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NickM

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Everything posted by NickM

  1. I have voted green in the past and intend to vote green again. My reasons are this, Their standpoint on fracking is one I agree with, we should be working towards a future that is powered by sustainable energy and not fossil fuels the reasons for that are clear but until someone starts pushing things that way we will continue down a route we will regret later. Many of their other policies are actually quite good and they will fight for their ideals (just look at the Green MP for Brighton and Hove, arrested protesting against the fracking in West Sussex). Like many parties they have some wacky ideas but on a scale including LibLabCon to UKIP they are far more moderate than most. This is a protest vote if nothing else. While in many areas my green vote might be a wasted one I now live in Norwich which has a strong green presence and is making progress towards actually gaining a seat at the next election, the other likely places are Brighton and Hove (my previous residence and currently a Green MP) and Bristol again another place that is looking promising as a green seat. So elsewhere it might be wasted but it is likely to make a difference here. However 3 seats does not make a strong party to be making waves at Westminster. They will have little or no power realistically in the wider law making arena and realistically they would be pushing some of the larger issues that they are more concerned about like climate and the environment. If nothing else they are miles better than UKIP as a protest vote. Lib dem probably would have been my protest vote of choice previously but current performance suggests they are not worthy. Any seat lost by LibLabCon and not won by UKIP is a great thing in my eyes, it will force the parties to consider their position.
  2. Most BFG, ie blank firing grenades will work out paying for themselves and the blanks within the 50 shots of a pack of 9mm blanks. From then on you are saving a significant amount of money as long as you don't misplace the grenade. This would be in comparison to paper/disposable pyro. Personally I wouldn't put things like the thunder b or any of the gas pyro in the same league as the disposable or bfg kind. For ease of use, realism, impact and effectiveness its a no brainer. However as has already been said, the disposable and bfg have their pro's and cons. Basically I run both, and will favour one over another depending on the location. CQB it's bfg all the way, I can carry 15 or 20 blanks and use them all in a single game if i'm so inclined. But there can still be times when I'll use the disposables occasionally. Once I covered the cost of the bfg it now works out at about £0.40 a bang with 9mm blanks at the highest price I've seen, £20 for 50, but I have seen them for £14 for 50. The Shotgun primers would be easily less than 10p a bang. Woodland the Ohshi...boom bfg stays in my bag, it's an impact so a waste of time on anything other than a solid floor or wall. The paper can have much greater range but doesn't have the surprise as people hear the strike. ( I can get mk5's for about £1.50)
  3. Ok, so I've had the gun for a while really like it especially as a sniper backup but the mags are starting to do my nut. I cant rely on any of the 3 I have. They tend to feed the first 3 or 4 bbs then the bbs jam. But from what I can see through the narrow opening in the mag there is nothing that could be causing the jam. They normally jam about 1cm below the feeding lip, the spring is under compression and still has pressure but the bbs just wont move forwards. Normally I need to use a pin or nail to push the top bb up and they release only to do the same thing after 4 or 5 shots. To get a better look at the inside of the track I'd like to take the plastic feedlips out, is it possible or will I just end up wrecking the mags?
  4. Totally depends on the site. For most of the sites I know of there are normally more than one. They tend to be made up of the locals and regulars. They tend to know the site far better than anyone else, which can work well if they are put onto opposing sides and balanced like you would just with numbers. It really adds to the dynamic of the day. For example Team A and B play the site regularly, you get about 15 players from both teams turn up on a Sunday game at least once a month. One day a stag do turns up with 20 players wanting a good scrap, so you then have the option, play a few games with the site teams mixed in with rentals, team A vs team B with the stags split. Then the stags inevitably want to play together vs the site regulars. Or you put the stag with the rentals for a game as the VIP. It gives you options and makes games more dynamic as the rental players will learn the site, how the game works and are kept in check by the regulars. This gives the site owner and marshal team a great little resource. Works equally well with small groups of younger players, new players, guys turning up on their own etc. You become the social glue that can help a site develop a great atmosphere. The team I am on regularly played one site but we would often split ourselves between the two teams to help move things along. It spread the better guns and players, the knowledge of the site and tactics that tended to work amongst the other players. Often at least for the morning the newer players to the game hang back, and are reluctant to get hit, you can take charge a little by leading and demonstrating things like fire and manoeuvre. You also become almost like player marshals, if the site know you well, you can help get games organised, help with monitoring players and still get a days play. I can think of one site where they sometimes play the regulars vs everyone else, even when outnumbered the regulars wipe the floors with other players because they know the site far better than anyone else. In that case its really irritating and in my eyes doesn't help the game play very well. Overall I'd say mostly a good thing, it gave us better games and a better experience for the other players, occasionally it can be a total pain if not done well.
