Those who follow Vintage Airsoft on the Facebook page will know I attended the 34th Infantry’s WWII Pacific game last week at Fireball Squadron. I thought I would give a little writeup on the day as these games really summarise what WWII airsoft games are all about for me.
The game format that the 34th run is based on missions. Each squad has to accomplish as many of these as they can, they choose which missions they do when. As a result, friendly and opposing teams are tracking across the field randomly, never knowing exactly where everyone else is. As a result, you can go for an hour not seeing another squad, then have a solid half-hour contact with both enemy squads!
This randomness means you never know exactly when or where a firefight will be. You may lay an ambush carefully, wait for 20 minutes and the enemy is as likely to appear behind you as where you wanted them to be!
For my part, I played Japanese. Our squad had a very quiet morning, only the one contact. We spent a lot of time patrolling the field, achieving lots of objectives. We came close a few times, with the US Marines clearly operating at the next set of buildings or defensive lines, but held our fire in order to complete our missions
The missions varied, there were several where we had to sabotage various facilities, placing bombs to ‘destroy’ targets. The loud bangs sometimes drew in the enemy, so it was wise to bug out as quickly as possible.
There were also search and destroy missions, where you had to simply go out and get kills from enemy squads as well as supply runs or treasure retrieval.
For me, the highlight of the day was a Banzai charge. The squad got as close as we could to a Marine squad without being spotted, as soon as they saw us and started to fire, most of us jumped into a sprint, yelling and screaming “BANZAIIIIIIII!!!!” at the top of our voices. I went in with the Luger, firing off a magazine as I charged. About 15m away from the Americans, I copped two shots in the torso and went down. One of the great things about the format is that instead of shouting ‘Hit!’, raising a hand and walking away, you scream out and ‘die’, as dramatically as possible. This is disconcerting for people who have never seen it before but it does add to the immersion value. Once you get into it, it is also quite fun in its own right. It certainly makes taking a hit more enjoyable.
If not all your squad are killed in a contact, there are two bandages per player that allow you to be medic’d back into the game twice. One prolonged contact in the afternoon, all my squad around me had been wounded and I was on my last Sten magazine. I ended up having to do a dance of death with my opponents, shooting and moving position, waiting for them to move up to a place where I could land my shots on them. At a crossroads in the path around which this contact happened, three of my team were lying injured, with one of the enemy.
Fortunately I had a good view of this and when people came up the path I was able to jump out with the Luger and emptied a magazine at them, taking them down. I pulled back for a bit and waited again. A Marine came back from further ahead to try and medic one of his teammates back into the game and I shot him with a short burst from the Sten. At that point enough of the Marines were out of action for me to feel comfortable healing my own teammates. Three healed, we started to pull back to our HQ, leaving the Marine squad ‘dead’ at the crossroads.
There were also a lot of contacts where our squad got slaughtered, quickly or otherwise! One mission was to achieve two confirmed kills, we set up an excellent ambush at a checkpoint with lots of hard cover. As the US troops came into view,crossing the road about 20m away I opened fire with the Sten. Unfortunately, it turned out that both Marine squads were together at this point, resulting in our being flanked from the back, right and killed to a man!
The sheer unpredictability of this style of game is what makes it so attractive. You have to be on the ball constantly, there is no doss period as you make your way to the start point of a mission, as soon as you leave your HQ you are fair game! You may be contacted before you reach your objective, while you are carrying out the mission or on your way back. The enemy can come from any direction, at any time. There are quiet periods, but that makes you appreciate the fight even more when it does come.
Photographs are kind courtesy of Pedro @The Airsoft Project.
If you would like to get involved with WWII airsoft in the UK, you can find the WWII airsoft forum here.
P.S.: This rare airsoft beauty featured in the game. A Type 14 Nambu pistol, this is the first I have seen in the flesh. A truly lovely replica, with very good handling characteristics.