FilmSim Ltd

FilmSim Ltd Welcome to the FilmSim Events page. We are a small company that specialises in Theme event planning and management.

Bookings are open for our next Cold War game "Red Mist 5 - Breakthrough" which is running the weekend of 19/20th October...
15/05/2024

Bookings are open for our next Cold War game "Red Mist 5 - Breakthrough" which is running the weekend of 19/20th October!

If you book before the end of this month you get an Early Bird discount of £10 off the price of the ticket! Don't miss out!

Operation Statant the NATO preemptive strike continues to strike into East Germany aiming to disrupt suspected WARPAC preparations for an invasion. To aid the speed of the advance NATO Forces have bypassed major urban areas. As a result of this a sizeable WARPAC force now finds itself surrounded in....

We are proud to announce a new series of games which will be starting this summer, set in the 1932 Australian Emu War pl...
01/04/2024

We are proud to announce a new series of games which will be starting this summer, set in the 1932 Australian Emu War players will represent one of two factions in this titanic struggle from history. Using period equipment and uniforms players will participate in immersive gameplay with realistic objectives all guided by a dedicated command team!

Factions
Australian Army
People's Democratic Republic of Emustan

Don't miss your opportunity to be a part of this moment of history, more information available by following the link below.

https://youtu.be/xvFZjo5PgG0?si=3i1QYGgLYisUSldW

Filmsim now has a Discord!A place where we can discuss all of our games and events s a community including a sales secti...
06/03/2024

Filmsim now has a Discord!

A place where we can discuss all of our games and events s a community including a sales section for those items not loved by our great leader Mr Zuckerberg 😉

Join today!

https://discord.com/invite/kaWXCPva

The Maps for the Red Mist 4 - Operation Hirta are now ready.If anyone wants a copy drop Ben Manicom a message and he can...
27/02/2024

The Maps for the Red Mist 4 - Operation Hirta are now ready.

If anyone wants a copy drop Ben Manicom a message and he can get them sent over to you.

Only 2 weeks to go until our next event!Plenty of tickets still available for WARPAC (Soviet + other communist forces), ...
20/02/2024

Only 2 weeks to go until our next event!

Plenty of tickets still available for WARPAC (Soviet + other communist forces), we also have an extensive range of uniforms, kit and guns available to use for FREE to any one who wants to come along so you don't even need to provide your own gear!

Tickets available at

https://filmsim.co.uk/event/red-mist-4/

The rules!

This is the ruleset we use for our Cold War games in order to create as fun and as immersive experience as possible. So we do things a bit differently to other people!

Please take the time to read through our detailed ruleset. Please note that we are currently in the process of refining some of the rules. These rules are based on our years of experience from running these events and as such some changes, clarifications and additions may be made prior to our next event!

Getting hit

A hit is caused by a BB striking any part of you or your equipment, including your weapon, or if you are within the radius of a pyrotechnic event. BB hits from richoches and friendly fire also counts!

Once hit you must shout ‘argh!’ and fall onto the floor. Once on the floor you must call for your team medic repeatedly until you are bandaged OR you have been on the ground for at least 5 minutes. You can only call for a team medic and MUST NOT give any other information to team mates either verbally or with gestures.

The medic call for WARPAC is ‘Sani!’ or ‘Sanitäter!.’

The medic call for NATO is ‘Medic!’ or ‘Stretcher bearer!.’

If you are shot again while already wounded no further action is required from the player unless otherwise stated below. Do not deliberately target wounded players who are stationary.

If you are being shot repeatedly while wounded it is acceptable to move out of the way a short distance out of the line of fire.

Wounded players and bleeding out

After 5 minutes you may stand up and leave the area, you are now dead, you cannot remain in the area after this time and must immediately return to your designated respawn. When you are dead you must put your hand above your head and shout "dead man walking" as you return to your respawn. Dead men do not talk! You cannot say anything other than "dead man walking" until you have returned to your respawn.

Alternatively after 2 minutes after you are hit you can begin to crawl towards safety or a team member. While you are crawling you can only continue to call for assistance as detailed above. Once you start crawling you cannot stop until you reach a friendly team member. If you are hit while crawling you are dead and follow the rules for dead players as detailed above.

Wounded players can also be moved by alive players. To do this either two players can place a hand each or one player can place two hands onto the wounded player. The wounded player can then be WALKED to safety. If the wounded player or any players moving the wounded player are hit you are all immediately wounded.

