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Carl’s Corner | The Airsoft Ambush

What’s up guys, it’s Carl, and today I’m going to bore you into sleep by methodically explaining the virtues, fulfillment, and pulse pounding adrenaline that comes from… pretending to be a bush for 3 hours while you wait for an enemy patrol to walk into the kill zone.

BUCKLE UP. Today we’re talking ambushes.

 

Standard issue Carl disclaimer – this is all stuff I’ve learned in-game through years of being a BB dork and there are a million different ways to set this kinda stuff up, so don’t screech at me or whatever. Additionally, this is probably going to be aimed specifically at field type longer milsim games where you can afford to lie in wait and still feel like you’re getting your money’s worth. That being said, let’s jump into my top 3 tips on how to execute an effective airsoft ambush.

1)  Selecting your kill zone. A smart squad is going to analyze the terrain features and select an area that ideally maximizes the available amount of cover, concealment and firing lanes to your target, and minimizes those same three things for the poor goobers caught in your trap. It’s a bit hard to illustrate this one without literally being able to walk through a field and show you what to look for, but sit down and let ol’ uncle carl spin ye a tale of BB glory from days past.

One of the most effective ambushes I’ve taken part in was at a very early MSW game in north eastern Washington in the mountains surrounding a small town called Leavenworth. For this particular event, our forces were staggeringly outnumbered, which necessitated our need to utilize tactics that would allow small squad sized elements to punch upwards at much larger forces without sustaining much loss. Obviously, getting into an open slug-fight wasn’t exactly what we wanted.

 

Enter the ambush – to level the playing field, we intentionally chose a dirt intersection with a route that fed directly out of the NATO patrol base. The road itself wasn’t very wide and had steep slopes and thick woods to either side of it, thereby limiting the amount of enemy players we’d conceivably had to deal with at once as they maneuvered down the road in a column.  Steep slopes with loose dirt covered in taller grass and foliage rose from either side of this trail, creating both effective concealment from the enemy patrol, and a vertical advantage for us to fire down into that chokepoint intersection we designated as the kill zone itself.

In our case, the slope that the main ambush was launched from, combined with the leafy suits and local foliage to break up our shape, concealed our positions while giving use excellent eyes on the target as they approached our kill zone. The steep slope also made an enemy counterattack fairly unlikely, as breaking an ambush by fighting up hill is generally going to be very difficult.

 

The main idea here is that with a few simple conscious choices about where we were going to fight, we created a situation where the enemy’s superior numbers didn’t mean a whole lot, and a 6 or 7 man element killed the majority of a 40 man platoon before we ran away. However, none of this much matters much if you’ve got your squad arrayed in a nonsensical order, and that brings us to our next point – the physical makeup of your ambushing forces.

2) Once you’ve identified a piece of terrain as being favorable to your dudes to fight on, you then need to think about how you’re going to initiate contact, and from where.

 

Unfortunately we still have a ways to go when it comes to airsoft versions of antipersonnel mines, but one of the most brutal real military ambush tactics I can think of involves using machine gun and rifle fire to force the enemy into pre-selected very obvious cover, and once you’ve done that, you’d then detonate claymores placed in the trees and angled downwards into said cover to probably pretty devastating results. We can however, use that same type of manipulation of enemy forces for airsoft ambushes.

 

As ambushes are generally going to be kinda complex maneuvers that take coordination to pull off, you want to give your squad as many advantages in the first few seconds of the fight as possible. This particular ambush was actually initiated from a separate position across the road you can see in these photos, by a squadmate with a blankfire gun. As you can imagine, blank guns are really loud, so the idea here was that once the enemy players were allowed into this intersection, the blank gun would open up and draw their attention, forcing them into cover on the downslope of our hill.

All according to plan. Once the blank gun went off, they reacted exactly as we predicted they would, making them easy to kill and overrun by the 5 of us lying in wait.

 

There are a ton of different ways to set up your ambush, so i’m hesitant to talk about different types of specific formations because every squad and every piece of terrain is inherently going to be different, but perhaps more importantly than your plan itself is going to be your ability to rapidly adapt once the plan is executed.
 

3) Point number 3 – We’ve probably all heard the addage about no plan surviving first contact with the enemy, and that’s especially true here, but what can make or break a successful ambush is going to be your ability to pair what you expect to happen with what actually happens. If you’re a squad leader that’s ostensibly planning this nefarious trap, you need to be prepared to accept that it might not go exactly how you envision it – and that’s okay as long as you’re running multiple scenarios in the back of your head that’ll help you navigate those possibilities.

