Post by 2nd Bat on Mar 20, 2006 0:21:58 GMT -5
In a recent local game the sponsor allowed both sides to call in artillery strikes with limitations. Certain tasks had to be accomplished before each side was eligible to call in "airstrikes or artillery Once the conditions had been met the unit commander could request indirect fire if he had a FO (Forward Observer) with eyes on the target.
With eyes on the target the commander would request fire following proper procedures and either identify the target by description grid coordinates (using the issued map) "Fire mission, bunker with troops in the open at 20124096 or identify the target relative to a known point. "Vehicles parked 200 meters south of Reference Point Blue on route 3. Command would then say again the target request and confirm availability of mission resources. He would then rush a controller to the site who would call in to command when he was in position.
At this point command would announce that rounds were enroute "SHOT OUT"
Once this was done the controller on site would fire a Nerf rocket in the vicinity of the target bunker. The Forward Observer would witness the impact and have to redirect based on where the Nerf rounds landed. It usually took two impacts before the fire mission could be placed on the bunker or vehicles midst. "Fire for Effect" These initial one or two marking rounds gave the stationary target an opportunity to take cover or leave. Players remaining were pronounced dead or wounded by the controller. Especially folks who failed to take adequate precautions.
If the forward observers were spotted they could be engaged and if they were taken out the fire mission was effectively blind. It could have been enhanced with smoke grenades or blast simulators but even with the little Nerf rockets it was very cool. The process by radio was very realistic and it was a great means to free up otherwise stalemate conditions that often happen in airsoft (or battle for that matter)
It added an element usually lacking from airsoft events and will be improved upon and refined. Incidently the head game coordinator served as "command" element and Fire Direction Center for both force commanders on seperate radio nets.
With eyes on the target the commander would request fire following proper procedures and either identify the target by description grid coordinates (using the issued map) "Fire mission, bunker with troops in the open at 20124096 or identify the target relative to a known point. "Vehicles parked 200 meters south of Reference Point Blue on route 3. Command would then say again the target request and confirm availability of mission resources. He would then rush a controller to the site who would call in to command when he was in position.
At this point command would announce that rounds were enroute "SHOT OUT"
Once this was done the controller on site would fire a Nerf rocket in the vicinity of the target bunker. The Forward Observer would witness the impact and have to redirect based on where the Nerf rounds landed. It usually took two impacts before the fire mission could be placed on the bunker or vehicles midst. "Fire for Effect" These initial one or two marking rounds gave the stationary target an opportunity to take cover or leave. Players remaining were pronounced dead or wounded by the controller. Especially folks who failed to take adequate precautions.
If the forward observers were spotted they could be engaged and if they were taken out the fire mission was effectively blind. It could have been enhanced with smoke grenades or blast simulators but even with the little Nerf rockets it was very cool. The process by radio was very realistic and it was a great means to free up otherwise stalemate conditions that often happen in airsoft (or battle for that matter)
It added an element usually lacking from airsoft events and will be improved upon and refined. Incidently the head game coordinator served as "command" element and Fire Direction Center for both force commanders on seperate radio nets.