Airsoft Force Tracking is designed around a simple but powerful hierarchy that adapts to any type of game – from casual Sunday skirmishes to large, multi-hundred-player events.
The goal is clarity without rigidity.
Player Hierarchy & Roles
The Player Hierarchy & Roles system in Airsoft Force Tracking is an organizational layer responsible for structuring players, command chains, and team coordination during an event. It is not just a list of groups — it is a dynamic operational model designed to support large-scale airsoft and milsim scenarios.
The hierarchy operates in real time and can be modified during gameplay. New teams can be created, structures can be reorganized, player assignments can change, and operational groups can be formed on the fly depending on tactical needs.
At the top of every event sits the Admin Army, representing the organizer layer responsible for configuration and overall scenario control.
Army and Team Structure

Each army in the system has a single Team HQ, which acts as the central command node of that army. The HQ has special permissions and is responsible for building and managing the internal structure.
The HQ can create any number of teams and define a hierarchy of arbitrary depth:
- a flat structure (HQ → all teams directly under HQ)
- or a deep hierarchical structure (HQ → divisions → companies → platoons → squads)
Each team has exactly one parent team, meaning the internal army structure always forms a tree.
This model allows the system to support both small skirmishes and large-scale milsim operations.
Hierarchical Team Organization (HQ-Controlled Structure)

Teams within an army can be organized into a hierarchical structure controlled by the Team HQ. The HQ is responsible for defining how the army is internally divided and how command flows between units.
This structure is fully flexible and can be adapted to the scale and style of the event. The HQ can create a flat organization where all teams report directly to it, or build a deep multi-level hierarchy consisting of divisions, companies, platoons, and squads.
Each team has exactly one parent team, which ensures a clear command chain and prevents ambiguous relationships within the structure. This makes the hierarchy predictable, easy to manage, and suitable for both small skirmishes and complex milsim operations.
The HQ can modify this structure dynamically during gameplay, allowing the organization to evolve in response to battlefield conditions, strategy changes, or reallocation of forces.
Task Forces (TF) – Operational Layer
In addition to the hierarchical tree structure, the system provides a parallel organizational layer called Task Forces.

A Task Force:
- is a flat structure (a list of teams, not a hierarchy)
- can include teams from different branches of the army tree
- operates independently from the hierarchy
Task Forces are used to create dynamic operational groups, for example:
- an assault platoon composed of units from different companies
- a sapper team combined with engineers from another division
- logistics support paired with vehicles from separate structures
The HQ can freely assign teams into Task Forces, forming flexible mission-based groups tailored to the scenario.
Map Scope & Visibility
The AFT map system allows users to control the scope of visible information, directly supporting different command levels.
Users can switch the map view between:
- their own team
- the parent team
- the entire army
- a Task Force
This enables:
- teams within a TF to operate on a shared tactical map view
- reduction of information overload for lower-level users
- full situational awareness for HQ and organizers
Scope applies to player icons as well as tactical objects such as markers and zones.
Communication System (Chat)

The application includes a built-in communication system aligned with the organizational structure.
Available channels:
- Team Chat – internal communication within a team
- HQ Chat – command-level communication and announcements within an army
- Organizer Chat (Admin Army) – global event-wide communication channel
- Task Force Chat – communicate all teams assigned to one TaskForce
The chat supports:
- text messages
- text + image messages (e.g., situational photos, field reports)
At this stage, the system does not include an order/task execution mechanism — communication is informational and operational in nature.
You can read more about this functionality here.
Dynamic Structure During Gameplay
One of the key characteristics of the system is its dynamism. The structure is not locked once the game starts.
During an event it is possible to:
- create new teams
- reorganize the army hierarchy
- reassign players between teams
- create and modify Task Forces
This allows the system to reflect real tactical and organizational changes occurring during live operations.
Summary
The Player Hierarchy & Roles system is not just an organizational feature — it is an operational layer of Airsoft Force Tracking. It combines a classic military-style command tree with flexible task-based grouping and real-time restructuring.
This enables both casual airsoft games and complex milsim operations with large player counts and dynamically changing command structures.