If you are wounded in an awkward position where it would not be sensible to remain on the ground you may choose to bleed out immediately and follow the rules for dead players above. This could be because you are blocking a corridor, in the path of incoming fire towards your still living comrades or to avoid having to lie in standing water or deep mud.

Bandaging

While you are wounded you can be bandaged and brought back into the game. Each player starts with one bandage, this bandage can be applied by any friendly player and must be securely tied on, if the bandage falls off you are wounded again. Players can never apply a bandage to themselves. If either the wounded player or the player applying the bandage is shot while it is being applied you are both immediately wounded.

Players can receive extra bandages for a few different reasons:

Wearing a Helmet = 1 Extra Bandage (please note the helmet must be on your head to receive this)
Wearing Body Armour = 1 Extra Bandage (must be real world body armour)
Medic Bandage = 1 Extra Bandage.

A Medic Bandage is a special type of bandage which can be applied only by a medic. These are a different colour to normal bandages. A medic bandage can be applied directly to a wounded player or can be used to replace an existing bandage already applied to the player.

Players can remove bandages under certain circumstances. This is when they are at a HQ/Field Pack or when instructed to do so by a medic. These can only occur where the area you are in is not under direct fire.

Once you have run out of bandages if you are hit again you are dead.

Standing orders

No man goes to war alone, players may only operate in the field as units of no smaller than three (unless acting as a sniper pair as below). If your unit goes below three active players you have become combat ineffective. Once a unit has become combat ineffective it can no longer take part in offensive action or hold or move an objective. It can only hold its current position or wait in its current position until reinforced or retreat back to its HQ/field pack to find reinforcements. If the unit is carrying any current objectives and chooses to retreat they cannot be carried any further and must be left behind (please be sensible when doing this or you will be sent to find it at the end of the day).

Explosive Pyro Effects

Gr***des/Mortars

Outside - 5m Radius - Hard Cover has effect

Small rooms less than 5mx5m whole room is cleared

Large rooms larger than 5mx5m Hard cover has effect.

Incendiary gr***de (Red smoke) - Outside only – 5m radius area denial from location of the gr***de for as long as the smoke is emitted. Hard cover has NO effect. If you are within this radius you must immediately move out of the affected area. If you fail to do so or move back into the area while it is affected you are DEAD. Once the gr***de has stopped emitting smoke you may use the area as normal.

Gas/Chemical Agent (Green Smoke) - Outside Only - You are immediately dead if you are within the area where the smoke is unless you are wearing a gas mask. Hard cover has NO effect. If you are wearing a gas mask you may move through the area unhindered as long as it is worn. Once the smoke has cleared you may use the area as normal. We ask that players do not purchase green smoke gr***des for use at these games as we intend for this to be a feature used as a part of set piece activities.

Artillery/Air Strike, 10 metre Radius. Hardcover has NO effect, except trenches, you will be notified by a Marshal if you are under this kind of attack and it will only be used as part of a set piece activity.

Hard cover is a piece of solid terrain such as a structure, wall, trench or pile of barrels etc. Trees, bushes and the bodies of other players do NOT count as hard cover.

Roles and Equipment

At our events players can play specialised roles which have special rules. These are intended to encourage tactical play. All roles have a maximum of 300 rounds which can be loaded into Mid Cap or Real Cap magazines at a time unless otherwise stated. Players may carry a maximum of two offensive gr***des at any one time.

Automatic fire can only be performed in a ONE second burst which must be followed by a TWO seconds wait before firing again. Likewise Semi-automatic fire should be kept at a reasonably low rate.

Radio Operator - Carries a Radio to HQ. One per Unit. Every unit must have at least one Radio Operator. All command radios will be supplied by the organisers unless otherwise discussed.

Medic - Carries Medic Bag with up to 6 differently coloured bandages which can be used as detailed above. One per 8 Men.

Engineer - Carries a set of tool/demo bag and is the only soldier that can set or defuse bombs/charges/mines and use electrical equipment. One per 8 Men.

Sniper - Carries use a scoped bolt action rifle - Maximum of 100 rounds loaded into Mid Cap or Low Cap magazines. Snipers may operate in pairs however they cannot secure or move objectives if they do so. One per 8 men.

