Small airsoft teams can work very well, but it is important to remember priorities and what is essential.
Steps:
Don't
over-complicate. It is often
the first instinct of a new team to start assigning roles like
sniper, recon, special ops, point man, support gunner, designated
marksman, communications expert, etc. However, this is not always the
most effective way to set up a team as a persons desires might not
effectively match up with their equipment or skills or the needs of
the team at that moment.
Don't
simplify too much. You need to
have some sort of a plan in place of how you will work together.
Having a team with no organization means that the team will likely
fall apart once the fighting breaks out.
Set
up a small team with two main elements.
That way, tactics such as leapfrogging, flanking, etc. can be used
effectively. With only one group, the leader will have to designate
certain players to do a certain thing each time he wants to employ a
tactic. This would take up too much time during a firefight. With
more than two teams, each unit will be too small to be effective.
Only two elements or squads are needed for most basic
tactics.
The
two elements or squads should be approximately equal in terms of the
players' skill and weapons. Each should have one leader. All team
members should ideally be equipped with radios. Out of the squad
leaders, one is also the team leader. Having said that, I am a firm
believer in cross training so that if the squad or team leader is
taken out at any point during the game that the two units can
continue to work in their absence.
Everyone
on a four to six man elements or squads should be at least
a rifleman. While desirable it is not always a need for more advanced
roles. As your team developers, you can and should start to bring on
the more advanced positions.
Instead
of having one man do scout or recon work, the entire squard should
move. Recon elements are only necessary for large teams that would be
potentially much louder moving.
Support
gunners are not always necessary. While this position is good at
larger events, two or three rifleman can be equally if not more
effective in "forcing the enemy to keep thier heads down"
by effectively staggering their fire. When one squad is giving
suppressing fire, ideally the other squad should be moving to a more
favorable position.
With
so few players, any "sniper" should stay with the squad
until needed to set up in key positions or to take out objectives.
Designated marksman are also not necessary but are useful with such a
small team. Once a rifleman cannot make a shot, he can simply tell
another who is capable to do so.
Pros:
With a smaller team (8 - 12 players) made up of two elements or squads it is much more likely that you learn each others skills and abilities. You will also be more likely to move unseen in the field
Cons:
There is a greater likelihood that with a smaller team that if one or two of your players are unable to make a game that your overall team would suffer from losing key positions.
Tips:
When
a skirmish does not go well, the team should ask themselves what went
wrong. This could be from lack of training in tactics, teamwork,
marksmanship, or not having the proper weapons or equipment.
Make
sure that everyone in the squad is familiar with the tactics that the
team leader plans to use. If there are any instructional material
that the team leader learned the tactics from, the entire team should
watch or read them.
Have
practices to work on the skills listed in the point above. Work
on marksmanship by having competitions between team members. Practice
employing tactics while firing on some targets.
Make
sure that you never loose sight of the fact that this is a game and
we are out there to have fun..
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