We visited Fast Action Airsoft in Ft Worth, Texas. The place didn't disappoint! Loved it! Check out our AAR show for FFA here
Fast Action Airsoft AARWe will try to do the show from Camp Gruber in OK this weekend. We will be utilizing cells phones, so bear with us if the quality isn't what we are all used to...sorry (sad face...awwwwe). We will see you there, I hope!
I know we all love our MilSim, but in case you can't make it to Gruber for the Battle for Liberty, here is a fun game to try. All of our local team, that are not coming, are gonna get their shoot on back home with a skirmish game called P.O.W. Why not give it a try sometime and let us know if it was the shiz!, the pits, or you played it different and made it better! It's a cool non-MilSim type game that keeps everyone involved. Here are the details...
The POW game: is for indoor or outdoor; encourages teamwork; keeps all players busy; utilizes a timed mission objective; is highly adaptive to large or small groups and fields.
Begin with two equal sized teams trying to capture the opposing team’s members. It is important for each team to know the amount of players on the opposing team in order to know when the game is over, and how many guards are allowed (see below).
To begin, stage each team at different “bases.” If a structure is not available, simply designate an area for each team. Once the game begins, if a player is hit, they must remain in place (with dead rag on) until; 1) friendly or enemy forces get to the player, or 2) a 5 min bleed-out has expired. If the enemy gets to the player, that player is taken (must be walked by enemy player) back to the enemy’s base and “imprisoned” in a designated area. If a friendly player reaches the wounded player, they may “heal” that player. If a player has not been revived (healed) or captured within the 5 minute bleed-out, that wounded player may proceed to a designated respawn area.
Note: the respawn area should not be the player’s base, due to interference with possible rescue missions that may be underway by the enemy force (see below).
The POWs can be rescued at any time, and they may also be guarded. The number of guards must be less than the number of enemy players which remain to be captured (again, why it is important to know how many total enemy you are facing). All other friendly players must be out on patrol. No base camping allowed by anyone other than guards. If your base is attacked by a rescue party, only guards can resist the assault (teammates cannot assist). Captured players (POWs) can be rescued by a friendly player that tags (touches) the POW. Guards do not have to be eliminated for POWs to be rescued; it you are stealthy enough, you can save them without firing a shot.
Captured players may keep their entire loadout on them, but they cannot use it until they are rescued. Game over when all enemy forces are captured.
Once a team captures an enemy POW (places them in the “jail”), that POW must remain there for 15 mins (a timer would be handy). All the enemy players must be captured within 15 mins or the captured POWs will be able to start leaving to go back to their respawn when their individual 15 mins are up. Note: the time can be increased with larger forces.
Example: The enemy team has 6 players. 1 player is captured (POW1), and then 10 mins later 3 more are captured (POWs 2, 3, and 4). During the next 5 mins no one else has been captured, so POW 1 may now leave the “jail” to respawn, and POWs 2, 3, and 4 have 10 mins left to wait. If the other 3 enemy players can be captured within the remaining 10 mins, the game is over. If not, POWs 2, 3, and 4 may leave to respawn, and your team must now, once again, try to capture 6 enemies to win.