Collected Wisdom by Section VI


Introduction to Rules
Essential Kit
First Gas Blowback

Introduction to Rules :

There are a pretty wide variety of rules used in airsofting. Generally either weapon hits or head hits don't count - all other bits do (some sites disallow head shots (mostly commercial sites where a lot of punters play) to discourage people from going for them - so they have to allow weapon hits othwise people tucked into cover are invulnerable.)

What happens when you get hit varies quite a bit though :

Hit and out : one shot and you're out - basic rules for quick, quick games where there are a decent number of people.
Tag rules : get hit and you stay where you are until someone (on your team (unless they're a retard)) tags you - good where numbers are a bit lacking or for mental back and forth type games.
Medic rules : like tag but only designated medics can tag people - more interesting version of tag and espec. good for a scenario where one side needs to hold out and then be overun (as they do fantastic until the medic dies - then they're on borrowed time) Needs someone gutsy but not reckless for the medic - also teamwork is essential 'cause if you go running off and get shot in the middle of nowhere then you aint gonna get rescued.
Milsim rules : more sophisticated rules involving body parts, bandages, medics, body armour and helmets, healing time, medical devices, etc. - Only really used for hardcore simulation events.

There are also a lot of variations on the above, this is by no means it.

Scenarios also vary a lot, mainly depending on what terrain/props are available although two way take and hold and assault missions are always good.

Taking hits is very much a matter of personal honesty. When you're webbed up it can be very difficult to feel the hits and you see/hear the hits more often than feel them. Generally you will be back in the game very quickly so there's no reason not to take a hit if there's any doubt whatsoever.

Once you've been hit, you want to make sure that everyone knows it or you'll end up getting repeatedly drilled. Shouting 'hit' or 'dead' is a good start and then you either get well out of the way (if it's hit and out) or kneel down - weapon in a non-threatening position (I usually put it across my shoulders) and facing away from the action (to avoid stray shots). Every so often you will get drilled again, no matter how inoffensive you look but it's really easy to do, especially when you're storming buildings, so try not to get too pissed with the guy who did it (unless he does it twice when you haven't moved - then you're well within you're rights to give him us much inventive abuse as you can summon up).


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Essential Kit

Gun (electric (or gas if you're rich or have an infinte supply of gas))
Battery (two if mini type)
Mags - you want approx 400-500 rds worth of clips. So you're looking at one or two hicaps or around six standards.
Ammo - 2500-3000rds gets you through a day.
Something to carry the above stuff around in (couple of pouches and a belt, etc)
Footwear - shoes/boots with a flexible sole. Hi-top trainers are a good substitute for serious combats.
Goggles - a set of paintball gogs can be had for 25 quid - barring that a good pair of safety glasses (7 quid ish) will do.

Really useful but not quite vital kit

Fatigues - dark street clothes are okay but you'll feel a bit weird. DPMs can be had for 30-40 quid and are a good investment (the trousers are seriously comfortable day wear too)
Gloves - preferably leather but anything that fits well and offers good grip is okay. A layer of anything between your knuckles and incoming fire is well worthwhile.
Webbing - If you're using standard mags then something decent to carry them about in is v. important. Chest rigs are cheap (45 quid new) and comfortable. Vests are ace but aren't for beginners as they are rather specialised and often weapon specific so you need to be well settled with your other kit.
Hat - to cover hair and protect forehead. Make sure that it isn't going to get pulled off by twigs and stuff otherwise you'll never bother wearing it. A bit of scrim tied round your forehead also works well (ala Mike in ep 4 season 1 of Spaced)
Sidearm - not necessairily a gas blowback - anything that fires 'cause every so often your main gun will run out of ammo/jam/battery fail/get smashed to bits so having another gun is really useful.

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First Gas Blowback

The Marui 92f (either version) is a good gun. It's been very popular for the last year or two and the only broken ones that I've heard about were either smashed to bits or just shot to death. No weak components have shown themselves at all. The 92F will also handle both HFC134A and HCF22 stright out of the box.

I'm not too impressed the KSC Glock 17 in stock form. They're okay but the recoil is pretty weak and chill down kills them. You can make them stop feeding just by shooting really quickly. On the other hand, the Clarence Lai full custom Glocks from DEN Trinity (metal slide, outer barrel, recoil spring guide + upgraded recoild spring, hammer spring and valve) are only a bit more expensive than the stock item and are far superior to stock - somewhat superior to the Marui.

However, at around USD 200 it's a lot more expensive than the Marui at around USD 125. Also, the KSC Glock is quite gas sensitive and has problems with some types of gas - I'd only recommend HFC134A. Also, there is a small metal flap (which cocks the internal hammer) which can fail - replacements are around USD 5 or you can get a reinforced item (machined from copper) for USD 12.

Actual performance of both guns is pretty similar - blowback of the 92F is better than the stock Glock but worse than the Clarence Glock. Both are putting out about the same power and use about the same gas. The barrel in the 92F is fixed, which should equate to better accuracy but in practice there is little difference. The only major disadvantage to the Marui is that it does not have adjustable HOP-up - so you can only effectively use 0.2g Marui ammo.

If money wasn't an issue then I'd recommend a Clarence Glock or a Western Arms Infinity - however, the 92F is a good gun, certainly in the same class, and is much cheaper - very good value for money. The Infinity is a great gun - I've recently aquired a 6" Inifinity second hand and I'm really liking it. However, they're expensive and mags are very pricey (USD 45 - compared to USD 28 for the Glock)

On the subject of duster gas, check what standard the duster gas that you can get is - HFC134A or HFC22 - The 92F and the Infinities are quite flexible, but the Glock can be pretty sensitive. Also, bear in mind that duster gas is dry so you will need to keep the gun well lubricated - give all the seals a good spray of silicon oil on a regular basis. Also, I would recommend getting a can of 'maintenance gas' (a little can of this is good for three or four uses and can be had for USD 6-8) This is HFC134A mixed with silicon oil - you use it like normal gas and it gets into all of the seals in the action and the magazine - some of these can be quite difficult to access.

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