Support gunner - Carries a Magazine fed support weapon. Must be a real world support weapon e.g. RPK74/L86 with a Bipod and a Heavy Barrel. May only be fired on automatic from the hip or when the bipod is deployed on a solid surface. May be fired from the shoulder in semi-automatic only when the bipod is not deployed. Can carry 600 rounds loaded into Mid Caps. One per 8 men.

Light machine gunner - Carries a hopper fed support weapon. Must be a real world belt fed machine gun e.g. GPMG/RPK/M249 with a Bipod. May only be fired on automatic from the hip or when the bipod is deployed on a solid surface. Can never be fired from the shoulder when the bipod is not deployed. Can carry 2000 rounds loaded into the hopper. One per 8 men.

You cannot reload your magazines/hopper in the field except when stated in the rules below.

HQ and Field Packs

HQ areas are where the command team for the factions will predominantly be based over the course of the event. These areas can be used as a fixed point at which you can "respawn" and return back to the game when you are a dead player. Players may also remove bandages and reload their weapons magazines/hoppers. If the HQ is under direct fire you cannot perform any of the aforementioned actions.

HQs can only be attacked when a team has RECEIVED permission to do so from their HQ. Members of the Command teams are in contact with each other throughout the weekend and therefore will be aware if you have been given permission to attack their HQ (we secretly enjoy it when our teams are caught napping so we won't tell them).

Please do not attack any buildings/tents/structures inside a HQ area as it is very likely you are either stopping the team from running the event or more importantly potentially going to damage someone's tent/personal property. If you are attempting to defend a HQ area do not use any buildings/tents/structures as a defensive position for the exact same reason.

Field Packs are a special item which can be carried by units in the field. A field pack is a pack which must contain a flag. To use a field pack it must be placed on the ground and the flag placed outside of the pack. Once a pack is deployed it can be used for the following. If a field pack is under direct fire these actions cannot be performed

Dead players can "respawn" and return to the game.
Players can remove bandages
Players can reload magazines/hoppers

A field pack can be taken out of action. To do this opposing engineers simply have to place the flag back inside the bag and place one of their markers on the bag. DO NOT move someone else's field pack under any circumstances. Once a pack has been taken out of action it cannot be used again until it has been returned back to the players HQ.

Additional

One of the best pieces of equipment you can carry in the field is a small notebook and pencil, so the game rules can be cut and pasted in and any additional tasks, maps etc carried into the field. It's only a suggestion but could also be used as a diary of your battles over the years.

With just over 3 weeks left until our next Cold War Game Red Mist 4 - Operation Hirta  it's time for a bit of fun!So cap...
08/02/2024

With just over 3 weeks left until our next Cold War Game Red Mist 4 - Operation Hirta it's time for a bit of fun!

So caption this picture!

Next up is the guide to Soviet Motor Rifles Uniform.This is a BASIC guide to soviet kit, please use as a starting point ...
06/02/2024

Next up is the guide to Soviet Motor Rifles Uniform.

This is a BASIC guide to soviet kit, please use as a starting point for cold war airsoft games.

Clothing:

M69 He-Be tunic and trousers or KLMK/KZS-1 Oversuit (over anything khaki coloured as it can be seen through the suit). Wear a plan dark coloured or white T-shirt underneath. The red collar tabs and shoulder boards can be seen from a mile away so dont need to be worn.

Headgear:

SSh68 Helmet, Ssh40 Helmet, Pilotka side cap. Keep the pilotka on under the helmet for a more comfortable/realistic experience.

Webbing:

Webbing consists of brown rubberised belt and Y-Straps. The belt carries ammo pouch, grenande pouch, water bottle, e-tool and bayonet. Realistically ammo pouch, water bottle and gr***de pouch will look fine. Just an ammo pouch is acceptable.

A canvass gas mask bag can also be worn to carry ammo/bbs/gas/snacks or a gas mask if you really want.

Boots:

Ideally jack boots but these are hard to find and offer no ankle protection. Any black lace-up books will do the job, or just any boots that dont look too modern (please no trainers).

Weapon:

AK47, AMK, AK74 in all of the local and folding/solid stock varients you can think of. RPK or PK machine gun for support gunners or dragunov for snipers though you should check with the game organiser before turning up with a ‘specialist’ weapon, they are normally limited in game.

Avoid any scopes or silencers for ‘regular’ infantry. Any railed front ends should be burnt or at least covered in scrim…all the scrim.

