Help - Search - Members - Calendar
Full Version: Assaulting An Objective And Defending An Objective
Airsoft Forum > Miscellaneous & Airsoft Related > Airsoft Stories, Scenarios and Tactics Discussion > Airsoft Tactics Articles
Wesker
Many times myself and my team have encountered situations where one must assault a dug in position that easily out numbers your assault force. Many times too I have defended against such assault forces. As a result I know a few things about both that I will share.


Defense:


Ah yes generally the most boring part for most people as often times the enemy will never come. However when they do, a poorly organized and unaware force is easily overtaken and a valuable objective is lost.

When setting up a defensive position keep several things in mind.


Defense:


1. Your first line should never be your last line.

When defending an area, there is generally several areas to take cover. Maybe some trees up front and foxholes further in, or whatever the case is. Now it may be tempting to start your defense at the fox holes but this is a poor idea. Start behind the trees. They do not offer as much cover but if you have to you can fall back to the fox holes. Starting out at the fox holes or other central defense means the OpFor has a smaller area to gain control off.

Example A. My team was to assault a hill. The hill was across a swamp. We arrived and the only defense preventing us from crossing were two guys at the bridge. Myself and a few others easily slipped through the swamp and were able to take the bridge guards out due to the rest of their perimeter being defenseless. No one shot at us from the top of the hill either. When we scouted the top we noticed that the entire remaining OpFor element was centralized at a small sand bag area. They were quickly over run because their defensive perimeter was maybe 20 feet.

Had the OpFor put more perimeter guards up my unit would of never gotten across (and fighting up a hill would of been a meat grinder).

Example B. A team was defending an area flanked on 3 sides by a deep ditch with the top being a centralized defensive area. The team started out at the edges and used the cover there and was able to prevent the opfor from taking their own cover. Same place, different game, the opfor was able to slip into the ditch and wreck havoc on a superior force using a defensive area that the other team should of used as a perimeter defense. Instead they were centralized at the top.



2. 360 Coverage.

Pretty much obvious. I feel no example is needed. An open flank is a front waiting to be opened. Ensure you have guns keeping watch all around, no matter how dull things are getting.



3.Defensive Ambushes

When engaged in a siege on a defensive position the assaulting team is rarely aware of their rear flank. A small unit in concealment on the exterior of your perimeter. A quick reaction force that can flank an enemy when they begin the assault. Pinning them from the front and rear, breaking the assault.

Example A. My team was to guard a hill flanked on all sides by a swamp. Being an attacker at heart I suggested I take my guys and go across the swamp to squeeze the enemy from the most logical attacking angle. A sound plan the CO approved of. We moved across the bridge and towards the likely attack area. I spotted the opfor walking right into us and into the bridge crossing which is always a stalemate. Surprised they choose such a direct route we fell back and waited at the bridge, expecting it to be clear they waltzed in. We opened up. Too soon however. They were stopped but only two were hit and they were mediced and pulled out. They never made it to the hill. That brings up another point



4. Know when to fire

If your prone behind a tree watching an area, do not fire the moment an enemy is spotted instead wait for him and others to draw closer so a burst can take out several attackers. In my last example their assault force escaped due to eager trigger fingers.




5. Use of SAWs.


SAWs are excellent for both defense and offense. In defense never cluster them. Try and put one at each cardinal direction. If you don't have that many keep them ready to move to wherever an assault is. But never cluster them so in the event a position is over run, not all your ROF is lost.



6. Hold at all costs.

Never give up. If you're the last man, make the place as hard to take as possible. Making it seem like there are others. Reinforcements might show up, someone might re-spawn. The objective isn't lost until your whole team is dead.

Example A. My team was guarding a pipeline. I was hit and someone was behind the same tree as me. His gun ran out of ammo. So I gave him my rifle, when that went out,(actually he had trouble pumping it so it never ran out) I gave him my pistol. He was eventually hit but he keep up that one side with a pistol and 60 rounds for a good 5 minutes. Sometimes you don't even have to fire just point and move the gun. With so many people firing the enemy won't know the difference.

Example B. Same game. I was mediced. I was 1 of two people left. I got up, ran and started pumping off rounds from behind a tree. Help never came but we stood a better chance getting it while keeping up the fight then giving up.






