The 'How Did Your Airsoft Day Go? Thread

So, a bit of drama unfolded at my game on Sunday, and I'm interested to hear what people think.

We'd been having a brilliant day up until this point. The site had been running some really enjoyable objective-based games, everyone seemed to be getting stuck in, and there had been a good balance between the two teams all day.

With around an hour and a half left, the marshals switched us over to a Domination game. The objective was on a bridge in the middle of the map, with each team spawning on opposite sides. One side of the bridge had a large metal wall with several firing ports cut into it, while the opposite side was much more open with less cover. The only way to cross over to the other side was the main bridge.

It wasn't a particularly busy day, so each team probably had around 15 players. There were only a handful of snipers and DMRs, with the majority running AEGs or GGBR/HPA. On paper, the teams felt pretty evenly matched, and for the first few minutes they were. The objective changed hands a couple of times and it looked like it was going to be another great game.

Then the blue team had one player with an absolutely awesome LMG get into position. It was a super nice Stoner or maybe M249, it was very nice and he said it cost him about £1400-£1700 total. It was a very nice RIF.

He managed to set up in one of the firing ports overlooking our side and, honestly, the amount of suppressive fire he was putting out was incredible. Fair play to him - he was using the gun exactly as an LMG is intended to be used. He had the angle, the volume of fire, and he was making the most of it.

The problem was that it became so effective that the red team simply couldn't get out of spawn.

I was on red and I must have tried four or five different routes. Every single attempt ended the same way - as soon as you committed to moving, you'd get caught in the stream of BBs. It wasn't just me either. Everyone was trying different approaches, different timings and different bits of cover, but nobody could make any meaningful progress.

This wasn't a case of being pinned for a minute or two while people regrouped. We were effectively trapped in spawn for a good 15-20 minutes. If you took a step outside the spawn boundary, there was a very good chance you were getting hit almost immediately.

Eventually the atmosphere on the red team completely changed. People just stopped trying because there didn't seem to be any realistic way of advancing. Instead of rejoining after heading back to the safe zone to reload, people simply packed their kit away and left. I'd estimate around 8 or 9 players left from a team of roughly 15, so by the end we were massively outnumbered as well.

I ended up calling it a day too, although for me it wasn't entirely because of the situation. I'd been sprinting around all day and was absolutely exhausted by that point. Seeing half the team leave and morale completely disappear just made it feel like the game had run its course.

What I'm interested in is where people think the responsibility lies in a situation like this.

Was the red team in the wrong for effectively giving up after being spawn-locked for 15-20 minutes?

Should the LMG player have eased off a little once it became obvious that the game had ground to a halt, even though he was simply playing his role and doing it exceptionally well?

Or is this where the marshals should step in? Personally, I wondered whether they could have introduced some sort of countermeasure to get the game moving again, moving the red spawn further back or to a different location, temporarily restricting the firing angle, introducing a new objective, resetting the game, going semi-auto only, chucking out some smokes or even opening up the side bridges to give a chance to flank. Anything that broke the stalemate and got both sides playing again would have worked.

I'm not having a go at the LMG player at all, he was clearly skilled and using his platform exactly as intended. It just felt like the game reached a point where one team's ability to dominate a single position stopped the game from actually being enjoyable for either side. If this player is on here, fair play dude, your gun is sick and you smashed the red team lol

Curious to hear what everyone else thinks. Who, if anyone, should have done something differently?
 
Sounds like unfair positioning from the start with the bridge layout.

I mostly run a LMG, not as expensive or special as the one you faced and I have deliberately set it up to have a fairly modest 15-17 RPS fire rate so as not to drill anybody by accident. I have found a few spots where I can park up and cover an objective comfortably on my own, specifically in battle/mil sim games where there are limited numbers of players or riflemen/DMR's are ammo limited. I do live by the "don't be a d**k" rule so will ease up when I see the other team stop advancing.