For the kit guide don't forget our website https://coldwarairsoft.co.uk/soviet-motor-rifles-basic-impression/

Up next is our guide for US Forces!This guide is meant to serve as a starting point for any players wishing to undertake...
31/01/2024

Up next is our guide for US Forces!

This guide is meant to serve as a starting point for any players wishing to undertake playing as the US faction at the Red Mist series of games. The items in this guide have been chosen to allow best fit for uniformity, quality, authenticity, game balance, safety and comfort. For the purposes of the kit guide, this will be centered around a generic US Army infantryman impression, that can be easily adapted and suited to any environment or individual unit with minor tweaks.

Items are categorised from basic combat load to marching/existence load, along with optional but highly recommended equipment for field camping, cold/wet weather, and to improve the user’s combat performance. Items are categorised in order of preference, from the top (“best”: highest quality, most authentic, most uniform), to the lowest (“acceptable”: given budget and availability of certain items).

Items with an asterisk (*) are considered the most preferred among any available options within each tier list. Photos are provided in order to let prospective players more easily identify the pieces of equipment to look for.

Headwear
Headwear in this category is meant to accompany the uniform, both for practicality, as well as to offer lightweight fighting gear.

Best
*US Woodland cold weather or hot weather Patrol cap

Better
*Repro patrol cap, US woodland boonie

Note: The correct patrol cap should be an Army style (round) patrol cap, NOT the 8-pointed USMC-style Utility Cover.

Combat Uniform
The standard combat uniform is the venerable Battle Dress Uniform (BDU). This is available in both a 50/50 Nylon/Cotton twill or a lighter, quick-drying, hot weather ripstop variant; either is acceptable. Uniform will ideally be badged in US Army style, but is not required.

Best
*Authentic US Government-issue (USGI) Woodland BDUs

Better
Reproduction BDUs (*Helikon, Propper, *Tru Spec, MFH, Teesar, MilTec, etc)

Acceptable
*ERDL fatigues, Foreign issue Woodland BDUs (Modern Russian, *Dutch, etc), ACU-cut Woodland uniform Notes: Desert, ACU/UCP, Multicam/MTP, or Marpat uniforms are NOT acceptable. The uniform will be ideally worn with a light brown undershirt. Never, ever,do up the top button on your BDU, unless you are an extra from a low-budget action show or an Eastern European conscript. If your neck is cold, wear a scarf.

Load-Bearing equipment
Load bearing equipment encompasses any means of carrying a fighting and existence load.

Webbing
Your webbing is your lifeline, and will carry your fighting load along with any other supplementary equipment. Ensure your belt fits properly resting on your hips, allowing some slack for additional clothing layers. Your belt and harness should be as low as possible so you can comfortably wear a rucksack. Don’t be too tempted to load up on pouches; make sure your front is clear so you can lie prone and still access your ammunition pouches from the side.

Best
*Full set of ALICE webbing, consisting of the following:
– ALICE Y-Harness, M67 H-harness, M56 H-Harness (Any preferred)
– 2x Universal ammunition pouches (Four recommended)
– 2x canteen pouches, each with 1-quart waterbottle
– M56, M61, M67, or ALICE Three-day Training buttpacks (Any preferred)
– Duckbill (LC2), ball-and-clasp (LC1) pistol belt (Any preferred)

Better
*USGI US Woodland Load Bearing Vest (LBV) with LC2 or IIFS pistol belt and IIFS Buttpack
*Foreign-issue ALICE-compatible webbing (Austrian or
*Belgian H-Harnesses, Italian or Yugoslavian Y-harnesses)
*Fastex buckle (IIFS) Pistol belt Reproduction ALICE webbing/pouches

Acceptable
Olive drab belt kit, non-MOLLE belt kit Note: Avoid camouflaged pouches (with the exception of the IIFS buttpack), especially if you are piecing webbing together from foreign or reproduction copies. All original GI webbing is in OD nylon or canvas only.

It is recommended you pass over the Enhanced Load Bearing Vest (ELBV) over the (older) Load Bearing Vest: the ELBV is easily distinguished by its mesh main panels and slanted ammunition pouches. The mesh is prone to tearing and the slanted pouches make reloads difficult.

Footwear
Recommended boots for extended wear in the field.