Offense



Advance, advance, advance.

Often times an offense is a cluster of people spraying a location from far away. These become long and drawn out with no clear victor in the end, unless the assaulting team moves to take some ground.

Example A. We were assaulting across a wide open field with enemies in the tree line. An AK with a drum was raining death all around us. Many people held back hoping the 3000 rounds would go out soon. Myself and a few others belly crawled closer, popping up and firing a few rounds as we went. This offensive spear was only 4 people because the others didn't advance forward. We were all cut down but the enemy was falling back some.

Example B. The lovely hill and assaulting it! Generally fire is just shot back and fourth for hours. 3 times I have crossed to lead a small unit across. 2 times it failed because the support was still plinking across the bridge. An offense needs to be just that, offensive.

Example C. Picket's Charge. The Gettysburg final day were Confederates charged across over a mile of open ground. Sounds stupid right? Its not, it works. better then it did for them. Charging needs to be done en masse so the enemy doesn't expect it which they never do and so as much ammo is keeping them down as possible. Suppress the enemy right before a charge and then run. don't fire from the hip. Keep your rifle shouldered and burst to keep the opfor down so that your team gains land. I have done a few of them. Most are last ditch efforts with favorable results. Your usually cut down to to lack of fire power in the charge.

The 3-5 second rush. A military tactic that involves rushing from one point of cover to another in a time so short the enemy cannot draw a bead on you. Highly effective for advancing.



2. Using the enemies cover

Using the defense positions the enemy neglected to use.

Example A. My team dropped into a ditch line to assault a hill. The enemy had failed to occupy the ditch and the area directly above it. They were all grouped at the top so a burst could take out several of them. The ditch assault kept the 5:1 force pinned down. It failed when 3 of us were eventually cut down and the 4th ran out of ammo, due to the sheer amount of ammo the much larger force was putting down at us.



3. Flanks

New players and even the salty guys tend to ignore one of their flanks from time to time. An unguarded flank is the worst enemy to a defending group. Even 1 player can use a flank left behind and use it to a deadly effect. So find a flank and keep the enemy thinking your assault is coming from else where.

Example A. It was a "training" game. I was myself and my brother and 3 kids with AK's. We had to assault up and take a hill. I spread out the AK kids and told them to just keep firing no matter what, even if they aren't ranging the guys. Myself and my brother moved along the right to get to their rear flank. My brother took fire and fell behind. I came up on the rear, undetected due to using the rifle fire to cover my sounds. I went prone behind a tree and was able to pick off a large portion of the enemy force.

Example B. Assaulting the same hill. My team took the LONG way to come up on their far rear. While there we were moving we were able to ambush a small unit who was not expecting contact from the rear. The assault failed because communications errors caused the other team to go the wrong way and announce our presence.



4. Assault Formation

When assaulting try to do so in a line. It covers a larger area and is effective for advancing forward. Be sure to keep two guys behind for medics and to watch the rear so your not flanked.


I may have forgotten a thing or two. Its late.
BattlePriest
Good article Wesker, but your going to want to proof read it a-wink.gif
TriChrome
I'm reading it now.... after I just ran spell-check on it and corrected 80+ !!! words (get spell-check).
Sharpshot
While assaulting an objective, I find it useful to have snipers and gunners chew them up a couple minutes before the main assault. And, most average joe airsofters don't have an M249. I find drum mags acceptable for support gunner roles only. While holding an objective, same thing. Keep some of your best long range shooters hidden around the perimeter to weaken the advancing force. And, most importantly, keep in constant radio contact so you can redistribute man power and ammunition as needed. The worst thing to happen while holding an objective is to run out of ammunition. Have one guy disribute ammo during firefights or keep your men loaded at all times before holding or rushing.
Wesker
QUOTE (TriChrome @ Jun 23 2006, 09:54 AM) *
I'm reading it now.... after I just ran spell-check on it and corrected 80+ !!! words (get spell-check).


