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Firekitten's MS101 Class - Introduction to Milsim

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  • 29-01-2010 5:50am
    #1
    Registered Users Posts: 4,205 ✭✭✭


    Class MS101 – An Introduction to Milsim for the Modern Airsofter
    Teaching Staff – Professor Firekitten








    Good day class…. I see we have full attendance. Lets begin…

    Ok, enough of the lecture parody, it’s a tad tedious, but it amused me. This is an article on the basics of milsim for those that have never played, or wish to improve their game. As with my previous work, The Airsoft Sniper, available from all good user accounts, this is going to be a short but hopefully educational look at the world of Milsim Airsoft and what one needs to know to have a good experience. As with the Sniper Serial, this is my own experience, and my own interpretation of this side of Airsoft. I do not claim to know all the answers, or have all the experience. I do however wish to impart what I have for the benefit of others. Naturally, all of the bellow may be modified for each individual’s preferences and experiences.

    The beginning.

    So… you’ve seen a milsim game advertised; it looks interesting… you want to attend… “What do I need for milsim? What is milsim?” I hear you ask. Well Milsim as a concept, is a more realistic way of playing Airsoft. Milsim takes Airsoft further towards the real world of combat, by adopting the mission style approach to games rather than more paintballesque death match style games. These are generally longer games or day / weekend long games, usually incorporating a larger storyline or theme that adds a realism element to the game we all know and love.

    To succeed at these missions and objectives, a new approach must be applied to the way one plays. The ‘run and gun’ style of skirmish combat commonly seen in ‘Sunday’ Airsoft games, and quick regen style matches, are discouraged in favour of a more measured and realistic approach. Why? Because generally regen is a more difficult exercise, ranging from longer delays between being hit and returning to action, or in extreme milsim events, being hit means going home…

    To avoid such disappointments, more realistic tactics are employed by players to increase survivability. Section tactics, fire and manoeuvre, stealth and caution are watchwords for milsim. Tactics and techniques employed and proven by the armed forces are not just a fun way to play army; it keeps you in the game.

    A common feature of the Sunday Airsofter is the magpie tendency: The Airsofter shoots first, and considers what they were shooting at later. Shiny things distract, and your average Airsofter’s concept of stealth extends to sneaking back to the safe zone first to skip the queue at the burger van.
    Milsim differs from the death match style of Airsoft in one fundamental manner. You may kill as many of the enemy as possible, but you may still lose the game. Objectives rule milsim: Missions, overall objectives, and sub objectives are the order of the day. Whether that is to capture a terrorist leader, eliminate a camp, a missile facility or rescue Santa, the team must employ tactics and intelligence to successfully complete the mission and thus, ‘win’. This may involve shooting, or it may not; how you go about any given mission is as complex or as simple as you make it; working as a team however, is vital.

    Teamwork

    In Milsim Airsoft, there is a greater emphasis on team work over the individual player. By team, I do not refer to your group of friends ‘the wolverines’ who run around your local site on a Sunday in matching cammies. Milsim teamwork is squad level tactics and operations to increase the lethality of your force, and increase survivability. The ability to move as a team, look, listen and react as a single entity vastly increases your chances of victory. Skills that are transferable to the average Sunday game too…

    Tactics vary, as does team size: Milsim games can extend upwards to company level operations, or be as small and contained as a four man special forces patrol. Chain of command is a milsim buzzword: This means the tier of authority, from the side commander down to the foot soldier. This is not to say one man is more important than the next, but simply a way of coordinating action. The ability for one player, the section leader, to make decisions, reduces confusion and clutter within the game, making the team more effective. As things move up the chain of command, the decisions get larger, and more complex, but the tiered effect allows things to be controlled efficiently, this is after all, why the military employ such methods.

