The Elemental Paradigm
League-based indoor airsoft is played by two opposing five-man squads, or “elements,” which try to eliminate each other using tactics and strategy. This guide was written to help elements, new and old, identify the roles of their members so that they can develop into better, more coordinated units. This guide does not assert that all players should fit into one of the elemental roles, or that utilizing these roles guarantees victory over other strategies. It is merely intended to pass on knowledge that has brought success to the veterans of indoor airsoft who helped develop it.
Elemental Roles
Pointman – PM
The role of a Pointman in an element is summed up in one word: displacement. More specifically: forcing the redistribution of enemy forces by swift, threatening maneuvers in order to have them eliminated by a friendly DM/AS or, in some cases, the Pointman himself. It is best to think of the PM as the front tip of a delta or wedge formation. The PM is always nearest to the enemy relative to the rest of his element and uses this proximity to disrupt the enemy formation. A PM may use either stealth or intimidation to accomplish this goal.
A stealthy PM will maintain his forward position while evading enemy fire and staying relatively out of sight. Quietly, this PM will keep his back to cover and read signals from his AS or DM to locate enemies for displacement. Once he has located an enemy, the PM will use speed and superior reflexes to achieve a kill angle on the target or, if the circumstances permit, he will execute a safety kill on the target.
A PM who prefers intimidation over stealth will displace the enemy using raw firepower instead of relying on spotting from his element. This intimidating PM will use short bursts of fire to coax enemies out of cover through fear. When an enemy attempts to relocate, either to escape and retreat from the PM or to try for a kill angle on him, the PM’s friendly spotters will be able to take that target down.
- Qualities of a Good Pointman:
- Reflexes
- Speed
Assaulter – AS
Assaulters are the core of any element. These players must be familiar with mid-range combat, they must possess knowledge about the roles of their squad mates, and they must be able to effectively relay messages through the element. The very best Assaulters are able to adapt to casualties and other combat dynamics that cause them to alter their role on the fly.
Assaulters hold the middle ground of an element’s formation, behind the PM and in front of the DM. They act as spotters for all members of the element, relaying messages to other squad mates in better positions to neutralize targets. They provide rush-protection for the DMs and ensure that targets designated by the PM are taken out.
Assaulters are not concerned with stealth, but instead utilize communication and coordinated strikes to bring victory to the element.
- Qualities of a Good Assaulter:
- Communication
- Survivability
Suppressor – SAW
Suppressors, or players who claim the title of “Squad Automatic Weapon,” are a unique brand of equipment-specific players who can give an enormous tactical advantage to their element if deployed properly. If the position of SAW is not played properly, or with little understanding of the role, it can be a complete waste of a squad member.
Suppressors must have absolutely no problem going through ammo, magazines, and even batteries more often than their squad-mates. An effective SAW turns the chaos of the battle into a perfect order where the other members of his element can fulfill their roles unhindered. This order is manifested through consistent, well-placed firepower that acts as blanket cover for the element.
Suppressors face two major pitfalls that can cause them to become completely ineffectual. First, if he fails to maintain consistent, sustained firepower. An enemy team of any skill can identify an element’s SAW before a match and will be waiting for this player to leave a prolonged lull in his suppressive stream. If the SAW allows such a lull to be taken advantage of, he is of no use to his element. Second, a SAW must never back down in a direct firefight. If a SAW is being engaged by the enemy he may momentarily take cover to avoid being killed but not returning fire for more than a few seconds is never an option for a SAW.
- Qualities of a Good Suppressor:
- Aggression
- Courage
Designated Marksman – DM
Designated Marksmen are the glorious secret weapons of an indoor airsoft team. The methods of traditional snipers are incongruent with the indoor airsoft element paradigm. However, their cousins, the Designated Marksmen, are a necessity for reigning supreme in an indoor league.
A skilled DM will often end up with more kills than most of his team put together due to his superior range and marksmanship. The role of a DM is based on responding to messages from his PM/AS and punishing any wrong move by the enemy with a well placed shot. The number one priority of a DM is to keep his squad mates alive because they are the only thing keeping him alive. Unlike the snipers of outdoor airsoft, a Designated Marksman is generally weaker as last man standing. If his formation is broken at any location, a smart enemy will exploit the opening to find an exposed angle on the DM to take him out. If enemies are allowed to rush the DM and mitigate his range advantage, then a swift death is almost certain.
The rule of thumb for the element paradigm is: the first team to lose their DM will most likely lose the match.
- Qualities of a Good Designated Marksman:
- Marksmanship
- Patience
Elemental Focus
The ideally well-rounded element has one player fulfilling each role; the fifth player also plays one of the four roles and sets the focus of the squad. The role that is fulfilled by two players signals the stance of the entire element.
An element that plays with two PMs is an extremely aggressive squad that can find itself earning quick victories by launching two pronged attacks and putting their enemies completely off balance. Their weakness would be coordinating the support of two forward units.
An element that deploys two Assaulters will often outlast its enemies and remain effective even with heavy losses. The pitfall here would be finishing the match and avoiding over-entrenchment.
If an element brings a pair of SAWs to the fight, they should be able to control the match and move around the battle with impunity. They may find trouble when it comes to pulling off accurate kill shots and avoiding enemy DMs.
A pair of DMs in an element signals precision strikes that will decimate careless or even slightly uncovered enemies. This element will need to watch out for fast moving, aggressive foes that could out-maneuver them.
Elemental Breakdown
If you’re lucky enough to be on a team with experienced, skillful players, you may find yourself on a winning streak where your element takes little or no casualties. This season, however, can never last. Other teams will continue to practice and improve their skills to the point where they will eliminate you and your squad mates (if this doesn’t happen, you’re cheating) and at that point you need to have a “plan B.” As the members of an element learn and explore their roles, it is vital that they choose a secondary role that they become familiar with. As an element takes casualties during a battle, players must be able to alter their play style to fill the void left by their fallen comrades. Players should not choose a secondary role that would require them to drastically change their position in the element’s formation (e.g. a PM should not attempt to switch to DM mid-match.) While this is important for all roles to do, it is doubly important for the AS. A great deal of an Assaulter’s role is dedicated to surviving the early game so that if any of his team mates are eliminated he can fill one of their roles late in the match. Having players available in this way as an “option play” is critical to success.

Recent comments and posts
7 hours 36 min ago
8 hours 24 min ago
8 hours 33 min ago
8 hours 34 min ago
10 hours 5 min ago
11 hours 44 min ago
20 hours 45 min ago
20 hours 58 min ago
21 hours 49 min ago
23 hours 28 min ago