Best
*USGI DMS boots
*USGI Intermediate Cold Wet boots Matterhorn boots German para boots British Assault boots. Any quality, military issue full leather black boots will fill this role.

Acceptable
“Modern” Black leather and nylon boots (Magnum, etc)

USGI Jungle boots

Note: Desert, suede, or MoD brown boots are not acceptable. Jungle boots are authentic and period accurate, but will be of little use in cold/wet weather, as England tends to be. Consider your options carefully, or invest in waterproof socks (see further down in guide).

Body Armour
Body armour systems are optional for wear at Red Mist, but do work within the game mechanics, allowing the wearer to take an extra hit per piece of armour worn.

Best
*GI PASGT Helmet, M1 helmet

*GI PASGT vest, M69 flak vest

USMC LWH

Acceptable
Repro PASGT helmet, foreign made flak vests (British or *Israeli M69), *foreign PASGT copies (Italian, German, etc)
Note: All helmets will always be worn with a US woodland helmet cover correctly fitted. M1 helmets may have an ERDL or Mitchell cover. No MICHs, ACHs, Protech, FAST, Airframe or similar type helmets. Likewise, no foreign made helmets are acceptable unless direct copies of PASGT or M1 helmets. PASGT helmets may have internally upgraded suspension and chinstraps, such as a three or four-point chinstrap and cushion pads like on the MICH/ACH and LWH.

Weaponry
A trusty rifle can make all the difference in the world when Ivan turns his ugly head. The M16 saw the US through Vietnam and is still in service today.

Best
*M16A1

Better
*M16A2 M16A3/A4 with carry handle attached

Rail-less carbines with fixed carry handles (M4A1, *XM177, *M653, M723, M727, etc)

Acceptable
M14, *M3 Grease gun, MAC10/11, M635 9mm SMG, other NATO issue weaponry (MP5, etc)

Note: Weapons should be unpainted, and with normal furniture. Avoid Pmags, and other non-GI-type accessories, especially anything tan coloured if at all possible. Ensure your weapon has a suitable sling installed. Good examples are the USGI nylon black silent sling and the OD nylon or canvas Garand sling. Avoid modern slings (Vtac, etc) or three-point slings if at all possible.

Specialist weapons systems
As a US infantryman, you may very well undertake specialist roles requiring specific weapons systems. This guide will serve as a primer for specialist role weapons

Best
M203 Gr***de launcher
Will be carried underslung to an M16A1 or M16A2, with the matching heatshield. Rail-mounted or standalone variants are not acceptable. The M203 should ideally be mounted to a full-length rifle, rather than a carbine.

M249 Squad Automatic Weapon
Mk1 fixed skeleton stock variant only; no para, Mk2, Mk48, or railed variants

M60 Machinegun
VN (original variant)

M9 Pistol (Beretta M92FS)
Non-railed military model, black finish

M1911A1 Pistol
Non-railed GI model, grey finish

M21 Sniper Weapon System
Polymer or Wooden finish M14, with telescopic sight

M24 Sniper weapon system
With appropriately configured polymer adjustable stock and telescopic sight

Acceptable
M60E3/E4 (Foregrip) variants

M9A1 (Railed)

1911 MEU, 1911 Series 70

Note: Any plain, black or grey medium-frame sidearm will fit the bill if you must bring one. Ensure you have a properly fitting holster, ideally a USGI M12 or black leather M1916 holster. The M79 gr***de launcher is generally not acceptable. Grenadiers will wish to carry their gr***de munitions in the M79 grenadier vest or the later issue grenadier LBV

For more information check out
https://coldwarairsoft.co.uk/united-states-of-america-usa/

Or

Cold War Airsoft - US Forces War Room

The next in our series of kit guides covers the forces of the German Democratic Republic (DDR) also known as the Nationa...
25/01/2024

The next in our series of kit guides covers the forces of the German Democratic Republic (DDR) also known as the Nationale Volksarmee (NVA).

As before this is intended as a simple basic guide to get players to a good standard of kit which can be built upon. We have many sets of DDR uniforms including helmets and webbing available for use over the weekend for free for people want to come and get a feel for the game before investing heavily into the kit.

More illustrations can be found here https://coldwarairsoft.co.uk/east-german-motor-rifles-circa-1983-summer/.

Please note we are in the process of updating this website so some information regarding events will be out of date.

