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101 st Tactical Airsoft Group

Basic Training & Orientation. 101 st Tactical Airsoft Group. Who Are We?. The 101st Tactical Airsoft Group (T.A.G.). The 101st T.A.G. is a group of guys from the DeSoto, Missouri area who gather together for fellowship through the sport of airsoft.

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101 st Tactical Airsoft Group

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  1. Basic Training & Orientation 101st Tactical Airsoft Group

  2. Who Are We? • The 101st Tactical Airsoft Group (T.A.G.). • The 101st T.A.G. is a group of guys from the DeSoto, Missouri area who gather together for fellowship through the sport of airsoft. • Although many of our members are from FBC DeSoto, this is not a FBC related organization.

  3. What We Will Do • Milsims (Military Simulations) • MilSim focuses on enacting military and other tactical simulations. MilSim airsoft requires a very high level of organization and control. Simply loading up your airsoft weapons and heading out into the woods in camouflage clothing does not begin to describe MilSim. Typically, each game, or mission, will have a very clear objective such as rescuing a downed pilot, ambushing a supply route, or destroying a communications facility. The missions are limited only by the players’ imaginations.

  4. SOCOM • Responsible for the oversight of the organization including safety, training, scenario development, and promotions.

  5. SOCOM (Special Operations Command) • Organizational Development - Captain - Todd Cathey • Personnel & Logistics– 1st Lieutenant – Russ Sander • Training and Tactics – 2nd Lieutenant – CJ Kelevra • Chaplain – Dariel Woods (LOA) • Assistant Chaplain – Russ Sander

  6. SOCOM Con’t. • SOCOM staff are assigned to a specific squad but may attend the practice of any and all squads. • In their squad practice or on operations SOCOM staff fall into the ranks of their assigned squad and act as a private unless the scenario or lack of a squad leader dictates otherwise, or if an issue develops that requires their attention.

  7. Tactical Arm • Fireteam - 5 men • Squad - 2 Fireteams + Medic and Special Operations Section = 12 men • Platoon – 2 or more squads = 24+ men

  8. Fireteams • Lead by a Sergeant (Fireteam Leader) • Assisted by a Corporal (Assistant Squad Leader and Point Man) • Comprised of three other members with various weapon preference and expertise (scout/sniper, rifleman, grenadier, etc.).

  9. Rank - Private – • All new recruits will hold the rank of private. After the recruit completes the T.A.G. Basic Training and a sixty day probationary period, he or she will be promoted to the rank of Private First Class. Privates do not necessarily need to wear rank.

  10. Rank -Private First Class – • After completing the training and probationary period members will be promoted to private first class.

  11. RankNCO’s (Non Commissioned Officers) Corporal – Point man in the Fireteam and Assistant fireteam leader.

  12. RankNCO’s Con’t. -Sergeant – • Fireteam Leader

  13. RankOfficers - 1st and 2nd Lieutenant- • The lieutenants are the Squad leaders. A Squad will consist of two or more fireteams.

  14. Rank Officers Con’t. -Captain – • The rank of captain is currently the highest rank in T.A.G. He is the Battalion Commander. • The captain is the overall commander of T.A.G. • He is responsible for directing and maintaining the organization. • He works directly with and oversees the SOCOM staff. • The captain has the final word in all matters. • He is responsible to make sure that all duties are fulfilled.

  15. Awards • There are a number of awards for which members may qualify. • See the manual for further details. • Additional awards will be added in the future.

  16. Unit Crest • In addition to awards, T.A.G. members may wear the patch of the 101st Airborne Division “Screaming Eagle” on their right upper arm.

  17. Basic Gear • A Good Attitude - Don’t leave home without it. • Protective Goggles – You will not be allowed to participate without them. You do not have to have a gun, but you must have protective goggles. 3. See the Field Manual for additional gear suggestions.

  18. Weapon FPS Limits • You may use any type of airsoft gun as long as it does not exceed the following velocity limits: • Outdoor: 450 fps (ft/sec) or less with .20g ammunition - 550 fps for sniper rifles. • Indoor: 400 fps (ft/sec) or less with .20g ammunition.

  19. NOTE • ONLY AIRSOFT GUNS. NO OTHER TYPES OF BB GUNS OR PELLET GUNS! • ONLY APPROVED 6MM HIGH GRADE .2 G BB’S OR HIGHER (NO PAINT BB’S OR OTHER UNAUTHORIZED AMMUNITION).

  20. Weapons • Three primary categories: • Spring Operated Guns • Gas Guns • AEG’s or Airsoft Electric Guns

  21. Hits • A direct hit anywhere on your body (including your gear/vest/etc.) counts. • Weapon hits and ricochets do not count. • The general rule is that if you THINK you have been hit then you need to call yourself out. • Also keep in mind that it is extremely rare that you will know FOR SURE that you have hit someone.

  22. Everyone who has played much has been in a situation where you feel like you hit someone and they did not call themselves out. • Yelling at someone that you think you have hit to call themselves out is not going to make them do it. • If you do see a teammate get hit and they do not call themselves out it is your duty to tell them that they have been hit.

  23. After you have been hit you must call "HIT" loudly and identify your status by wearing the orange “dead rag.” • If you have been hit either lie on the ground or get off the field. • You may NOT communicate anything to your teammates other than that you are dead. • Informing your team about enemy troop movements, strength or mission status is considered cheating.

  24. Minimum Engagement Distances • Do not engage within a distance of 21 feet (seven steps). • No intentional headshots within the space of 30 feet (ten steps).

  25. The Loaded Gun Rule • Treat all Guns like they are loaded. • Treat all airsoft guns like real guns. • Do not display your airsoft guns in public. The Police may not see your little orange tip and shoot you.

  26. Language and Actions • Although this is not a church sponsored function, there will be NO inappropriate language. • Everyone will display a cooperative and positive attitude. • If anyone in the chain of command or a referee asks a player to leave, that player will do so immediately, no questions asked. • If someone believes he or she has been dismissed unfairly, an appeal in writing may be submitted at a later date to the SOCOM.

  27. Age Limits • All who participate in a Milsim must be 18 years of age or older. Occasionally someone between the ages of 16 and 18 or even younger may be allowed to play, but this will be taken on a case by case basis and with parental permission. Anyone who plays under the age of 18 is by far the exception and not the rule.

  28. Assumption of Risk • Engaging in Airsoft activities is done at the players own risk. Bottom line, if you are going to play you do so at your own risk. You play because you want to play, if you get hit, it may hurt. If you fall down, it may hurt. We will be playing on rough terrain, so the possibility of injury does exist. If you get hurt don’t go home crying to momma and daddy, don’t threaten to sue the land owner—he was nice to let us play. Bottom line - Be a big boy.

  29. Safety: • All players are required to bring their own eye protection and to wear it at all times when the game is in play. If you are unsure whether the game is over or not leave your goggles on until you find out for sure! If you are caught without your goggles on you will have to sit out of the game for 15 minutes. • Our play area is private land and we are guests there. Everyone will be expected to act with respect for both the property and the land owners. Littering, shooting animals, climbing fences, destroying property, inappropriate language and/or other bad behavior will get you kicked off the property for good.

  30. HAVE FUN!

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