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The 'How Did Your Airsoft Day Go? Thread

Today's airsoft adventure was a trip to the second game day at the new Dragon's Lair site in Essex; the lad and I were accompanied by his girlfriend Charlie, who is an accomplished real steel shooter.

Around 55 people were present, fewer than two weeks ago but this may have been down to it being peak holiday season.

The first game was a simple domination; the team that had the village flag up at the end would win.  We started from the back of the end compound, which is definitely not the best place to start this game.  Along with a group of team mates, I set off into the woods on the ridge to our left, intending to prevent the enemy outflanking our central push and, if possible, push them back and outflank theirs.  We had a cracking fight in the woods and pushed them back almost to their start point; however, this had no impact whatever on the outcome of the game as the blue team quickly got their flag up and held on to it until the end.

After a short break to reload and take on fluids (it was very hot), the game was reversed; a small group of us set off into the same woods, where we pushed forward past the village.  There I encountered Charlie, whose stalking skills had come to the fore; she was amazingly still, moving just enough to engage new targets, which she rapidly despatched.  We were soon joined by the lad and held our position until Charlie was hit by a wonderfully sneaky fellow who had flanked round us; the lad and I avenged her!  The game ended with our flag up in the village.

After another very necessary break, we played Hamburger Hill.  We defended the ridge nearest the safe zone with three lives while the attackers had to raise their flag on the hut on the summit.  The three of us took up position in a rather nice position among bushes under a low, spreading tree and engaged several attackers who we sent back to regen on a marshal positioned behind their team.  I was then shot in the back; clearly the attackers had turned our left flank, although this seemed odd as one of our players was still in position there.  After crawling out of the undergrowth I encountered two of our younger players and none of the enemy; when I asked them if they had just shot me, they told me that they had because they thought I was the enemy.  I took up another position behind a bush about 5m further back.  After potting a few attackers, I was hit by some shots from my right flank; assuming that the enemy had pushed up the main path up the ridge, I stood up to move back to my final position only for one of my own team to apologise for shooting me.  This seemed to be becoming a habit.  On the summit, I positioned myself behind a barricade, where I held out for a while until we were overrun.

After lunch, Hamburger Hill was reversed.  We struggled up the hill in the heat and pushed the enemy back; when I reached the summit, I witnessed the lad making a brilliant and successful run to raise the flag.  Unfortunately, our time was exactly one minute longer than that of the blues.

After taking on more water, we returned to the valley.  As the attackers, we had to raise our flag at each of the following: the camo net building, the centre compound, and the end compound; one a flag was raised, that became our regen.  We had infinite regens while the defenders had one life at each structure.  The slopes on either side were out of play, so this was played straight down the valley.  We quickly raised our flag at the camo net building and moved on the the main compound, which could only be entered by one door, which unsurprisingly proved to be a bit of a bottleneck.  However, our assault team pushed through, took the compound and attacked the final one, where the flag was eventually raised.

After another short break, during which a player was sent home for having a mag in his gun in the safe zone despite explicit warnings in the morning briefing, the game was turned around.  In the first stage, we prevented the enemy getting the camo net building flag up for quite a long time; after potting loads of attackers, I was hit on a finger, which was the only exposed part of me.  Defending the middle compound from a position in the back right corner, which covered the entrance, I was again hit after taking out a number of attackers.

In the rear compound, I took up a forward position in a corridor at 90 degrees to the entrance, while two other colleagues covered it from close up. They did a great job of smiting attackers and preventing them breaking in until they were both eventually hit.  Valhalla would welcome them as true heroes; Romans would laud their defence as being akin to that of Horatius Cocles.  After that, I potted everyone who tried to storm the entrance and those who tried to flank it.  The game ended when the attackers ran out of time.

It was a very good, albeit very hot, day of airsoft which was well marshalled, well organised and well played by both teams.  Charlie really enjoyed her second day of airsoft.

Guns used:

Me:
Hurricane Kit Knight's Armament SR47
Double Bell AKMS

ASG XP18 Commander (CO2)

The lad:
CYMA Zenitco AKS74U
CYMA Zenitco AK105
ASG XP18 Commander (CO2)

Charlie:
G&G "Magpul" M4

 
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Yesterday was a really great day at another Red Alert Airsoft Battlesim Lite special event. 