  5. I didn't think it was SOP and was quite surprised it was mentioned. There were other clues they could have used to get them going down the army and SF routes. Literally the Medical examiner stepped up to the body, said he has a blood group tattooed on his chest. He must be in the british army. The other person in the room says how do you know that and she responds with something along the lines of tattooing the blood group is SOP in the British army. I smelled bull and it didn't just seem right hence putting it up on here. Shame, Silent Witness is a BBC drama, they had lots of references to the forces in this episode and lots of characters playing ex SF operators using weapons. I just hoped they had higher standards of fact checking really. It just felt like really poor story telling. Cheers all, you've answered the question well.
  6. Right, so I'm currently watching Silent Witness on BBC1. A body was found and the ME identified it as probably ex-british forces due to a blood group tattoo on his chest, stating it was standard procedure in the british forces. I know the SS did it in the war, but I can't seem to find anything on it being standard procedure in the British armed forces, even in the SF community. Anyone know better?
  7. WARNING about using BAOFENGS! They are great little radios especially the UV5R's and the like that can be put onto digital VHF and UHF channels. HOWEVER :- be warned there are consequences for using these radios without a licence, and OFCOM can take out procedings against those who use them improperly. As I mentioned in a previous post about radios, the baofengs work at a minimum of 4 times the output power of the PMR446 that are available and legal for anyone to use. It does mean they have a greater range but they are not legal for the average user. You can get a set of frequencies from Ofcom which will make you compliant. It also means you need to use correct radio procedures if you want to avoid further trouble with the law. Just because they are available easily online does not make them legal. On a plus side there are tones of accessories for them, like extended antennas which will boost range, and battery packs, the standard one will easily last several days even with use, the extended battery pack lasted well over a week
  8. No worries Alphoria you can keep the guide almost as is as it really is a good one but perhaps it might be worth adding some info. Perhaps you could have a look for other PMR compatible radios to include as well. Some more milsim orientated sites have already applied for the licence and therefore the Baofengs are legal to use at the higher output on their frequencies. Best to check with your regular sites to see if they have the licence, I know of a couple that do as their marshal frequencies due to better coverage, but they do allow customers to use them as well. Alternatively I believe a licence is £75 for 3 years, if you have a team you could apply as a club and you'll be granted a range of freqs. Simply create the team as a club and that becomes the applicant. Share the cost amongst the team. You get about 8 frequencies assigned. Higher power has a massive bonus in that you have a much better range, with the UV5R and an extended antenna the team have had 4 miles. With almost uninterrupted cover even in dense forest or buildings. But if we operated on the PMR frequencies we would end up drowning out much of the other signals.
  9. Just to ask as you seem to know your stuff with the guide which is a good one. I thought PMR446 rules mean you can use mobile radios up to 0.5W power rating without a licence. Many of the ones you have listed ie all of the Baofengs are well over that, ie between 5W-2W, that puts them at minimum 4 times over what I believed the legal power output to be and therefore requires a licence for their use. I'm happy to be corrected. I use the Baofeng UV5R but on a set of private frequencies, one of our team applied to OFCOM for this set of frequencies. This is the licence that allows us to use the higher power radios. It has some additional requirements, like the use of correct radio procedures, not swearing etc and being economical with time on the airwaves etc, which in my eyes is a good thing as it improves the quality of communications within game. As it happens I also have a personal VHF and UHF radio operators licence which is separate to this.
  10. Right, upping the price reduces the number of people likely to attend. However you can do things that you can include which will work out improving your profit margin. EG: The sandpit was £30 last time I played for the day, that's £10 more than most of the other sites I played, they included lunch which their competitor didn't so Sandpit 5 to 6 hours play, plus a hotdog, baked beans, a handful of nachos and some catering cheese (probably cost less than 2.50 pp as you'd be getting catering size from a cash and carry). £30 That's an extra £7.50 per person. although they spank a ton of money on pyro and fuel for their motor pool and loads of staff. Although Andy the owner is essentially a full time employee. Competitor 5 to 6 hours play, no lunch. £20, lunch is extra, £2 for a burger, £1.50 chips, £2 cheesy chips. £1 cans of drink. Don't forget, if you only open one weekend day every other week that's 26 possible game days. For a good day's play at a CQB place like Red 1 or the now closed SWWG I would probably be happy paying £20 for a day's play. But would be disappointed if it was rammed to the point that every game was a stalemate. If you do a weekday evening every week that's about 50 half days. Taking out a few for Christmas/new year although you may find people are interested. Half the days play cost would be fair, £10. SWWG did juniors only nights and weekend days on the alternate weekends to the open days. The juniors days included lunch and essentially they supervised the kids, I think they even did a bit of training. So that increased turnover. Back to the original post, its way to hard to figure out a perfect number of people or perfect size, there are so many factors that are in play.
