have a rubber/foam/soft material seal that closely conforms to your facial features. 5.4.2 Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head. 5.4.3 Eye protection should be ANZI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer’s website. 5.4.4 Mesh goggles should be made from stamped steel and not deform from repeated close range hits. We recommend players test their mesh goggles in a careful controlled environment before attending an event with this type of goggles/face protection. 5.4.5 Failure to follow the guidelines on eye protection will mean that you will be asked to leave for the day and could lead to a ban from W.A.R.T future events. 5.5 Mouth Protection 5.5.1 All Operators under 18 must wear one of the following mouth protections: Neoprene Ski Mask, Sports mouth Guard, Lower Stamped Steel, Shemaghs, Balaclava, or Paintball/ Airsoft face mask.They must be on at all times while on the playing field No Exceptions. We would recommend that all Operators wear some form of face protection. 6 - NIGHT MISSIONS 6.1 Night mission attendees must have a tracer unit, tracer magazine, or tracer hop-up system to participate. Any violators of this rule will cost their team points, and will be asked to leave the game. 6.1.1 Night missions will obviously be dark, and hard to see, so instead of using a red rag, a red chem light/ Red Signal light must be used, NO EXCEPTIONS. 6.1.2 Sniper rifles/SAW are not allowed in the night missions, due to high velocity and longer engagement rule. The most important rule of all is to have fun! Thank you for reading these and following them:
W.A.R.T Commanding Officers 14
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C A D P A T 16
CAnadian Disruptive PATtern (CADPAT) is the digital camouflage pattern currently used by the Canadian Forces (CF). It was the first digital pattern introduced. The patent for CADPAT lists US Army research done by LTC Timothy R. O’Neill (U.S. Army, Retired) in the 1970s as an early inspiration for their digital pattern. CADPAT went considerably beyond this initial research. CADPAT is a computer generated pattern incorporating sophisticated Near Infrared protection designed to conceal soldiers from image intensification devices (night vision). The basic uniform consists of a wide brim combat hat, helmet cover, shirt, jacket, trousers, fragmentation vest and Tacvest. CADPAT TW has been rated best tropical and Temperate Camouflage by NATO soldiers in a recent scientific study. The Canadian studies show there is a 40 percent less chance of being detected from 200 meters away with CADPAT Versus Olive Drab. As a W.A.R.T member you will be expected to have a set of CADPAT which will include pants, jacket, and a boonie or patrol cap. The base uniform is the only requirement that we have you can wear whatever you want after that, but keep in mind your whole goal is to blend in not stand out. So Why CADPAT? Why not MARPAT or Multicam? Simple everyone has those patterns and we aren’t everyone. I actually own a set of MARPAT and to tell you the truth it is okay, but doesn’t really blend well with the woods field we find ourselves playing on 95% of the time. It has gotten to the point where I can easily spot MARPAT and Multicam in our normal enviroment.
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When I started to hunt for camoflague for the team there were quite a few options on the table but CADPAT was the only one that I really liked and seemed to fit the requirements I was looking for. Plus I’m not setting this team up to be a strict Mil-Sim team but more of a fun place where we can have all levels of skill involved. I really wasn’t 100% convinced that it was the best choice until I actully got to see it in the field, but it was what I settled on. The first time I saw it in the field in use I was amazed it was better than any other camo pattern I have seen to date and fits the recon/sniper theme we are based on to a tee. I have gotten many a kill while sitting still, basically in the open in a wooded enviroment and had my opponents walk right upon me and never know that I was even there. But CADPAT is hard to find... Bull Puckey!! We have actually found a great supplier of all things CAPPAT and we highly recommend them for any of your camo needs. HASSAYAMPA MILITARY SURPLUS (www.hassayampasurplus.com) has provided amazing service at fair pricing and has everything CADPAT that you would ever need. Heck they even carry a CADPAT wallet, so when you need to make a withdrawl at the ATM in the woods all your opponets will see is the fancy debit card floating in the air. Conclusion... As a team member you will have to have a CADPAT set and will not be patched in until you have the base uniform. The uniform is an important part to any team it helps to meld it into one unit. I know one of the biggest questions in everyone’s mind is will I look good in CADPAT. Well just take a look at the cover there you will see our Alpino Colonel wearing his full CADPAT loadout, and if I do say so Lester is looking sexy.....