    Often the command structure of an Airsoft game is ignored purposefully by those that believe this is simply an ego trip for players in command roles. That they “don’t want to fight” but this is quite possibly as far from the truth as possible. I, myself have commanded at several national level events, and Commanding a side is as tiring and stressful a task as fighting on the front line. Tactical choices, use of available forces and playing mental chess with your opponent are all elements entirely unique to milsim within Airsoft. While these elements make it more realistic, they also improve the experience of the average Airsofter, whatever role they play within the side, be they the commander or the foot soldier. The experience is much more directed and organised, and people are given time to rest, time to fight, and a healthy balance is struck. In my opinion, your Airsoft experience is far more rewarding and fulfilling with the command element in place: An often neglected element within Sunday games is unified direction and planning. If I have learned anything, it is that people are more willing to fight, and to fight harder, when they know themselves what is at stake, and what they will achieve by doing it: Being on the same page is important.

    Gear and weapons.

    Milsim, as previously explained, is largely about completing objectives, but the second, and in my book, most vital part of your gear when preparing for milsim games, is comfort. If you are not comfortable… if you are cold, and wet… you are miserable. When miserable, you cannot perform your role as well. As many say, if you are going to do something, do it right from the start. In the case of milsim, proper preparation for your first game will vastly improve your experience, so it’s important to start from the inside out.




    Base layers

    Underwear is vital: Don’t laugh. In cold conditions, ‘Underarmour Cold Gear’ tops and leggings will keep body heat in, and the cold out; well worth the expense when fighting in cool conditions. For the hot weather… a Helly Hansen wicking tee-shirt/ long sleeve tee-shirt is my personal recommendation instead of a traditional tee-shirt under bdus. The material removes sweat, keeping you comfortable and dry. In terms of literal underwear, Guys… well, make sure you’re comfortable… Female players; Sports bras are extremely good ideas. If you play and don’t wear one, I suggest you do. Underwires will dig in and be uncomfortable when worn for an extended period of time such as a weekend event and webbing over narrow straps will cause them to rub.

    Boots

    Next on your list should be footwear. Do not skimp on price. Milsim can involve a lot of walking, and you are wearing your boots for longer than the average Sunday skirmish. Buy the best boots you can afford and buy them in a real shop; not online… A correct fit is vital. Find the most comfortable pair you can, and look after them: It will save your feet in the long run. Good gortex socks, or 1000km socks from a camping or hiking shop is a good investment also. These will keep your feet dry, clean and blister free for as long as possible. During games, especially weekend long milsim games, take your boots off at each opportunity to check your feet, and keep them dry and clean. It reduces the chances of blisters. If you do however suffer, Baby powder, or zinc oxide tape in your kit will help. The tape can be wrapped around the foot, over the blisters and provides a smooth surface for the boot and sock to rub against, reducing pain. An extreme option I’ve found works when you have bad blisters, is electrical tape… bite the bullet, pop the blisters and tape over the site with electrical tape, the surface reduces rubbing nearly 100% and gets you bask in the fight.

    Clothing

    Combats are the obvious items of clothing that come next: Wearing trousers and a combat jacket or shirt that is one size larger is a good idea: In the cold, this traps more air underneath, and allows one to wear more layers beneath for warmth. In the wet, it allows you to wear your gortex trousers and jacket underneath the combat trousers and shirt, allowing you access to your pockets and reducing the classic crisp packet rustle. In the heat… it allows air flow, to keep you cool: Frumpy is funky…

    When layering up in the cold, it is important that you only wear as little as required to be comfortable. There is a temptation to put all your warm gear on in one go, but eventually, you get cold again, and realise you have nothing more to put on. A tried and tested method is to add single layers at a time and remove them when over warm or when preparing for an attack proves. This to be the most economical use of your potential to get warm and comfortable, remember: If you are cold, you are ineffective.

    Winter woollies?