  11. Its easy to run a sh!t site with few players, players who aren't friendly and lots of new people coming through. The challenge is to make a site that people want to come back to time and time again because it is everything a site is supposed to be and pushing all the time to get better, even if it means driving long distances or being inconvenienced to use it. I used to live in an area with about 4 sites within 40 mins drive, and another 4 within an hour. But where did I find myself playing on the most regular basis, 1hr 30mins away at UCAP Sandpit. Why? Because the day was just so much more enjoyable there than any of the other 8, the players were great, the marshals were nice guys who kept on top of things and the games were interesting. One of those 8 was TWA on Featherbed Ln. although I haven't played there I was warned off by some of my team mates. The one of the closest 4 I would have played more regularly was EAG Worthing but it was the furthest away from the rest of my teammates who all lived around the M25. The site itself isn't especially brilliant just because of its layout and that they cant really build anything structures wise, but the marshals and regulars were a really great bunch who did a hell of a lot with the little they had. Now I live in Norwich, but I'm itching to get back to the pit some time soon and it's a 5 hr round trip!!! I've sampled one of the sites in the area but have yet to give Gunman Norwich a go, I'm looking forward to it as Gunman have a damn good reputation.
  12. Jcheese, their chrono was wonky to start with which doesn't help, my gun had come in at 345fps bang on for 4 shots on .2's the week before (no tinkering in the mean time) at the Sandpit who have decent chrono's, I was using .25's at SWWG and told the marshal this and it chrono'd at 210fps on theirs (that is not a realistic change in fps and I maintain their chrono was reading much slower than it really was). I have since learned that if the batteries in the chrono's are low they are wildly inconsistent which may have been the cause. In addition people were setting their hops after chrono which will have effected their speed readings down at the check and back up after. 1. If people can't do the conversion between .2 and any other masses they should use a site mag or they should load 10 rounds of .2 into your mag, all done infront of you. 2. All chrono's should be checked prior to use I would suggest sites need more than one and should run a gun or series of guns through all before starting on the players to check consistency. 3. All players must set their hops prior to being chrono'd straight and level flight to be checked by the marshal before chrono. 4. Take care of all kit properly. I agree the full auto thing indoors was overkill but with some groundrules and sensible players it should have been ok. IE firing down the long "road"/corridors from one end to the other was ok on full but into buildings/or an MED for full auto I could respect. When I said it was a great little site, I mean it was a good laugh and their model really worked, they could change the layout easily, the games were engaging and energetic. Some of their rules and the things that happened were just plain wrong, but there are other indoor and cqb places that allow full auto, you just need to have the right sort of people that aren't dicks about it.
  13. Bio Canisters was at EAG Dorking The "batteries" and a larger box representing the generator were at the now closed Southwest Wargames just outside Plymouth, it's a shame they have closed as it was a really cracking little CQB site. It wasn't long, you could set up the maroon somewhere else like the opposition base, time was how ever long it took from game on to the destroy their base. If anyone can get their hands on a large ish warehouse it would be super easy to make up their setup. Simple 8x8 ft boxes with a pair of doors in opposite corners and windows with hinged closings on the opposite sides. Boxes could be moved with 3 or 4 people to new locations to make up almost infinite arangements of rooms/buildings/streets. There were permanent structures around the walls. You can get circuit boards that can be programmed to operate with countdowns and will also include things like number pads to arm/disarm, online, some of them are really great looking when finished but the electronics and programming are beyond my capabilities.