There were fifteen of my squad/group/ team/ bunch of numpties, The Outcasts, in attendance, and we joined with T.U.B.S Airsoft squad, to form the red team, along with a few stragglers, including @Lozart and friends. 

I was team captain of Red Team, charged with coordinating our forces throughout the battle. 

With over 120 players in attendance there were three teams total, Red, Yellow and Blue.

Objectives for the day were two bomb boxes, which could be armed by a 5 second hold of the button in your team's corresponding colour. The longer your team holds the bomb the more points you accrue. 

Each player was issued a dog tag in their teams colour, which can be captured by enemy players. 

Medic rules were in effect, with a two minute bleed out timer on hit players.

This really helped in the heat, reducing long walks to respawn, and allowing for a brief sit down while waiting for a medic. 

Advice to the Red team as we set up at our F.O.B. was: "Pace yourselves, let the other teams wear themselves out in the morning, and we'll dominate after lunch".

In the morning The Outcasts, along with Lozart and co, headed down into the valley, captured the bomb located in the valley area immediately, and then defended it for the duration of the first half of the day. 

Meanwhile the T.U.B.S. airsoft squad headed off to capture the second bomb at the other end of the site at "Tent", but encountered heavy resistance with Blue and Yellow teams having a pitch battle around the control point, so T.U.B.S swapped to marauding the area, picking up a lot of enemy dogtags, though they did rack up some time on the Tent bomb. 

At the end of the morning Red team had a slight lead over Yellow, with Blue trailing badly. 

After a lunch of bacon burgers, we all headed out for the second half, with respawn points rotated.

I had been informed about the battle over the second bomb control point, so I sent the majority of our forces straight back to the first bomb we had held all morning, while the rest went back to roaming for kills. 

Yellow gave us a good battle for the valley bomb point, managing to rack up 20 minutes on that one, but a small unit of our Reds managed to flank round and take out the Yellow defenders, capturing that objective for us again. Reds dug in and held it for the rest of the afternoon. 

Later in the afternoon I got killed in a dumb place, and couldn't be mediced back in, so after a very sweaty walk back to respawn I hooked up with players from Outcasts and T.U.B.S, and went for a wander. 

It was at this point we saw how our morning strategy of taking it easy had paid off. 

Blue and Yellow had no fight left in them. They'd rushed around a lot in the morning, and the baking sun had taken its toll. 

I believe a few of both teams had, unfortunately, packed up and gone home (it was really hot tbf).

However, a small contingent of Blue team were still fighting, and held the Tent bomb, putting up an EPIC defence, we just couldn't get to them. I chatted with one of them afterwards, and it turned out most of them had no ammo left! If only we'd known ? Hats off to Blue for that one! We pushed hard, but they just managed to keep us at bay, right up to the final whistle. 

Back in to the safe zone, for a post game debrief, where there were smiles all round from all three teams. 

Final scores:

BlueTeam: 209 points. 

Yellow Team: 213 points. 

Red Team: 350 points. 

Then off to the pub to celebrate not only our victory, but also the 61st birthday of Outcast member @Honey Badger 63

The Outcasts picked up a few new members yesterday too, players we've played with before that have shown themselves to be the right kind of idiot ?, including a forum member; @The_Roach