    Watch caps, baseball caps, bandanas and such provide excellent, compact methods of keeping your head warm when not wearing a helmet, or instead of. Always carry one in your gear. Heat is lost very easily from the head, and for some of you boys… the insulation is not what it used to be… keeping it covered keeps the warmth in, and in hot weather, keeps the sun off. Gloves too are also important; they keep your hands warm in the cold, and in the sun… well, here’s a little story for you all:

    Once I was on exercise with the Army. It was 27 degrees centigrade in the area we were operating in and little shade was available. I wore my nomex aviator gloves during the entire operation. I was naturally mocked and made fun of by some of the other Officers, and some non commissioned personnel. Some went as far as to tell me it was medically a bad idea. Let’s just say, that I had the last laugh when I was the only member of my platoon capable of showering with her hands under the water... Hands on weapons are exposed to the sun more than you think, and sunburn there hurts like a bitch… At so I’m told (she says grinning).

    Web gear

    Your webbing is a very personal choice. Most if not all of us have a preference of some form, and that is good. However, for milsim events, there is an emphasis placed on equipment and suitability over looks: Something that works for 24 minute battles, may not be practical for 24 hours.

    The first thing to consider is comfort. How does the vest or webbing fit? Are you able to move effectively? Does it restrict your movement? Consider also, something readily adjustable so you can adjust it to fit more layers underneath as required. Consider the environment the game will be held in: If it is urban, the chances of going prone are reduced; Molle vests and tactical vests excel here... After all its what they were designed for. However, if it is woodland based, the chances of going prone are much higher, and having magazines on your chest will be uncomfortable and hard to access when lying on them.

    Within your web gear, you need to hold the things you require to fight. These vary person to person, but bellow is an example of what I carry in my webbing.

    -Magazines for rifle and sidearm
    -Spare ammunition
    -Water
    -A multitool or penknife
    -Torch
    -Spare batteries
    -Black Electrical Tape – Because if you cant fix it with black sparky… you’re doing it wrong.
    -Pen and notepad for briefings/ plans
    -Small mapmaking kit in a tobacco tin – for briefings
    -Compass
    -Small snacks and sugary sweets for instant energy – mmm Haribo
    -Spare para cord
    -Medical kit
    -Cylumes including one taped as a map light
    -Red filtered small torch
    -Cam Cream – camouflage face paint


    While this may seem excessive, some is through personal force of habit, and some is from experience and requirement. You can carry much less, or much more. It is a highly individual choice and one you alone can make from experience. The bare minimum I recommend to function is bellow:

    -Magazines for rifle and sidearm
    -Spare ammunition
    -Water
    -Multitool
    -Snacks and sugary sweets
    -Small medical kit – Plasters, paracetamol, antiseptic cream, a small bandage or two and safety pins.


    Note: any drugs carried on your kit may be for personal use only. Do not give painkillers (even over the counter drugs) to anyone injured unless you are medically trained and insured)

    Weapons

    Your weapon is the primary requirement to fight. It puts bbs on enemies, and keeps you out of regen. What you choose, is personal, although considerations must be made. Disregarding the specialised roles of sniper, counter sniper, marksman and support gunner. Your weapon should be as simple as the mission requires. Everyone in Airsoft seems to love ‘Gucci’ bolt on parts for their Lego m4. While lovely to pose with at the skirmish site, it can be a hassle at milsim games. Things can snag, catch, break, and all things you add on add weight.

    Optical sights are useful; though consider the benefit versus weight. Is it that helpful? What if your battery dies? During 24 hour games, red dot sights often ruin your natural night vision and blur out anything through the sight beside the dot itself. Iron sights have worked for centuries, and still work as well during the night as in the day time.

    Torches… grand for room clearance, and dark buildings, but they ruin your stealth, and night vision. At night, it is more prudent to use a combination of stealth and your natural night vision rather than illuminating your position and that of others. A good middle ground, is carrying a pen torch with a red lens cover in your webbing as I mentioned earlier. It’s great for reading maps, checking gear, and will not ruin your night vision or give away your position as the wavelength of the red light reflects off less surfaces, keeping the beam contained. A cheap option is to use the wrapper of a red sweat, or babybell cheese to cover the lens. Just don’t put it inside the lens of your 200 lumen surefire… they melt rather easily!