 

 

 

 

For example – we didn’t expect that the enemy in the ambush scenario above would attempt that flanking maneuver i mentioned, but we did still have two guns out in the woods on our hard right flank just in case they tried to get cute. In the event they were able to counter our ambush straight up the middle, our plan was to execute a series of bounds along that ridgeline and ultimately reset further down the road, and bait them into another ambush later.

 

Obviously they would have been more on-edge after that first hit, but there’s not a whole lot more demoralizing in airsoft than being caught off guard multiple times in a row. Even if you’re only nailing one or two guys at a time and then running away, it’s likely going to slow that column’s progress down to a crawl, which is insanely useful if you find yourself needing to execute a delaying action of some kind. There are tons of different ways to react to evolving situations, and again, a successful ambush can be an awesome psychological tool on the field, but it’s not worth much if you over-commit and get your team killed. Know when to press the attack, know when to call it off and get the hell out of dodge, and have a few pre-designated reaction plans that you’re squad is aware of beforehand, and you’ll be that much more likely to succeed.

 

 


3 Key Points for Airsoft Support Gunners

 

What’s up guys, it’s Carl, and if you’re one of the dudes who just really loves carrying a big ol dumb heavy gun that functionally performs about the same as the buzzsaw MP5 with a drum magazine that 12 year old over there just killed you with, boy have I got the video for you!

In all seriousness, today we’re going to be talking about support weapons and their use in milsim oriented games. Personally, I find the light and medium machine gun classes are very interesting, as somewhat distinctly from most other types of airsoft guns, support weapons only really shine with specific rule sets that make them viable – otherwise, what’s the point in carrying one?

 

That being said, the airsoft machine gunner is another one of those areas where I see some room for improvement in how the vast majority of folks are playing the support role, and much like Al Bundy talking about his highschool football glory days, I’ve got some tips on how I think you can play the role better.

Are you guys even old enough to get a Married with Children reference? What is my life?

1) Y’all probably don’t want to hear this, but guess what? As a machine gunner, your primary function in games isn’t killing the enemy player. I know that probably doesn’t sound like much fun considering you’re likely carrying the biggest, most cumbersome piece of equipment on the field, but that’s the reality of it. An effective machine gunner knows that your number one responsibility is overwhelming firepower and suppression.

 

Now, more often than not, I generally feel like real world military tactics are very hit or miss in their application to airsoft, but I’ve been on a bit of a Hardcore History WW1 podcast binge of late and there are lots of anecdotes about squads encountering each other unexpectedly in flanking maneuvers away from the trenches, and how the first squad to get their MG up and running was generally going to be victorious – and I feel like this is as relevant to the support gunner’s role in airsoft as it’s proved to be for the past 100 years of actual infantry doctrine.

 

In the first few seconds of a BB fight, hitting the enemy with an absolute ton of plastic and making them think twice about getting squirrelly or aggressive with you is 9/10 going to determine the outcome of that fight.

 

And again – we’re talking specifically about milsim games here where the riflemen are limited in their ammo and magazine capacity, so the existence of a gun that ideally is carrying a couple thousand rounds in a boxmag is going to matter immensely. You don’t need to be accurate per se – I mean obviously kill the opposing players if they’re out in the open and you have the opportunity, but your main job here is going to be forcing the enemy into cover, keeping them there, and allowing your riflemen to move in and route them while they’re pinned.

 

2) This brings me to my second point – the actual mechanics of your support gun and its implementation on the field. How many times have you seen a dude carrying a SAW or M60 or some other heavy gun have to bail in the middle of the game because his gun went down? Probably most of us, and proper gearbox preparation is going to be absolutely crucial to your ability to both do your job as a machine gunner and also stay in the fight. A gun that shoots super dope for a few hours and then grenades itself isn’t doing anyone any favors, and a lot of milsim events are now really opening up the FPS limits on MMGs (something that in real life would shoot a large caliber round like a .308 or 7.62×54) to make them more formidable and actually worth carrying.