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2nd game day of not being able to play and I'm definitely feeling it. The weather was lovely yesterday at Worthing Airsoft; the sun was out, the temperature was warm but not too warm, and there was barely any wind. Add to that the first game had objectives that I would've loved to mess about with and I was annoyed I couldn't play, however I'm out until October and I have a firm date for my heart procedure, so in the long run things will be good; it just sucks to miss the summer season of airsoft. I still went down as usual to chat and have a look around during the safety brief and lunch hour when no games were going on to try and work out how to approach the site now since it's so bushy and MEDs are hard to negotiate during the summer months; hell I reckon even this winter might be difficult with how many new branches are growing outwards. There was also a new bunker built near the other new bunker and a bunch of sandbags set up between them making a trench line. It's a really nice little base area, however there are issues. My friend who was playing said that the teams weren't well balanced and the yellow team got pushed all the way back to their spawn. The issue here is that with the two bunkers, the farther one had an objective on it and the closer one is pretty damn close to the yellow team's spawn point, so there was a lot of frustration as people couldn't get out of their spawn. Funnily enough, this irked me even more simply because I found a way to counteract that position for precisely that situation; there's a position I found with a totally clear line of sight to the forward bunker (relative to the spawn point) that is easy to get into and can be reached without being spotted at all. The distance is also 62m from the position to the bunker itself, so it's a perfect position for a bolt action or DMR; I found I could easily post shots through the windows with my VSR when I took it out at lunch time last game day to see how easy it was to hit, but also if I am noticed getting into that spot, I'm confident at 62m most people's 1.1J guns just won't be hitting out to that distance with accuracy, so I can probably hit them before they can hit me. Though that said having looked at the spot from the bunker while my friend moved into it during the lunch hour I would be really surprised if somebody noticed; I was looking directly at the location and I couldn't see him! My friend eventually came back before lunch and called it a day there, as he was saying that hit taking was also pretty laughable. Again, I can't verify that as I wasn't playing, but I trust him.

So, what did I do with the day? Well, I did pack 8 guns as there was space in the car and no that isn't a typo. I brought my Tanaka m700, KJW m700, G&P m14, mk12 MWS, VSR and hi-capa, as well as two new gats I bought from people here, a JG skorpion and a DE m870 breacher, all to test on the range as they were either new purchases or they were guns I had upgraded and worked on over the last two weeks. Good thing is that almost everything worked well, so I spent some time setting the hop and getting a feeling for how they shot. The VSR was the big one, as I wanted to make sure it could shoot at 1.1J so I can take it to the night game we have at Worthing at the end of October, so I confirmed I could get that set up and then changed it back to 2.3J. 155psi for 2.3J on a .48, 80psi for 1.1J on a .32, both using co2. The hi-capa I need a new slide for, as the front sight came out during my last game day a month ago and I think it weakened the front when it was pulled out by whatever pulled it out, as when I put a new front sight on it the front of the slide snapped and pinged off when I test shot it. Recovered the new front sight and will get a metal slide when my paycheck comes in this week.

That said, apart from the hi-capa that needs a new slide, every single one of my guns is now set up and done. I've packed most of my collection away as I simply don't have the room for them all to be out (I live in a room in a shared house and it's quite a full room by this point...), but before I did so I made sure they were all performing where I want them to; the last ones were the ones I'm keeping out and are my general go-to guns. I also discovered that my very large Visionking 3.5-25x56mm scope only likes being on my m700s, as the mounts don't go onto any of my other guns and keep it straight, and I don't want to spend £80 or so picking up some real-steel scope mounts because 34mm tubes aren't exactly common in airsoft. I'll just keep that as my m700 scope and put other scopes on other things.

Now that's all done I think I'll just be practicing some long distance shots on the range during game days, so this is likely my last game day report for a while unless something spicy happens. I will now live vicariously through your posts until I'm back on the field in probably about 8 weeks time!

 
Yesterday was a really great day at another Red Alert Airsoft Battlesim Lite special event. 

There were fifteen of my squad/group/ team/ bunch of numpties, The Outcasts, in attendance, and we joined with T.U.B.S Airsoft squad, to form the red team, along with a few stragglers, including @Lozart and friends. 

I was team captain of Red Team, charged with coordinating our forces throughout the battle. 

With over 120 players in attendance there were three teams total, Red, Yellow and Blue.

Objectives for the day were two bomb boxes, which could be armed by a 5 second hold of the button in your team's corresponding colour. The longer your team holds the bomb the more points you accrue. 

Each player was issued a dog tag in their teams colour, which can be captured by enemy players. 

Medic rules were in effect, with a two minute bleed out timer on hit players.

This really helped in the heat, reducing long walks to respawn, and allowing for a brief sit down while waiting for a medic. 

Advice to the Red team as we set up at our F.O.B. was: "Pace yourselves, let the other teams wear themselves out in the morning, and we'll dominate after lunch".

In the morning The Outcasts, along with Lozart and co, headed down into the valley, captured the bomb located in the valley area immediately, and then defended it for the duration of the first half of the day. 

