Reverse Tug of War (RTW)Rules: How to Play and Win
- Ronin

- 2 days ago
- 6 min read
RTW is one of the easiest airsoft game modes to understand and one of the hardest to play well. The idea is simple: push the other team backwards by winning ground, holding key points, and keeping your own line from collapsing. The fun comes from the pressure. Every metre matters, every respawn changes the fight, and a quiet flank can swing the whole round.
Unlike a basic team deathmatch, RTW gives both teams a clear reason to move. Sitting still rarely wins. Charging without a plan rarely works either. Good teams learn when to press, when to hold, and when to reset before they lose too much ground.

What RTW means in airsoft
RTW is a territory game. Two teams start at opposite ends of the field and fight to push the opposing side away from a centre line, objective zone, series of checkpoints or capturing and moving a marker .
The exact layout changes from site to site, but the heart of the mode stays the same:
Gain ground by capturing and moving the marker forward.
Hold it long enough to matter).
Deny the enemy team a clean advance.
Keep pressure on until they run out of space, time, or respawns.
How to play RTW with moving spawn points.
A good RTW game should feel like a tug of war. The front line shifts forward and back. Teams can recover from a poor start, but only if they communicate and stop gaps from opening.
The Basic RTW rules
These rules give you a clean starting point. Fields can adjust them for player numbers, terrain, or event style, but this version works for most casual and club games.
Team setup
Split players into two teams. The teams need not be even. A team with fewer players can still dominate if all the experienced players are on one side.
Each team needs:
A starting base or spawn
A clear direction of attack
Markers for the centre line and key control points
A simple way to identify teams, such as armbands or tape
For smaller games, one central objective works well. For larger games, use three lanes or three control points so the whole field gets used.
Starting the round
Both teams begin at their own spawn or start line. On the whistle or marshal call, players move towards the centre and try to establish controlcapt by capturing and moving the Marker Forward (in AHB this would be a Blue 25L drum).
A common rule is that no player may shoot before leaving the start area. This stops long-range opening shots from turning the first few seconds into chaos.
The first minute often decides the shape of the game. Fast players usually grab early cover, and may well make it to the marker, while support players fill in behind them.
Hit rules
Standard airsoft hit rules apply unless the field says otherwise.
A player is hit when a BB strikes any part of them or their carried gear. That usually includes:
Body
Vest or webbing
Helmet
Pack
Replica airsoft gun , in AHB Gun Hits Dont Count
When hit, call it clearly, raise a hand or dead rag, and follow the respawn rule for that round.
Honest hit calling matters more in Force Back than in many other modes. One ignored hit can hold a lane unfairly and stall the whole game.
Respawn rules
Respawns shape the pace of RTW. Pick one system and explain it before the game starts.
Common options include:
Respawn type | How it works | Best for | |
Timed respawn (Mobile respawn ) | Hit players wait for a set time at the mobile respawn, then re-enter | Larger games with steady flow | |
Wave respawn | Players return in groups every few minutes | Larger games and organised pushes | |
Medic respawn | A teammate tags or counts a hit player back in | Slower, more tactical rounds | |
Fall-back respawn | Hit players return at the furthest friendly rear point | Strong territory-based games |
For RTW, fall-back respawns often create the best feeling. As one team loses ground, their respawn moves back. This makes the pressure feel real without needing complex scoring.
Winning the game
There are three common ways to win.
Push to the enemy base
One team wins by reaching a marked line near the enemy spawn and holding it for a short count. This creates a clear finish and suits short rounds.
Hold the most ground when time ends
The marshal checks which team controls the most markers, flags, or field zones. This works well when time is limited.
Force all enemy players into their final zone
The attacking team wins once the other side can no longer move forward from its last defensible area. This version feels intense, but it needs good marshals to keep it fair.
A clean RTW ruleset should state the win condition before the round begins. If players do not know what success looks like, they will drift into random firefights.

How to win RTW
Winning RTW takes more than shooting straight. Teams win by controlling space, timing respawns, and keeping pressure balanced across the field.
Move in pairs and small groups
Solo runs can work for quick flanks, but most ground is won by pairs and small groups.
A simple three-person group can do a lot:
One player watches ahead.
One player watches the flank.
One player moves to the next cover.
Then they rotate. This keeps eyes up and reduces the chance of the whole group getting hit at once.
Large blobs of players feel powerful, but they are often easy to stop. One good angle can pin everyone. Small groups spread the threat and make the enemy react in more than one place.
Win the first contact without overcommitting
At the start, teams often sprint to the middle and trade shots. The goal is not just to get there first. The goal is to arrive ready to hold.
If your team wins first contact, do not all rush forward at once. Leave players watching the lanes you just crossed. Otherwise, one flanker can walk behind you and undo the whole push.
If your team loses first contact, do not feed the same lane one by one. Wait for a respawn wave, gather three or four players, and retake the position together.
Keep the front line connected
A RTW team loses when gaps open. If the left flank falls and nobody notices, the centre usually gets hit from the side a minute later.
Use simple callouts:
Left side strong
Centre needs help
Right side falling back
Enemy moving wide
Hold this line
Push on my count
Do not flood the field with long explanations. Short calls travel better through masks, wind, and BB fire.
Use pressure and pauses
Constant attacking drains players and burns respawns. Constant defending gives the other team time to organise.
Good teams change rhythm. They pressure one lane, pause behind cover, then push another lane while the enemy is still looking the wrong way.
A useful pattern is:
Put steady fire on a visible position.
Send a small group wide.
Wait for the flank group to get close.
Push from the front and side together.
Hold the captured ground before moving again.
This is the core of Airsoft Rules in practice. The rules create the contest, but timing wins the ground.
Protect your respawn flow
Players coming back from respawn should not wander into random spots. They should feed the part of the field that needs help.
If the centre is holding but the right side is folding, returning players should move right. If a flank has just succeeded, respawning players should reinforce it before the enemy counterattacks.
A team leader does not need to command every player. One clear voice near spawn can help a lot:
“Two go left.”
“Centre is full.”
“Right side needs bodies.”
“Wait for three more, then push.”
That small amount of direction stops panic and keeps the team from wasting fresh players.
Common mistakes that lose RTW games
Some mistakes show up again and again. Fixing them can change a team’s results quickly.
Chasing hits instead of ground
Eliminating players feels good, but RTW is about territory. If you hit three players and never move up, you have not gained much.
After winning an exchange, ask one question: Can we safely take better cover? If yes, move. If no, hold and call for help.
Ignoring the flanks
The centre usually gets the most attention because it looks important. Flanks win games because they change angles.
A small flank does not need to eliminate the whole enemy team. It only needs to make them turn, hesitate, or leave strong cover.
Pushing without rear security
When everyone surges forward, the back line disappears. Then hit players return from respawn, find no structure, and walk into confusion.
Leave someone behind to watch lanes, guide respawns, and stop sneaky counter-pushes.
Arguing during play
Disputes happen in airsoft, but arguing in the middle of RTW hurts the game. Call for a marshal and keep playing if safe. Long arguments freeze the front line and frustrate everyone nearby.
RTW works because it gives airsoft a natural story. One side pushes, the other digs in, then the line shifts again. Play it with fair rules and smart teamwork, and every round feels different.
Scott Tuck
aka Ronin
Airsoft Hawkes Bay































Comments