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SpeedyToys.com Guide to Airsoft Guns
Table of Contents
Chapter I: What is Airsoft?
a. History - History of Airsoft
b. How to play
Chapter II: Types of Airsoft guns
a. Spring
b. Gas
c. Electric
Chapter III: Common Uses
a. Indoor Target Practice
b. Replicas of real guns
c. TV / Movies
d. Gun Collectors
e. Fun with Friends
f. Skirmishes
g. Teams / Leagues
Chaper IV: Airsoft Accessories
a. Clothing for Airsoft
b. Types of Camouflage
c. Other Accessories (Coming Soon)
Chapter V: The Science of Airsoft
a. Physics of Hop Up
b. Accuracy vs. FPS in Airsoft
Chapter VI: Airsoft Skirmish Tactics, Philosophies, and
Articles
a. Airsoft Surrent Rules
b. Ambush Tactics - The Winning Edge
c. Treatise on Sniping in Airsoft
d. Tactical Formations in the Field
e. How to Fill Gas Blowback Mags Flawlessly
Chapter VII: Fun and Humor
a. Funniest Airsoft Warnings
Chapter I: What is Airsoft?
The History of Airsoft (from
http://www.practicalwww.co.uk/)
The Airsoft
Skirmish Game has it's roots in the higher-power
skirmish game of paintball. There is some contention in the
Airsoft community, as to when the first true 'Airsoft' model was
marketed, but what is known, is that an American air gun manufacturer, Daisy,
marketed what they called a 'softair' gun in the
late 1970s and early 1980s, which fired a miniature 6mm
caliber hollow plastic shuttlecock-like projectile, and incredibly low
speeds, from a toy gun. The intention, it would appear, was to develop a new
market for its products. They succeeded, and a new generation of rifle shooters
was born.
This series of 'softair'
guns are generally thought, on balance, to be the ancestors of what we now know
as Airsoft models.
Shortly after Daisy
marketed their softair
guns, Tokyo Marui, then marketing self-assembly plastic replica gun kits,
modified some of their designs to fire the same form of projectile. Within five
or so years, they had all but halted production of the 1:1 replica kits, and
gone into full-time production of virtually 1:1 self-assembly low powered 'ASGK'
AirSoft kits, firing a new 6mm spherical plastic
projectile. Within another five or so years, in the early 1990s, spring powered
Airsoft models became 'old news', as the first generation of Automatic Electric
Airsoft Guns, or AEGs, were marketed, not as
self-assembly kits, but ready to use out-of-the-box models, of remarkable
realism and accuracy to the real-world counterpart
s that they
represented.
The rest is
history, as well over ten main-stream manufacturers in Japan, Taiwan, and other
p
art
s of the far east, have sprung up to supply a
brand new hobby sport, that uses these models in mock-combat games, called
Airsoft Skirmish Games.
So, now we know the
history of the models, how about the game?
The original hobby
sport combat game is, of course, paintball, and this has been so well documented
over the years, that it would be redundant to go into its origins here. However,
paintball is illegal in Japan
, which has probably the strictest firearms laws
on the planet. This means that no-one may own any form of firearm privately,
without a great deal of red tape to comply with, making it, for all intents and
purposes, a non-st
art
er. The same
applies to painball markers, which, as I understand
it, are classified as firearms in
Japan
.
However, the
Japanese, due to their culture of group-led activities, do enjoy combat games.
How they accomplished this prior to Airsoft models being manufactured is beyond
me (do you know? PLEASE tell me!), but the introduction of these models gave
them the edge they needed to develop the hobby sport, which they get involved
in, in truly massive numbers; it's not unusual for there to be well over 100
players at any given playing venue, on any given playing day, and well over 500
players at a competition/convention event!
The rules to the
game originated in
Japan
. Similar to the Paintball Skirmish game, there
are one or two major differences. Firstly, the Airsoft models have a much lesser
range than paintball 'markers'; second, there are no paint gel projectiles used
in the Airsoft Skirmish game, thus an 'honour'
system predominates. The fact that paint is not used to mark your opponent could
have been a major problem. However, since personal honour
is a way of life and culture in
Japan
, an
d d
isgrace follows a
cheat in that country, they found that to get the rules to work, all they needed
to do was rely on their innate codes of personal honour.
Thus, if you were hit by an airsoft projectile in a game, you were required to
declare this, and remove yourself from the game. It worked, too, as cheating
tends to spoil the fun of the game for every one else involved. The basic rules
were, therefore:
You cannot use
physical force, as the object of the game is to shoot the opposition, and have
fun - it is, after all, only a game.
If you're hit,
you're out of the game.
These are the rules
that form the basis of the Airsoft Skirmish Game, and, for all practical
purposes, have not changed one bit.
The game then grew,
moving to
Hong Kong
,
Korea
,
Taiwan
, and the
Philippines
. It was then only a matter of time before other
countries saw, and adopted the game. It appeared in
America
and
Canada
at about the same time, and
Europe
during the mid 1990s, but it is only in the last
three to five years, that the hobby sport has st
art
ed to thrive in the
UK
.
Now, in mid 2000
AD, there are well over twenty playing sites in the mainland UK
alone, and more planned. However, the feature
that appeals to the hobbyists most of all, is also the most
controversial feature: the realistic nature of the models used in the
game. It was therefore paramount to professional site operators that some checks
and balances were imposed, in the form of self-regulation. This has resulted in
an unwritten code of conduct, that, broadly speaking, mirrors air weapon rules.
These unwritten rules appear to be codified into the following:
No one under the
age of seventeen (18 in the USA
- this text added by SpeedyToys.com
6-18-04
) should be permitted to purchase an Airsoft model.
Airsoft models
should NOT be shown in public places, and
the
Safety rules that apply to real air weapons and firearms should, in the most p
art
, apply to Airsoft models.
So far, then, this
seems to be a good st
art
, and would appear to work in the majority of
cases. It remains to be seen if the APAC campaign will
result in a more formal code of
conduct for the UK Airsoft scene, but one lives in
hope.
This, in
mid 2000 AD, is where the hobby is at. A minor, but legal (if somewhat
controversial to some), hobby sport, enjoyed by
hundreds of people around the country. In any event, both the
technology, and the hobby, appear to be here to stay
- and long may that continue!
b. How to Play
To get
started playing Airsoft all you really need is an Airsoft Gun (if it’s a spring
gun) and some BBs. The most affordable guns start at under $20, so Airsoft is a
hobby that virtually anyone can afford. Once you have a gun and some BBs, you
can practice shooting at home against a target, you can shoot cans in your
backyard, or anything like that. Airsoft guns are actually made to be able to
shoot at other people safely, when proper safety precautions are taken (i.e. eye
protection, body covering).
Chapter II: Types of Airsoft Guns
Airsoft
guns are divided into three major categories, so we will discuss the advantages
and specifications for each category.
a.
Spring Guns:
Spring guns are generally the most affordable Airsoft guns, and they are the
easiest to use. By definition, spring guns are powered by the air push caused by
an internal spring, but the potential energy transferred to the spring when the
gun is cocked originally comes from the user himself. Therefore, you don’t need
gas or batteries for these guns, but you have to cock them yourself. Spring guns are cheap airsoft guns in terms of price but high quality construction is still available from certain manufacturers. When searching for cheap airsoft guns, purchase well known brands such as SoftAirUSA / Cybergun, HFC, and UHC.
In pistols, the spring is usually cocked by pulling the slide back on the top of
the gun, similarly to the slide action of the real gun. So before each shot of
the pistol, you must pull the slide back like you were cocking a real gun.
Revolvers vary slightly in that you only have to pull the trigger back with your
thumb to cock them.