    Items such as bipods, grenade launchers and lasers may be useful at times, but consider the pros and cons of taking it… an m203 with shells may see use once during an event; is it really worth carrying that for 23 and a half ours without using?

    Slings are vital. A good quality two point sling, or three point will make your life easier. It gives your arms a rest, and keeps the weapon on you. It is good practice to keep it slung from game start, to game end, even if your webbing is off and you’re just in the company area doing admin. You never know when it will be needed.



    Sidearms

    Pistols are helpful. At some milsim games, they may never see use, but carrying one is a personal choice. I choose to: I like the comfort of a secondary should my primary system go down (It does happen). A good comfortable holster is vital, and storage of secondary magazines and gas. I find the small gas containers are useful for keeping in web gear to top up if needed, and generally carry two spares for my primary. What pistol you choose is up to you, but don’t complain if your Desert Eagle ends up becoming a lead thorn in your side, or that bling silver revolver ends up getting you spotted… Be sensible.

    In terms of holsters, I tend to prefer belt mounted systems, for long games, its more comfortable, and allow freer movement. That’s my choice… try what works for you.

    Ammunition Limits
    At milsim games, you will generally encounter ammunition limits. These are to introduce a more realistic element to the game besides tactics. Limits vary, but are comfortable enough to work with and you are allowed to reload when regening at nearly all. Some sites will restrict you to mid-caps only, some don’t mind… The mindset is what makes milsim, and 300 rounds is 300 rounds whether it is in One Hi-cap, or ten real caps. Limits vary between 1000 and 600 rounds to be carried at one time, but this is not definitive.


    Weapon Classes
    Often at milsim games, the ammunition limit is raised for support weapons to give them a realistic advantage. This is often limited to one full box magazine, and as such, classification is limited. Generally, weapons that are Light machine guns, or Light support weapons in the real world count, such as those bellow:

    -M249
    -M240
    -GPMG
    -M60
    -L86a2 LSW *
    -MG36 *
    -RPK/RPK74 *


    *While these three can take regular magazines, the RPK and MG36 have drum options, and are allowed them as such. The LSW from experience, I have seen sites allow two full hicaps (300 rounds) to simulate the box magazine of a support gun, the same for an RPK74 using 45 round mags also.

    These weapons are all real world support weapons, and as such, are allowed. Your cute little Stubby Thriller with a Harris bipod, RIS carry handle and a box magazine is not a support weapon… Sorry.




    Sleeping gear and rucksacks

    Some large games require you to bring all gear you will use with you, and some will not. For large games, I find a military issue 120 litre burgen ideal. Here’s what I keep in mine:

    -Sleeping bag inside a bivvy bag (Waterproof outer layer to keep you dry)
    -Ground mat – insulates you from the cold earth, and provides a little more comfort to stop you aching when you wake up.
    -Changes of clothing – spare shirt and trousers, tee-shirt, underwear, spare gloves
    -Wash kit – I’m sure you all know what’s in one of these…
    -Sewing kit – for in field repairs
    -Small toolkit – for in field gun repairs
    -Spare water
    -Food – wet or dry ration packs and method to cook and eat them.
    -Spare batteries.
    -Spare ammunition
    -Tent pegs and bungee cords for constructing a shelter.
    -Big Knife – not all locations are initially suitable for setting up camp, this corrects matters.

    While some of these are not essential, food, water, and sleeping gear are vital. If you skimp on them, you will have a bad time. On top of this, I carry a smaller rucksack, a 40 litre patrol pack usually empty, and stored in the burgen when carrying that. For shorter games, I do recommend a small pack. It allows you to carry spare water, ammunition, gas and food around and reduces the need to return to the safe zone. When on patrol from a fixed location, a pack with some of the warm clothes, waterproofs and food makes things much more comfortable. At some games, its possible to carry all you need for 24 hours in a small 40 litre pack.