Meanwhile the T.U.B.S. airsoft squad headed off to capture the second bomb at the other end of the site at "Tent", but encountered heavy resistance with Blue and Yellow teams having a pitch battle around the control point, so T.U.B.S swapped to marauding the area, picking up a lot of enemy dogtags, though they did rack up some time on the Tent bomb. 

At the end of the morning Red team had a slight lead over Yellow, with Blue trailing badly. 

After a lunch of bacon burgers, we all headed out for the second half, with respawn points rotated.

I had been informed about the battle over the second bomb control point, so I sent the majority of our forces straight back to the first bomb we had held all morning, while the rest went back to roaming for kills. 

Yellow gave us a good battle for the valley bomb point, managing to rack up 20 minutes on that one, but a small unit of our Reds managed to flank round and take out the Yellow defenders, capturing that objective for us again. Reds dug in and held it for the rest of the afternoon. 

Later in the afternoon I got killed in a dumb place, and couldn't be mediced back in, so after a very sweaty walk back to respawn I hooked up with players from Outcasts and T.U.B.S, and went for a wander. 

It was at this point we saw how our morning strategy of taking it easy had paid off. 

Blue and Yellow had no fight left in them. They'd rushed around a lot in the morning, and the baking sun had taken its toll. 

I believe a few of both teams had, unfortunately, packed up and gone home (it was really hot tbf).

However, a small contingent of Blue team were still fighting, and held the Tent bomb, putting up an EPIC defence, we just couldn't get to them. I chatted with one of them afterwards, and it turned out most of them had no ammo left! If only we'd known ? Hats off to Blue for that one! We pushed hard, but they just managed to keep us at bay, right up to the final whistle. 

Back in to the safe zone, for a post game debrief, where there were smiles all round from all three teams. 

Final scores:

BlueTeam: 209 points. 

Yellow Team: 213 points. 

Red Team: 350 points. 

Then off to the pub to celebrate not only our victory, but also the 61st birthday of Outcast member @Honey Badger 63

The Outcasts picked up a few new members yesterday too, players we've played with before that have shown themselves to be the right kind of idiot ?, including a forum member; @The_Roach

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It was indeed an epic day, the push to flank the yellows for the bomb after lunch was great!

Brilliant to meet @The_Roach and chat all things Arktis while wondering if the yellow team had given up and gone home...

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Yesterday was a really great day at another Red Alert Airsoft Battlesim Lite special event. 

There were fifteen of my squad/group/ team/ bunch of numpties, The Outcasts, in attendance, and we joined with T.U.B.S Airsoft squad, to form the red team, along with a few stragglers, including @Lozart and friends. 

I was team captain of Red Team, charged with coordinating our forces throughout the battle. 

With over 120 players in attendance there were three teams total, Red, Yellow and Blue.

Objectives for the day were two bomb boxes, which could be armed by a 5 second hold of the button in your team's corresponding colour. The longer your team holds the bomb the more points you accrue. 

Each player was issued a dog tag in their teams colour, which can be captured by enemy players. 

Medic rules were in effect, with a two minute bleed out timer on hit players.

This really helped in the heat, reducing long walks to respawn, and allowing for a brief sit down while waiting for a medic. 

Advice to the Red team as we set up at our F.O.B. was: "Pace yourselves, let the other teams wear themselves out in the morning, and we'll dominate after lunch".

In the morning The Outcasts, along with Lozart and co, headed down into the valley, captured the bomb located in the valley area immediately, and then defended it for the duration of the first half of the day. 

Meanwhile the T.U.B.S. airsoft squad headed off to capture the second bomb at the other end of the site at "Tent", but encountered heavy resistance with Blue and Yellow teams having a pitch battle around the control point, so T.U.B.S swapped to marauding the area, picking up a lot of enemy dogtags, though they did rack up some time on the Tent bomb. 

At the end of the morning Red team had a slight lead over Yellow, with Blue trailing badly. 

After a lunch of bacon burgers, we all headed out for the second half, with respawn points rotated.

I had been informed about the battle over the second bomb control point, so I sent the majority of our forces straight back to the first bomb we had held all morning, while the rest went back to roaming for kills. 

