The 'How Did Your Airsoft Day Go? Thread

The 3 games before lunch I mentioned above were 2 45 minute games and one of about half an hour so roughly 2 hours. Blackstone in Huntington guarantee 8 games of 20 minutes per session

I agree some site really do take the piss and is the main reason I don't bother with the Epsom tunnels anymore. I pay to play not spend 50% of my time sat in the safe zone waiting around
 
The 3 games before lunch I mentioned above were 2 45 minute games and one of about half an hour so roughly 2 hours. Blackstone in Huntington guarantee 8 games of 20 minutes per session

I agree some site really do take the piss and is the main reason I don't bother with the Epsom tunnels anymore. I pay to play not spend 50% of my time sat in the safe zone waiting around

Yeah, Worthing Airsoft is about the same. The three games we played in the morning on Sunday were two 30 min games, then the third game ran until lunch.
 
Play Apoc in Kent. Morning is usually one longer game 1h30 to 2h then lunch followed by 2 or 3 shorter 45 min to 1h games depending on light, weather and numbers.

Find this to be pretty good blend but for me it could do with shorter breaks as I can load mags and be ready to go again in 10mins but other players like to have a chat between games.
 
I tend to feel that game days at most sites involve too much time in the safe zone and too little time in the field. I carry enough ammo and CO2 on the field for a full day and only really need to return to the safe zone to change rifles at lunchtime, which I only have to do because I have too many guns so use two each day.

Splatoon is truly awful with regard to this and even Airsoft Plantation’s breaks can sometimes drag on a bit.
 
I'd say 10 minutes between games is enough. This is plenty of time to refill mags and grab a drink or a cigarette. If you want to chat you can do it at the same time
 
There is probably a very big difference to the clientele who attend an average skirmish day. I tend to go alone, so whilst i enjoy exchanging a few pleasantries with those set up around me, i am very much there to play. Whereas I might suppose those who attend with 5 or 6 mates are happier for an 'airsoft themed' social, with less time actually playing? And of course, the less game time there is, the easier it is on the sites and marshals. But as paying customers really I think both camps should be catered for - longer game times would still allow for those that want to chat to hang about at re-spawn or spend as much time as they want in the safe zone nattering or tinkering with kit.
 
Down at a very sunny Skirmish Budby on Sunday. I'd told myself I wasn't going to play this month (saving the pennies before a quick trip over to Europe next weekend), but the weather was gorgeous and I couldn't resist. Ran my summer RusFor kit to test the KLMK suit, with the trusty E&L AKS-74U.

Advertised as a sell-out day, although the car park looked suspiciously quiet when we arrived. The safe zone was packed out though, and it seemed like a solid group with quite a few regulars, fewer than ten rentals (including a really chill family who we ended up sharing a bay with), and plenty of new faces. Not too much HPA, a decent spread of bushwookies, couple of LMGs, and of course a million ARs.

Game 1 was the standard domination on the tanks field, to allow the marshals to gauge team balance. We had the pick of ends to attack from, and unfortunately the consensus was 'attack downhill', which meant I had to play against my absolute favourite bunker on the entire site. Predictably, the other team locked it down, and I ended up pinned down opposite it. For some reason I was playing massively conservatively, and that meant I ended game 1 with less than a mag used, and no hits scored or taken. Literally just vibing in cover. It wasn't conscious, and I didn't realise until I went to bomb up and realised I didn't need to. I always like to get my first kill and get hit myself as early as possible to get me into the flow of the game - maybe it was the sun making me sleepy, or just cobwebs from not having played in a few weeks.

We then went up to the Fort for some back-and-forth CQB. We started off defending, and a whole bunch of us decided to strongpoint one of the 'fatal funnel' entrances to try and delay their assaulters. Predictably, after about 30 seconds the world's largest thunderflash landed at my feet. No point running, and six of us were wiped with one of the most effective 'nades I've seen in a long time. Back to the deadzone, still no BB hits made or taken. I actually don't remember the run-back as an attacker very much, and I don't think I saw a single live enemy all game as I was mostly no. 3 or 4 in a very effective stack. Just a weird first few games, and I was beginning to become aware that I couldn't get my game on. We then went to an attacker-defender on one of the compound maps, and with defenders being allowed outside the compound I set up in some bushes and finally got some good battles in (and got properly, honestly shot) which made me feel a lot better.

The next game was attacker-defender in the village, which is a great map. We attacked first, and played it from a totally different angle than usual, which changed all the geometry in a really fun way. Theoretically, we couldn't open fire (due to a risk of imagined civilians) until we were either fired upon, or we saw a clearly armed enemy. This was supposed to let the defenders spring some sort of ambush, but for some reason they just... set up pointing weapons out of windows, so we called 'contact front' as soon as we heard 'game-on' and merrily blazed away from the start. We pushed one flank aggressively while applying suppressing fire from the centre, and cleaned up reasonably handily. I thought I played pretty well, which was nice, and definitely a step up from the rest of the morning.