Also been on the receiving end of this kind of game play and so as not to be a d**k and let my blood boil I will walk back to the safe zone, the old gambling adage applies "when the fun stops, stop".

Maybe moving the blue respawn back would have helped but if one LMG was coving you all then it probably wouldn't have helped. Maybe the Marshalls could have asked the LMG gunner to walk back to spawn but if was enjoying getting into the right place it would have annoyed him.

Maybe the red team could have gone wide and tried to pick him off from the sides?

My local site has a game called carry where you escort a Marshall carrying a case around the site, one team defends, one team ambushes. Sometimes it's an amazing game where its fluid and moves, other times it gets bogged down with the ambushing team getting into excellent positions so the defending team spend an hour walking back and forth to spawn.
 
The marshals should have stepped in and either ended the game or, if possible, altered the game to make it more balanced. Sites need to remember that they have a responsibility to ensure, as far as possible, that everyone enjoys the day.
 
20260721_190734.webp
Here my amazing art work to help show the issue. The LMG guy had a clean shot direct into our spawn so it didn't matter which way you went he could get you. The side bridges were considered off limits for the game limiting flanking ability. Reds side had low waist height cover but blues essentially get a raised wall with shooting holes.

I think a couple of smokes to allow the red to progress closer would have sufficed and got things rolling again.
 
Sounds like poor site layout to me. As the purveyor of meaty goodness posted it sounds like there needs to be more cover on the side of the red spawn.

As for what should've been done on the day, marshals should've ended the game early as allowing it to go on when half of one team are back in the safe zone is just going to cause the remaining players to get more and more frustrated
 
Assuming this is ambush activities in Botley, they really should do something about that high wall as I myself have held off entire teams with a support gun from that barricade. You can flank to the right but if the side bridges are not in play that's very hard to do. It doesn't help that they play a gun hit rule so any lucky shot will almost always be called as a gun hit as its impossible to marshal.
 
I've been in similarly frustrating games, where everyone is bogged down and getting fed up. I usually speak to a marshall about this in game pretty quickly - calmly and objectively pointing things out, and that people are getting a bit fed up. It's often (but not always) enough to galvanised them into action to change a few things and get the game flowing again. In your case, I suppose the marshals congratulating the other team on smashing yours,and then opening up a second bridge to make things flow again could have been an approach. There was probably starting to be a few bored players on the opposition too- when things get one sided it isn't always the under dogs that have a poor time.
 
I don't know of any regular weekend skirmish in the UK that's intended to be a competitive event with prizes on the line, hence as mentioned it's on the staff to notice this (which shouldn't be hard?) and change things up. I've seen a team that's stomping another get magic 'air strikes' on them many, many times - amongst other similar options like just ending the game as mentioned and moving on. I've been on both sides and found neither enjoyable, it's not fun to be spawn camped and it's not fun to just dominate the entire play area and stand around, not having anyone to play against.
 
Assuming this is ambush activities in Botley, they really should do something about that high wall as I myself have held off entire teams with a support gun from that barricade. You can flank to the right but if the side bridges are not in play that's very hard to do. It doesn't help that they play a gun hit rule so any lucky shot will almost always be called as a gun hit as its impossible to marshal.
Yep thats the site :)
 
Looking at their faceache page I found this picture. If this is the bridge and wall in question then that really does look like it's going to be very one sided. Either they need to make the wall smaller or put something similar on the opposite side, or even both. As it is with the size of the wall and the small windows they've essentially put a pillbox covering any possible approach FB_IMG_1784668204300.webp
 
Looking at their faceache page I found this picture. If this is the bridge and wall in question then that really does look like it's going to be very one sided. Either they need to make the wall smaller or put something similar on the opposite side, or even both. As it is with the size of the wall and the small windows they've essentially put a pillbox covering any possible approach
Yep thats the bridge. The wall is raised up on a platform too you have to climb up on it and the ground on the other side slopes downwards, so that wall gets a crazy vantage over the entire area behind this picture. the LMG dude was mounted up on that middle window.