Spring
rifles are similar in that the action is like that of the real gun. In this cast
the action is usually the same bolt you would use in the real rifle.
b. Gas Guns:
Gas are
generally pistols, and they allow the guns to operate on semi-automatic fire,
similar to real pistols. The most commonly used gas in Airsoft guns is Green Gas
because it can be loaded directly into the gun’s magazine along with the BBs so
the gun can keep its real form.
c. Electric Guns:
Electric guns have two major sub-categories: Electric
Pistols and AEGs (Automatic Electric Guns).
i. Electric Pistols
Electric pistols are similar to gas blowback guns in their
operation but rather than using gas to power the gun, they require 4 or more AA
batteries. Electric pistols are less expensive and easier to use than gas
blowback guns, but they are generally quite a bit lighter, made of plastic, and
less powerful. Electric pistols are better suited for the beginning or younger
Airsoft player, as seasoned veterans who require semi-automatic action from a
pistol prefer the gas guns because of their weight, power, and sturdiness.
ii. AEGs (Automatic Electric Guns):
AEGs are the most powerful, highest end, most expensive
Airsoft Guns available. Their prices can differ quite a bit because more and
more cut rate, cheap Airsoft manufacturers are offering flimsy cheap AEGs for
prices as low as $50. High end AEGs can cost as much as $500, though. The low
end AEGs are hardly worth their cheap prices, but high-end AEGs are the best of
the best.
ICS manufactures fully-automatic Airsoft rifles that are
replicas of several MP5 models (most commonly used by police SWAT teams) as well
has M4s and M16 (standard military issue assault rifles). All of the ICS AEGs
feature full metal bodies, high-capacity magazines, and the ability to fire 600
rounds a minute - the same firing rate as the real weapons.
AEGs use a rechargeable battery pack similar to those used
for radio control cars. The battery packs can cost a bit of money, but they are
easily recharged in standard sockets.
Chapter III: Common Uses
a. Indoor Target Practice
One of the great things about Airsoft guns is their nature allows indoor use
without risk of great damage to your property or excessively loud noises.
Airsoft guns do generally shoot at a slower rate than conventional BBs, and with
lightweight plastic BBs, the risk of damage to furniture, etc. is as
significantly lowered as the risk of bodily harm.
Most
Airsoft manufacturers now offer BB target traps and sticky targets. Sticky
targets are padded adhesive targets designed to catch the BB exactly where it
hits. Trap targets are designed to catch the BBs via a cloth backdrop after it
goes through a paper target. Both targets allow players to reuse BBs.
b. Replicas of real guns
BB size
aside, the real factor that separates Airsoft Guns into an entirely new category
of hobbies is the fact that they look identical to real guns. Even without
shooting anything, this opens the door for some other uses.
i. Film / TV Props
Traditional film and television prop guns cost several hundred dollars even for
the most simple prop gun. Most prop guns today don’t even fire blanks, as the
gun fire is added digitally in post production. With the digital revolution and
the rise of low budget and zero budget filmmaking, resourceful filmmakers have
quickly found less expensive ways around virtually every cost involved in
filmmaking.
Airsoft
guns that look identical to real guns on camera can cost as low as $20, while
the average movie prop gun costs $300. Smart, savvy low-budget filmmakers all
know about Airsoft Guns.
ii. Gun Collectors
Gun
collectors also like the idea of Airsoft Guns, because they’re great for display
purposes. Collectors can get Airsoft guns identical to the guns used in WWII,
Vietnam, their favorite movies, and so on.
c. Fun with Friends
The most common use of Airsoft Guns is the simplest. Games like these have been
played since the first kids played “Cops and Robbers” or “Cowboys and Indians,”
and the games change, but the spirit does not. Of course now days, people must
use proper protection when playing the Airsoft version, but now even adults can
have fun with it. But, having a toy gun that looks exactly like a real cop's gun
adds a whole new element of fun to the traditional game.
Many families have found the safe fun that can be had with Airsoft Guns both
indoors and outdoors, and really our next section is just a more complicated
version of this game:
d. Airsoft
Skirmishes
It is fitting that Airsoft Skirmishing is similar to Paintball games, but
different because Airsoft Guns have so much similarity to traditional paintballs
guns, but are different.
Airsoft Skirmishing is a sport where two teams battle each other in an
environment as similar to war as possible. Across the United States Airsoft
Teams and Leagues now exist to promote and organize this sport so that its
enthusiasts can have as much enjoyment as possible.
Skirmishers can use either paintballs or BBs. 6mm Paintballs do not explode as
large as regular-paintballs, and the paintballs do not provide as good accuracy
as heavier BBs, so many hardcore skirmishers prefer BBs and the honor system.
Many skirmishers carry multiple guns and act similarly to Special Forces Units
in guerilla-type combat. In a situation like this, a player will carry a primary
gun, usually a fully-automatic electric rifle such as an MP5, M4, or M16 – arms
similar to those that Navy SEALS, SWAT teams, and infantry carry. In addition,
they will carry a sidearm, a pistol that is usually gas or electric powered.
They may even carry more guns depending on their investment and involvement in
the sport.
Rules are written for each league, documenting surrender rules, maximum
velocities for the guns, legal ammunition, and every other tactic that may come
into question. Teams plan their battles carefully, using many of the strategies
used in real military combat, and this is no surprise since many Airsoft
enthusiants ARE ex-military.
Following
is more information written by Airsoft enthusiasts on issues pertaining to
skirmishes:
CHAPTER IV: Airsoft Accessories
a. Clothing for Airsoft
Skin and/or
second layer clothing
Reproduced with
permission fron Practical Airsoft (http://www.practicalwww.co.uk).
Article Copyright 2000-2004, Practical Airsoft
What you wear next
to your skin, under your jacket, is equally, often more, important, than the
jacket itself. In summer, a light tee-shirt is probably best, but in winter, you
MUST have a good air-trapping layer, or you're likely to get not only rather
cold, but slightly exposed as well. Think about a 'Norweigan Shirt' style of
light-weight jumper; its got a 'terry-towelling' inside face, which traps air,
forming a surprisingly warm layer next to your skin. If it's unreasonably cold,
either a fleece layer jacket under your camouflage jacket, or an army 'wolley-pully'
are good ideas. The idea is to build up two or three layers of insulating
clothing, over which you wear your wind-breaking and waterproof jacket or
jackets.
You might also
like to think about laying your hands on a fleece jacket, if you don't want to
get a Norwegian shirt; the Soldier 2000 issue fleece is good; available from
several good british Army Surplus shops, the prices vary, but the laws of
averages suggest that you shouldn't have to pay much more than £30 for a decent
one. Get the camouflage one, if you like, but they're also available in OD
Green!
Gloves
Gloves, for winter
time, are also a 'must'. A good pair of 'Northern Ireland' gloves is my personal
preference. They're cheap, last a long time if properly cared for, and the
original items are made to a military specification (check the label inside the
gloves - if there's no label, it's a copy. Accept no substitutes!
Head dress
Also for winter,
is the need for a good head warmer, or a 'hat' <grin>. Hats come in many forms,
from woollen (not very waterproof, but nice and warm), to camouflaged helmets
(not really needed in Airsoft skirmishing, unless you really want to look the
part). I prefer a woollen hat for dry winter days, and a dark green beret for
most other days. In summer, I change the beret for a 'boonie hat', in British
DPM (Get the ones made by Compton Webb, as they're the official UK MoD
suppliers, by the way).
Footwear
Footwear is a very
personal thing, as no two pairs of feet are the same. Never the less, I advise a
pair of military-style combat boots. They can be expensive, but you can still
get new pairs of the now redundant 'Boot, Combat High' in Army Surplus shops.
They're good value for money, and tend to last a fair while. In any event, the
boots you purchase should offer GOOD ankle support (there's a lot of running
around, jumping, and LOTS of 'broken ground' in most Airsoft games), and be
waterproof enough to resist the occasional three or four inches (or more) of
water depth in the winter.
