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 the red team side of the bridge needed more cover or a sneaky flanking option at the site.
 
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.
 
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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.
 
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