 

When tuned properly, these guns can be downright scary to square off against, but the flip side is that if you’re pushing a high ROF build at 500FPS, you can and maybe should expect that your gun might go down at some point. Make sure your machine gun is reliable before you head out into the field, bring tools to leave back at camp or somewhere accessible, and hell, even having a backup mechbox that you can swap into the gun is honestly advisable. These are machines, and you’re likely going to be pushing them into the red for some of these longer games, but being prepared for that eventuality is going to keep your squad in fighting shape.

 

3) And here’s a clumsy but necessary segue into point 3 – fighting shape. The vast majority of support weapons honestly suck to carry, especially for longer events or games where you’re doing a lot of rucking, but another part of preparedness that doesn’t get touched on a whole lot is *gasp* physical fitness!

 

Now, this isn’t meant to discourage anyone or put anyone down, but if you’re thinking about going out to a game with a gun that you can’t actually shoulder or move quickly with for long periods of time, you start to go from being a squad asset, to a squad liability. Best case scenario, you’re maybe holding up the squad a bit and aren’t able to find effective positions to lay down that dominant suppressive fire from as quickly as you should be – but worst case scenario, you fall out of the squad and physically can’t continue or injure yourself and need to be pulled out. Don’t be that guy!

Yes, at the end of the day its airsoft and everyone is likely going to be moving at their own pace and rhythm, but I’m consistently surprised by the amount of players that refer to this hobby as a ‘sport’, but put no time into conditioning for it like you might for baseball, basketball, etc. You don’t need to be Arnold in Predator or some PT super stud, but make sure you can hump your weapon effectively, maybe start doing some casual jogging pretty consistently, and I guarantee you it will make you a better airsoft machine gunner.


The Next BB Wars is here! Operation Dragon’s Nest @ D14


Delta Jay has Taken Over! Double Gun Unboxing on GI Uncut!

The Infamous Delta Jay has taken over GI Uncut for a series of videos comparing the Krytac CRB and the Classic Army ProLine series! In this episode, he unboxes the new models, and gives you a quick run down on the contents! For more videos like this, make sure you subscribe to Airsoft GI TV Uncut!

 


Scott’s Thoughts: Prepping Your Gear

Editor’s Note: This Article was written by Scott Hallenbeck of USAirsoft. For more information on how to find more of his videos and reviews, check out the bottom of the article.

 

Prepping for a game can really save you a lot of time whenever it’s time to hit the road for the field or arena you’ll be playing at for the day. You don’t want to find yourself packing everything half an hour before you leave as you wouldn’t want to wait on anyone else to pack all their things frantically.

 

 

I always start prepping my gear the night before by first setting up all the batteries I need on their chargers. This goes for my lipo batteries for my guns and for the batteries that power all the camera equipment I use to film games. Batteries can either make or break a day of play so it’s always best to charge more than one just in case you need it. Remember, two is one, and one is none.

 

Next I choose what primaries I want to take with me. This greatly relies on where I’ll be playing as I wouldn’t want to bring my G&G M14 EBR with me to a close quarters game when a stubby M4 would do so much better. I highly recommend you choose two or three guns to take with you if you have them and make sure to take a look at them before you pack them. Like checking your car before a long trip, I like to take a look at my guns and test them before I pack them so I won’t be surprised by any failures to feed or by any damage to the bodies. You should do the same with your other gear like your chest rig or your battle belt but this rule can be pretty universal with everything you take with you.

Lastly after you make sure the playing area you’ll be going to is open for business and make sure your crew is set if you have friends going with you. I’d also say to scan your room or home for anything else that you might have forgotten to pack. I know in most cases you’re only going for a weekend skirmish day and not a week long trip across the country but wouldn’t you want to make sure you didn’t forget that battery charger or your eye protection?

 

What I like to do is scan the room and look at everything as I tell myself that I don’t need anything from here or there while splitting my room up into portions.

 

“Don’t need this, don’t need that… “

 

I’ve saved myself so many times by doing this so that’s one of my biggest tips for you. Don’t be me, forgetting all my protective gear at home or all my magazines. Prep smart before hand, so you can keep playing smart.

 

Charge all your batteries, pick the right primaries for the scenario, check your gear before packing it, and check that everything you need is packed. Those are my tips when prepping for a good game day. Oh and don’t forget about having a good breakfast with lots of water, that’s a life saver tip right there.

 

-Scott Hallenbeck of USAirsoft

[Scott Hallenbeck is the mastermind behind the YouTube Channel USAirsoft. His channel features unboxings, top notch gameplay, and reviews of new and popular airsoft guns and gear. Check him out HERE]