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The Victorian Laser Skirmish Association Homepage


 

Combat Sims Deployments are targeted at existing VLSA members and newcomers interested in advanced combat simulation. Combat Sims Deployments are ran using the Combat Simulations International rule set, which consists of scenarios with multiple objectives of varying complexity and challenge. Players are expected to focus on tactics and strategy, operate in a team environment, and behave in a manner consistent with the objective of military simulation.

There will be a mix of players on the day, from veterans to newcomers. In general the players will be serious about playing and using tactics, and not concerned about actual laser tag skill. If you are expecting light hearted run-and-gun fun this may not be for you, but if you have a decent go and take it seriously you will be respected. Each team will be appointed a Section Leader / Squad Leader, they will be giving the orders and direction, please respect their decisions, you can suggest other ways of doing a particular task to your Section Leader and discuss with your team.

Games are held every 4-6 weeks at one of the three fields. Registration starts at 9am and we leave the field by 5pm. Games generally consist of 3, 1-1.5 hour missions with a longer mission in the afternoon. There will be times where we run short missions all day and other times when a mission runs for the full day.

Cost for a full days play is $40 this includes tagger hire. There is also a $10 membership fee for your first game. To register for a game or to find out more information contact us through email at theVLSAinc@gmail.com

 

What to bring:
 
Water -  2-4 liters of water, in a hydration pack, water bottles or canteens.
 
Food - Lunch and other snack to get you through the day. It's a good idea to carry something with you at all times like nuts, lollies or bars of some sort.
 
Footwear - Good quality comfortable shoes or boots, preferably hiking boots or army boots
 
Clothing - Sensible clothing to suit the weather of the day with extra clothing in case of wet/muddy conditions or to change into at the end of the day. Long pants and shirts are recommended to      
protect the skin, browns and greens work best if you have no camouflage clothing. Some camouflage clothing is available free of charge for the day.
 
Personal supplies - Bring with you any medication and first aid supplies you may need (Band-aids, Panadol, bug spray, sunscreen, Ventolin if you have Asthma, etc). Also personal wipes for removing cam paint or other sanitary needs.
 
Toilets - Rowallan has Male and female flushable toilets. There are showers, sinks and tap water available.
 
The Jubilee field has almost no onsite facilities. A bush toilet is located at the field and basic toilets are located a short drive away. There is no tap water on this field.
 
Haddon has male and female flushable toilets, as well as tap water.
 
Mobile phone coverage - Telstra coverage is good, Optus is ok in some parts. There is no electricity on site.
 
Radios - Radios are used by admin as well as teams to communicate with each other. Players are able to bring their own radios and use them in games. 0.25 Watt radios are fine for inter-team communication. 2-3 Watt will cover the field ok and admin use 5 Watt to insure reliable communications.
 
Parking - Parking is available at the admin area. The admin area including vehicles are off limits during games
 
 
 

Team Roles:

These positions do not require any previous experience, just a willingness to learn and have a go. 

Each team will have an experienced 2IC (Second In Command) attached to provide support and act as an adviser.
Also along with the 2IC there will be a few regular members who will be able to provide support as well.
 


Section Commander (Secco) / Squad Leader
The boss of the section. Does all the decision-making and maintains control. Is also responsible for navigation, although the number one rifleman assists as a check-navigator. Must be quick-thinking and able to issue orders clearly and concisely. Must also have a thorough understanding of the capabilities of the section and its weapons systems. Must be fully aware of the condition and status of the section at all times. In a contact with the enemy, must be able to maneuver and employ the various elements of the section most effectively given the conditions present and in accordance with his orders. The section commander also looks after the rifle team in a split engagement.


Medic
The medic carries the section simulated med box and is responsible for issuing simulated first-aid to the wounded in order to keep the section in the fight. He is also required to top-up field dressings if in use and should be familiar with the features and operation of the med box. The medic should be quick on his feet, agile and as lightly equipped as possible. In contact he is often the busiest member of the section and will frequently be exposed to enemy fire in order to administer first-aid. He should be able to advise the Section Commander of the health status of the section at any given time. 


Scout
The scout is responsible for taking first position in a section formation, they are required to lead the section to their rendezvous or mission objective. The scout job is quite intensive as they have to keep an eye out for any enemy movement or presence as well to keep an eye out for possible traps or claymores. Each scout usually works with another scout and are about 10-20 meters ahead of the rest of the section. In the case the scout see anything out of the ordinary they will order or hand signal to the rest of the section to stop and get down low, from there the scout will let the Section Commander know of the possible threat and direction. In most cases the scout is usually the first member of a team to come under contact.


Section Gunner
The Section Gunner is responsible for heavy firepower of the section with the use of a M249 Squad Automatic Weapon. The Section Gunner works with the Gun team and takes orders from the 2IC and always looks for higher ground than the enemy to suppress them, the section Gunner is responsible to keep continuous covering fire towards the direction of the enemy to help the rifle team to be able to flank and take out the enemy or to help cover the section while the section is falling back. The section gunner does not have to worry about conserving ammo, with 5 ammo boxes of 200 rounds their job is to provide suppressing fire, but please note using the M249 continuously will cause the tagger to simulate overheat and you will have to wait for the M249 to cool down, best way to counter this is to shoot in controlled burst rather than holding the trigger down.