Now, some people
(myself included, these days, sad to say!), tend not to do much heavy exercise.
Consequently, they, like me, can be prone to what's called 'lower limb stain
injuries'. Basically, you could hurt your feet from the impact of your feet
hitting the ground, under the weight of all your kit that you carry. To lessen
this, I recommend that you get some form of shock-absorbing foot bed insole, to
put inside your boots. Probably the best, and well-known make out there, are
Sorbothane. Specifically, I suggest you get the Sorbothane Sport Footbed. It's
got shock absorbing cushions arounf the front and rear of the sole, and works
wonders - don't try to be roughy-toughy about this, either: A broken foot,
whether through someone putting their 16 tonne lorry's Michellin tyres over it,
or through stress fractures, is still a broken foot. The insoles I suggest might
just prevent you from getting lower limb stress injuries!
Caring for your
Clothing
It's not enough to
just sling it in the washing machine after you've worn it in a muddy field/wet
undergrowth/dusty building while skirmishing all day. Oh, no. Not at all. Combat
clothing, while intended for rough usage, must be carefully looked after, or it
won't last long at all. My old combats lasted seven years, before I had to
replace them, and so can yours. For outer wear, i.e. your camouflage jacket and
trousers, do NOT use normal washing powder or liquid. Instead, use Nikwax TX-10,
or Nikwax Cotton Proof, which is available from most good outdoors shops, and a
few good Army Surplus shops. Each bottle has pretty much enough for ten small
washes. DO NOT mix normal clothes with a Nikwax wash, by the way; firstly, it's
a waste, second, it's not intended for normal non-outdoors wear clothes.
For your gloves,
follow the directions given when you bought them; in the case of N.I. Gloves, a
wash in warm soapy water does the trick. You can then treat them with either
Dubbin, or Nikwax Aqueous Wax. Dubbin's cheaper, and goes further, but I prefer
the finish that the Nikwax gives.
Your head wear
shouldn't need that much care, but do brush off the much inside and out, and
wash it every so often, or it'll probably up and walk off of its' own accord!
As for your boots.
A rather emotive subject, this. I can only give you the benefit of my
experience: Use Cherry shoe or boot polish, and loads of it, as well as a fair
amount of elbow grease.
Immediately after
returning home, remove the laces, scrape off the mud and muck (onto something
that won't leave a mess on the carpet!), and put the boots in a dry, room
temperature place, stuff them lightly with porous paper, such as newspaper (NOT
Kitchen roll or toilet paper!), and leave them for a couple of days, if you can.
After this, scrape
off the remains of the mud and muck on the outsides (not forgetting the soles
and tread gaps), and completely cover the leather and synthetic outer surfaces,
INCLUDING the soles and joints between the soles and the uppers, with polish.
Apply the polish liberally (that means a fairly generous coating), and do not
forget to do the tongues of the boots, either. Leave the boots for a couple of
hours, then attack the coated-on polish with a stiff boot brush, removing the
polish in even mono-directional strokes (one way brushing, not both ways. You'll
get a better shine this way!). By the way, if you want to use specialist
waterproofing polish, designed with the great outdoors in mind, instead of black
boot polish, then go right ahead; just don't expect much of a shine!
Look after your
boots in this way, and they should look after you, as well, for a fairly long
time.
b. Types of Camouflage
Reproduced with
permission from Practical Airsoft (http://www.practicalwww.co.uk).
Article Copyright 2000-2004, Practical Airsoft
There are over ten
or twelve types of camouflage, ranging from those used by the various national
military services of several countries, to civilian makes and designs. Overall,
you need to consider the main use that you'll put it to: are you playing in a
woodland, open, or urban setting? Do you want to be different, or follow what
most others will wear (a team uniform, if you like)?
The most common
patterns of camouflage on clothing, that I regularly see on UK Airsoft Skirmish
sites, appear to be (in order of appearance, and from left to right):
|

 |
 |
 |
 |
 |
|
British
DPM |
American
Woodland |
German
Flectarn |
Swiss
Alpenflage |
French
Central
European |
I'd suggest, for
cheapness, that the various form of British DPM camouflage clothing are probably
your best choice; I say this for two reasons. One, it's plentiful, there being
loads of it on the surplus market, and two, that due to this abundance of
clothing in the surplus market, it tends to be cheaper, like for like
(quality-wise), than different camouflage patterns.
Whatever
pattern you choose, get a jacket and TWO pair of trousers at the minimum - you
never know when you're going to need that second pair - and likely as not, it'll
be a ripped pair of trousers that leaves you cursing your rotten luck, and
wondering why you didn't follow my advice, and get TWO pairs of strides!
c. Other Accessories
More information coming soon.
CHAPTER V: The Science of Airsoft
a. The Physics of Hop Up
by Tac, Supergeek,
Pikachoad and Jeff 'Dr Strangelove' Ridgway (who provided the graphics as well
as content)
Used with
permission from
Airsoft Retreat
What is hop up?
'Hop-up', short for 'higher operating power', is a method of allowing a bb to
travel further without imparting any additional energy onto it by applying a
backwards spin.
With Hop-Up
Hop up works by the means of a rubber seal or nub inside the top edge of the
barrel of an Airsoft gun that grips the top of a bb as it passes through. The
friction on the top of the bb is greater than on the bottom as it has to
overcome this rubber seal. This causes the BB to "roll" under, creating a spin.
The backspin allows the bb to counteract the pull of gravity for a short while,
thus allowing the bb to travel straight further than a bb without any spin. The
basic principle that explains this phenomenon is the Bernoulli principle, which
is also the theory that explains how the wings of an aircraft generate lift.
When a ball passes through the air with out spin, the force from air pressure on
the top and bottom are essentially equal and so cancel each other out. Thus,
gravitational force (which causes objects to accelerate downward at 9.81m/s^2)
is free to pull the BB down.
Daniel Bernoulli was an eighteenth century Swiss scientist who discovered that
the velocity and pressure exerted by a fluid is related. As air (or water) moves
faster, it exerts less pressure than a slower moving fluid. Airplanes use this
principle by the shape of their wings: since the top edge is curved, it
compresses the air flowing on top, making it travel faster than the air below
the wing.
With spin however,
there is some difference.
When any type of ball is given spin, there will be a small force on the side of
the ball which is rotating towards the shooter/thrower.
For example. A boy throws a ball with left spin, i.e. the ball is rotating
anti/counterclockwise. The left side of the ball is 'coming towards' him. There
will be a force pushing the ball to the left. The same with hop. The ball
rotates up, therefore creating a force upwards.
Now, this is all to do with air pressure. Applying spin on a ball in a vacuum is
useless, as there is no air.
The force is due to decreased air pressure on of the ball rotating towards the
shooter. This is because the air is being accelerated on that side of the ball.
The acceleration of the air causes a drop in pressure, and as the air is not
being accelerated on the other side of the ball (it's being deflected), the
pressure doesn't drop on that side, so the increased pressure pushes the ball in
the direction of lower air pressure. This mechanism is known as the Magnus
effect, and is the same effect that makes golf balls go father, and what tennis
players use to get the ball arc towards the ground faster.
A secondary effect to this a force due to turbulence from the spinning ball.
If a non spinning ball is thrown through the air, it will create turbulence
behind it. But, as the ball is not spinning, the turbulence will be symmetrical
behind it, and there is no net effect on the ball.
However, when the ball is spinning, the air coming off the ball is pushed to one
side behind the ball, and the 'untouched' air will try to counteract this
asymmetrical turbulence, creating a force on the ball, also in the direction of
the force due to air pressure.