Its far enough away from any of the cover on this side you couldn't even hope to lob a grenade over there either, even if you managed to get on the bridge itself.
 
Definitely poor site design. It might be worth mentioning something to the staff about getting extra cover for the side behind the photographer
 
Sunday was spent at Airsoft Plantation near Billericay. It was the company's 20th anniversary so the turnout was expected to be high. Organisation by the host and marshals was really good and the turnout exceeded expectations as there were 440+ people in total. Because of the planning in case there was a higher turnout, the area where most players parked was allowed to be used as an extended part of the safe zone where people could set up. Queues were long, taking close to 2 hours getting everyone registered. Included with the £30 fee (own equipment) was patch marking the 20th anniversary.

There was a series of raffles throughout the day. One ticket was included in your fee and at the start of 3 different games, a ticket was drawn with each team and the winning ticket drew a pistol for the winner so 6 pistols were given away there. Ahead of the first game, 20 wristband numbers were called out and they were refunded their fee. There were additional raffle tickets for purchase with a total of around £6,000's worth of prizes available, including smoke or bang bundles, webbing gear, a chest rig, 20 pistols (where the first winner had first choice of pistol, the second having second choice of the 19 remaining until the 20th winner picket the last pistol), a TM VSR-One Gold Edition sniper rifle, a large Rebel Precision hard gun case, a 25-skirmish Game Pass, among other bits. It had all been donated by a couple of retailers along with the former editor of an airsoft magazine.

Chrono testing was self-checked so there was complete trust from the site staff that people were running their weapons within the prescribed limits with the warning that anyone caught with a hot weapon would be thrown out. No second chances. The day did get warmer by lunch time so it was on us to check our weapons again (especially those on gas) and make sure we were still in the limits or put the gun aside. I wasn't aware of anyone being injured by hot weapons and I saw several players adjust their NPAS on gas to bring their energy down and some did the right thing and put them aside for being too hot to run. The safety briefing was kept relatively short as there was only a handful of first timers. Standard rules to call a hit, no talking while walking to respawn, no arguing over non-hit taking, etc. Both due to the risk of fire in the dry grass and wooded areas and the sheer volume of people causing stoppages, there was a blanket ban on all pyro (smoke and bangs) for players throughout the day. Some former marshals returned to provide support for the anniversary and the high turnout.

A total of 5 games were played over the day with a lunch break after the third. Teams were split into Red (armband) and Blue (non-armband). The 1st game had Red Team defending 8 cardboard boxes in the Village from Blue Team, starting off from the edge of the Mortar Pit. Blue Team had to attack pushing to the Village and each player who collected a box and returned it to the spawn point in the Mortar Pit would win its contents. If an attacker collected a box but was shot on the way, they would have to drop the box, allowing another attacker to claim it. Defenders could not move the box. Red Team had just one life where they'd have to fall back to the safe zone after taking one hit. Blue Team had infinite respawns from the edge of the Mortar Pit. The 2nd game had the roles reversed with Blue Team defending and Red Team attacking. Red Team won overall between first two games. From this point game play was set to single shot. Support guns were allowed a quick 3-count burst fire. The 3rd game was Domination where there were 3 pairs of complementary team coloured half drums were placed in parts of the Village and Mortar Pit. The objective was for each team to put its coloured half drum over the pole and maintain the position to prevent the opposing team from removing it and placing theirs on the pole. There were infinite respawns where players from each team had to fall back 30 metres and tag a team mate to respawn or fall back to hard respawn. Red Team started off in the northern part of the Village and claimed that point early but Blue Team split off and took control of the Mortar Pit and the southern part of the Village by The Cock Inn pub (yes that's its name!). There was some intense fighting but Blue Team got the upper hand with an aggressive late push to secure all 3 points by the time ran out, winning the game. The 4th and 5th games were "Zach Attack". The 4th game had Red Team carry the marshal Zach on a stretcher by four people from the light aircraft at the north of the Mortar Pit to the south with the marshal touching the bus to win the game. Red Team could attack from all sides of the Mortar Pit. Blue Team's objective was to prevent Red Team from bringing Zach to the bus before the timer ran out. Red Team got infinite respawns but had to fall back to a marshal on a casual stroll behind them who would say they're back in the game. Blue Team had one life as they defended the bus and tried to thwart the Red Team carrying Zach down. Hit Blue players were to return to the safe zone. Marshals put down smoke at points across the Mortar Pit when they reached half way to obscure the view though this had a somewhat limited effect with the wind. The 5th game reversed roles with Blue Team having to carry Zach to the bus while Red Team had to defend the bus. Blue Team attacked somewhat more centrally and shortly after pushing past the half way point, it became a rapid battle of attrition as Red Team became overwhelmed and picked off quickly to the last player where Blue Team brough Zach to the bus to take the win.