Yellow gave us a good battle for the valley bomb point, managing to rack up 20 minutes on that one, but a small unit of our Reds managed to flank round and take out the Yellow defenders, capturing that objective for us again. Reds dug in and held it for the rest of the afternoon. 

Later in the afternoon I got killed in a dumb place, and couldn't be mediced back in, so after a very sweaty walk back to respawn I hooked up with players from Outcasts and T.U.B.S, and went for a wander. 

It was at this point we saw how our morning strategy of taking it easy had paid off. 

Blue and Yellow had no fight left in them. They'd rushed around a lot in the morning, and the baking sun had taken its toll. 

I believe a few of both teams had, unfortunately, packed up and gone home (it was really hot tbf).

However, a small contingent of Blue team were still fighting, and held the Tent bomb, putting up an EPIC defence, we just couldn't get to them. I chatted with one of them afterwards, and it turned out most of them had no ammo left! If only we'd known ? Hats off to Blue for that one! We pushed hard, but they just managed to keep us at bay, right up to the final whistle. 

Back in to the safe zone, for a post game debrief, where there were smiles all round from all three teams. 

Final scores:

BlueTeam: 209 points. 

Yellow Team: 213 points. 

Red Team: 350 points. 

Then off to the pub to celebrate not only our victory, but also the 61st birthday of Outcast member @Honey Badger 63

The Outcasts picked up a few new members yesterday too, players we've played with before that have shown themselves to be the right kind of idiot ?, including a forum member; @The_Roach

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It seems to have been a great day!  What a fantastic report.

 
Another Red Team MVP...

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... and a very proud Airsoft Dad as well ?
Hold the phone! 

You came? I didn't realise you were there! I need a photo of you to know which one you were. 

And yes, your boy should be on seat l death row as a serial killer after the day he had, I remember him well!

 
There were fifteen of my squad/group/ team/ bunch of numpties, The Outcasts, in attendance, and we joined with T.U.B.S Airsoft squad, to form the red team, along with a few stragglers, including @Lozart and friends. 

I was team captain of Red Team, charged with coordinating our forces throughout the battle.
Do you not think it was a little OP to have have the red team made up of two, primarily cohesive large teams?

Not that I'm bitter about being on one of the losing teams at all ?

 
Do you not think it was a little OP to have have the red team made up of two, primarily cohesive large teams?

Not that I'm bitter about being on one of the losing teams at all ?


In some respects...maybe. I think the big thing that worked the best for us was just pacing ourselves which potentially comes from more than half of us being older (and arguably more buggered). We did see a lot of running and gunning from both the Blue and Yellow teams in the morning which given the heat and the nature of the games may well have been their downfall in the long run. Of all the guys that held the valley bomb, I'd say half weren't directly affiliated with either team/friend group/rag tag bunch of mercenaries (delete as applicable), we were just happy to sit and defend instead of running and gunning. PTFO as they say.

 
Do you not think it was a little OP to have have the red team made up of two, primarily cohesive large teams?

Not that I'm bitter about being on one of the losing teams at all ?


Not really, considering Yellow and Blue teams had Warhounds, Reapers, Mulletcav, and a few London Ghosts. 

 
Not been playing for a while, due to company I worked for going into administration, but starting training on new job next week, so decided to Pop over to Driver Wood (Sussex) this morning with my lad to make use of their range and set up my Tac-41L and my lad's SA-FX01, both of which were bought the week before myself and the other 54 colleagues got our career news.

My lad had a few issues with his FX-01, in that the BBs weren't feeding properly, luckily I'd had foresight to take my tool box with me, I noticed the ejection port cover wasn't exposing the hop adjuster when the charging bolt was pulled back, popped the pin out and moved the upper receiver forward, which must have pulled the barrel and hop forward to it's correct position (possibly assembly QC, but will keep open mind), this allowed it to feed better and I was able to adjust the hop, although stock, .28g is at max hop, so may look at .25g or different hop rubber in time. Mag still seemed not to be feeding properly, as though it was building tension on the feed spring, but not enough to feed correctly, as randomly decided to feed, however, I caught the tension release and blew a few BBs out, hey presto, feeding fine and quite surprised how many BBs it feeds now between needing to be wound. I've got 5x 100rd midcaps coming, which were ordered at same time, but were on back order, so hopefully they'll all feed OK out the box.

