With the growth of our hobby over the last few years, people are starting to look at playing with toy blasters a bit differently. There are large, organized Nerf battles all over the country, where the original idea was to just have fun with blasters and plinking around with friends. With those larger games come more organized game types like king of the hill, capture the flag, flux, and many more that I look forward to showing all of you in the future. There is nothing wrong with having fun at home with Nerf blasters, and I know that I do. But there’s something more enjoyable about playing with a group of people for a game where you all work together towards a common goal. In this first articlefrom my Nerf war footage series, well explore the conceptof teamwork on the battlefield.

Teamwork with Toys?Communication between players is the foundation of Nerf battle teamwork. This leads to cooperation. This cooperation can make or break a game. I have chosen to share the video below with you because it shows how that happens. Were playing a game type called payload, where each team takes a turn moving an objective(in this case, one of the moderators), from one side of the field to the other. The team who pushes the object to the opposite side of the field the fastest wins.

In the video, our team is on defense after already finishing our attacking side, where we were unable to move the objective to the end of the fieldmeaning we now have to prevent the other team from getting further than we did.To make things a little harder, our team was outnumbered, and there was a disparity in blasters between our team and the other. Our team had many players using Hammershots and other low-capacity, front-loading blasters that were slow to fire, while the other team used flywheels and powered blasters with higher capacities.

This series of problems reminds me why I love to see teamwork and cooperation in the field. Youll see towards the end of the video how our team sets up a bubble around the objective, where were constantly yelling to each other whats going on and what we see, so we can always react accordingly. This made the game feel intense and balanced, and showed that players are equally important than the blasters they choose. It also resulted in a very close game at the end.