  14. One place I played had tubs like the ones twiglets and cheeselets come in at Christmas, they were painted black on the bottom and gold around the top much like a Duracell battery, there were 4 hidden around the site, you needed all 4 to place in slots in a box which would then be linked to a pyro maroon and fired to signal the game end. Essentially it was a firing box and you needed the powersource to activate it. This was at a CQB site so fighting room to room to find all the bits. Another was 3 steel vacuum flasks each with a biohazard sticker on the side and a black pelicase clone with foam lining. You first had to find the 3 containers of a biological agent. These had to go in the case, only one person could carry the case and while it was in hand they couldn't fire their weapon. The case carrier was also the only person who could handle the flasks. These then had to be taken to a location designated as the destruction point for the flasks. The opposition team was split into 3 groups, one for each flask, they could choose how many people they had for each one but they weren't allowed to guard more than one flask. The distribution of players was up to them so they could choose to defend only one really heavily, or they could spread their forces evenly. All defenders when hit fell back to the destruction point. A CQB site had a large rugby tackle pad with 6 handle loops. So you carried it a bit like a stretcher. Minimum 4 players to carry but 6 were needed for longer distances. You couldn't shoot with it in hand, you carried it from location to location within the game area as radioed to one of the players in the team by a marshal. The rest of the team had to clear routes for those carrying the casualty. The stretcher was the regen for the defending team. One has 20 memory sticks, cheap crappy or even freebies (could be keyrings or something else small, but depending on how you play it if they had access to a small laptop capable of downloading pictures/data they could contain data for extra objectives) these were hidden in various locations, you were given a series of photographs which gave clues to the locations of the mem sticks. These could be close ups of things like light switches or prominent trees. A site has 2 overalls with the arms and legs sewn shut, and a stretcher, you carry the stretcher and find the downed airmen. Or in their case injured drivers of a landrover, you also had to find and destroy the landrover with a satchel charge, a huge maroon like a Mk9 or something.
  15. You'll find that PC's most people use stop hits nicely and you get a decent sound that gives the hit away but they protect the body, and in my opinion hits to the body hurt less than to extremities so these are probably places you will want to protect. An alternative to help protect the softer more fleshy bits would be to find an old thin wetsuit you don't mind chopping up and making you own version of the arms in a UBACS, it'll be warm but they make a nice thwack sound when hit. I understand the concern, I have had bruises easily 4 inches in diameter from bb guns, the worst were on my inner thigh and inner arm. I've had skin broken a number of times from shots, some to bare skin and a couple to areas covered by thick layers of cloth. Mind you these were either from people knowingly using overpowered guns or cutting their MED/almost point blank.
  16. NickM

    Ukara number ??

    Hmmm, there are so many myths about the UKARA system. I know some others have already said these things but... Your site membership number is your "UKARA number" seeing as they simply act as a database of membership numbers at approved and insured sites. Many site owners simply use it to reduce the number of calls they get directly from retailers asking if X person is a skirmisher with them. There are some sites that don't like UKARA but are happy for you to simply pass on their office number and your membership number, retailer then calls them direct, this is essentially the same service UKARA offers. There are other forms of defence, things like skirmish diaries/logs etc, there were a pair of alternatives even knocking around on here like BAC and Project Luther (although I think the name has changed). UKARA seems to be the easiest for most people to deal with.
  17. Leaving at respawn is my tactic for places I know we will be using for a long time, eg at the sandpit we play 2x 2 1/2 hr games with a static respawn, if i'm highcaping it I carry 2 mags in my vest and one in the gun and no loose ammo. If it's mids I carry 3 x 190 rnd mags, two 130rnds and a single emergency 100 rnd VN mag. The water, bbs, gas and speedloader live in my hydration carrier which stays at the respawn as I know I will be returning there at fairly regular intervals. If I'm playing a new site or somewhere I know we will be playing lots of fast paced short games I carry about 1000 to 1500 bbs in a pair of plastic bags, they fit perfectly in a ball grenade pouch that I carry on my rig. I'll carry less than a half litre of water in a small bladder (cheap from sports direct) in a double M4 mag pouch. And fill the bags again at lunch. I go with the premise that mags should always be full. So I always fill them between games as my first priority, then comes personal admin like snacks, drinks etc, or if I have been playing for a while in a single game I may reload on the way to respawn. I find that topping up frequently means that it doesn't take very long and therefore I don't hold up game play and I'm always ready to pay attention to briefings.