Scran options were good with breakfast rolls in the morning come burgers (beef, chicken and veggie) at lunch time with hot & cold drinks, crisps and snacks during the day.


Weapons:
  • DE Noveske N4 GBBR (primary)
  • Salvo Precision .300 Rattler GBBR (primary)
  • WE Baby Hi-Capa 3.8 GBBP (sidearm)

Positives:
  • The host and site staff prepared well and coped well with the high attendance.
  • Some really good raffle prizes were on offer.
  • Few players got hot and bothered with no major disagreements I saw, especially with there being well over 400 in total.
  • Lunch was served very quickly as orders were taken from both ends of the trailer and food was served from the middle.
  • I don't recall any games being stopped mid-game because someone was silly. I'm sure the pyro ban helped.
  • Marshals were quick to act on overshooting and general transgressions.
  • Plumbed flushing toilets.
Negatives:
  • Too many idiots chose not to practise trigger discipline, leading to several NDs in the safe zone. Nobody was harmed and marshals confronted them quickly about it though.
  • Some questionable hit taking. I don't like doing it but I resorted to head and nut shots for those I saw BBs bounce off but they didn't call their hits.
  • There were some players firing on full auto within MED then still using auto despite marshals saying single shot only from the third game. It was both rentals and non-rentals.
General points:
  • I haven't been to another site that trusts players to chrono test themselves. It seems like one injury from a hot gun away from a more strictly enforced policy.

Overall:
My experience was overall positive as the negatives didn't ruin the day for me. The site was crowded but it was a good atmosphere.
 
Almost 450 sounds pretty bonkers, it's lucky Plantation is a decent sized place lol. Don't think I've seen a bad review of the way they run things yet though.
On paper the honesty policy of chrono should be a recipe for disaster, obviously I won't claim its' perfect, but I think most people who are determined to be dicks by shooting too hot will find a way (out of the many many that are available) to pass in the morning then adjust up afterwards.
 
Sunday was spent at Airsoft Plantation near Billericay. It was the company's 20th anniversary so the turnout was expected to be high. Organisation by the host and marshals was really good and the turnout exceeded expectations as there were 440+ people in total. Because of the planning in case there was a higher turnout, the area where most players parked was allowed to be used as an extended part of the safe zone where people could set up. Queues were long, taking close to 2 hours getting everyone registered. Included with the £30 fee (own equipment) was patch marking the 20th anniversary.

There was a series of raffles throughout the day. One ticket was included in your fee and at the start of 3 different games, a ticket was drawn with each team and the winning ticket drew a pistol for the winner so 6 pistols were given away there. Ahead of the first game, 20 wristband numbers were called out and they were refunded their fee. There were additional raffle tickets for purchase with a total of around £6,000's worth of prizes available, including smoke or bang bundles, webbing gear, a chest rig, 20 pistols (where the first winner had first choice of pistol, the second having second choice of the 19 remaining until the 20th winner picket the last pistol), a TM VSR-One Gold Edition sniper rifle, a large Rebel Precision hard gun case, a 25-skirmish Game Pass, among other bits. It had all been donated by a couple of retailers along with the former editor of an airsoft magazine.

