To elaborate on Semlohwerd's (I think I got that right) point,
Semlohwerd wrote: I play airsoft to have fun, and i know most other people do too. Don't station any group of people somewhere "just in case." Everyone came to play and its up to you to make sure they get their money's worth.
A self analysis and team analysis goes a long way in the determining where your influence begins and ends for your teams, you are not playing a RTS video game where everyone is going to follow your directions regardless of whether they are bullshit or not. Evaluating teams cohesion, whether or not they will follow directions from you, play style and mentality, and proficiency are just a few things to take in to account when planning and guiding your teams. Once you have determined your teams capabilities, and where they are willing to go for you; you can then start to orchestrate your group of motley airsofters into something cohesive. (I have not been to a game where this has been achieved, this is alot easier to say then do)
So to try and make the passage above into actually useful information and not just a bunch of garbled information spewing from my brain to the keyboard in an in elaborate fashion, let me try and make an example.
Player "Joe" has been playing airsoft for while, (Lets say a few years) he has relatively good set of equipment, knows the ins and outs of airsoft, and has a pretty good public reputation for being chill when not playing and serious when playing the game. Joe has done his research about basic infantry tactics, and has rehearsed them on video games, so he gets the general gist of how to manipulate his fire teams, squads, and heavy weapons to kick some serious (albeit virtual) ass.
Joe volunteers to be CO for a pretty basic game at TT, based around an attacker seizing and series of bases and pushing the defenders back. Joe gets the general gist of the mission, and prints out a map, and the mission statement and shows up on Saturday. After talking to the game admin and getting a head count, Joe finds he has few squads, and alot of players not affiliated with any teams at all. Joe then goes around to each of his teams, evaluating them to determine how he can actually guide them to play a part in the bigger picture. (We can discuss how to evaluate later, this is a more in depth concept than I thought it was originally)
He finds he was very few teams, if any, that are the squared away (Good equipment and comms, willing to follow directions, cohesive within the squad, and eager to play the game as more mil sim than paint soft). He has a few teams that are well equipped but not very cohesive (More to play dress up and play the game as a game) and a lot of players that dont have any teams and just want to run and gun.
When Joe looks at the roster he made when he was walking around, he realizes something very important, this is more of a town militia than a military force. Joe also realizes, that not only does he have to concern himself and plan about out thinking and defeating the enemy, but also how to keep his players happy and motivated to follow directions.
So, in tune with the philosophy that if Life gives you lemons, make Lemonade, Joe establishes a working rudimentary comm system, gives the team leaders a rundown on his plan, takes suggestions into account then makes a decision on the final battle plan and informs the squad leaders before the leave (Trying to get everyone on same sheet of music) When Joe is making decisions, he factors in the team itself and who they are, so he is not going to send in cohesive units on secret mission, and not send cohesive units into a maw of fire fights where the casualty rate is high.
Ok, I have to go, and I just briefly read through all of that. And frankly, I dont think it will be that helpful due to the poor structure of writing and lack of emphasis on a particular point. I can explain the concept better in person (Skype would work), my writing skills suck ass. Anyways, have a nice day, and if you can decipher any of this, all the more power to you.