Airsoft Action 04 - Xmas 2011 | Page 70

several options for dynamic gameplay. The largest area is the Bunker 1 Complex, with numerous single storey buildings, trenches and permanent low cover tyre walls. There is even a caravan (or control centre) for the happy camper, though being inside that while under attack is a pretty grim experience. After players new to the site have been through the safety brief, teams are divided for the first engagement – on my last visit it was ‘Don’t forget the Alamo!’ This is a straightforward attack-and-defence scenario using a large fortified complex called (surprise, surprise) the Alamo. It is quite easy to defend, as it sits in relatively open ground, and it’s a real BB magnet as you can engage it from as far as 60 yards with accurate sniper fire or ‘walking’ your shots on from a support weapon. It is a good opening game, and though on many sites this would be the premier feature, at MOA it is just one of many. “Everybody was playing this for real – from the old lags like me to the youngest lads who wanted to experience CoD for real” One of the hardest games I’ve played there was an ‘advance to contact’ with a difference. As part of the attacking force we had to advance from the top of the site right the way down to the Kill House at the opposite end. With plenty of space to spread out over this would have been a relatively straightforward exercise, but there was a twist. The area had been heavily mined and, as the enemy had accurate maps of where the mines had been laid they could operate at-will using that intel. We, however, had only limited maps and had to advance down a known safe route. If we strayed from this route we would have to take a ‘hit’ – and the marshals were watching. We rallied at the start line and divided into two fire teams; we knew this mission was going to be slow moving, and although we had unlimited medics and the enemy just two hits before a regeneration was required, it was going to be about putting supporting fire down as teams edged forward. I think it took all of about two minutes before the lead elements were under contact. Thick undergrowth made it hard to figure out if the enemy had bugged out after the initial contact or were still lying 070 Xmas 2011 in wait. For many of the contacts I was convinced we were shooting at shadows and the enemy had long since gone – much as in many a modern conflict. We advanced about 150 yards in 30 minutes, but that was pretty quick compared to what was about to come as we had reached the edge of the aptly named jungle walk. If you’ve ever experienced or read anything about jungle warfare you’ll know it can be very slow and arduous, with advances measured in yards per day, not miles. The MOA version of the jungle is a dense area of rhododendron shrubs and roots that reduce visibility down to about five yards along a thin path. Although it may not have the poisonous beasties that crawl and slither it does have its own swamp-like area that passes as the site’s POW camp. Really, in these circumstances a shotgun or moscart would be ideal – there were a couple onsite but, unfortunately, on the wrong team. Progress down this section was painfully slow and I lost count of the number of grenades we put in after about the 15th. Although MOA runs a skirmish site, as opposed to purist MilSim, everybody was playing this for real – from the old lags like me to the youngest lads who wanted