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This is not a Video game. One of the first mistakes most newer player make is they think that airsoft is a real life version of Halo or Call of Duty. Well throw that garabge out right now. You can not go buy a sniper rifle and walk on to an airsoft field for the first time and expect to be the baddest gun on the field. All that is gonna happen is the fact that you are gonna get pelted and go home licking your wounds and probably never want to play again. Another thing to remember is airsoft can hurt so if you have a low tolerance for pain I would suggest chess or tennis as your hobby and not a game that entails actually shooting people. In my years of playing airsoft I have yet to see a major injury if all of the safety rules are followed. Airsoft is actually a very safe hobby and a great way to meet people, relax, and giggle like a little girl when you make that killer shot. So you are new and want to know what to do... Well first and foremost is find someone in your area that has actually played the game at an organized event not just in their backyard without any rules. Now once you have found that person drill them with every question you can and soak up that knowledge like a sponge. Now get online and research. Find teams or events in your area that are noob friendly and go. Most of the time someone might have a gun you can borrow, but at least go out and watch how the game is played.
You will notice that I have not said buy a gun yet .....
So I have gone to an event and I’m sure I want to play... Well good for you now let’s look at the things you will need to get started.
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The Gun - Do not go out and buy a sniper rifle or one of the wally world specials you will only end up hating yourself later or quit because you get frustrated. Look for a good quality AEG (Auto Electric Rifle) in the $120 - $200 dollar range. Eye/Face Protection - Make sure you get good quality eye and face protection. Paintball mask are a good choice if you are under 18 you need to protect that pretty face of yours. SHOOTING GLASSES DO NOT WORK. If you are just buying eye protection you will need a full seal set. This means that a bb can not pass anywhere between the eye protection and your face and that they have a strap that holds them firmly to your head. Mesh will work but I would recommend stamped steel (Bitter End makes some of the best http://www.bitterendgoggles.com). The advantage to mesh or stamped steel is that you won’t have a fogging issue. The disadvatages are that in low light they can be harder to see through and that small particles can still pass through to your eyes. Ballastic googles are best and I recommend them for anyone using a scope or want to protect their peepers from any possible damage. The disadvantage is fogging and this can be a real issue up here in the great wet northwest. Clothing - I wouldn’t run out and buy a pair of camo stright away. First play a few games in jeans and a shirt to see if this is even something you want to stick to. Make sure that you always carry a backup set to any game you attend for several reasons. Ripped crothes, rain, mud, and just dirt are a few of the things you will experience while playing airsoft. If you have decided to take the next step find a team and see if they are a group you want to join. Most teams have a set of camo that is required so you want to make your first purchase of camo to fit that team. If you are deciding to go merc then you can get whatever you want and Value Village, Goodwill, and any Military surplus will have cheap used camos that you can pick up without a huge investment. BB’s - Don’t skimp on the cheapy wally world ones buy high quality bb’s you will thank yourself in the long run. The Extras - You will need a few extra items to really play. A red rag for a dead rag, water (don’t want you dying on the field from dehydration), a watch to time your respawns, food, and a good set of boots. Okay I have collected all my stuff now what... First and foremost is to remember that airsoft is a game of honor and play as you would want your opponets to play. So learn the rules and live by them and keep your attitude in check.