After lunch, we went out onto Berlin Wall, my absolute least favourite map. I resolved to do what I always do - post up in one of the tunnels, and see if I could get a few good gunfights, rather than trying to particularly play the objectives. This turned out to be one of my better ideas, and after a couple of false starts I managed to get a commanding position where I was able to mow down players trying to push up to the wall itself. Post-lunch departures also turned into a string of team re-balances which saw me and a couple others move teams multiple times as numbers dipped during the day. I was extremely flattered to hear the head marshal say 'given the players we've moved, I think the difference in numbers will be fine'. Of course, he could well have meant that I was a dead weight equivalent to negative players, and just offsetting the other guys!

During the afternoon we ran back the games from the morning that we hadn't already flipped. The compound attack was reasonably decent, but the village defence was really excellent. We had a little team chat and decided to actually try and use the 'ambush' rules and hit the attackers as they stacked up to clear the first buildings. This went well, and myself and another player had a really good angle on the centre, letting us clean up until they finally managed to get enough shots into our position that a couple found their way to us. We then dropped onto the hyperball/paintball field and ran a 'pyramid' game, where each team started with two players active. Whenever a player was hit, they went back to respawn and tagged another player to join them, until the whole team was on the field, at which point it became one-life TDM. We were possibly a little cruel in putting a site regular and paintball player out alongside my buddy H with his Krytac LMG. H proceeded to demonstrate exactly what a machine gun is for, mowing down the opposition with comical abandon. At one point it was about 7 or 8 vs our 2. Absolute highlight has to be watching H drain his battery to many groans and boos from the peanut gallery behind him, then flip out a spare from his kit and do a battery change under fire to raucous applause. I got a nice little run down the snake and got a good few flanking kills towards the end, but that was mostly because H was suppressing the entire team. Bless him, he kept apologising afterwards and worrying he'd spoiled people's afternoon! Sadly, the absolute muppet had had his GoPro on all day, and this was the round he'd not turned it on for, so you'll just have to take my word for how well he did.

We finished with a couple of rounds of Infected, which is probably my least favourite game type. They didn't go too badly, and the banter was excellent as it had been all day long. I took the only chunky hit of the day, with a BB from a sniper shattering on my eyepro (cue an immediate trip to the marshal to get the lenses checked while doing a passable pirate impression - the Bolles stood up fine, but I don't think I'm a fan of watching a BB shatter a centimetre from my eyeball, and I've got a bit of a bruise from where the lens bottom dug into my cheek). Still, better than last time out where my face was apparently an HVT.

The day absolutely flew by, and I couldn't believe the time when we came in after the last game. A cracking crowd, perfect weather, some really good gameplay, and Skirmish's usual high standards of marshalling made for a grand day out, and I was glad I could play myself into the day after a slow start. The E&L ran flawlessly as ever - never anything special, but always more than good enough to get the job done - and the kit held up well. 9/10 just a really honest, fun day of airsoft, the kind you wish you could have every weekend.

The only drama I even heard about all day was someone with an HPA + binary trigger setup apparently being aggy about perceived non-hit-taking, and threatening to just turn his regulator up if people weren't taking. Happily, I was able to avoid getting involved, and it was dealt with by a quick word to all from the head marshal, and the instatement of random chrono checks for the next few rounds to keep people honest. I thought hit-taking was generally really good, and the overall atmosphere was friendly, with plenty of banter flying and a generally good vibe!

Roll on the next one after the hols!
 
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Me and one of my friends headed to Driver Wood this weekend. He also wants to test out his kit for Shift Your RIFT next month, including radio setups so we were on comms for... some of the day (I didn't charge my radio and the battery that showed 3/3 bars in the morning then showed 2/3 after the first game and died half way through the second game). The good news was that our comms setup worked well.

I took my mk12 MWS and m40a5, with my hi-capa, p226 and HK45 as sidearms. Initially I only brought the hi-capa to test after getting it to cycle again on Saturday, but after I saw it was shooting really nicely on the range, I decided to just use it. I also made sure to chrono both the m40 and mk12 at the start of the day so that if I had issues, I could easily just swap over. One thing about Driver Wood that is becoming apparent is that they have... perhaps too many players. Getting through chrono right now is painful and the queue for it gets huge. I think there's an element of fault on both sides here though, as an uncomfortable number of players show up to chrono without being ready to chrono. However, it also doesn't help when the marshalls don't know how a chrono works or how to set one up. I ended up offering to help the marshall who was chronoing me, only for it to be ignored; it took ages for me to get chrono'd, both because the queue was pretty huge (and I got in early. It was even bigger later on) and because when I finally got through the queue I ended up waiting for the marshall to work out how to set the chrono up for my BB weights. Why one of their "sniper" chronos was only pre-set up for up to .4s does boggle the mind...

