With the second part of the Annual Woodsball Tournament fast approaching we thought we would source some great wee drill ideas to help trains get up to speed.... part one below features the common Secure and Hold theme which we play frequently on site in the form of "King of the Hill".
Scenarios almost always include "secure and hold" missions. Usually for 20 minutes - or at a specific time. Its great to think the objective will be unoccupied when you get there, or that you will have enough troops to withstand any attacks - but drilling the opposite will come in handy.
Drill Duration : 8 minutes.
Red team spawns at starting point.
Game start - the blue team gets a 1 minute head start - secure and hold at 8 minutes from drill start.
Red team: secure and hold at 8 minutes from drill start.
The red team should be 2 to 3 times the size of the blue.
Sniper Variation: one red player gets a 1 minute head start. One minute later the blue team inserts. 1 minute later the rest of the read team inserts.
Spy Variation: one extra blue player may play trailer - leaving late & trailing but not engaging the red team. His mission is to report their strength and direction and anything they find - avoiding being spotted.
Assassin Variation: one extra blue player may play trailer - leaving late & trailing with the mission to assassinate one specific red player.
Member on both sides should focus on working in KILL TEAMS and as a team. Flanks may be pressed in moderation - keeping in mind in a real scenario, wandering far from your squad hurts the squad. This isn't recball where the number of bad guys is predictable, and fairly well know. Assume more bad guys than there are against you to make this drill work.
Red Team squad leader should focus on keeping his troops together, massing and moving as a team, flanking with caution - and keeping less experienced players in the center of the force and moving.