So, what's it all about ?

The basic idea behind 'Core' is to add an extra dimension to your airsoft experience. There are some people who simply want to turn up for their Sunday skirmish, then go home. That's absolutely fine. A lot of players (good ones too) sit in that bracket. However there's also people that want to be involved as part of a 'team' too. And this is where Core comes in. The idea is to recruit a number of players to create a unified face of KGB airsoft. The Core team will be ambassadors for both the site, and the sport and will represent us at away-games throughout the year. Not only that, but members will also have the chance to excel at a specific area of the game. Of course we have a few requirements, what team doesn't? I hasten to add that being (or not being) part of the Core doesn't change your standing as a player. It makes you no more, or less, than anyone else. There are no ranks or special privileges. Only the chance to train, and play alongside a group of likeminded chaps.

Requirements: We don't expect anyone to go out and buy new kit in order to be part of Core but we do have a few basic prerequisites. This is simply to ensure the integrity and continuity of the team. They are;

1 - You must have your own kit and your own weapons. This includes a working radio. If we cannot communicate with you then you are not much good. Not only must you have your own kit but you are expected to come prepared to each and every game. Players who forget to charge battery's or leave essential kit in the car become a hindrance. So look after your gear, get things ready the night before and turn up ready for a hard days fighting.

2 - You must have high personal standards of gamesmanship. This means arriving on-time. It means being a role model to your fellow players, not a pain. You must also have a willingness to learn and work at the game. Don't assume that you are above it. We all have things to learn

3 - You must be willing to work as part of a team at all times. Core is no place for individual heroics (unless it's called for at the time). Sometimes you'll be given hard tasks to complete. Sometimes you'll be cannon-fodder. Sometimes you might have to spend hours on ambush, or in an OP. Remember the goal is team success, not individual kill-count. This is not Call-Of-Duty.

As before we also have a number of specialist roles. We have condensed down the number of specialist categories from seven to four, in order to keep it simple. These are;

COMMAND

ASSAULT

SUPPORT

RECON


We'll be conducting a number of training days throughout the year to give players a chance to experience these different elements of the game. Core players will be expected to try to attend all training events as these will be essential for your ongoing development. You may also find that you enjoy something a bit different. Many airsoft sites throughout the country run training events (at a cost!) normally under supervision from ex, and serving members of the military. If you're lucky you'll get a chap with a black balaclava who was the fourth man on the balcony. They'll spend the day screaming at you and showing you the military style of soldiering. Some of these skills work really well in the airsoft world but sadly a lot of them do not. We've had a fair few people in the past wanting to show us 'how the military do it' and they always come a-cropper. This is because no matter how much airsoft might look like the real thing, it is worlds apart. So rest assured, all training received at our hands will be 100% airsoft tested, over a decade or more of shooting plastic pellets at men old enough to know better.

ROLE DESCRIPTIONS

COMMAND

The command role is suited to those that wish to become team leaders and assistant team leaders. Players wishing to move into a command role are expected to be the absolute personification of the great airsofter. Always in control, even when things start going wrong. A cool head and being able to produce a mental image of the battlefield are essential. Command recruits will be trained on formulating plans and giving orders to reflect any given situation. They will learn how to control different types of units on the battlefield and how to work with different types of individuals to produce the best results. They will ultimately be responsible for the success or failure of a mission. The planning is always key. As well as being a side commander they also need to be a good airsofter in their own right as there are very few occasions where team leaders are not directly in the fight. It's whether you can control your troops during a firefight that counts. Training focusses on planning, man-management, forumulating coherent plans, giving orders, delegating, reporting.

ASSAULT

The assault team are the backbone of the squad, the infantry. Whilst this may sound like a very run-of-the-mill role it's actually incredibly involved. The assault team will operate in small units and the emphasis is really on teamwork and good soldiering skills. Patrolling, radio comms, shooting discipline and explosives are among the many skills required to excel in this area. You need to have total faith in the rest of your unit and likewise they'll be depending on you. The assault team need to be real hard-hitters, never afraid to get stuck into an objective regardless of how futile it might seem or how tired they may be. Assault teams will be trained in every aspect of both woodland and urban fighting. Patrolling, ambushes, contact drills, room clearance, hostage rescue, detaining prisoners . . . The infantry list is endless. A real jack of all trades, the ones that get the job done.

SUPPORT

The support category now encompasses all support roles that previously had their own categories. These are machine gunner, marksman and medic. So if your preferred playing style is one of these then you'll sit within 'support'. The support specialty is very much as it sounds, to support your team-mates. Squad leaders need to pay special attention to the disposition of their support troops as these can definitely sway the outcome of an objective. A lot of times it a matter of common sense, such as not patrolling on point if you are a medic. However sometimes it's not common sense and in these situations you'll need to decide how best to deploy yourself within the team. Support personnel need to pay special attention to their loadout. It goes without saying that machine-gunners need to carry extra ammo and medics need to carry light weapons. Support players will rarely cover more than one role and will be expected to become masters of their own trade, but they must understand that they may be called upon to complete other tasks in support of the team and not focus on individual fighting. Good support personnel turn a great team into an excellent one.

RECON

Recon troops are the eyes and ears of the squad. The training focusses on skills such as camouflage, stalking, long range shooting and acting as a scout, relaying enemy troop movement. Recon troops will generally operate in two man teams or sometimes as independent units. You must be prepared to potentially operate on your own for the duration of an event as this may become a reality at some point. Stealth is a key asset when acting as a recon element. This means you need to be able to move quickly and quietly through any and all terrain, including swamps and rivers and pitch black buildings. Your primary function is an extension of the team's information network, so training will focus on delivery of accurate sit-reps (situation reports), target identification, map reading, range estimation, advanced camouflage, long range rifle and close range pistol work. Recon troops will also be required to carry out specific 'hits' on the battlefield. Like eliminating a HTV (high value target) or setting an IED. We tend not to use the term 'sniper' very often as it's an overused word and very often misunderstood.

 

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