This secondary effect is known as the "Wake Deflection Effect"
So, in hop up, the bb is given backspin. This causes the air pressure above the
bb to drop, hence allowing the greater air pressure below the bb to cause an
upward thrust to the bb. This can be seen if you turn the hop on your weapon too
high, and the bb will fly upwards.
The bb's spin will eventually drop away, as will the force holding it aloft.
Then gravity takes over, and pulls the bb towards the ground.
b. Accuracy vs. FPS in Airsoft
by Pikachoad &
SLB from Airsoft Players
For too long we
have seen basic confusion regarding the effects that upgrading guns can have on
your range and accuracy. People know the physics involved- its just sometimes
difficult to translate the physics into real world observable results.
Part of the
reason for this problem is the role of hopup on the system. For the sake of
completeness, hopup is the name of the process of putting backspin on a pellet
fired through an airsoft gun in order to create lift on the pellet, thus
counter-acting the forces of gravity, resulting in a longer straighter flight
path of the projectile. Since the hopup mechanism actually comes into contact
with the pellet, it becomes pretty difficult to determine how the system will
react.
So after hearing
enough conflicting stories about what causes what, SLB and I decided to do some
simple tests.
Phase 1: The
effects of pellet weight on velocity
This was a
simple test. We had two different guns. The first is my stock, unaltered G36c.
The second is SLB's Frankenstein M16A2. It has a TN 6.04 inner barrel and is
upgraded (along with scads of other accessories not relevant to this article)
using a Systema M120 spring.
We tested using
.2g, .25g, and .3g pellets, as those are the most common weights.
The results:
This is exactly
as expected, and this was known well ahead of time. As the pellet weight goes
up, velocity goes down.
Side note: Using
the .2g reading as the baseline, we used an online velocity calculator to
determine the energy of the gun, in Joules. Then using that J reading, we
estimated what the fps of the guns mathematically SHOULD be for the .25 and .3 g
pellets. The numbers the calculator returned were near identical to our tested
results. The biggest margin of error was .5 %. So from our tests, it seems you
can use the online fps calculators for accurate estimations of velocity.
Now, what was
unknown was whether or not the lower velocity, heavier pellets were any more or
less accurate over distance.
Phase 2: The
accuracy of projectiles
For this test we
just used the Chrony F1 Beta Master chronograph that SLB owns, pictured below.
The chrono trap
area is about 139 square inches overall- we included hits against the chrono
body as well. 139 square inches is about the same amount of surface area as a 13
inch diameter circle.
We stood the
chrono at 25 feet away, then further back in 25ft intervals. We took turns
firing 10 shots at the chrono, and counting how many made in through or made
contact, vs. how many missed.
Is this a
scientific test? Nope. Not even close. Is it realistic? I think so. When playing
airsoft, you don't have scientific conditions in which you shoot anyway. We did
this test in my backyard, diagonal across the yard. We are 100% sure of the
distances we mention. Sadly, we could only go back to 125 feet, because we ran
out of room.
Important note:
we did NOT lob any of these shots. ALL shots were done aiming directly at the
target. I used the stock sights on the G36c, SLB used his scope.
First, the G36c
results. To know the velocity of the projectile, just refer to the chart above.
Now, the M16A2.
Interesting
indeed. Observations:
-
Both guns became more accurate as the pellet
weight went up.
-
The higher the velocity of the gun, the
heavier the pellet weight should be for stable shots.
-
Up to a range of 125 feet, a stock G36 is
able to use .3s with as much or more precision as the upgraded M16.
-
You cannot discuss accuracy without also
discussing projectile weight.
I think that is
pretty exciting information. Think about the numbers for a bit, and I think you
will agree. There are some other conclusions that can br drawn as well.
Have a stock
gun, and want it more accurate? Use a heavier pellet. Will that take away from
you total range? Likely, but at least at a distance of 125 feet, it will make a
huge difference. Is massively upgrading guns important? If accuracy is a
concern, then yes only if you use very heavy BBs.
I apologize for
not having a bigger back yard (well, its out of my control), as that would allow
us to see the disparity between the two guns at larger distances, and we would
surely reach the point where the stock G36c is totally ineffective just due to
the distance.
I will let you
decide how relevant the distance of 125 feet is to you, and whether or not our
target was too big or small. If you want a better understanding of that
distance, I strongly urge you to actually measure and mark that distance off.
SLB and I agree that at 125 feet, even with his upgraded M16 that had the faster
closing time, if you were looking at the shooter you could relatively easily
dodge the pellets if fired in semi auto.
So there
you have it.
CHAPTER VI:
Airsoft Skirmish Tactics, Philosophies, and Articles
a.
Airsoft Surrender Rules
by Pikachoad from Airsoft Players
When playing
airsoft, there will always be cases where a player will try to get another
player to surrender… i.e. give up without a fight. Due to a lack of
normalization of the protocols for surrender attempts, we often find that some
of the most dangerous encounters on the airsoft field come out of botched
surrender attempts.
This article
attempts to codify the procedures for surrender attempts. While I am not
indicating that everyone should/will use this, these procedures WILL be used at
least at every event I host (Op: Southern Comfort).
To begin, a few
observations:
-
1. Safety is the paramount concern. You hear
that?
Paramount.
Even more important than the simulation aspect of the activity. No matter
WHAT, you should never shoot anyone at close range.
-
2. Simulation is the second most important
concern. After safety of course.
-
3. Accidents will happen. But…
-
4. You are responsible for your actions. It
is easy to get caught up in the moment of a skirmish, but there are no excuses
for sloppy play when safety is at risk.
How does one ask
for a surrender? This can be left up to individual groups or events. Some people
say "bang." I personally prefer that the attacker say "Surrender." The key is
just make sure every player knows what to listen for.
That being said
lets begin with the rules for WHEN a surrender is feasible. As an attacker, you
should consider a surrender attempt only if you are in total control of the
situation. This is KEY. You should know where the opponent is, you should have a
positional advantage on your opponent, you should have your gun properly
shouldered/aimed, and your attempt at a surrender should come as a surprise to
your opponent. If there is a CHANCE that your opponent could feel that he or she
has the advantage over you, then do NOT try a surrender. In other words, a
surrender should be a 100% one-sided action. The opponent should be caught
totally off guard. If they know you are there, and know you are coming, DO NOT
try to get a surrender.
Why?
On a
philosophical level, when you ask someone to surrender, you are saying that
their death is imminent, and you are giving them the chance to avoid having to
actually be shot. Now, this means that for you to ask for a surrender, the
opponents death must be imminent… meaning that the kill must be 100% yours. If
there is ANY chance of them getting the kill on you first, then it is
inappropriate to go for a surrender.
When going in
for a surrender, KEEP YOUR FINGER OFF THE TRIGGER. Under no circumstances will
you shoot the person. If you fear you will get shot yourself, maybe you should
reconsider if you are actually in control of the situation, and if a surrender
is appropriate.
When going for a
surrender, you should only call for a surrender when your opponent is at point
blank range. Meaning less than say 5 feet away… close enough to almost touch
them with the barrel of your gun. If you cannot get in that close, then maybe
you should reconsider if you are actually in control of the situation and if a
surrender is appropriate.
Some people
indicate that you should only call for surrender from behind… I find this to be
a bit too exclusive, in that you can often get surrenders from the side or
above, depending on the terrain and the layout of where you play. Just make sure
you are within 5ft, and are in no real danger of getting shot.
Lets look at
practical examples of this.
-
- I saw this at an event in
Atlanta this past
weekend. We knew bogies where in a barn. Someone ran across the door of the
barn, and while running, aimed their gun into the barn, and yelled "bang" a
few times. This is not a valid surrender attempt. It was safe, which is fine,
but it fails any degree of realism and control. The attacker had no idea where
specifically the opponents were. Do not try for a surrender when you don't
know where your opponents are.