I will admit, I can't quite remember the specifics of the objectives for the first two games (it was the same game, but sides swapped). One team had an assassin, one team had a VIP. The assassin had to take out the VIP and then extract, while the VIP team had to capture the assassin and take him somewhere. Neither team managed their objectives in the first two games, and the second game was fairly uneventful for me and my friend, but the first game was great for us. We played properly as a sniper pair, with me essentially acting as spotter and him as the shooter. We started by going up into the corner tower and I took out the rangefinder while he took the shots. He managed to get two shots at just over 100m (probably 102m and 103m, it was two players who were standing next to each other), and this assisted in our team pushing up as it seemed like those players were being difficult for our team to remove; they looked rather bewildered at the hits. We then pushed forward and took positions along that path. He was in one of the single decker buses watching down one angle, while I was in the helicopter across the path, watching the other side. Between us I shudder to think how many kills we racked up, but we did eventually have to fall back as the other team were getting worryingly close, and they had noticed where I was and were full auto spraying at where I was. They were going all over the place as they were having to angle it, but it was only a matter of time before one would slip through and hit me, so I opted to fall back instead.

After lunch we played a game where one player was the assassin from the morning and was now rogue and under semi-juggernaut rules. The objective was to capture him, with one team needing to bring him to one location and the other team needing to bring him to a different location. I opted to float around the middle of the area this time, but eventually took a spot against a boat that I've used before. For some reason, people just don't see me when I'm in this spot, and once again I racked up a huge number of kills from this spot. Until my team came over and got me killed. By this point I had gone through almost all my mags and there wasn't too long left of the game, so I got into a bush to watch a flank, but also be able to post shots into the side of the enemy push if they decided to make a final ditch effort. It was amusing when I baited someone into peeking me, as he clearly saw me, was trying to get me to shoot by popping out and instantly going back into cover. All I did was watch until he committed, trying to shoot me (but dropping short, it was probably a 70 - 75m shot), and then I simply hit him in return thanks to having a DMR.

Last game was a simple one. King of the hill on the central six-wheeler, with close spawns for both teams. It was fairly action packed, again with some nice long shots across the middle and then down the large path towards the end. I said to my friend I'd play until I ran out of ammo, but I managed to make my mags last the whole game. Just about. I was down to my pistol by the end, so I was happy that the hi-capa was performing well!

All in all it was a really good day, outside of the chrono debacle in the morning. The marshalls were hit-testing people all day, and outside of one or two instances I found that hit-taking was pretty good all day long. Plus the weather was fantastic for airsoft. It was warm, I think around 18c for most of the day, with very low wind. I'm also really liking the leafy boonie + cobra hood combo, as it's incredibly lightweight, but does the job more than adequately for keeping me concealed, and I don't think I can ever go back to non-GBBR DMRs now; I tested my MTW-308 last weekend and it just... wasn't fun. The only non-gas gun that is now in my "guns I use" list is my SRS; it's always good to have something reliable, especially when it's something short and easy to pack that can fit in a smaller rifle bag or pocket on a larger rifle bag.

Anyway, roll on the next one. Going to be using my setup for SYR next month up until the event to make sure it all works, but so far I'm liking it. At the moment I'm trying to build up the muscle memory to actually use my dump pouch to help me with reloads as unless I'm dropping mags on the floor, my reloads have been painfully slow. Not a problem when passively sniping, but since I'm trying to play more aggressively it does come up more often now.
 
Played the Apocalypse site in Kent on Sunday with a couple of mates. Weather was lovely, sunny but not to warm and the ground has fully dried out now which is a real benefit. Around 120 players joined, a little less than usual.

Took my freshly cleaned and modified LCT RPK 16, not an especially fast rate of fire or snappy trigger response but will run a sustained 200-300 BB onslaught from a single trigger pull so epic for keeping heads down, had a few comments on how mean it looked so its doing its job! Also had my trusty WE Sig 226 on my belt for when something a little less brute force is required.

1st game was standard fall back but with a funky electronically activated remote bomb thing. We defended and the other team had to push us back to get the code for the bomb. We started in village which we held for about 45 mins before we fell. Moved back to no mans land and held that for about 45 mins. I ran out of ammo so had to take 5 mins to grab some more BB's and rejoined at stockade. By this point the blue team were organised and pushed hard but they ran out of time, another 5 mins and they would have taken it.

2nd game after lunch doesn't have a name yet but with the hills involved we decided 'F**k off Doug' (the Marshall who came up with it) was a suitable name. Each team starts at the top of an opposing hill next to their flag with a very open valley in between. Each team has a box under their flag at the top of the hill, to win you have to grab the other teams box and get it back to your flag. The hills are steep and cover fairly limited making the slog back to respawn hard work. We fought hard but the other team had youth on their side and won. I caught up with a couple of lads from their team after the game to congratulate them on their excellent cardio work.

A pause between the 3rd and 4th game saw the usual birthday run, the dad of the lad doing the run joined in and they took it very well, must sting like a B when around 70 players shoot at you while running away. (semi only and DMR/sniper MED's are enforced)

3rd games always a player vote and the simple capture the flag was the game chosen but the numbers had fallen to 30-35 players a team and the map chosen was large so no flags were captured. Started off parked off the right side of the village and the blues arrived far quicker than expected, some more epic cardio work. After we picked them off and sent them back to spawn it went quiet with sporadic gun fights opening up but it was very spread out.

Had a great day all in with only a few minor bruises so need to try harder next time. Gratuitous photo of the RPK as I wasn't pap'ed brandishing it.

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