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Next off go to as many events as you can and meet others in your area. Get to
know the local players and scene see if there is a team in your area that you want to join or start your own. Do not be an idiot and play airsoft in your backyard you are just asking for trouble. Make sure that the event you are attending is organized and has all their P’s and Q’s in order. But how do I become a Bad Ass... Time my young jedi time. Being a sniper or a killer operator takes time dedication and practice. Find people that are willing to pass on their knowledge and let you practice with them. Take time to get the right gear, don’t just run out and buy something because it looks cool. I personally have found that there are certain guns or styles of gear that just don’t work for me. If I had gone out and bought everything I think is cool I would have ended up with a bunch of useless but cool crap sitting around. Here are a few terms that you may need to know. AE - Airsoft Elite AEG - Air Electric Gun AO - Area of Operation (Playfield) AP - Airsoft Pacific BDU - Battle Dress Uniform CA - Classic Army CQB/CQC - Close Quarters Battle, Close Quarters Combat EBB - Electronic Blowback GBB - Gas BlowBack LBE - Load-Bearing Equipment LBV - Load-Bearing Vest LE - Law Enforcement LZ - Loading Zone Mini - Not to scale, miniture Airsoft electric gun (not for serious milsim) MRE - Meal Ready to Eat NWAL - Northwest Airsoft League Replica - Airsoft Gun’s are best refered to as Replicas SCAG - Snohomish County Airsoft Group SMAG - Seattle Airsoft Meetup Group Springer - Low power cheap spring-cocking rifles or pistol TFS - Task Force Stryker TM - Tokyo Marui WA - Western Arms W.A.R.T - Washington Airsoft Recon Team
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History Of W.A.R.T I often get asked what is the history behind W.A.R.T. Well to tell you the truth there isn’t a lot to say. I used to be on another team but decided to form my own. And truthfully who wants to hear the old story about how a group of guys got together and decided to form a team.... I mean come on isn’t that how every team is formed..... Now some teams write a back story that is all about how great their unit is and it’s fantastic actions in their totally fictional battle reports. Well as by now you have probably figured out that I’m not that type. So put your tongue in your cheek and hang on..... W.A.R.T (Originally called Homeland Observation Mobilization Military Intelligence Entity - HOMMIE for short) was a concept developed during the Vietnam War by two generals in the Marine corp. They were worried about possible enemy activity on American soil and wanted to form a unit that could be called into action to squash any possible actions quickly and quietly. Now they faced two major hurdles in that every able bodied American male left in the US was either a hippie or a draft dodger and would not make the best soldiers, and the fact that the government wasn’t too keen on having a strike force present on home soil. So they started looking outside the normal chain and came across retired Warrant Officer 5th Class Henry Bupkis. Bupkis agreed to form a unit based up on his past skills in the Marine corp and started looking for retired snipers, designated marksmen, and recon specialist. He was able to find twelve men that he thought would fit the roles he believed would have the best chance of achieving HOMMIE’s primary mission and the idea was presented to the President in a closed door session in June of 1963. Officially nothing came from these meetings and HOMMIE did not exist on paper, but the reality was far from the truth. Training started in December of 1963 and for the next year HOMMIE trained at a secret base somewhere in Washington State. The unit had free reign since as a unit they really did not exist and they trained in many aspects that were outside the normal marine code. Some of these were: Federal and Local Laws pertaining to all actions they may take (so they could get away with it) How to look like your neighbor and 101 other ways to blend in
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How to make weapons from the environment and the local grocery store And several other non conventional things On January 1st, 1965 HOMMIE was unofficially ready for action and dispersed into the local population to await the call to duty. Sadly this never happened and the unit never saw any action or at least none that they can be directly related too. Over the years members were lost to attrition, like 1st Sergeant Norman Hollander who was killed in 1969 while crossing a downtown Seattle street by a seagull dropping an oyster to crack it shell. In June of 1982 Bupkis came down with a terminal disease thus effectively ending HOMMIE for good. While Bupkis was dying he wrote his life history on the sheets of his hospital bed and these included the history of HOMMIE and the tactics they trained in. Sadly an orderly washed the sheets shortly after his passing and a lot of the information was lost, but a little remained where he had used permanent marker instead of an ink pen. From this scattered bit of information a few brave souls in 2010 decided to form a new group based upon the radical concepts that Bupkis created. Meeting in secret these brave souls formed a new team based on Bupkis’s concepts and named it Washington Airsoft Recon Team W.A.R.T for short. Working along the same lines of sniper, DMR, and recon as being their main areas of focus they have strived to bring glory to a great man’s dream of the ultimate fighting force. W.A.R.T is still looking for those few good men that can fill the ranks and bring Bupkis’s vision to life. So why do I call it W.A.R.T.... Well to tell you the trurth the acroynm wasn’t even a thought I was just trying to find a cool name at the time and Washington Airsoft Recon Team had won the day. So off I went building the web site and all that other jazz. It wasn’t until I built the logo that it hit me Doh...... But as you can tell it fit with my warped sense of reality and needless to say it stuck. I like to tell people my team is like the wart on your ass that will never go away and keeps coming back over and over and over....