    This guide is a basic introduction to the world of Milsim Airsoft. It is not intended to be complete, or definitive. I have tried to cover the basics of the game, and advice on equipment that will help to make your experience more enjoyable. At places, I may have gone a little above what the beginner or even some more experienced players will do, or carry. Naturally, use your discression and common sense when following advice. Find what works for you, and what you feel helps. If you do however, follow the basic advice written here, I guarantee your experience of milsim will be more enjoyable than it would have been unprepared.

    The most important advice I can give however, is simple. Have a sense of humour: Without one, you will hate it.

    Thanks for reading.
    Firekitten


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Comments

  • Registered Users Posts: 7,523 ✭✭✭Hande hoche!


    Thanks interesting read. Big +1 in regards to the boots, still have my pair of Hanwags six years on going strong.


  • Registered Users Posts: 40,291 ✭✭✭✭Gatling


    Great guide alot of information will come in handy especialy to those new to both milsim and to the sport in general , look forward to reading more :)

    wonder have we room for a stickie :D:D (mods)

    IAA VICECHAIR


  • Closed Accounts Posts: 2,763 ✭✭✭Airsoft Reloded


    You must have a lot of free time on your hands.


  • Closed Accounts Posts: 54 ✭✭Scrambles_


    You must have a lot of free time on your hands.

    Also a bizarre sleep pattern.

    On behalf of everyone with zero milsim experience, thanks a lot for taking the time to put this up.


  • Registered Users Posts: 4,205 ✭✭✭Firekitten


    You must have a lot of free time on your hands.
    Yup, having a fractured spine does that to you.
    Scrambles_ wrote: »
    Also a bizarre sleep pattern.
    The drugs from the fractured spine does that to you.

    Thankyou guys, I apreciate the feedback, I just was reading that milsim topic and its deviation last night, and I figured I'd start writing something to put up for it.... and forgot to stop. heh


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  • Registered Users Posts: 2,321 ✭✭✭Daz1214


    excellent read, simplifies milsim nicely


  • Registered Users Posts: 3,152 ✭✭✭Inari


    Probably not the place for this, but I'll ask anyway:

    I find milsim the most attractive of Airsoft game-types. The realism, tactics and team work. However, one thing that is, not necessarily putting me off, but I guess worrying me; do you need specific camo to play?

    Put simply, money = short, and I'd be looking at buying the most effective camo for me, and I've seen MilSim games say "Must wear X". Basically I'm asking is, is that a very common occurance, or more irregular?


  • Registered Users Posts: 4,205 ✭✭✭Firekitten


    Generally, milsim games will dictate 'desert vs woodland' type camoflages, for ease of identificaton without armbands. Its rarer to find a 'must wear' but it can happen, and at theme games, like ww2 or nam, its a deffinate factor.

    Just book into the side of the camo you have, or save up for one that will fit into the overal categories. I'm a poor student, and I manage to afford enoufh kit bits at a time.


  • Registered Users Posts: 6,261 ✭✭✭Puding


    the camo restrictions will normal only apply to bdu so the most cost effective option if your worried is woodland and desert DPM, but as FK said just book into what ever side you have camo for


  • Closed Accounts Posts: 2,763 ✭✭✭Airsoft Reloded


    I'm playing this sport years and I have never been to a proper milsim. We did a few "Swat milsims" in The Warehouse but thats not at all the same.

    I will have to get down to one and check it out, fair play to you and Doc for starting these threads. Great idea.

    Sorry about the fractured spine too, doesn't sound to pleasent.