M56 Helmet
The distinctive silhouette of the M56 helmet is a defining feature of the NVA Motor Rifleman. It can be worn with a stritchtarn cover or a net, the latter being more appropriate for the 1980s. The helmets are heavy but surprisingly comfortable, though they do ring like a bell if struck by a BB.

Woolen oversees
When the helmet is not being worn it should be replaced by the grey woolen oversees cap. A professional NCO or officer wheres a very similar gabardine version.

Webbing
Webbing consists of a grey Dederon (Nylon) webbing belt and Y-Straps. The belt is not worn on the waist but higher around your belly button and the Y straps go between you neck and shoulder boards (dont cover them!). Standard rifleman equipment would be (left to right):

Front Left: Bayonet – East German type, always black not brown like the Soviet models.
Rear, left of Y Strap: Canteen – Plastic canteen with Stritchtarn cover and grey aluminium cup.
Rear, right of Y-Strap: Entrenching Tool – Most common was a folding type with a grey plastic skeletal holder. There is also a version with stritchtan cover and grey straps, or the earlier version witha straight handle and black leather skeletal holder.
Front Right: Four Cell Ammo Pouch – Stritchtarn pouch with grey straps. There are several versions but most common is the curved type for Mpi-KM or the later Mpi-74N type whioch has an additional small pouch on the side for the cleaning kit.

Gas Mask
The green rubberised gas mask bag was always worn with the field uniform and sits under your left arm. It has a waist strap that sits under your webbing belt (dont get it hung up on your e-tool!).
The gas mask bag always goes on last so it sits over the top of your webbing.

The bag should contain:
Gas Mask (SchM41M or M10 for NCOs/anyone that needed to talk)
Filter
Filter Hose (covered in grey fabric)
Gas Cape (green plastic poncho)
Anti Fog Stickers for mask
Rubber Gloves
Thin cotton gloves (worn under the above)

…Though for airsoft purposes its great for ammo, lunch, gas, speedloaders, batteries, extra water etc.

ABC Protection Suit
When issued the grey rubber NBC suit (rolled up and in its cover) sits on the shoulders connected to the Y-straps. The attachment is a little tricky so best to get a friend to help. The suit is punishing to carry as its heavy, will bounce around and try pull your webbing over your head when you get up from prone. Even worse is trying to actually wear the suit, unless you’re into that kind of thing…

Jacket
Stritchtarn Tunic – There are several cuts of the standard stritchtarn jacket available but the most important thing is that they have two small holes and a loop on the shoulders to fasten the shoulder boards in place. If the holes and loop are missing you are probably looking at a later ‘UTV’ uniform which was not widely issued before the collapse of the DDR. There are buttons in the collar to attached a collar liner which was supposed to be changed every day (still better than sewing one in like the Russians!). Leave your top button open so your CO can check that collar liner.

Jackets from the 1970s are a nicer cut and have exposed grey buttons on the sleeve pocket and re-enforced elbows. Later 80s versions have covered buttons but lack the elbow re-enforcement and tend to be a looser fit. All field uniforms were designed to be oversize anyway to accommodate the woolen service uniform underneath in cold weather so dont worry if it looks baggy.

Shoulder boards are always the grey and brown subdued type with a grey plastic button. Unless you have a specific in-game role its best to stick to the enlisted ranks: Soldat, Gefreiter or Stabsgefreiter. There is an excellent Wikipedia page for ranks of the NVA.

Undershirt
Standard issue DDR ‘underwear’ was a white long-sleeve t-shirt and long johns. This was often replaced with self-bought items so any t-shirt is acceptable so long as the colour is neutral.

Trousers
Like the tunics, trousers come in several cuts with the 1970s version being the nicest (exposed buttons on the leg pockets). Trousers sit high on the waist and must be worn with braces. Although counter intuitive the trousers should always go over the boots, not tucked in.

Footwear
Enlisted men wore leather jackboots with thick socks or foot-wraps. Officers and professional NCOs wore a taller version of the same made from nicer leather. The foot-wraps are not the same as the Soviet version, instead they are a square of soft flannel that can be put on quickly and are actually quite comfortable as they stop the boots slipping.

Please note, though jackboot look the part they offer no ankle protection and very little grip. The sensible option for airsoft is to exchange them for any military style lace-up boots.

Weapon
The most common was the Mpi-KM, basically an East German made AKM with distinctive brown plastic/Bakelite furniture. Later a version of the AK74 was also used.