-
- You have one person in a bunker, one
outside. The one on the outside knows the other guy is in there, so he sticks
his gun in through a window, and calls for surrender. This is not a valid
surrender attempt. You should be able to see the person and be in total
control of your gun. I think it is lame anytime someone fires a gun without
having it shouldered or properly aimed (ever see a person fire a M16 just by
holding it off to their side, and not shouldered???), but it is especially
dangerous to do it in a surrender attempt.
-
- You have two people in a close quarters
area, who suddenly each round a corner and see the other person a few feet
away. Neither is in control, both are aware of the other, no surrender attempt
should be made.
-
- Same event in
Atlanta as I
mentioned above, same barn. Opponent on inside of barn, shooting out to the
side. I come up to the barn, knowing he is still focusing on the people to my
right, and him unable to see me because of the barn walls. I come up to the
wall, waited for him to reload, spin round with gun in hand, aim the gun at
him, and call for surrender. I am in control, I have my gun aimed, he has no
idea I was there. That was a proper surrender, and he did. Once I finished
that surrender, a guy that way behind me on the other side of the barn, hiding
behind a door called for my surrender. I didn't know he was there, he was in
control, and had his gun steadily aimed. Without hesitation, I surrendered.
True event, with two proper surrenders.
-
- At the field in
Dothan, Steve and
I were having a shoot out in
Dodge City
at fairly close range. He pulled back to reload or just get his bearings, and
I quickly ran up to the bunker he was in, ran around the back of it, came up
behind him, and called for surrender. He knew I was close, but didn't know I
had gone around the back of the bunker, and I caught him by surprise. Properly
executed surrender. True story.
-
- At the field in
Dothan again,
Steve went for a surrender on Blake. Blake was shooting out of a window in a
bunker, when Steve came up to the front of the bunker, and just suddenly
popped in front of Blake and called for surrender. Blake was startled, and as
he pulled back, his gun (which was already sticking out of the window) snagged
on the window, and since the gun stopped but his hand kept going, he ended up
squeezing the trigger and shooting Steve at point blank range. Now, this is an
interesting case. Steve called for surrender, but because he wasn't in control
of the situation properly, he was actually shot. If there is a chance you will
get shot, then don't call for surrender. While it is unfortunate that Steve
was shot at point blank, he shouldn't have thrown his body in front of a
shooting AEG only 4 inches away.
-
- Event in
Athens, GA. One
guy covers up in a bush by the side of a trail. Some opponents come by in a
tank. The guy pops up when the tank is about 20 ft away, and calls for a
surrender. This is an improperly executed surrender. Opponents were too far
away.
Now, some of
these scenarios beg the question… what do you do in cases where you cannot call
for a surrender?
-
- In the first example above, if you get
close to someone but cannot make a controlled surrender attempt, and your only
choice is to run by and yell "bang", then simply look for a better angle. Pull
back, and try to approach from a distance and angle where you can either get a
controlled surrender attempt, or, you can engage the opponent with your gun.
-
- In the second example above, if you find
yourself dangerously close to someone and you cannot get a controlled
surrender attempt, either totally fall back and go for a longer-range attack
or try to maneuver around to get a controlled surrender. In the fifth example
above, I found myself in that position with Steve. My choices were either to
retreat to a safe position and resume firing, or sneak around and take him by
surprise, which I did. If he had turned around and seen me as I was
approaching, a surrender attempt would have NOT been made (see the very next
case below).
-
- In the third example above, which is quite
common, two people suddenly are face to face. No one is in control of the
situation. Here you have two choices… either you both are out, or you both
agree to part ways and meet again later in the battle. Remember, safety first,
and no matter what are you to ever shoot someone in close. For the sake of
realism, I would prefer that both people be eliminated in this scenario.
-
- What if you have a good angle on someone,
but suspect that if you move in close for a surrender, you will jeopardize
your control of the situation or put yourself in an unsafe situation? Just
position yourself so you are outside of the minimum shooting distance, and
shoot them with a single shot. No need to spray on fully automatic if you have
the element of surprise. In the seventh example above, the guy laying the
ambush should have just waited and shot everyone in the tank, rather than
trying to make a long distance surrender.
Can you deny a
surrender? No. IF someone properly executes a surrender, then the opponent
cannot deny it in any way. The responsibility in these situations falls on the
attacker going for the surrender, not the opponent.
Can you exclude
yourself from the surrender rules and just take close shots? While people may
say "just go ahead and shoot me up close," that should never be allowed. People
may not mind getting shot in the arm or chest up close, but in frantic
situations, the attacker may accidentally aim for the head, and then suddenly
things can get ugly. Literally. So for the sake of safety and respect, everyone
should adhere to surrender guidelines as they are explained.
So, with all
that discussion in mind, here are the official rules I am putting for as a
general guideline for surrender rules, and the rules I will be employing at all
of my events.
-
1. Under no circumstances can you shoot
anyone inside of 20ft.
-
2. Player(A) can ask player (B) to surrender
when
-
(A) is in total
control of the situation
-
(A) has no real
risk of being shot
-
(B) doesn't
expect (A) or doesn't know that (A) is there
-
(A) knows
(point iii) to be the case
-
(A) is within
5ft of (B)
-
(A) does not
have their finger near the trigger
-
3. To call for a surrender, a player is to
have their weapon properly shouldered/aimed, finger off the trigger, and call
out "Surrender" loud enough for the opponent to hear. The opponent in turn is
to respond by calling out "I surrender."
-
4. Given proper conditions are met, a
surrender cannot be denied or refused
-
It is the
attacking player's responsibility to only attempt a surrender under proper
conditions.
-
Failure to
attempt a surrender under proper conditions results in both the attacker and
defender being eliminated.
-
5. In any case where an engagement occurs in
proximity less than 20ft, if there is ANY question as to who should be
eliminated, both parties involved are to be eliminated.
So be
smart. If you think there is a risk of you accidentally getting shot by the
person your are trying to get to surrender, then you honestly are not in a good
enough position to call for a surrender to begin with.
b.
Ambush Tactics - The Winning Edge...
In airsoft, it's the team that uses the best tactics that usually wins even a
small-size team can overwhelm a large-size team and be victorious. So here are a
few ambush tactics that will help any team achieve victory through, teamwork,
aggressive firepower and of course the element of surprise. It's a definite
advantage to be able to pick the time and place to fight.
Ok, there are two
basic types of ambushes, the deliberate ambushes and ambushes of opportunity.
First, deliberate ambushes are predetermined ambushes that on planned out ahead
of time and usually entail information about the enemy. Like enemy strength,
weapons, size, location, direction of travel, speed, time of arrival and so on.
An ambush site is picked out ahead of time and the ambush team arrives on site
with plenty of time to set up for the ambush. The site is picked for different
reasons, like it may provide good cover or have high ground advantage. It must
be a site where the enemy is going to pass through, without a doubt.
Second, ambushes
of opportunity are unplanned ambushes, in which there is no known information
about the enemy. It's a happen upon chance that you get the opportunity to
ambush an unsuspected enemy team, but the chance can be reversed too, in favor
of the enemy. So when setting up for these types of ambushes, you have to be
quick, silent and prepared for the unsuspected. Leave nothing to chance or luck.
Ambushes of opportunity can also be just where a team is sent out to a
particular spot and told to set up an ambush. Then they ambush any targets of
opportunity that happen to pass by.
Ambushes can be
used as a harassment tactic, two or three shooters lie in wait maybe where a
trail or road slightly bends. They set up in the bend and just wait for the
enemy to move through the bend and then open fire on them with full automatic
fire. After 30 to 45 seconds, the ambush team breaks contact and hauls butt out
of that area while the enemy team is still trying to regroup. The ambush team
can then move to the next ambush site and wait again for the enemy to approach.