  18. I made exactly what you show about three years ago, it lived in a double M4 pouch much like the ones on the front of your rig. However more recently I've stopped using it for three reasons, 1) it holds lots of bbs like easily 2 or 3 000 and I don't use anywhere near that many over a whole game day let alone during a morning game. If I drop the bag say in a puddle or mud I will pretty much loose all the bbs as they are now contaminated to a degree to which I will need to wash them. 2) it was bulky and means I have to carry in the double M4 pouch which I don't use any more as I prefer running midcaps but only stacked 1 deep in my rig. 3) it allows dirt/water to get to the bbs, especially over extended use. What I do now is use 2 or 3 plastic sandwich bags (of the ziplock kind) each could hold many bbs but I only carry somewhere between 500 and 1000 in each bag, these fit in smaller pouches, mean that if I drop the whole bag I loose very little, and keep them cleaner and therefore my mags and barrel cleaner. I keep my main bb stash in large plastic bottles like coke bottles which is easy to decant into the bags.
  19. Personally I would suggest doing a video index, youtube allows you to put links to other videos in the series, so how about doing an intro video where you can explain the premise of the series and do a short rundown of the sorts of topics you will cover, when you talk about them add a link to that particular topic over the video. Also think about how you might link them, maybe make a paper plan showing how the various topics interlink to help you understand where it is all going, and don't be afraid to link to other people's channels or webpages, perhaps even get others involved in the series like get someone very tech orientated to do videos on maintenance of guns you are unfamiliar with. For example a topic like the VCRA and the legal situation in the uk is a biggie and could be linked to many of the vids so perhaps make it a stand alone. I would go with a simple starter video followed by a series that would take you through actions/purchases over say the first year of airsofting. Want to start playing airsoft, what you need to know before you go. in this I would include - don't buy a gun first with some reasons, a very brief outline of VCRA/laws in the uk, in like 2 sentences, (you may want to make a whole separate video to cover this in more detail that people could follow the link to) - how to find your local site, - basic kit list of things most people will have at home that are appropriate to take, eg walking boots, a bottle of water, some snacks and money, clothing wise, old sturdy and think about the environment/conditions, warm/cool, light or dark colours - a basic outline of some common game types, - some common mistakes people make when they first start playing, or suggestions of some successful basic tactics, make these generic so they fit CQB and Woodland. Played your first game and loved it, now starting to collect some kit and go more often. - don't buy a gun yet, again reasons, suggest trying different RIF's for other players - Mesh vs Lenses, eye pro only or full face coverage, - Gloves, other protective kit - A short rundown on load out types/impressions starting with the basics, eg camo types vs pmc style. Suggestions that people could start with something simple like a camo type that can be built on, eg dpm cheapness. You could do a whole series of videos starting with modern vs historical, realistic vs fantasy, etc - A brief explanation of the differences in game style between CQB and Woodland, some common tactics to both and some differences in tactics. Played several games, you have a defence sorted and want to buy a RIF. - The decisions you have to make, and the ones to avoid, like you don't need a pistol and you shouldn't get a sniper first, leave this for at least a year. New vs second hand, pro's and con's Rank of manufacturers in terms of quality and price Buying in the UK vs buying from overseas if going new. Types and their advantages disadvantages. Peripherals to your primary, batteries, chargers, spare mags, highcaps/midcaps etc. Bought a RIF, tired of having stuff in pockets. - Rig types, chest, PC, belt, webbing - how to weave molle correctly. - positioning of pouches for optimal use Played many games, starting to think about becoming more specialised in terms of game play, - CQB vs Woodland, - Rifleman - Support gunner - DMR - Sniper - what kit you might need for each, what is common to all. - comms setups and choices. Choosing a pistol that suits you. What do you need it for? How to maintain your AEG M4, and a second on your AK How to maintain your Gas RIF You could link to common videos like how to clean a barrel, magazine, high cap, midcap and gas mags for pistols and primaries. Trouble shooting common problems, my AEG fires bb's straight up or into the floor. Gearbox is making a funny sound. A series of vids on Heard about milsim, battle sim, filmsim, WW2 themed etc, ( perhaps this is where you could get sorted with "interviews" with organisers or players who can go to town on what they do)
  20. The two best CQB areas of sites I have played are The Sandpit near Bluewater, and the now closed South West Wargames. I've played the school (Watford) and it was ok, but at the time overcrowded so was a little crazy having 20 people huddled on one side of a door and 10 on the other. The Sandpit works because of the random shapes, sizes and layouts of the rooms, some in total darkness some bright light and everything in between, in the kill house but it has lots of space outdoors and involves actually assaulting the building. The place is way to big for you to simply pyro everything and lends itself to actually using proper CQB assaulting. There are multiple entrances which means that it very rarely remains in the same hands for long, with assault followed by a series of counter assaults. South West Wargames (IVYBRIDGE) has now closed which is a shame, they had simply taken over a large warehouse and built a series of simple wooden boxes and more complex buildings with corridors and rooms. Many of these small rooms could be moved around between games or left, meaning even between rounds on a skirmish day the layout could be modified. When I was there they basically had 4 rows of "buildings" with 3 "roads" between There are Videos of their setup on youtube (but I can't post links so simply search their name) show tyre walls, temporary barriers and a car. They used mostly speedball type games, short and sharp which were highly entertaining but high energy. They varied games and threw in curve balls even in the middle of the games which made things interesting. Also there were never choke points in their setup which means the games didn't revolve around the same two or three high contact areas, which made it so much more dynamic than some of the other CQB sites where battles focus around the one or two stairwells or doorways leading ultimately to a stalemate or the excessive use of pyro.