I have it, I just realized I should of run it AFTER I submitted it.
Garandmonkey
When performing an all out attack, I find it useful if you have your support or anyone/everyone on your team lay down the same amount of fire before and during an assault. The reason for this is if you shoot more then you were before, you might tip off your opponent, and they could prepare a counter attack or disrupt your own assault much easier or more effectively. I like the article though, very well done.
ipp
QUOTE (Wesker @ Jun 23 2006, 01:23 AM) *
Many times myself and my team have encountered situations where one must assault a dug in position that easily out numbers your assault force. Many times too I have defended against such assault forces. As a result I know a few things about both that I will share.


Defense:


Ah yes generally the most boring part for most people as often times the enemy will never come. However when they do, a poorly organized and unaware force is easily overtaken and a valuable objective is lost.

When setting up a defensive position keep several things in mind.


Defense:


1. Your first line should never be your last line.

When defending an area, there is generally several areas to take cover. Maybe some trees up front and foxholes further in, or whatever the case is. Now it may be tempting to start your defense at the fox holes but this is a poor idea. Start behind the trees. They do not offer as much cover but if you have to you can fall back to the fox holes. Starting out at the fox holes or other central defense means the OpFor has a smaller area to gain control off.

Example A. My team was to assault a hill. The hill was across a swamp. We arrived and the only defense preventing us from crossing were two guys at the bridge. Myself and a few others easily slipped through the swamp and were able to take the bridge guards out due to the rest of their perimeter being defenseless. No one shot at us from the top of the hill either. When we scouted the top we noticed that the entire remaining OpFor element was centralized at a small sand bag area. They were quickly over run because their defensive perimeter was maybe 20 feet.

Had the OpFor put more perimeter guards up my unit would of never gotten across (and fighting up a hill would of been a meat grinder).

Example B. A team was defending an area flanked on 3 sides by a deep ditch with the top being a centralized defensive area. The team started out at the edges and used the cover there and was able to prevent the opfor from taking their own cover. Same place, different game, the opfor was able to slip into the ditch and wreck havoc on a superior force using a defensive area that the other team should of used as a perimeter defense. Instead they were centralized at the top.
2. 360 Coverage.

Pretty much obvious. I feel no example is needed. An open flank is a front waiting to be opened. Ensure you have guns keeping watch all around, no matter how dull things are getting.
3.Defensive Ambushes

When engaged in a siege on a defensive position the assaulting team is rarely aware of their rear flank. A small unit in concealment on the exterior of your perimeter. A quick reaction force that can flank an enemy when they begin the assault. Pinning them from the front and rear, breaking the assault.

Example A. My team was to guard a hill flanked on all sides by a swamp. Being an attacker at heart I suggested I take my guys and go across the swamp to squeeze the enemy from the most logical attacking angle. A sound plan the CO approved of. We moved across the bridge and towards the likely attack area. I spotted the opfor walking right into us and into the bridge crossing which is always a stalemate. Surprised they choose such a direct route we fell back and waited at the bridge, expecting it to be clear they waltzed in. We opened up. Too soon however. They were stopped but only two were hit and they were mediced and pulled out. They never made it to the hill. That brings up another point
4. Know when to fire

If your prone behind a tree watching an area, do not fire the moment an enemy is spotted instead wait for him and others to draw closer so a burst can take out several attackers. In my last example their assault force escaped due to eager trigger fingers.

5. Use of SAWs.


SAWs are excellent for both defense and offense. In defense never cluster them. Try and put one at each cardinal direction. If you don't have that many keep them ready to move to wherever an assault is. But never cluster them so in the event a position is over run, not all your ROF is lost.
6. Hold at all costs.

Never give up. If you're the last man, make the place as hard to take as possible. Making it seem like there are others. Reinforcements might show up, someone might re-spawn. The objective isn't lost until your whole team is dead.

Example A. My team was guarding a pipeline. I was hit and someone was behind the same tree as me. His gun ran out of ammo. So I gave him my rifle, when that went out,(actually he had trouble pumping it so it never ran out) I gave him my pistol. He was eventually hit but he keep up that one side with a pistol and 60 rounds for a good 5 minutes. Sometimes you don't even have to fire just point and move the gun. With so many people firing the enemy won't know the difference.

Example B. Same game. I was mediced. I was 1 of two people left. I got up, ran and started pumping off rounds from behind a tree. Help never came but we stood a better chance getting it while keeping up the fight then giving up.