My lad was then quite happy getting to grips with it and some practice with his pistol.

With my lad sorted out now, I was able to turn my attention to my Tac-41L, heaviest BBs the shop had when I bought it, was .36g, so that is what I was using. Zeroed in my scope (as best I could, then set the hop and spent some time on targets at varying ranges. After a few mags, I checked it on my chrono, which came out at about 1.8j, so I decided to try the spare spring that comes with it, slight adjustment of hop and scope and all was good, ran through a few mags and checked on the chrono again 2.20j-2.23j across 10 shots (site limit 2.32j), so will have to keep an eye on that, just in case it starts creeping up, but luckily, barely a 5 minute job to swap back to the lower power spring if needed. As is, I pinged the furthest target with my range finder and was happy knowing I'll be able to take confident 75 yard shots.

I was also able to buy a couple of Runcams, 1 for my M4 and 1 for the Tac-41L, just before we all got our work news, so no doubt be posting videos on my YT channel, although more for me to review to see if/where I can improve, hopefully, they'll be more entertaining that my beach fishing videos.

Now I know regular money will be starting to come back into the house again next month, I'll probably be extravagant and book Sunday afternoon games. 

 
Really good day at DogTag - only did the morning as I had to pick up the other half this afternoon but the morning games were fun.

We (blue) started attacking, having to clear out the trenches, then the CQB area, then the rifle range and finally the FOB. Attackers had to push through, plant a flag in one area then raise the corresponding flag in the next area. Attackers respawn, defenders one life and fall back. Pretty standard stuff really.

What made it really excellent, was that on each team there were people with mortars, so the opening game started with two mini artillery barrages. Same for when we switched sides after the break. I had a couple of really nice plays while defending, including one great spot where I could shoot onto the back of a doorway from about 20m away. I got about five or six players who ran in, with a few complaining of friendly fire. In the end, it was bad luck that knocked me out with a badly thrown grenade (aimed for a bunker miles away) landing near me.

Used my WA M4 and it ran like a dream - shot lovely and straight all morning with real shot to shot consistency, which is pretty key when you've only got 30rds a mag.

Credit also to the marshalls for testing a 'DMR' a guy was chronoing only to discover it was capable of full auto. He told them it was a DMR and semi-locked. I didn't see the full outcome but as I left they were offering to throw him off the site.

 
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2 games days to report on today as I've spent both mornings at different sites.

Firstly on Saturday I, @sofieb, @LuckyBoi and a 4th played at Outpost Airsoft just outside Chester. Due to work commitments with 2 of the youngsters and me still only being able to manage a half day, we played just the morning. This is the 4th time I've played a morning here, 2nd for the 2 youngsters with work commitments and first time for the other hanger on. The mornings seem to run the same, a raise the flag on the long thin map and an attack/defend on the bunker map. Each map played twice from opposite ends. There was about 40 players, with a good amount of rentals. Game play was quick but a couple of the rentals couldn't quite get their heads around calling their hits and no full auto. There was quite a bit of negativity amongst the players about it but I know of 3 that reported the indiscretions to the marshals. Not sure how that played out as it was as we were walking back to the safe zone before lunch, so the end of our day.

Overall though, It was a good morning. Good comms between my band of merry men, and woman, and lots of hits were given due to my now laser like pew. 

After talking to a couple of regulars about always playing the same maps, they told us different ones are used in the afternoon. An afternoon will have to booked. Apparently there are, I think he said, 17 different maps on the site which wouldn't surprise me as its huge.

Secondly, today I played at Shropshire Airsoft War Games at Netley Hall just south of Shrewsbury. Again, I only played the morning but what a morning it was! I've no idea if there is more than the area we played on but with the double decker bus, vans, cars, caravans and every other kind of barricade imaginable. The ground was generally flat but there are trenchs, dips, rises and lots of rabbit/fox/badger holes. I do like flatter playing areas. First game was a standard tem death match with 'kills' being counted by a marshal as you respawned. We lost both rounds but on the second game it was very close! I'm happy with that. There was about 40 players with only 2 rentals, a young lad and his mum, so game play was fast with some of the best comms I have come across. Third game was raise the flag, we lost that one too but I don't really care. It really was one of the best days airsofting I've had.

