How to start a milsim airsoft team

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How to start a milsim airsoft team

Postby EAGLE PUN1SH3R » Fri Sep 27, 2013 8:57 am

Hi AP community im looking for advice on how to start a milsim airsoft team. What to have and what not to have and generally see what you the players think what builds a good and or bad airsoft team.
Thanks, Steven T.
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Re: How to start a milsim airsoft team

Postby Captain Fox » Fri Sep 27, 2013 10:24 am

1: don't be "that" guy.
2: a thousand rules results in thousands of people who DON'T want to join your team.
3: stick with a uniform and simple rule structure.
4: be a little flexible.

Best I can suggest, im sure there's others here who can teach ya better.
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Re: How to start a milsim airsoft team

Postby AndySpeers » Fri Sep 27, 2013 11:59 am

There is a search bar for a reason please use it.

viewtopic.php?f=54&t=34032
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Re: How to start a milsim airsoft team

Postby Rentax » Sat Sep 28, 2013 1:37 am

EAGLE PUN1SH3R wrote:Hi AP community im looking for advice on how to start a milsim airsoft team. What to have and what not to have and generally see what you the players think what builds a good and or bad airsoft team.


What is a Milsim airsoft team?
If the answer is an airsoft team that does does milsim, then build a regular airsoft team and only go to milsim events.
If your next question is what's the best way to build an airsoft team?
Then you should probably not be the one building an airsoft team. Clearly not using the search bar means you don't care about wasting other peoples time and that is never a good start for a team leader. But I'm going to allow you to waist a bit of my time.
As you probably know Milsim literally means Military Simulation. So a good place to start is WHAT military group are you simulating? I could be anything ranging form any branch of any armed forces, a special forces unit, or maybe you want to create your own private security contractor group. With the former (a branch of the military) your going to want to study their ROE and KIT so you can best represent them on the field. The more legit your kit looks, the more realistic you will look and the more serious you will be taken as a unit. You have have to look the part to get respect. If you say you're one thing and you don't look the part, then you are not simulating very well and people wont take you very seriously.
If you plan on going with a contractor loadout you have a lot more flexibility. Easiest place to start is the uniform. Pick a uniform, pick one at first and you can expand if you need to later. You will want to consider using a standardized weapon platform as well. This way you can share mags on the field and can make your load out more uniform and military looking. You want to keep these things open enough that people will want to join your team, but not so open that you don't LOOK like a team. As for Gear requirements, pick a color and use it, no need to dictate exactly what each member carries as long as there are carrying the minimum requirement of your team. Set the lower end, will they need plate carriers or will chest rigs be ok, how many mags will people need when they go out on patrol, and everyone should have a way to carry water. However let your members decide what is mission critical for the roll they will be playing out there on the field.
Looking uniform without being cookie cutters is an easy way to earn the respect of other teams out there. If your team looks well put together, have well thought out kit's, and practical weapons systems, you will find that other teams will be more likely to take you serious as a team. If people can see see you have put effort into your kit, and though out what you are doing on the field, they will be more likely to run with you or to share their knowledge and skills with you.
You can pick up a book and read through it and learn the ideas it has inside of it, but if you cannot utilize that information in practical ways on the field, if you can't see how other teams that have come before you are building off the military's information and owning that in their own way on the airsoft field then you will always be a step behind them, because they are reading form the same books, learning the same things, and sharing information.
Practice, practice practice. Learning a skill takes practice, and learning to do it well takes a lot of time. Building a team means each member will have to practice on their own and learn their own skill set, then you will come together and each member will have to learn how every other members uses their skills on the field. A bunch of guys on the field does not make a unit. A unit moves together and uses tactics to out maneuver the enemy.
You will set a chain of command and SOP's to make decision making on the field easier. However these thing should be as loose and as general as they can be. Hard core rule sets, make for hard core rule breakers. If you have a general chain of command you can swap people around when members get injured or can't make a game. And having some SOP's will mean that everyone will have a general idea of what the plan is when your on patrol or on a raid. having too many SOP's will just mean memorizing a lot of rules that will never apply to any given situation.
Milsim is a style of game play that requires teams to push past the FPS mentality and into a team mentality. Then go one step further and realize that your unit is only a small part of a larger picture and your actions as a group can effect the balance on the field.

Hope this helps
PM me any questions if you'd like.
~M
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Re: How to start a milsim airsoft team

Postby Welshy McSheeplove » Mon Sep 30, 2013 7:57 pm

Accept the Lord our God Nessie in to your heart, and worship at the altar of MilSim West and the Regiment.

Only then can you be MilSim.
9th Group

I AM A BIG ELITIST CRYE WEARING MEANIE, FEAR ME

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