For airsoft any AK variant would be acceptable, though full stock types are preferred. RPKs were also used in every squad (x2) and the only difference to load-out is a longer mag pouch and the removal of the bayonet.

The SVD Drugunov rifle was not used in any significant numbers by the NVA so should not be used – take a look at the Soviet section instead!

The first in our series of kit guides is going to cover British Forces, specifically Army Infantry Units.The aim of this...
17/01/2024

The first in our series of kit guides is going to cover British Forces, specifically Army Infantry Units.

The aim of this guide is to provide a reference point as to the basics of this loadout and not as an exhaustive treatise on the subject. By following this guide you will be able to have a good standard of kit upon which you can build as time progresses.

The most important part of any British Loadout of this period is the jacket known as a smock. There would be of the earlier patterns which are known as 68, 84 and 85 patterns respectively. These are in DPM material and are identifiable by the shoulder epaulettes and use of only button pockets on the chest. 84 and 85 pattern smocks are the easiest ones to find second hand. 68 Pattern smocks are harder to find second hand however reproduction ones have been produced recently by WPG. The colours of the DPM pattern tend to be significantly lighter than the later more modern smocks.

For wearing underneath the smock there are a number of options, the most accurate would be a KF shirt however these are notoriously itchy and could be easily substituted with a green cotton shirt. Norgies, Tropical DPM shirts or even just plain T-Shirt (preferably a dark or muted shade) are also perfectly acceptable.

Trousers would also be from the earlier DPM patterns (68,84,85). As with shirts there are also a few other options here which would be appropriate. Green Lightweights were commonly worn instead of DPM Trousers during this period. Tropical DPM Trousers are also another option here. Tropical DPM is identifiable by its bright almost lurid shades.

For webbing players need to be using 58 Pattern Webbing, this is widely available and can be picked up very cheaply and easily. A full set of webbing consists of a Belt, Yoke, 2x Ammo Pouches, Water Bottle Pouch, 2x Kidney pouches, a poncho roll and a backpack which is attached to the yoke. While we prefer a full set which you can use to carry everything you need for the weekend the minimum that a player will require is the belt, yoke, ammo pouches and water bottle pouch which will allow the player to carry what is required for fighting in the field.

For headwear there are various option. The best option is a helmet. The appropriate period helmet is known as a "Turtleshell" helmet due to its shape, these are also know as MK3, 4 or 5 helmets (the differences are externally not noticeable), the helmet wants to be cover in a layer of Hessian with a helmet net. This net them wants to be liberally covered in scrim which should hang down the back of the helmet covering the neck. Other headwear options are a peaked DPM "crap hat", a plain green beanie hat or a beret. Most people who wear berets wear a Rifle Green beret. If you decide to wear a beret it is important that it is properly shaped! Guides of how to do so are widely available online, make sure the guide is on how to shape a beret the British way and not the same way as the abominations permissable in less civilised nations.

For boots we only ask that people wear black leather boots. The period correct issue boots are known as DMS boots which are ankle high and are not particularly comfortable or providing of good ankle support. Boots particularly ankle high ones can be supplimented by A pair of Puttees which are brown woollen wraps which provide better ankle support and prevent anything from getting into your boots or up your trouser leg. Good ankle support is recommended to players so to most people I would recommend a good pair of high top black boots.

Finally we come to weapon options which I will break down according to which class can use them. Please note that all weapons should not have Picatinny or similar modern rail systems. If an AR15 variant it must have a carry handle rear sight as well as a traditional foresight.

Rifleman/Medic/Radio Operator/Engineer
Preferred - L1A1, Sterling SMG or L85A1
Alternatives - FN-FAL, M16A1, HK33 or G3. At a push a carbine length AR platform is acceptable.

Support Gunner
L86 LSW or L4 Bren

Machine Gunner
GPMG

Sniper
L42 or L96A1

Please note that the weapons requirements for specialised roles are more restrictive. This is because they are only a limited number of spaces on the team for these roles and as such anyone wanting to play these must ensure they have the appropriate weapon.

A more detailed version will be uploaded to our website https://coldwarairsoft.co.uk/ shortly along with the other information on the site being brought up to date!

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Peterborough
PE67DG

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Thursday 9am - 5pm
Friday 9am - 5pm
Saturday 9am - 5pm
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+447854277264

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