Chrono testing was self-checked so there was complete trust from the site staff that people were running their weapons within the prescribed limits with the warning that anyone caught with a hot weapon would be thrown out. No second chances. The day did get warmer by lunch time so it was on us to check our weapons again (especially those on gas) and make sure we were still in the limits or put the gun aside. I wasn't aware of anyone being injured by hot weapons and I saw several players adjust their NPAS on gas to bring their energy down and some did the right thing and put them aside for being too hot to run. The safety briefing was kept relatively short as there was only a handful of first timers. Standard rules to call a hit, no talking while walking to respawn, no arguing over non-hit taking, etc. Both due to the risk of fire in the dry grass and wooded areas and the sheer volume of people causing stoppages, there was a blanket ban on all pyro (smoke and bangs) for players throughout the day. Some former marshals returned to provide support for the anniversary and the high turnout.

A total of 5 games were played over the day with a lunch break after the third. Teams were split into Red (armband) and Blue (non-armband). The 1st game had Red Team defending 8 cardboard boxes in the Village from Blue Team, starting off from the edge of the Mortar Pit. Blue Team had to attack pushing to the Village and each player who collected a box and returned it to the spawn point in the Mortar Pit would win its contents. If an attacker collected a box but was shot on the way, they would have to drop the box, allowing another attacker to claim it. Defenders could not move the box. Red Team had just one life where they'd have to fall back to the safe zone after taking one hit. Blue Team had infinite respawns from the edge of the Mortar Pit. The 2nd game had the roles reversed with Blue Team defending and Red Team attacking. Red Team won overall between first two games. From this point game play was set to single shot. Support guns were allowed a quick 3-count burst fire. The 3rd game was Domination where there were 3 pairs of complementary team coloured half drums were placed in parts of the Village and Mortar Pit. The objective was for each team to put its coloured half drum over the pole and maintain the position to prevent the opposing team from removing it and placing theirs on the pole. There were infinite respawns where players from each team had to fall back 30 metres and tag a team mate to respawn or fall back to hard respawn. Red Team started off in the northern part of the Village and claimed that point early but Blue Team split off and took control of the Mortar Pit and the southern part of the Village by The Cock Inn pub (yes that's its name!). There was some intense fighting but Blue Team got the upper hand with an aggressive late push to secure all 3 points by the time ran out, winning the game. The 4th and 5th games were "Zach Attack". The 4th game had Red Team carry the marshal Zach on a stretcher by four people from the light aircraft at the north of the Mortar Pit to the south with the marshal touching the bus to win the game. Red Team could attack from all sides of the Mortar Pit. Blue Team's objective was to prevent Red Team from bringing Zach to the bus before the timer ran out. Red Team got infinite respawns but had to fall back to a marshal on a casual stroll behind them who would say they're back in the game. Blue Team had one life as they defended the bus and tried to thwart the Red Team carrying Zach down. Hit Blue players were to return to the safe zone. Marshals put down smoke at points across the Mortar Pit when they reached half way to obscure the view though this had a somewhat limited effect with the wind. The 5th game reversed roles with Blue Team having to carry Zach to the bus while Red Team had to defend the bus. Blue Team attacked somewhat more centrally and shortly after pushing past the half way point, it became a rapid battle of attrition as Red Team became overwhelmed and picked off quickly to the last player where Blue Team brough Zach to the bus to take the win.

Scran options were good with breakfast rolls in the morning come burgers (beef, chicken and veggie) at lunch time with hot & cold drinks, crisps and snacks during the day.