I've ran, or rather hobbled quickly, on both days which is a massive boost for me. I thought my recovery, from my broken leg, had plateaued but evidently not. Its now just making slow progress but any progress if good. 

 
The lad and I went to Splatoon in Essex today; it was an interesting day.

Around 38 players were present, far fewer than usual, which was probably due to people being on holiday.

The first game was a simple domination in the container field; I did not take part as I was unjamming the lad's AK74M.  However, he reported that it was good fun with fewer players, allowing greater manouverability.  However, the other team won.

Once everyone had returned to the safe zone, there was an incident in which a player let off a round in the safe zone; Splatoon requires players to remove mags, clear chambers and fit barrel socks before entering the safe zone, so letting a round off requires some effort.  After a discussion, he was asked to leave.

The next game was "Capture the Flag"; before this started, there was a somewhat unpleasant incident.  One player came out of the safe zone with his eyepro on top of his head; we both pointed this out to him but he did not respond.  The lad then grabbed his eyepro and pulled it down over his eyes.  A few seconds later, the player stormed over to him, swearing at him and being somewhat aggressive, shouting that he should not have grabbed his eyepro.  I told him to step back and calm down; he backed off and, with a "Fuck you!", went back into the safe zone, packed his gear and left.

With that out of the way, the game began.  We were defending our flag at the bottom field, while the other team were defending theirs in the container field.  The aim was to capture the enemy's flag and get it back to your own base.  Initially, the lad and I attacked on the right flank; he got into the container field before being hit.  I was hit and fell back to defend the flag, fighting off attackers coming from our right.  Both sides successfully defended their flags, so the game ended up as a draw.

Lunch then followed, after which we set out for a somewhat revised version of "Capture the Flag", with the teams starting at the opposite ends from the first iteration. In this version, both flags were together in the middle zone.  It was a very quick game; the other team grabbed our flag and got it back to their base.

The game was then rebooted in its initial version with the ends still reversed.  This was a good game, with lots of fierce firefights in the middle field and some great play on both sides.  The other team won it in slightly dubious circumstances; our flag was captured by a bushwookie, who appeared to be hit a number of times before grabbing it.

There was then a game in the kill house; our side started off defending, with one life each; once they were all killed, the game was turned around.  Our time to clear the area was faster by about 4 minutes, so we won.  I sat it out as I was sorting out an issue with my HK33.

The final game was Infection.  I decided to conceal myself in some excellent cover; crawling into it, I noticed someone else doing the same from the other side.  It was the lad!  We often end up choosing the same positions on the field, even when we are playing independently of each other.  We both lay in the cover, listening to the mayhem going on across the field until it went quiet, whereupon we crept out and went back to the safe zone having won the game!

Overall, it was a bit of an odd day; the afternoon was better than the morning, when there was too much downtime and not enough playtime.  The games also seemed better organised and more suitable to the limited numbers in the afternoon.

Weapons used:

Me:
Classic Army HK33
Classic Army HK53
ASG XP18 Commander (CO2)

The lad:
Cyma AKS74U
E&L AK74M
ASG XP18 Commander (CO2)





 

 
A middling to average skirmish day at Imperium today. I'd not been to a skirmish there before, only the Ground Wars (filmsim/battlesim type games). Despite it being 'just' a skirmish, the games themselves were well thought out. Capture an area, move a truck to another area, extract an item etc. Not just a typical, attack/defend fallback game. Used my GHK M4 and it ran like a dream all day.

What let the day down to begin with was Imperium didn't do a great job of setting out the teams in the morning - red team was clearly outnumbered and had nearly all the rental players. The first game we just about hung on, but then got steamrolled three games in a row until lunch. After lunch they did a head count and found it was 46 reds playing against 67 blues; no wonder we never stood a chance!

Once the teams were sorted, the afternoon games felt a lot more balanced to play. With some good back and forth action. There was the usual 'not calling their hits' but I didn't witness it myself. I did have one annoying moment though while attacking the FOB. At Imperium grenade kills are instant death, no medic just straight back to regen. I grenaded a position, ran round and got lit up. When I got there one of the lads said he was more than 5m away then mediced the others back in...