William “Sounguru” Burt Team Founder
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W.A.R.T Photo Gallery
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W.A.R.T. BATTLEFIELD TACTICS Battlefield tactics on the airsoft battlefield differ slightly due to the smaller engagement distances. Depending on the terrain and environment, engagements on battlefields can be fought at 60 yards whereas the distances fought on an airsoft battlefield are down to 60 feet and less. This means that maneuvering and stealth are severely hampered as forces and individuals can easily be observed at these smaller distances. However, the aspects of tactics, equipment, training, and communication remain the same and the efficient utilization of these can allow a team to control and dominate the battlefield. The tactics discussed herein are adapted to the airsoft environment. The one aspect that is the same on all battlefields is bringing superior firepower and tactics against the opposing force in a location they don’t suspect or are not prepared for. All of the tactics discussed in this document are base in nature and need to be adapted to the environment that presents itself. The battlefield is a fluid environment dependent upon many variables; terrain/obstacles, team and individual skill sets, opposing force positions, casualties, and opposing force tactics. No two engagements are the same and the base tactics need to be adapted for the environment that incorporates these variables. The basic premise that an attacking force needs to be greater than the defending force applies to the airsoft environment. This allows the assaulting force to gain the upper hand by use of firepower and maneuver. In many engagements, forces or individuals wait for shots that enable hits rather than keeping them under cover while others maneuver into more advantageous positions. Providing cover fire for maneuvering elements necessitates the need for copious amounts of ammunition. If maneuvering tactics are to be engaged on the battlefield, each individual must bring a large supply of ammunition. Hi-cap magazines, if allowed, should be utilized and additional magazines on hand and readily available. Equipment You are only as good as the equipment you use. If you are in environment that allows longer engagement distances, then you should have equipment that is accurate to those distances. If an opposing force can engage you out to 100 feet but your equipment is only effective out to 40 or 60 feet, you are already in a distinct disadvantage. Effective utilization of personnel is an important factor if equipment is an issue. Placing those with limited engagement distances in an open environment is an ineffective use of that team member. Using them in various roles such as medic or engineer, if those are utilized, is a much more effective use. Training A team must train in the various tactics that will be employed. Through training, team member become comfortable to both the tactics and other team members. Team members will become used to each others’ strengths and weaknesses. Those aspects will be taken into account when assigning members or accomplishing tasks. In this, the team as a whole becomes stronger. This also allows for team and individual weaknesses to be noted
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and worked on. In addition, training allows for a team to note its strength. A team should ask themselves, “What are we really good at?” The answer should then allow them to state, “Then let’s do that!” Employing tactics that the team is not necessarily great at is worse than no tactics at all. Training allows a team to not only learn tactics but the when and where to employ the various tactics. Comfort and knowing ‘What do I need to do next?’ are important aspects on the fluid nature of the battlefield. Communication Communication is the glue that holds the team and tactics together. Without communication, all aspects fall apart moments after the word ‘Go!’ Communication can be in the form of hand communication, voices spoken across the field, or radio communications. All forms of communication should be incorporated into the training and be standardized in its content and form. Hand Communication Hand communications are great for small teams requiring stealth. However, they can be misinterpreted and require line of sight. They also take time to communicate ideas or tactics. If team members are looking at each other while communicating, then they are not covering the field. However, hand communications are better than no communications at all. They should, however, be kept simple and short. Hand communications to relay a message or tactic, other than the basic ‘stop’, ‘down’, etc., conveys a story and follows a basic sequence of ‘Pronoun – verb – number - action.’ For example, ‘I see – two – in that direction – 40 feet’ or ‘You – stealthily move – in that direction – and cover.’ Hand signals come in a variety of forms and will be discussed and taught in training sessions. Voice Communication Voices spoken out loud should be used when line of sight or distances dictate. The major disadvantage of this form is that each team member’s position can be identified and pinpointed. It also lets the opposing force know your plan and react accordingly. If necessary due to the lack of radio equipment and line of sight, then this form of communication is exponentially better than not communicating at all. Radio Communication Radio communication is, by far, the most effective means of communication. The radios should be employed with headsets and boom or throat microphones so that the radio communications cannot be picked up on. The boom or throat microphones will allow hands free operation. Voice activated microphones (VOX) should be utilized to the greatest extent possible. This allows communication while in combat. Radios allow communication while employing stealth and concealment of plans. Establish the communication first and then relay the message. Establishing the communication is accomplished by calling the individual or team and identifying yourself. The responding team or individual responds by identifying the calling unit and identifying themselves. In this manner, you verify that you are talking to the correct unit and that both are ready to
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communicate. Confused yet, just remember the other party comes first in any communication. The message is then relayed. Example Fox three wants to communicate a message to fox control. “Fox control, this is Fox three, over.” “Fox three, this is control, go ahead.” “Fox control, I have two tango’s maneuvering on your left flank. Am maneuvering to engage. Over.” “Fox three, roger. Out.” Keep the communication simple and concise yet informational. The airwaves can become congested so only communicate when you have vital information. Tactics Now to the meat of the matter. There are two types of tactics to be discussed here. Overall unit tactics, which are the tactics the whole unit utilizes, and team tactics, which are the tactics each individual team utilizes. Again, the tactics here are altered to the airsoft environment. Unit tactics A lot of game play seems to center around individual tactics or, at a minimum, small team tactics. In a three versus three scenario, three members working as a team can quickly overcome three opposing force members working individually without taking casualties. Ideally, a unit will incorporate a static team, which will identify and fix the opposing force and a maneuvering (recon) element, which will maneuver and engage the opposing force from the flank or rear. The game type and environment will dictate the use of these teams and their tactics. The team that is the most well-versed in tactics and the employment of them will control the battlefield. Initial control is vital as it then allows the unit to employ their tactics as opposed to be reactionary. If applicable to personnel and equipment, a DMRs or snipers will accompany the maneuver element and/or cover the static element. The DMR accompanying the maneuver (recon) element will be in trail and called up in order to eliminate a distant threat that endangers the maneuver of the team. The DMR providing overwatch for the static team covers the threat of flankers or a breakthrough. Set up behind the static team with a good field of fire to the front and flanks. This member will also be in a good position to provide opposing force positions and information. If the field is large and the opposing force location unknown, both teams will be maneuver elements running in parallel. The team that finds the opposing force will be the static element with the other transitioning to the maneuver element. If both become engaged, the team facing the larger number of opposing forces becomes the static element. The team facing the lesser number will overcome the opposing forces through team tactics (to be discussed later) and become the maneuver element.
