Individual Movement Techniques
Used when contact is probable but with low possibility. Walk slightly crouched with your weapon low but ready, taking it easy, and deliberate steps. Just as you put your right foot down, clean nearby quietly with your foot to avoid unnecessary noise from twigs, firewood, etc.
Used when good coverage and masking is available. Basically, crawl on your hands and knees with your gun dragged from its front point of the rifle strap with your shooting hand. Yes, the gun is being dragged, so be careful not to get dirt on it. It allows fast movement compared to other crawling techniques. It offers an excellent field of observation.
Used when there is good cover and / or masking is poor or absent. Start in the prone position with your weapon holstered in both hands. The movement is accompanied by using the elbows, knees and feet. It offers decent speed and low observation fields.
Used when stealth is necessary but there is no cover or masking. Start in the prone position, and lay your head on the ground to one side. (You will be facing left or right, but not forward.) Use your opposite arm to the one you use to shoot to accompany obstacles and debris on your way while your other arm drags your weapon from the front support of the rifle strap . Occasionally look ahead to check your path but minimize this as much as you increase your profile on the ground. Move by pulling with your free arm and alternating with your knees and feet. It offers for its low speed, poor fields of vision, but high stealth.
If you thought select shooters crawling was bad, this is used when stealth is required but concealment and masking are non-existent. It begins to vary, in a prone position with both hands facing each other and the head facing the ground. Drag your weapon with one hand using the front point of the rifle strap. Move literally scratching your way forward. Use your toes to push yourself forward while using your feet to push. Stealth is achieved by lying flat against the ground and using only your toes and feet to slowly advance forward, keeping movement to a minimum. It offers poor speed and little field of observation, but maximum stealth is achieved.
Crawling is generally used to stay hidden, but when the shooting starts, it doesn't give the player much speed. Jumps are used to go from one point to another. Before doing so, check the fastest path and call for cover fire ("COVER ME WHILE I MOVE!"). Once you have made your way through the coverage of your binomial, sprint toward your goal. Jumps and short runs - 3-5 seconds alone. Once you are secure in your new position, prepare to cover your partner.
Squad / Platoon
Here we describe how the elements of a squad or squad align. As you move, don't group - keep your distance from each other. The terrain is usually the one that dictates this. Keep at least the other member in sight for hand signals. The signals are echoed from top to bottom and vice versa, so the whole group knows exactly what is happening and what they are doing. Minimize chatter and noise and observe your assigned field of fire. Your weapon will be plywood, but ready to fire.
OIC - Officer In Charge (M16)
o AS - Section Weapon (M60 or SAW)
o G - Grenadier (M203)
o F - Rifleman (M16)
Please note: The designations of arms and positions are taken from the typical ones adopted by the Light Infantry, of a normal fire team. In airsoft substitutions are necessary like the M60 or M203 since few teams can afford it. Normally, the position of the SAW or M60 can be occupied by a player with the "heaviest" weapon: SG-1, G3, M16, SIG 550, etc., while the M203 can be replaced by a rifleman.
Used when high speed is required. Form a line and walk. The terrain will sometimes dictate which row will be used ... like a dense jungle or a narrow mountain pass. Poor concentration of fire in the vanguard and rear guard but excellent on the flanks.
Column / Line
Basic line for ambush. All in line shoulder to shoulder with appropriate distances between and walking forward. Excellent concentration of front and rear fire, but poor on the flanks.
The elements form an inverted "V", with the OIC in front. It provides a good mix of fire concentration towards the fore and flanks. Its front part is its weak point.
Directs wedge vulnerability at the forefront. The elements form a semi-diamond by first making a wedge formation and then designating a defense for the rear. Very high average fire field concentration.
Used when contact with the enemy is not expected and speed is required. All elements simply move forward.
Time trial expedition
Used when contact with the enemy is presumable but speed is required. The first element moves forward under the cover of the second element. When the first element reaches its element, it covers the second element. This one will never surpass the first one during this type of movement.
Time trial jumps
Used when contact with the enemy is more than presumable or when the unit is in a confrontation. Similar to the previous one, but this time, the First and Second elements alternate. Each of them jumps past the other during this entire phase of movement.
By Daniel Muñoz Sánchez, Matadors AirSoft Club