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  • Registered Users Posts: 14,148 ✭✭✭✭Lemming


    Inari wrote: »
    do you need specific camo to play?
    Firekitten wrote: »
    Generally, milsim games will dictate 'desert vs woodland' type camoflages, for ease of identificaton without armbands. Its rarer to find a 'must wear' but it can happen, and at theme games, like ww2 or nam, its a deffinate factor.

    Historical events aside, I've only ever been to one milsim event where camo pattern was fairly specific; players were allowed US Woodland or Brit DPM only for that particular event since there was an OpFor in play who were using 'Dessie' (or similar) kit. We were also sleeping in-game out in the open in October/November, so garden-variety Milsim this wasn't and not to be considered a yardstick in what to expect from most milsim games uniform-wise


  • Registered Users Posts: 249 ✭✭Brabazone


    Knew very little about Milsim until I read this. Found it very informative, great advice for those like myself that would like to know more about it.

    So impressed with it in fact that I was wondering if you would mind if I published it on my site. Full credit given to the author of course. I think people would find it far more interesting that you typical game of capture the flag or the usual airsoft games. Not saying that there is anything wrong with the usual games, I just dont think there as interesting or involved for the player.

    One thing I will say is that after reading this I will defiantly be making a date to try it out. Thanks Firekitten for a brilliant post.


  • Registered Users Posts: 4,205 ✭✭✭Firekitten


    I'm glad you think so brapazone, and I'd be honored for you to do so, If you PM me, i can give you a word doccument version of the file etc.


  • Registered Users Posts: 13,438 ✭✭✭✭thermo


    dont forget to put cable ties in with your "kit" invaluable in the field, and weigh very little, and take up feck all space!


  • Registered Users Posts: 4,205 ✭✭✭Firekitten


    Come on folks... so keen a bout milsim several days ago... This is just a base, i didn't intend this to be definitive or final, or even 'the last word... So get posting.

    What do YOU think milsim is?

    What would YOU like out of a milsim game?

    What rules would you like to see? like to see changed? and why?


    If you're all so keen on milsim... lets hear it ...


  • Registered Users Posts: 2,011 ✭✭✭sliabh


    Ah, an insomniac's call for people to talk to in the wee small hours... :)

    Personally I think Milsim boils down to 4 things:
    • Storyline - gives you the reason to get immersed in the day, and provides meaning to the victory conditions. If there are victory conditions of course.
    • Objectives - these are better defined and more related to real world ones and they then drive strategy and tactics for the game.
    • More detailed hit rules - things like medics and slower respawn times to change the pace of the game.
    • Equipment restrictions - Uniforms, guns, ammo limits, the area with probably the biggest variation.
    I will be a bit controversial and say that I think it is the first two on the list that are the most important. They next two are more "accounting" things for changing the pace of the games. Although of course that is important to as you don't want it all just to turn into a brapfest.


  • Closed Accounts Posts: 54 ✭✭Scrambles_


    I think you've pretty much hit the nail on the head with these sliabh, certainly these are the points that would draw me to milsim over normal skirmish play.

    Having read reviews of a couple of events in the UK, I like the idea of the 'NPC' enemy. Seems like a great way to drive the story, keep people motivated and provide a real 'opposition' as opposed to just some of your mates with different colour armbands. At least with the opposition working for the event, there'll be less complaining about not taking hits :rolleyes:

    How are medic rules normally implemented? Is there a massive variety depending on the game or is it pretty standard? The concept sounds interesting but I've never seen it in practice. One of the reviews talked about 'injury tags', not sure if they're the norm or were an event specific thing. Is it usually just that you're "dead" until a medic comes over to you and then you're... not? Someone mentioned necromancy in the other thread I think, quite a funny image.


