Central War Gaming - Rules Addendum: Mixed Systems

War Gaming Rules for Mixed Systems

 

Swift Fox 25 will be a "mixed-system" war game. The two force on force systems we are mixing are airsoft and MILES.

We also hope to have the ability to equip up to two AEG machine guns with lasers, to add to the long range firepower.

Jump to: Why mixed? | Rules | Equipment | Notes about wargaming with MILES

Why mixed?

Force on force simulation systems — disregarding blanks with colored armbands and so on — are of basically two types: pellet throwers and lasers. They both have downsides:

Airsoft, UTM, and Simunition have the huge advantage that they throw projectiles, so you can suppress, create startle responses with near misses, ricochet and otherwise threaten in barricades and cover, and inflict actual hits on anything at all.

The MILES lasers give range, but is inaccurate (too narrow a beam, so hard to hit) at close ranges, and when used on blank fire guns requires hearing protection, limits use of full auto and is expensive.

We mix airsoft and MILES to get:

We are not the first to do this; high end special forces units combine these, by getting specialized MILES that actuates off their UTM or even airsoft guns.

War Gaming Rules for Mixed Systems

The basic rules for airsoft are still the core rule set. No additional safety is required due to the MILES equipment. There are only a few notes, and procedures to keep in mind.

Equipment for Mixed Systems Gaming

Everyone has an airsoft gun. If yours has sufficient recoil it will actuate the MILES lasers (SAT) and can be a dual-system gun. Those who cannot test in advance are encouraged to find the admins as soon as they arrive so their gun can be tested and a SAT mounted.

MILES lasers are infra-red and quite dim, so we can only zero at night. Those who arrive the night before or make arrangements before the field can be zeroed immediately. Everyone else should make plans to zero the first night of the event; there is usually little action on day 1 and you still have an airsoft gun, so it should go fine.

CWG has at least half a dozen guns we can loan if you cannot purchase one, or yours breaks. We will only bring those needed, so contact us well in advance. We also

Everyone will be issued a MILES harness and be offered a halo. You may also bring your own as long as it interoperates with our systems properly. We may test it to make sure

Each Fire Team will be issued a medic bag with casualty card book, appropriate casualty treatment supplies, and a green MILES reset key.

Do not attempt to perform any service on the MILES harness or SAT other than the zeroing indicated above. Contact your leadership or game admin if any problems are encountered.

Harnesses (of the type issued) can be integrated with web gear, such as by replacing the shoulder straps if running a belt line like ALICE gear or battle belts. Or they can be just tossed over the top of your gear or even the top of your ruck and secured, or not. Harnesses can be worn forward or backwards. Ask for advice from your team if you are encountering problems.

Halos are recommended but not required. Do not make us regret making them optional, and try to have at least some of your team wear them so you can be shot when you poke your head up.

HPA is explicitly permitted since we're looking for higher-recoil to actuate the MILES devices. When we started, HPA was rare, obvious, and more speedball oriented. Now we'd like to give it another try but remember: 1) Snaggy woods, steep hills, tripping hazards, etc. Make sure the gun attached to you presents no real hazards for this 2) Realism. From 10 ft away at most angles it should appear you are a real soldier with a real gun, so try to conceal or disguise hoses and tanks.

Notes about wargaming with MILES

We all intrinsically understand bullets and pellets being fired, but lasers are invisible and act in ways you may not expect, so here are a few notes that, and how expectations of more realistic battles may not be fulfilled:

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