Offense

Advance, advance, advance.

Often times an offense is a cluster of people spraying a location from far away. These become long and drawn out with no clear victor in the end, unless the assaulting team moves to take some ground.

Example A. We were assaulting across a wide open field with enemies in the tree line. An AK with a drum was raining death all around us. Many people held back hoping the 3000 rounds would go out soon. Myself and a few others belly crawled closer, popping up and firing a few rounds as we went. This offensive spear was only 4 people because the others didn't advance forward. We were all cut down but the enemy was falling back some.

Example B. The lovely hill and assaulting it! Generally fire is just shot back and fourth for hours. 3 times I have crossed to lead a small unit across. 2 times it failed because the support was still plinking across the bridge. An offense needs to be just that, offensive.

Example C. Picket's Charge. The Gettysburg final day were Confederates charged across over a mile of open ground. Sounds stupid right? Its not, it works. better then it did for them. Charging needs to be done en masse so the enemy doesn't expect it which they never do and so as much ammo is keeping them down as possible. Suppress the enemy right before a charge and then run. don't fire from the hip. Keep your rifle shouldered and burst to keep the opfor down so that your team gains land. I have done a few of them. Most are last ditch efforts with favorable results. Your usually cut down to to lack of fire power in the charge.

The 3-5 second rush. A military tactic that involves rushing from one point of cover to another in a time so short the enemy cannot draw a bead on you. Highly effective for advancing.
2. Using the enemies cover

Using the defense positions the enemy neglected to use.

Example A. My team dropped into a ditch line to assault a hill. The enemy had failed to occupy the ditch and the area directly above it. They were all grouped at the top so a burst could take out several of them. The ditch assault kept the 5:1 force pinned down. It failed when 3 of us were eventually cut down and the 4th ran out of ammo, due to the sheer amount of ammo the much larger force was putting down at us.
3. Flanks

New players and even the salty guys tend to ignore one of their flanks from time to time. An unguarded flank is the worst enemy to a defending group. Even 1 player can use a flank left behind and use it to a deadly effect. So find a flank and keep the enemy thinking your assault is coming from else where.

Example A. It was a "training" game. I was myself and my brother and 3 kids with AK's. We had to assault up and take a hill. I spread out the AK kids and told them to just keep firing no matter what, even if they aren't ranging the guys. Myself and my brother moved along the right to get to their rear flank. My brother took fire and fell behind. I came up on the rear, undetected due to using the rifle fire to cover my sounds. I went prone behind a tree and was able to pick off a large portion of the enemy force.

Example B. Assaulting the same hill. My team took the LONG way to come up on their far rear. While there we were moving we were able to ambush a small unit who was not expecting contact from the rear. The assault failed because communications errors caused the other team to go the wrong way and announce our presence.
4. Assault Formation

When assaulting try to do so in a line. It covers a larger area and is effective for advancing forward. Be sure to keep two guys behind for medics and to watch the rear so your not flanked.
I may have forgotten a thing or two. Its late.

I no what you mean by holding at all cost. One time my entire team died and it was 4 on 1. I was the one so I ran around them to flank them. I kept shooting and staying alive and ended up winning. I know some of my friends would have surrendered in that situation but if you play smart you can win
M4shooter
Very good advice. I've used a lot of these tactics, but there's some that I can't wait to try. Keep Posting!!! a-salute.gif M4shooter over and out
Avandir
Just to reiterate. You discussed a certain military tactic for moving. When moving under fire, say to yourself, "I'm up, they see me, I'm down." That's the 3-5 sec rush. Leapfrog with it, and it becomes even more effective.

Defense.

When setting up a defensive perimeter, sectors of fire should overlap. We do this with sector stakes. Yes, we actually set stakes in our foxhole at the farthest limit left and right. Depending on how big your perimeter is that will dictate how far apart your left and right limit are. SAW's will be most desirable on either flank and their sectors will be very wide but still overlapping.

Perimeter defense is a tricky art. The concept is to provide the most firepower at all points while not spreading your force too thin. A QRF is a necessity. When I can think of more, I'll edit but that's it for now.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2010 Invision Power Services, Inc.
CommunitySEO 1.2.3 © 2010  IPB SEO Module