Once again, they open fire and break contact after about 30 to 45 seconds,
moving out of the area as fast as they can. They can try to repeat the ambush at
another site, but more then likely the enemy will be more at guard and quicker
to react to a third ambush. Besides, the ambush team has probably inflicted some
pretty good damage to the enemy already.
Another ambush
called the "maneuver ambush" which entails two separate ambush teams, one is the
lead ambush team and the other is the rear ambush team. This to will use an
ambush site where the trail or road has a bend in it. The lead ambush team sets
up just slightly passed the other side of the bend and the rear ambush team sets
up opposite side of the bend. As the enemy comes around the bend and enters the
lead teams kill zone, the lead team opens fire with full automatic fire. The
enemy who are on the end or rear still not around the bend yet, can't see where
the fire is coming from. And or cut off as the rear ambush team moves in back
them and starts firing on their position. Now, the two ambush teams have split
the enemy forces in half with one fighting in one direction and the other
fighting in the opposite direction. Neither of the enemy forces can assist nor
help the other without compromising their own. The ambush teams can even have a
third team waiting at the point of the bend. To add extra security or firepower
to the enemies' flank.
Other ambushes are
the V, Z and L-shaped ambushes; the L-shaped ambush is considered to be the most
effective and is my personal favorite. So I'll start with that one. Again, you
can set this ambush up where the trail or road bends and it entails two separate
ambush teams again. One team is the back of the L and forms a line along the
straight part of the trail or road to just slightly passed the bend. Kind of
ties into the other ambush team which forms the bottom half of the L, which
extends slightly pass the back of the L, more like a T. Only one side of the T
extends towards and passed the bend. When the enemy enters the kill zone both
teams open fire with full automatic fire, which catch the enemy in crossfire.
The damage the two ambush teams can inflict is quite severe, as long as both
teams know their fields of fire.
The V-shaped
ambush is positioned in the straight of a trail or road and entails a total
element of surprise. The enemy may not be expecting an ambush in the straight of
a trail or road. Anyway, two teams set up on either side of the trail or road,
exactly opposite of each other, but facing outward in a sort of V-shape. Leaving
the trail or road open so the enemy continues to advance without warning. The
enemy enters into the V and both ambush teams wait for the Point Man to pass
through as so to not alarm the rest of the enemy force. Once the Point Man is
slightly out, both teams open up with full automatic fire again knowing their
fields of fire. It's also a good idea to assign some flank security for this
kind of ambush, just in case the enemy can get back and slip around behind
either team.
The Z-shaped
ambush works best where there is a winding trail or road. It also takes a large
ambush team to set this kind of ambush up, but it can be done with a small-size
team. The team sets up in a zigzag formation like a Z, as the enemy forces
approach the winding trail or road and even if they are separated by distance.
The ambush team can open fire with full automatic fire. The enemy force is
caught in both a crossfire and over-lapping fields of fire. The bottom half of
the Z and the connecting line of the Z can also provide flank security.
The most basic
ambush is known as the "linear ambush" this is the simplest to set up and is
most commonly used when setting up an ambush of opportunity. It requires little
time to set up, little planning and works just as good as most ambushes. Again,
it does require a total element of surprise. All that it takes to set up this
ambush is to form a line along the straight of a trail or road. You'll want to
set up some flank security, just in case. As the enemy enter into the kill zone
the ambush team open fire with full automatic fire. The idea of this ambush is
to lay down over-lapping fields of fire with each shooter knowing his field of
fire. With that much firepower being sprayed into an enemies' flank the damage
is quite severe.
Ambushes can be
used for all kinds of scenarios, like eliminating enemy teams. They can be used
as a defensive measure to warn the main body force that enemy forces are in the
area. And to help weaken the enemy force before they try to assault the main
body force. Ambushes can be used by Mike Forces or Security Forces to ambush
retreating enemy forces or enemy reinforcements. They can also be used to
capture a V.I.P. and team leaders. You can even leave an ambush team behind to
protect the rear flank of an assaulting force. You can even deploy a type of
search and destroy ambush, where one team is used to flush an enemy into an
ambush, which is set up by another team.
So as you can see
ambushes can provide any airsoft team with the tactics to win, whether they are
a small-size team or a larger size team. It's the winning edge...
SHADOW
Silent, unseen,
stays in the shadows.
Copyright © by
Airsoft Core- Used with permission
c. Treatise on Sniping in Airsoft
by
Pikachaod from Airsoft Players
Due to the massive
amount of time I spend online talking on this subject, I decided it necessary to
gather my thoughts in one location. I am not writing this as a veteran airsoft
sniper- I am writing this as someone that by virtue of business and pleasure has
spent a lot of time dealing with and thinking about and playing www. And
this is here to try and get some more discourse going on the subject, and to
save me from having to retype my thoughts over and over.
My dilemma is
this: the notion of sniping in airsoft is losing meaning. I can't say for sure
that there ever was a time when it had a true meaning, but from what I have seen
discussed in forums I think it is safe to say it is straying from wherever it
once was.
As a background,
let me explain that I think realism is important in www. The more realistic
something is, the better it is. This of course has limits, and there will be
times that realism comes into conflict in the way it is manifested. This will
become clearer as I continue.
In order for
there to be such a thing as a 'sniper', that term must have distinct meaning
from other terms describing the roles in www. We all know that all AEGs are
basically the same, and can be upgraded to perform basically the same. A MP5K
can be used out in the field just like a M4 or a SIG550. Sure, different inner
barrel lengths, but when you get down to it, they can all be equally effective
doing the same thing. Because there are a few people that want to be a sniper,
as compared to not being a sniper, we must determine what qualifies someone as
an airsoft sniper.
There is really
only one thing to determine this- the weapon. I know some people will get upset,
claiming that a sniper only does certain things, but hear me out- with proper
weapon definition, the roles are actually forced, and don't need to be
enumerated as a second criterion. So operationally speaking, I am considering
anyone that uses a proper airsoft sniper rifle an airsoft sniper.
A sniper rifle
should have advantages and disadvantages over fully automatic guns. The
advantage comes in the form of increased range, which of course is brought about
by increased fps. Now, there is no absolute standard for what this fps should
be- be I propose that it should just be much higher than the other guns the
sniper is going against. Is all of the AEGs are stock, then a sniper rifle could
be at 400fps (all velocities with .2s). If the AEGs are at 400, the sniper rifle
should be at 500-550. Considering in airsoft, you can usually see through a
scope further than you can actually shoot a BB, increased range is a huge
advantage. Huge. Huge enough that it MUST be counteracted with a disadvantage.
The disadvantage
is that of not having full-auto capabilities. Now, here is where I stray from
many professed airsoft snipers- I do not think electric semi action is legit
(i.e., modified semi-only AEG). I am referring to any gun where you can fire a
BB as fast as your finger can pull the trigger. I am not saying these guns are
not sniper rifles- just that their effect on game balance needs to be called
into question. Take an AUG, modified for semi-auto only, shooting 550fps. 80
round magazine. Those 80 rounds can be fired off probably inside of a minute.
That is a lot of BBs to be shooting at someone when people often associate
sniping with "one shot, one kill." Yes, even though this is airsoft and it isnt
as accurate as real steel- remember, the non-snipers also have the same
inaccuracies to cope with.
I have used a
killer bolt action sniper rifle. Having to cock the thing in between each shot
was a definite disadvantage. Had I been able to fire a second shot just by
pulling the trigger again, I would never miss. If that APS2 had been non-bolt
action, in my mind, you would almost be cheating by using it. It already
practically guaranteed a hit the first shot- but as an example, my bud MrWhoa
was using it a few weekends ago. Spent time lining up the shot, and shot my
stepson David in the stock of his AK47. David was then quickly able to duck for
cover once he realized he was shot at, because Whoa had to load the next round
manually. If it was electric semi auto, the second bb would have been in the air
by the time the first one struck, and the second wouldn't have missed. And THAT
is the unrealistic part. Snipers, in the real world, don't spend so much time
lining up their shot and then let fly a volley of bullets. We all have heard the
cliché phrase- "One shot, one kill." And to whatever level you respect that
saying, the only way to adhere to it is with bolt action.