Weapons:
  • DE Noveske N4 GBBR (primary)
  • Salvo Precision .300 Rattler GBBR (primary)
  • WE Baby Hi-Capa 3.8 GBBP (sidearm)

Positives:
  • The host and site staff prepared well and coped well with the high attendance.
  • Some really good raffle prizes were on offer.
  • Few players got hot and bothered with no major disagreements I saw, especially with there being well over 400 in total.
  • Lunch was served very quickly as orders were taken from both ends of the trailer and food was served from the middle.
  • I don't recall any games being stopped mid-game because someone was silly. I'm sure the pyro ban helped.
  • Marshals were quick to act on overshooting and general transgressions.
  • Plumbed flushing toilets.
Negatives:
  • Too many idiots chose not to practise trigger discipline, leading to several NDs in the safe zone. Nobody was harmed and marshals confronted them quickly about it though.
  • Some questionable hit taking. I don't like doing it but I resorted to head and nut shots for those I saw BBs bounce off but they didn't call their hits.
  • There were some players firing on full auto within MED then still using auto despite marshals saying single shot only from the third game. It was both rentals and non-rentals.
General points:
  • I haven't been to another site that trusts players to chrono test themselves. It seems like one injury from a hot gun away from a more strictly enforced policy.

Overall:
My experience was overall positive as the negatives didn't ruin the day for me. The site was crowded but it was a good atmosphere.
We decided not to go because we were anticipating large numbers; we didn’t expect there to be that many.
 
Yep thats the bridge. The wall is raised up on a platform too you have to climb up on it and the ground on the other side slopes downwards, so that wall gets a crazy vantage over the entire area behind this picture. the LMG dude was mounted up on that middle window.

Its far enough away from any of the cover on this side you couldn't even hope to lob a grenade over there either, even if you managed to get on the bridge itself.
Sounds like BF4 shenanigans!
 
Sunday was spent at Airsoft Plantation near Billericay. It was the company's 20th anniversary so the turnout was expected to be high. Organisation by the host and marshals was really good and the turnout exceeded expectations as there were 440+ people in total. Because of the planning in case there was a higher turnout, the area where most players parked was allowed to be used as an extended part of the safe zone where people could set up. Queues were long, taking close to 2 hours getting everyone registered. Included with the £30 fee (own equipment) was patch marking the 20th anniversary.

There was a series of raffles throughout the day. One ticket was included in your fee and at the start of 3 different games, a ticket was drawn with each team and the winning ticket drew a pistol for the winner so 6 pistols were given away there. Ahead of the first game, 20 wristband numbers were called out and they were refunded their fee. There were additional raffle tickets for purchase with a total of around £6,000's worth of prizes available, including smoke or bang bundles, webbing gear, a chest rig, 20 pistols (where the first winner had first choice of pistol, the second having second choice of the 19 remaining until the 20th winner picket the last pistol), a TM VSR-One Gold Edition sniper rifle, a large Rebel Precision hard gun case, a 25-skirmish Game Pass, among other bits. It had all been donated by a couple of retailers along with the former editor of an airsoft magazine.

Chrono testing was self-checked so there was complete trust from the site staff that people were running their weapons within the prescribed limits with the warning that anyone caught with a hot weapon would be thrown out. No second chances. The day did get warmer by lunch time so it was on us to check our weapons again (especially those on gas) and make sure we were still in the limits or put the gun aside. I wasn't aware of anyone being injured by hot weapons and I saw several players adjust their NPAS on gas to bring their energy down and some did the right thing and put them aside for being too hot to run. The safety briefing was kept relatively short as there was only a handful of first timers. Standard rules to call a hit, no talking while walking to respawn, no arguing over non-hit taking, etc. Both due to the risk of fire in the dry grass and wooded areas and the sheer volume of people causing stoppages, there was a blanket ban on all pyro (smoke and bangs) for players throughout the day. Some former marshals returned to provide support for the anniversary and the high turnout.