  • Registered Users Posts: 4,205 ✭✭✭Firekitten


    sliabh wrote: »
    Ah, an insomniac's call for people to talk to in the wee small hours... :)

    Personally I think Milsim boils down to 4 things:
    • Storyline - gives you the reason to get immersed in the day, and provides meaning to the victory conditions. If there are victory conditions of course.
    • Objectives - these are better defined and more related to real world ones and they then drive strategy and tactics for the game.
    • More detailed hit rules - things like medics and slower respawn times to change the pace of the game.
    • Equipment restrictions - Uniforms, guns, ammo limits, the area with probably the biggest variation.
    I will be a bit controversial and say that I think it is the first two on the list that are the most important. They next two are more "accounting" things for changing the pace of the games. Although of course that is important to as you don't want it all just to turn into a brapfest.
    Good call.. although the equipment restrictions do not, for general milsim cover uniforms and guns beyond 'what is a support weapon, and within say 'desert vs woodland' ie, MC, acu, desert style camos, vs all woodlands... mapat, woodland, dpm, flecktarn etc.


    Medic rules implimentation:

    Generally a medic will have a number of bandages on him, or each player has one. When shot, a medic or other player may aproach that player, and in some rule scenarios, drag them to cover to work on them... or in some, must medic where they are. generally tie the bandage around thier arm, and 10 count, and back in... next hit is regen.

    This varies from anyone can medic to just medics... (makes medics valuable targets for a sniper like me) and limited numbers of bandages for a medic only, and the awkward choice of who to save!

    Generally and quiet hilariously, players when hit either lie down, or stay still, and shout 'medic' till one arrives. After a period of say 10 minutes... they bled out, and regen.

    However in some rule sets, enemy forces may medic a downed player and capture them... great for capturing useful targets and recovering them...

    It varies by rule set, site, and level of milsim generally. :)


  • Registered Users Posts: 74 ✭✭RampantWolf


    I was a medic at the last PR game I was at in Wales, it had 2 medic rules. There was 1 medic per section and we had 10 bandages. For the normal person when hit they shout for a medic and we had 5 minutes to reach them before they bled out and went back to respawn. If we got there we tied a bandage around their arm and sent them back in. Second hit was respawn.

    For section/platoon leaders they had a 'hit card'. If they were hit they had 5 minutes for a medic to reach them before they bled out and had to respawn, but if a medic got to them they showed him the hit card. It had different scenarios ranging from bandage him and he's back in to 'Headshot, a bandage will give you 2 minutes to get him to the HQ tent or he has to respawn'. The officers had a 30 minute respawn time as opposed to our 5 minute one. They also had first hit, second hit scenarios on them... providing they didn't die in the mean time. When they respawned they drew another random hit card.

    I thought it worked very well, as it gave you something else to have to look out for, and could completely change your mission. You may be assaulting a house when suddenly you have to medevac your section leader back to HQ. You start needing 2IC's etc. etc, was great fun, and as a medic I had to run about 3 times as far as everyone else... while everyone else was holding a building I was running frantically up and down stairs healing people or running between buildings to bandage another sections medic who was hit and then sprinting back in case one of my guys went down. Best game ever. :D


  • Registered Users Posts: 4,205 ✭✭✭Firekitten


    This is where the pesky Chain of command comes into use that a lot gripe about...

    "Chain of command?

    I will beat you all with the damn chain of command till you get it into your thick skulls who's in charge around here!"

    hehe :D


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  • Registered Users Posts: 2,321 ✭✭✭Daz1214


    hey FK, can you either pm or email me some milsim scenarios if you have so i can adapt them to use in rathbeggan? Thanking you


  • Registered Users Posts: 2,011 ✭✭✭sliabh


    Daz-RATS, you should talk to evilrobotshane and/or Doc about access to the milsim library. It is still being set up so I don't think they want to go public with the location yet. But there are a couple of scenarios there.


  • Registered Users Posts: 2,321 ✭✭✭Daz1214


    yeah, that would be handy, just to get an idea to help put games together


  • Registered Users Posts: 3,152 ✭✭✭Inari


    I think MilSim is what Airsoft is supposed to be. The speedball style seems to me like it should be a small game in the middle of milsim scenarios, just as a method of winding down.