The other
disadvantage, which some people consider optional, is a minimum shooting
distance. In other words, the sniper cannot shoot anyone closer than 100ft away,
for example. This does not have any grounding in the real world, as a sniper
rifle can shoot a target at any range. But this is based on safety, in that the
BB from a sniper rifle (if upgraded upwards of 500fps) can do great damage to
human skin up close. But this is a decision based solely on the people you play
with. It adds more strategy, and also introduces the usage of a backup weapon.
At this point, I
have indicated the following- for someone to be a sniper, they should have a gun
shooting much faster than the fully automatics they play with, and it should be
bolt action only in order to preserve balance. With these two items in place,
the role of the sniper falls into place.
A sniper thus
would not be someone to participate in the standard "rush in with guns blazing"
role in airsoft, which can perhaps be described as "assault." The user of the
sniper rifle, the sniper, would have to lie back or to the side, out of the way.
An engagement inside of the effective range of a fully automatic AEG could of
course be won, but it wouldn't be wise for the sniper. So the sniper would want
to use the one advantage they have, range, to their advantage.
Because of the
one disadvantage they have, the slow reloading time, they would also want to be
as stealthy as possible. Remaining unseen would allow the sniper to be able to
reload without drawing attention to their location. Taking into account the fact
that once someone knows where a sniper is, they can close the distance and
remove the sniper's advantage, you see yet another reason for concealment.
Many people
chose to incorporate a safety rule for snipers, such as a minimum sniping
distance. When this is invoked, it adds even more aspects to being a sniper.
First, you would have a need for a backup weapon, in that you wouldn't be
allowed to shoot anyone with the sniper rifle inside a certain distance. More
importantly perhaps, it adds even more emphasis on ranged attacks and stealth,
in that is someone knows where you are, they can get within the minimum
distance, forcing you to use your backup weapon, which removes all of the
characteristics of sniping.
Now, to answer
some questions.
1. What
about fully automatic sniping rifles? No such thing, both in
practicality and definition. Remember, for it to be a sniper rifle, there must
be something that differentiates it from an AEG. Additionally, it totally
destroys the balance of the sniper role. An AEG that happens to have a tight
bore barrel and shoots far is NOT a sniper rifle. You can take single shots with
it, but you can do that with ANY gun on the planet, so no big deal.
2. What about pistols? That is fine. Nothing was ever said about
what the sniper rifle (gun) has to look like. I still think some of the realism
is drained, in that you don't ever hear about the Marine snipers out in the
field with their Digicon Contender taking out the bad guy. I think pistols have
their own disadvantages (steadying of the gun, aiming), so if you want to use
one, go for it.
3. Can I get a gun that is good for both CQB and sniping? No no
no. A gun would either be safe for CQB and too lousy for sniping, or it would be
a good sniping weapon and way to dangerous for CQB. That's like asking if you
can get a car that can haul 15 people and accelerate from 0-60 in under 4
seconds.
4. Can I
snipe people with my shotgun? No. The shotguns are of course single
shot, in that you have to manually load the next round yourself. That is fine.
But you have no range advantage over AEGs. Lets try to keep some legitimacy to
the notion of 'sniping.'
5. What
about how the dictionary says "Sniper: One who shoots at other people from a
concealed place." ???? Sorry- what airsoft player ISNT a sniper by that
definition??? I try to make my location concealed no matter what gun I shoot
with. Our goal here is to have an exclusionary definition, not an all-inclusive
one.
6. But
isn't sniping really just a mindset/the way you play the game/all mental??
Again, it cant be. If by your account a person can be a sniper while toting
around a MP5K with a drum mag… then there is no such thing as a sniper anymore.
In fact, that is
a good test. If you think you know what sniping is, ask yourself if I, armed
with a MP5K and a drum mag and of the proper mindset and with the right
technique, can be a sniper by your definition. If so… then frankly, there is no
such thing as a sniper.
(used with
permission from Airsoft Players)
d. Tactical Formations in the Field
Some background
information...
Airsoft games can be fast, furious, and a hell of a lot of fun - but there are a
few tips and tricks around, that help to increase your chances of winning the
firefights, to increase your enjoyment of the game. One of these little tricks
(as it were), is the employment of tactical movement formations. These are set
layouts of movement for small units, that take advantage of cover, motion, and
fields of fire.
Tactical movement has three general goals:
To prevent detection;
To allow effective reaction to opposing team contact; and,
To protect the unit from opposing team fire, all while moving towards or away
from an objective.
A number of techniques have been developed by the military, to meet these goals
under specific tactical circumstances, and these can be quite easily adapted to
the Airsoft game.
So, bearing in mind that military engagements normally take place between 100
and 300 metres (often closer), and Airsoft engagements normally take place
between point blank and 30 metres, what can be done to convert these military
maneuvers to the Airsoft game?
The easiest adjustment to make to these formations, is to reduce the spacing
(distance) between each team member, thus taking into account the reduced range
of Airsoft weapons. Before we get to specifics, however, there are a number of
general points you should know, and keep firmly in mind:
Never take the obvious path.
Never walk down a road or path - it may be mined, booby-trapped, or ambushed.
Never come in through a front door if there is a side window.
Never set up a patrol base in a strategically advantageous location.
Never blindly pursue a fleeing adversary, especially in close quarters.
Never leave an objective by the same route you approached it.
Never poke your head over the top of a wall if you can look around the side.
Maintain optimal spacing.
Keep as spread-out as possible, without losing contact or concentration of fire.
You want to minimize the number of people that can be taken out by a grenade or
an ambush. In the woods, spread out to where each person can see the cell
leader, but not necessarily the entire formation. On the street, string out so
that you can’t all be the target of a single burst of gunfire. But always be
careful of spreading out too far - you risk being cut apart, unable to maneuver,
or unable to control and concentrate your fire effectively.
Maintain eye contact.
Every ten or fifteen seconds, look away from your assigned firing arc, and make
eye contact with your team leader. This keeps the group cohesive and insures
that hand signals get passed on. After all, what good does it do your rear man
to keep perfect watch if nobody notices his warning signal?
Remain invisible and silent.
Don’t walk along a tree-line - walk parallel to it a few meters inside the
woods. Avoid crossing ridgelines, especially bare ones that will leave you
silhouetted. Mask your movement with smoke if you must cross open areas and the
enemy knows you are there. Never talk unless absolutely necessary - even a
whisper into a radio microphone will carry through an empty warehouse or the
stillness of the woods.
Avoid patterns.
If you are moving within sight, or potential sight, of the opposing side, don’t
let them predict your movements. Stagger the movements of members of the team,
roll away from cover before getting to your feet, and don’t always take the most
direct path.
Always think defensively, especially when stopped.
Form an impromptu perimeter whenever you pause. If you stop to discuss plans,
check navigation, observe terrain, etc., anyone not directly involved in the
proceedings provides all-round defense, watching the flanks and rear. When on
the move, people at the rear of the formation need to watch the back, while
those on the sides keep their attention on the flanks. If everybody’s eyes are
forward, the unit is vulnerable. Don’t forget trees, rooftops, culverts, etc.
These few points cover some of the basics of tactical movement. Some specific
formations are covered below; you should practice these with your team: They
aren’t difficult, but take some getting used to, especially in rough terrain,
and practice does, after all, make perfect.
Arcs of Fire
In these formations, you'll see that I refer to team members 'covering their
arcs'. The diagram to the right is a typical forward arc. The team member in
this diagram is supposed to scan this area, covering it with his rifle. Any
targets that show up in the arc should be engaged (i.e. shot at) by the team
member.