A total of 5 games were played over the day with a lunch break after the third. Teams were split into Red (armband) and Blue (non-armband). The 1st game had Red Team defending 8 cardboard boxes in the Village from Blue Team, starting off from the edge of the Mortar Pit. Blue Team had to attack pushing to the Village and each player who collected a box and returned it to the spawn point in the Mortar Pit would win its contents. If an attacker collected a box but was shot on the way, they would have to drop the box, allowing another attacker to claim it. Defenders could not move the box. Red Team had just one life where they'd have to fall back to the safe zone after taking one hit. Blue Team had infinite respawns from the edge of the Mortar Pit. The 2nd game had the roles reversed with Blue Team defending and Red Team attacking. Red Team won overall between first two games. From this point game play was set to single shot. Support guns were allowed a quick 3-count burst fire. The 3rd game was Domination where there were 3 pairs of complementary team coloured half drums were placed in parts of the Village and Mortar Pit. The objective was for each team to put its coloured half drum over the pole and maintain the position to prevent the opposing team from removing it and placing theirs on the pole. There were infinite respawns where players from each team had to fall back 30 metres and tag a team mate to respawn or fall back to hard respawn. Red Team started off in the northern part of the Village and claimed that point early but Blue Team split off and took control of the Mortar Pit and the southern part of the Village by The Cock Inn pub (yes that's its name!). There was some intense fighting but Blue Team got the upper hand with an aggressive late push to secure all 3 points by the time ran out, winning the game. The 4th and 5th games were "Zach Attack". The 4th game had Red Team carry the marshal Zach on a stretcher by four people from the light aircraft at the north of the Mortar Pit to the south with the marshal touching the bus to win the game. Red Team could attack from all sides of the Mortar Pit. Blue Team's objective was to prevent Red Team from bringing Zach to the bus before the timer ran out. Red Team got infinite respawns but had to fall back to a marshal on a casual stroll behind them who would say they're back in the game. Blue Team had one life as they defended the bus and tried to thwart the Red Team carrying Zach down. Hit Blue players were to return to the safe zone. Marshals put down smoke at points across the Mortar Pit when they reached half way to obscure the view though this had a somewhat limited effect with the wind. The 5th game reversed roles with Blue Team having to carry Zach to the bus while Red Team had to defend the bus. Blue Team attacked somewhat more centrally and shortly after pushing past the half way point, it became a rapid battle of attrition as Red Team became overwhelmed and picked off quickly to the last player where Blue Team brough Zach to the bus to take the win.

Scran options were good with breakfast rolls in the morning come burgers (beef, chicken and veggie) at lunch time with hot & cold drinks, crisps and snacks during the day.


Weapons:
  • DE Noveske N4 GBBR (primary)
  • Salvo Precision .300 Rattler GBBR (primary)
  • WE Baby Hi-Capa 3.8 GBBP (sidearm)

Positives:
  • The host and site staff prepared well and coped well with the high attendance.
  • Some really good raffle prizes were on offer.
  • Few players got hot and bothered with no major disagreements I saw, especially with there being well over 400 in total.
  • Lunch was served very quickly as orders were taken from both ends of the trailer and food was served from the middle.
  • I don't recall any games being stopped mid-game because someone was silly. I'm sure the pyro ban helped.
  • Marshals were quick to act on overshooting and general transgressions.
  • Plumbed flushing toilets.
Negatives:
  • Too many idiots chose not to practise trigger discipline, leading to several NDs in the safe zone. Nobody was harmed and marshals confronted them quickly about it though.
  • Some questionable hit taking. I don't like doing it but I resorted to head and nut shots for those I saw BBs bounce off but they didn't call their hits.
  • There were some players firing on full auto within MED then still using auto despite marshals saying single shot only from the third game. It was both rentals and non-rentals.
General points:
  • I haven't been to another site that trusts players to chrono test themselves. It seems like one injury from a hot gun away from a more strictly enforced policy.

Overall:
My experience was overall positive as the negatives didn't ruin the day for me. The site was crowded but it was a good atmosphere.
no chrono , is one claim away from them either not operating or a big insurance pay out
 
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