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Coverage area during Recon element flank assault
1
Recon element assault on flanks 2 Opposing force
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2
Recon element movement
3
Static element 1
2
3
Recon element
Static element fixes opposing force in place
Casualties Perhaps the greatest downfall of any plan or tactic is a casualty. Given the few amount of team members, a unit or team tactic can be drastically altered by a casualty. Order and tactics can quickly break down if that casualty just reenters the battlefield anywhere after respawning. A casualty should attempt to maneuver back into their assigned team and position as quickly as possible. If on the recon element, then they should quickly rejoin the same element. The battlefield is fluid enough without team member randomly alternating positions. A team can quickly transition from having a superiority in numbers to being even or lesser. If that team is an assaulting force and becomes reduced in numbers, then they must transition to a defensive stance until the casualty rejoins the team before continuing the assault or maneuver to a more advantageous position. If a medic is utilized in the game play, then they must be a part of the team where the central focus is to be. If the unit is defending a location as part of game play, then the medic accompanies and will be a part of the static team. If he focus is on capturing a location, then they will accompany the maneuver (recon) element. Force on force will be determined by the overall tactic desired. Just remember, any attrition-based game play favors the defense.
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Team tactics Team tactics are best described in the following illustrations. Keep in mind that they are base in nature and need to be altered in actual game play dependent upon the battlefield variables. They do, however, provide a base upon which to alter. Most shoot when target is sighted and then only shoot when there is a chance of getting a hit. This is a mindset. The new mindset and goal that should be incorporated is to find the target, fix the target by providing cover fire and maneuver to get the shot. This can even be done individually in which a team member finds themselves set upon by an overwhelming force. They can keep the opposing force at bay by continually firing at the opposing force to keep their heads down. This of course requires a tremendous amount of ammunition.
Bounding Cover 21 Opposing force
Opposing force
Cover fire
Coverage area during movement
Coverage area during movement
2 Team member #2
Cover fire Movement
2 Team member Team member #2 #1
Movement
1 Team member #1
This is primarily used as a two person assault on an opposing team member. The number “21” means 2 on 1. Team member 1 provides cover fire to keep the opposing forces head down while member 2 advances. Member 2 covers the opposite flank area while moving and settles into a position with cover shielding against the right flank. Once in position, member 2 provides cover fire while member 1 advances covering the opposite flank. Keep in mind that this is a fairly quick action and cover fire must be sufficient to keep the opposing force’s head down hiding the movement and action. Cover fire means that sporadic but constant rounds are sent the opposing force’s way. This cover and movement is repeated until either a flanking shot can be had or the assaulting member(s) can use the ‘bang bang’ rule around or over the opposing force cover. This type of advance must be adapted for the terrain and/or obstacles on the field.
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Bounding Cover 31 Opposing force Coverage area during movement Coverage area during movement
Cover fire
Movement
Team member #1
2
3
Team member #2
Team member #3
This is primarily used for a 3 against 1 scenario and thus the Bounding Cover “31”. Team member 2 provides cover fire while members 1 and 3 advance. Unlike Bounding Cover 21, member 2 continues to provide cover fire while 1 and 3 advance into a flanking position or enforce the ‘bang bang’ rule around or over the cover. 1 and 3 must provide coverage (visual) on the flanks while advancing. If a casualty occurs, then a switch to Bounding cover 21 with the two remaining members is appropriate.
Bounding Cover 32 Opposing force
Coverage area during movement
Cover fire Movement
Team member #1
2 Team member #2
3
Team member #3
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This is a three on two scenario and can be run in a number of ways. The first is as depicted with Team members 1 and 2 providing covering fire on the opposing team while 3 advances to a flanking position or to a position to call out the ‘bang bang’ rule. This is if the two opposing force team members are closer together. If they are spread, the member 1 provides cover fire on one opposing force member while 2 and 3 utilize Bounding Cover 21 on the other opposing force member. Once on of the opposing force members are eliminated, then utilize Bounding Cover 31 on the remaining one. So there you have it the basic tactics we need to employ on the field to become an effective and competitive team. So read them then read them again and get together with your squads and practice them.
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More Information on the way so Stand by and be ready to act upon it..
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