 
Made the trip down to Dirty Dog at the weekend for their second all-day game event, Operation Sireeen (with 3 e's!), a re-run of last year's Operation Overkill.

(Edit: We've now got a video of the day's action!)

Mostly the same format, unfortunately started at the same spawn as last year because we were on Black last year and Camo this year, and they'd swapped the Camo spawn from last year, so us swapping teams resulted in the same spawn! We had a good idea of what the start was like as a result, though, and this time the opposition were the Red team.

The day started well, with our squad (Royal Huntsman, callsigned to Golf for the event) able to quickly rush up the side road from Camo spawn and claim a toehold on the high ground: Red technically beat us there but were unprepared for our attack and so were pushed back off the edge of the hill, allowing us to hold a favourable position and allow follow-on Camo groups to beef up the numbers and spread out over the high ground.

A fierce battle for the central fort of the high ground ("French Fort") ensued with us eventually squeezing Red out by cutting their ability to funnel reinforcements into the structure, which is where the lines largely sat until close to lunch time, where a ferocious Red counter-attack rolled Camo off the high ground entirely. We'd retired off the line to replenish ammunition and couldn't arrive back on time to help preserve our access to the hilltop, and so withdrew to our spawn fort as a major Red push downhill was closing in on it, but lunch was called there and then so the setback wasn't fatal. Red were within shooting distance of our spawn fort at the point of lunch though, an impressive advance!

After lunch everyone reset to their spawns and, this time, Red made a much more serious effort to rush the high ground. The access road we'd successfully gained last time was the site of some intense fighting but, with Red beating us there again and this time being prepared for an early fight, they couldn't be dislodged. What followed was a couple of hours of Red dominating the field: with the high ground secure they handily repulsed every Camo attempt to gain ground for those hours. Multiple times we were able to fight up to the lip of the hill but couldn't then flesh out a foothold, inevitably being pushed back downhill again.

Eventually a tactical error was made somewhere on their part and a Camo team force rushed French Fort and hunkered down, interdicting Red lines of communication and allowing multiple other ongoing Camo assault attempts to start to consolidate footholds throughout the hilltops. This resulted in a complete flip of circumstances, with Red facing an uphill battle against entrenched Camo forces using the high ground to their advantage. At our furthest advance we were menacing the outskirts of Red's spawn town, yet another flip from the morning when it was Red's BBs peppering the walls of our HQ.

The day ended with Red making a final push to retake the high ground, succeeding in establishing a fairly solid position at the base of the hill but being repulsed in their effort to push up the road to French Fort. Camo took the day with the most points.

Improvements-wise from last year they handed out the HQ comms frequency to individual squad leads rather than having Marshals just trying to shout out updates, which made it far easier (at least for us, a fairly cohesive team with our own team comms as well) to understand what the current active objective was and to get updates on major movements.

For improvements to make for next year I think Camo spawn (which was Black spawn last year) is clearly the inferior one, with Red spawn (which was Camo spawn last year) being closer to the central high ground area and having a proper road running from their spawn right to the central French Fort. As much as Camo won this year we won because in the morning they didn't expect us at the back road as quickly as we got there and in the afternoon they left a gap in their lines and lost the central high ground fort to a mad rush. As this event matures (if they keep running it every year) the regulars are going to learn from these things and soon the team that gets the Village spawn (Red's this year) will dominate with ease. A possible solution is that they stop the game for lunch and reset at that point anyway, maybe swap sides?

Overall though a great game day, glad we went back for Sireeen, and I expect we'll be back for whatever 2025's game gets called!

 
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Credit also to the marshalls for testing a 'DMR' a guy was chronoing only to discover it was capable of full auto. He told them it was a DMR and semi-locked. I didn't see the full outcome but as I left they were offering to throw him off the site.


This is good to see. I love running DMRs, but a lot of sites have pretty wank DMR rules (Gunman has 1.48J with a 30m MED for example) because of people like that who take the piss, so I'm always happy to see it when these people get pulled on their asshole behaviour.

 
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