    The scenarios/story of milsim has always pulled me more than just getting out and skirmishing, but as I previously mentioned, I honestly thought it required too specific gear so I didn't set my heart on it, cause the cash ain't there. But now knowing that the type of camo I wanted to buy (Woodland BDU) is suitable, or at least CAN be suitable, makes it that much more possible.

    Are there many gun restrictions? I've heard of ammo restrictions, but not how many snipers per team, how many guns is one allowed to carry (such as AEG primary, shotgun secondary and your side arm)? As if it's free reign, how does the ammo restrictions apply?


  • Registered Users Posts: 4,205 ✭✭✭Firekitten


    Hey Doc and shane aint the only ones :P

    Sure Daz... But i'll put them up here instead as it helps others too :)


  • Registered Users Posts: 74 ✭✭RampantWolf


    @Inari

    Ammo restrictions usually apply per weapon role, such as 600 rounds for an rifleman, 100 for sniper etc. If you want to carry 2 AEG's, 2 pistols a sniper rifle and a shotgun, you can still only pack the 600 rounds, and you're going to get shot, you're going to tire fast and your team is going to have words with you. They will sometimes also specify how many extra BB's you can carry to reload with, if any.
    Sites usually don't restrict how many of a type you can have either, that's generally up to the team to decide how they are going to field a side, they'll only specify the types of weapons you can have in each role, ie: putting a box mag on an M4 does not make it a support weapon, nor does putting a scope on it make it a sniper rifle.
    As sliabh said earlier, and which I agree with, it's the storyline and objectives that make a game more milsim rather than camo or weapon restrictions.


  • Registered Users Posts: 6,261 ✭✭✭Puding


    If you want to carry 2 AEG's, 2 pistols a sniper rifle and a shotgun, well you can load up on the ammo, but you're going to get shot,

    you would also get funny lock by your own team and would very much be against the spirit of the game

    milsim is not about finding ways around the rules or bending the rules :rolleyes:

    p.s some games you come across the ammo limit will be set for the 'role' as it where, rifileman 600rd etc etc , no per airsoft device anyway


  • Registered Users Posts: 4,205 ✭✭✭Firekitten


    @Inari

    Ammo restrictions usually apply per weapon, such as 600 rounds for an AEG, 100 for pistol, 100 for sniper etc. If you want to carry 2 AEG's, 2 pistols a sniper rifle and a shotgun, well you can load up on the ammo, but you're going to get shot, you're going to tire fast and your team is going to have words with you. They will sometimes also specify how many extra BB's you can carry to reload with, if any.
    Sites usually don't restrict how many of a type you can have either, that's generally up to the team to decide how they are going to field a side, they'll only specify the types of weapons you can have in each role, ie: putting a box mag on an M4 does not make it a support weapon, nor does putting a scope on it make it a sniper rifle.
    As sliabh said earlier, and which I agree with, it's the storyline and objectives that make a game more milsim rather than camo or weapon restrictions.
    No, generally that 600 rounds is pistol AND aeg... its for all weapons, not just each.. Cheaky... and been thought of.
    the scope on a sniper rifle is generally atctually a UK issue on fps.. some people think snipar = scope = allowed 500fps... nope :P

    Scopes are allowed on DMR rifles for sure. Thats less of an issue.
    Will post up some basic scenarios later.


  • Registered Users Posts: 2,321 ✭✭✭Daz1214


    Firekitten wrote: »
    Hey Doc and shane aint the only ones :P

    Sure Daz... But i'll put them up here instead as it helps others too :)

    thanking you


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  • Registered Users Posts: 74 ✭✭RampantWolf


    Yeah got that pretty wrong... I was thinking magazine limits and typing something else, seemed so right and sensible while I was typing. I blame no sleep in the last 48 hours :o


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