Scouts and Reavers
Scouts and Reavers
Scouts and Reavers is a style of play. The team must be very coordinated, highly trained, and highly competent.
All soliders in a Scouts and Reavers team *from now on known as SaR* must be capable of doing any job in the squad. SaR teams must not be overly large. The Sniper and Spotter should operate independant of the main body, using radios to communicate.
Jobs in the team-
Leader- Obviously the Squad leader
Pigman- The heavy weapons gunner.
RTO- Radio Telephone Operator
Sniper/Spotter - Sniper and spotter combo
2+Infantry- rifleman
Suggested Weapons *this is the authors personel preference, your requirements may vary*
Infantry, RTO, Leader- M4A1, AUG, XM177E2, MP5A5
Sniper/Spotter- PSG1, G3SG1, APS-SV1, for backup MPK, CAR15, any good pistol.
Heavy- M60, or similar weapon *m16 with a drum magizine, or such*
TACTICS-
A SaR team must be quick. It has to be able to move thru the terrain with speed to assault an enemy target.
It must achieve overwhealming fire supperiority at the moment of contact. This fire supperiority must be placed accurately. The Sniper and Spotter should eliminate enemy targets in the following order - Leadership, Communications, Heavy Weapons, Troops. Heavy weapons should concentrate on suppressing enemy heavy weapons, and destroying enemy infantry. The RTO must coordinate with the sniper and spotter for accurate support. The Infantry should eliminate any target they can see, and use suppressive fire to advance to get more accurate shots.
Following the attack, the SaR team should retreat leaving confusion among the enemys. The assault should not be a protracted attack. SaR teams tend to attack enemy teams that are far larger. SaR teams must fight a series of smaller battles against the enemy, rather than one larger battle.
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