Don't forget the basics of team playing: When you do unexpectedly have to shoot
at something in your arc - let your team know, by yelling that you're engaging
the opposition, and which direction you're firing, for instance, "CONTACT
FRONT!"
Spacing
In tactical formations, 'spacing' refers to the distance between team members.
remembering that one sustained burst of fire can take out a small group of
players, you need to ensure that the distance between players in your team is
sufficient to allow you to move as a unit, but isn't short enough to let the
opposition mow you all down with one burst of fire. Generally speaking, half the
range of a normal Airsoft gas pistol (around five or so metres) is enough to
give everyone time to hit the ground and look for cover, if the team is
attacked, and, while at least one member will be hit, the rest should be able to
play on.
The basic tactical formations
Diamond
The diamond is ideal for fire teams operating on their own in medium to dense
terrain. The four corners of the diamond give good all-around security. Spacing
should be at least five metres between each team member, corner to corner, in
woodland, and around half again as much to twice as much, in open ground.
However, it's not at all good for fast movement; you should really use this
formation when you are expecting to travel through the other side's 'territory',
where you may be ambushed from any side: This formation is excellent, in that
respect.
Wedge

Use the wedge
whenever possible. It works well in most terrain types, and in all but the worst
visibility. Keep your personnel as far apart as vegetation and visibility will
allow, about five meters apart in forests, maybe twice that in open fields.
When visibility gets too bad to keep a wedge formation together, move to a file,
but remember the tactical limitations of the file.
Single File

The file formation is used only when visibility prevents other formations, or
when you need to move quickly and aren’t expecting any enemy contact. A
well-spaced file is difficult to ambush, since personnel will be too spread out
to fit in a concentrated kill zone, but doesn’t allow you to quickly respond to
contact. Leaders should stay near the center of the formation, with heavy or
indirect-fire weapons nearby. When moving in a file along a country road,
stagger your personnel on either side. This makes ambushes even more difficult,
and if you have to scramble for cover, not everyone will be bunched up on the
same side. Keep spacing to around eight to twelve metres, minimum.
Line Abreast

Line abreast formations are used for assaulting enemy positions. Note that the
team leader should be in the center, where he can make contact with her
personnel and see what is going on. The heavy weapons are nearby, where he can
easily coordinate their fire.
When you move in this formation, maintain your spacing so that you move in a
wave over the objective area. The tendency to bunch up as you pass over the
objective is strong, especially in uneven terrain or dense vegetation. Resist
it. Move forward, maintaining your spacing with the operatives on either side of
you. Each individual must stay within his or her lane to ensure a clean sweep of
the area. Otherwise, you may pass enemy personnel or positions, and this
formation provides little protection against attacks from the rear or sides.
Each lane should be no less than five metres apart.
Also, be careful to keep moving at an pace even with your team. It’s easy to get
too far ahead or to fall behind in this formation, and that will leave gaps and
expose your fellow team members flanks to the opposing side.
Don’t use this formation to approach your objective, to leave it, or to travel
in the field. Use it only in direct assaults: It’s simply too vulnerable for
other situations. Once you’re in the line, move quickly and decisively - your
speed and the impact of your assault is the only thing that counteracts your
lack of security.
All round defensive positions

Security is one
of your principal concerns in a tactical environment; you never know what
direction a new threat is going to come from. It’s important to keep attention
focused outwards, even when dealing with a problem (such as trying to find your
location on a map) within the team.
Believe it or not, maintaining such a focus on security requires coordination.
The simplest pattern to adopt is the 'All-Round Defence', a formation that, when
practiced, becomes easy to adopt, makes communication and coordination simple,
and is highly versatile.
The basics of the 'All-Round Defence' are simple: the point man drops prone or
to a knee at the twelve-o’clock position. The second team member drops behind
and to the right, facing outwards; the third a bit further back and to the left,
facing the opposite direction. The remaining operatives alternate sides, except
for the last, who takes up a rear-facing direction. If there’s cover for
individuals (trees, crates, whatever), use it, but don’t deform the circular
shape too much or you’ll lose the benefit of easy coordination.
The team now has security facing all directions. By forming a sort of oval,
instead of a circle, communication and movement within the perimeter is simple,
but the team members along the flanks should leave enough space between them to
form an unobstructed corridor, so that individuals can move as needed without
stepping on each other or exiting the perimeter.
The diagram, by the way, shows how you should arrange yourselves during night
games. To remove the need to speak, feet should be touching, so that if a team
member spots a member of the other side, all that he needs to to alert other
team members in the all-round defensive position, is lightly tap his feet to
those of the neighbouring team members. Silent comms is the key, of course!
Obviously, it’s easiest to drop into the 'All-Round Defence' from a file
formation, facing in the original direction of travel. But with a little
practice, your team should be ableto drop to an 'All-Round Defence' facing any
direction, from any movement formation, almost instantaneously. You should use
it to create a temporary secure position any time you’ve got to pause in an
Airsoft game.
In conclusion
As you can see, it's all fairly straightforward. Movement in the field doesn't
just cover formations, though: There's personal camouflage, noise discipline,
the way you actually place your feet, and so on.
e. How to Fill Gas Blowback Mags
Flawlessly
If you want to
make your mag so it doesnt spill any gas (its not leaking, its just that the
nozzle of the can isnt completely lined up with the fill valve) heres a quick
home project that will take about 10 minutes to make but save you some gas.
Get a rubber band,
it should be about 1CM thick (the ones commonly used to wrap newspapers. I
believe they are size 64)
Now, cut about a
1cm square piece off of the rubber band.
Take a pushpin and
push it through the center of this square (dont push it through several times or
it may be too large)
Now comes the most
time consuming part. You need to trim the square into a little circle, when I
say little I mean it should be about 1 or 2 MILIMETERS in diameter it should be
SMALL! Make sure the hole from the needle is still in the center.
After having
cutout the tiny circle with the tiny hole in the middle, take the tiny circle
and slide it onto the nozzle of the green/hfc134a gas can. Take this can and
invert it and the magazine that you wish to "fix". Put the nozzle of the can
onto the valve but dont press (you dont want gas coming out). Now, get something
thin and small (a needle MIGHT work but you may end up putting more holes in
your rubber band and need to start over) and push the rubberband onto the fill
valve. Remove the can, keeping the rubberband on the valve and NOW fill the
magazine up. (IE press the can down completely so gas starts to come out.)
What you've just
done is make a O-Ring for your magazine! This is what KJWs come with.
This idea is not
mine at all. I have seen it floating around the net a few places but I've never
heard of people talk of it much. Special thanks do go to my brother for being
the first person that I know to do this. (He did it to my KWC M92FS which now
fills 99% of the time FLAWLESSLY!)
Reproduced with the
kind permission of Practical Airsoft (http://www.practicalwww.co.uk).
Article Copyright 2000-2004, Practical Airsoft
CHAPTER VII: Fun and Humor
a. Funniest Airsoft Warnings
Nearly all airsoft guns are manufactured in
Asia, and the products are new enough that all the packaging with the guns are
made by the manufacturer. Oddly, the English translations are often times poor,
and the accompanying cartoons are really funny. Here are a few of our favorites.
Pay special attention to the looks on the characters' faces as they take BBs in
the eye.

"Never look at the muzzle with your eyes. Never put any bullet into the air
gun except when you have shooting pratice."
"Never aim the air gun at people."
"Safety lever should not be released until you shoot." |

"Don't peep at the muzzle."
"Don't touch the trigger until the moment of shooting."
"Avoid a rough operation." |

"Do not shoot at solids which can turn back the bullet."

"Don't peep at the muzzle."
|
|
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