  21. Cheers Ian that's what I was looking for. Nice one.
  22. I know how to solder and I'm planning on simply replacing the wiring in my ICS L85 after I damaged my motor connectors the last time I was taking the gearbox apart. While I am at it I'm planning on replacing the Large Tamiya battery connectors with deans. I may include a mosfet but that's still up in the air at the moment. I'm in need of some advice, because I don't know about the gauges of wire and which ones to use. Could someone point me in the direction of the correct wire gauge, a link to a quality wire if there is differences would also be helpful. Would I be able to use one gauge throughout or different ones depending on where in the AEG they are? About the gun, I run 8.6 and 9.8 V NiMH batteries currently but I might switch to LiPo's in the future, I'm not after high speed setup or high torque, it's simply my Primary AEG so set to run sweetly at 350fps.
  23. A nice idea Tye, and I can definitely see a place for it even if its just something that sites can include into their game play, as most already run with marshals. You might want to have a look at the BattleTac app to see if there might be a way you can incorporate aspects of the GPS tracking capability into your upcoming game modes.
  24. Just realised with the strobes, make sure you either don't have anyone with photosensitive epilepsy or they are of a frequency that wont trigger photosensitive epilepsy. You could place boxes with dim LED's around the site with different colour lights and a switch, turn them to your colour. If you have someone with the skillz you can wire up stopwatches to each light which means at the end of the game you round them up and add up the times. Winners are the ones with the greatest time.
  25. My suggestions for successful night games. If you've never played one, make sure you go to a few before you organise your own. Single shot is a good idea, or very short bursts at most (3 shots eg) as jcheeseright says overkill is way too easy. Simple colour designations (tape is too small) go for the simple Black and Green vs Tan format. It makes positive ID'ing targets much easier. Rigs don't matter its the colour of the base camo. If people whinge about it a set of DPM or DDPM shouldn't cost more than about £20 at an army surplus shop. Have dead players mark themselves with something luminous. In this case glow sticks can be used. Have them stored in a pouch (where they can't be seen), when hit pull them out. This means medics will be able to locate them easier and the opposition will know where they are so they don't light them up repeatedly. Green for the green team, yellow or orange for the tans. Give plenty of warning so that players can get used to the layout of the site in one case I know a site that we had to navigate in the dark using the feel and sound of the ground under foot. Known paths didn't crunch, off the path the leaves crackled in different ways depending on what plants were in the area. Or super spongy meant you were in the conifers. Encourage players not to use their torches all the time. Provide intel via text to the person incharge of each team, it would be good if the person is chosen by the organiser for their experience and knowledge of the site. They don't have to boss people about but they are the most useful information point. Game ideas, Most normal skirmish games work well as long as they don't rely on speed. better to be safe than sorry. At night stealth is the key advantage you gain so give objectives with plenty of time, allow teams to pick when and how they will achieve them. So perhaps multiple objectives with different length times they are open for. One site used strobe beacons of the type used for Search and rescue you either had to get them to a base and switch them on, or switch them off at certain locations. Limited ammo E&E work well, hunter team vs opposition who have to get around the site without being captured. Hunters get full kit, E&E players have to work in ones or twos, they are allowed a pistol and a single mag and a small (think waterbottle pouch) that can contain water, snacks, and can have some bits of survival kit. They move around the site in an orienteering style challenge either collecting intel, or items trying to make the final extraction point. Routes can be made more difficult as you see fit. Intel gathering, get into position around a base with patrols out. Gather specific pieces of intel for use in other games. Base infiltration, get in and out without being caught. Place a post box in the oppositions HQ, you can drop in a slip of paper if you aren't seen getting in, slips of paper = points. Ambush games are quite good.
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