The AAR is a topic often touted and just as often misunderstood. In certain circles it is championed as a critical tool of group improvement and in others it is loathed because in the past it has appeared to be ineffective or unhelpful. Here are three articles defining the AAR, explaining it’s purpose and how to effectively implement it in both the milsim and civilian venues.
Do I have your attention? Good. All I ask is that you hear me out and read this article to the end before you draw your conclusions.
Let me first say that this is not an argument against teams. I am part of a team and have been for several years. On the flip side, this is a warning that milsim within the airsoft community will die if the following attitude is allowed to prevail:
“I’ll only come if my team is going.”
So what’s the big deal? The big deal is that this attitude holds the top echelon of each team from advancing. Every team has a few guys that are serious about improving themselves. They want to go to that training class and they want to go to that next level of milsim game. However, they don’t simply because the rest of their team won’t go.
As a result, the lower echelons of teams and therefore the milsim community drives the teams’ event locations. Because of this, event coordinators create more events that cater to the less serious milsim players and that becomes the main stream milsim. This happens over and over, and eventually the community declines to a point where milsim simply becomes dressing up in a military uniform and playing airsoft.
So how do we prevent the death of milsim?
Lead! If you want to train, then seek out training and attend regardless of who else is going! If you want to play at that next level milsim game then go! Teams used to be leaders within milsim, pushing the limits and continually improving their own skill, forcing others to do the same to keep pace. There’s no reason this can’t be the case again but it begins with individual players making the decision to push themselves rather than follow the masses.
If you don’t, those still pushing the envelope will move on to another avenue of training and the milsim we enjoy will continue to fade into a fancy dress up version of airsoft.
As one of the military’s shock forces, the Marine Corps has significant practice with various methods of movement and maneuver. The following article touches on their approach to both according to the USMC infantry manual.
Here at TMP we believe in continual improvement. Either you’re getting better or you’re falling behind. It’s that simple.
However, science has shown us that while an object in motion does typically stay in motion, objects at rest definitely stay at rest. What does this have to do with milsim you ask? Well, the milsim community is definitely an object at rest at the current time. Very few organizations are successfully moving forwards and pushing the envelope of what’s been done before. There have definitely been advances in equipment but we’re focusing more on human development here; so the question presents itself:
Do we heighten the level of player first or the level of game? Continue reading “Which Comes First, the Chicken or the Egg?”
Recently I attended a land navigation class put on by Central War Gaming and this prompted me to see what the internet provides for those interested in improving their land navigation skills. The directory which follows is by no means an substitute for taking classes or regularly practicing these skills but it can provide a good base of information for someone looking to expand their knowledge.
War Nerds wraps up their discussion on comms with a short video depicting a typical use of SOI:
“Due to the popularity of the previous article in this series, we present you with a real life example recorded during One Shepherd’s Fall 2015 field training exercise (FTX). The video was recorded in an S-250 communications shelter. It houses the radio/telephone operator (RTO) equipment used by the tactical operations center (TOC). In this specific example, it depicts a conversation between a team and higher command.”
War Nerds has done it again. This discussion helps to both explain and define several terms that are often misconstrued and thrown about in and around the milsim world. I admit, I’ve misunderstood some of these terms myself and this article helped clear things up for me. It’s definitely worth a read.
War Nerds continue their in depth discussion of tactical communications in part two. Their part 2 introduction speaks for itself:
“In Part 1 of this series, we framed the SOI as to its use and focused on the portions that do not involve a radio. Building upon that knowledge, we’ll discuss Call Signs, Encryption Code/Authentication Tables, and Brevity Codes. Each of these is a must when communicating over a radio in order to keep your message ambiguous to any unwanted listening ear.“
The old adage, just because you can doesn’t mean you should rings true over and over in the simulated combat environment.
Communication is one of the 3 most basic pillars of all things related to fighting. “Shoot. Move. Communicate.” Without communication, shooting and moving are a waste of energy. War Nerds has done a great job of explaining this in detail, and this first installment focuses on the use of SOI.
“The ability to communicate effectively is arguably the most important asset to any entity seeking to obtain a certain goal. Without communication the ability to relay ideas and goals to coworkers and teammates is nullified…Establishing a pattern or sequence for communication allows us to communicate successfully with other teammates. Standardizing communication is especially important because we may not even know those receiving our message very well. If communication was not standardized, efficiencies of time and message would be lost.“