101st orientation handbook

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    101 TACTICAL AIRSOFT GROUPst

    ORIENTATION HANDBOOK

    Revised::8-06-08

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    TABLE OF CONTENTS

    Page

    INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

    TERMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

    THE DEFINITION OF AIRSOFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02

    HISTORY OF AIRSOFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02

    IS AIRSOFT SAFE? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03

    HOW TO BECOME A MEMBER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03

    ORGANIZATIONAL STRUCTURE OF

    THE 101 AIRSOFT TACTICAL GROUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .ST 033

    RANK INSIGNIA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 05

    AWARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 06

    PLACEMENT OF RANK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 099

    PLACEMENT OF AWARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 010

    EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 01010

    Basic Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0010

    Intermediate Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0012

    Advanced Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0014

    WEAPONS: TOOLS OF THE AIRSOFT TRADE . . . . . . . . . . . . . . . . . . . . . . . . 0016

    AIRSOFT: THE GAME AND THE RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0021

    RIFLEMAN LESSON 1: SAFETY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 00225

    RIFLEMAN LESSON 2: PRACTICAL USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0028

    RIFLEMAN LESSON 3: MUNITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0029

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    RIFLEMAN LESSON 4: GAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0030

    RIFLEMAN LESSON 5: BATTERIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0031

    RIFLEMAN LESSON 6: MAINTENANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0032

    RIFLEMAN LESSON 7: MARKSMANSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0036

    RIFLEMAN LESSON 8: POSITIONING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0037

    RIFLEMAN LESSON 9: SHOOTING STANCES . . . . . . . . . . . . . . . . . . . . . . . . . 0039

    RIFLEMAN LESSON 10: MOVING TARGET . . . . . . . . . . . . . . . . . . . . . . . . . . . 0040

    RIFLEMAN LESSON 11: ROCK N ROLL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0040

    RIFLEMAN LESSON 12: CLOSE QUARTERBATTLE SHOOTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0041

    INDIVIDUAL TACTICS 1: CAMOUFLAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0042

    INDIVIDUAL TACTICS 2: PATROLLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0043

    INDIVIDUAL TACTICS 3: FIRE & MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0044

    INDIVIDUAL TACTICS 4: CLOSE QUARTER BATTLE . . . . . . . . . . . . . . . . . 0045

    TABLE OF CONTENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0047

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    1

    Introduction

    Welcome to the 101 Tactical Airsoft Group (T.A.G.). The 101 T.A.G. is a group ofst st

    guys from the DeSoto, Missouri area who gather together for fellowship through the sport

    of airsoft. As a group, we will typically run Airsoft MilSim missions. MilSim focuses on

    enacting military and other tactical simulations. MilSim airsoft requires a very high levelof organization and control. Simply loading up your airsoft weapons and heading out into

    the woods in camouflage clothing does not begin to describe MilSim. Typically, each

    game, or mission, will have a very clear objective such as rescuing a downed pilot,

    ambushing a supply route, or destroying a communications facility. The missions are

    limited only by the players imaginations.

    The following sections in this field manual describe airsoft from the beginners point of

    view. This is to help provide at least some level of basic knowledge and familiarity, not

    only with the sport, but also with the weapons and equipment used, and to help develop

    general cohesion within each squad. Since everyone has to start somewhere, this guide

    will provide instructions for the safe handling and operation of airsoft weaponry,maintenance of airsoft weaponry, basic weapon upgrading, individual combat techniques,

    a familiarization with the honor code, and theoretical game rules. Each new member

    should acquaint himself with this manual so that everyone can be on the same page

    regarding the basics of the sport.

    Terms

    ACUs - Army Combat Uniform - refers to the new digital pattern uniforms worn by the

    United States Army.

    AEG - Automatic Electric Gun

    BDUs - Battle Dress Uniform - refers to the old style woodland, desert, or solid uniformsworn by the US military.

    CQB - Close Quarter Battle

    DMR - Designated Marksman

    FPS - Feet Per Second

    GBB- Gas Blowback

    MARPAT - Marine Pattern - refers to the new digital woodland or desert camouflage

    uniforms worn by the United States Marine Corps.

    Milsim- Military simulation - enacting military and other tactical scenarios

    Springer - A spring powered airsoft weapon.

    RIS - Rail Interface System - allows you to add on various accessories to the weapon

    (often seen on the M-16 family of weapons) such as grenade launchers, lasers and lights.

    The RIS system also moves the battery from the M4A1 foregrip into a box which is styled

    to look like a laser.

    SOCOM - Special Operations Command - Officers responsible for the administration of

    TAG.

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    The Definition of Airsoft

    The common term airsoft can generally be described as a tactical combat game in which

    players face real-type combat situations that are most often encountered at the squad

    level. In airsoft, 1:1 scale replica guns are used to fire 6mm or 8mm lightweight pellets.

    The purpose of the typical game is to either eliminate all opposing players or achieve all

    objectives in a specific scenario. The players of airsoft typically use equipment that is asauthentic as possible to imitate real counterparts, such as elite army units from various

    countries. While this is typical among airsoft players, it is not necessary to be a part of

    our group. We do understand that this can get costly and could keep some people who

    are otherwise interested in engaging in the sport to choose not to participate. In T.A.G. a

    member can be as authentic or as unauthentic as he or she chooses in respect to the level

    of uniforms and/or weapons. We are here to have fun, not to cause an unnecessary

    financial burden on anyone.

    The term airsoft came about as first generation players outside of Japan started shortening

    the existing term airsoft gun that was (and still is) stamped all over the gun packages

    and manuals into something that could be easily used when speaking about their sport.

    History of Airsoft

    To understand airsoft in a wider perspective as a sport, one must go to Japan -- the

    birthplace of airsoft. In the 1970s and 1980s a few small Japanese companies started

    manufacturing 1:1 scale replica guns (better known in Japan as model guns) to satisfy a

    demand for firearms, which were and continue to be prohibited by law. These model

    guns fired blank rounds and were primarily utilized as imitations and movie props.

    Gradually in the 1980's new variants of these model guns emerged. These were more toy-

    like, and they shot lightweight plastic projectiles at low velocities. Some of the rounds

    were tip-shaped as in traditional air guns, but the new round-shaped 6mm BBs quickly

    became the industry standard. These new toy air guns were called airsoft guns.

    The BB standard was quickly established, which meant all airsoft guns were to shoot the

    same ammunition, the 6mm BB. These predecessors of todays high performance airsoft

    weapons were mostly spring cocking guns and fixed slide gas guns. The 1980's were in

    some ways the golden age for airsoft guns in Japan as airsoft (better known in Japan as

    survival game) was peaking in both the number of players and in popularity. However,

    the technology was still crude, i.e. the standard automatic guns were equipped with

    enormous gas tanks which were hauled on the back or attached to a web belt.

    In the early 1990's, two major technical breakthroughs changed airsoft into what it istoday. The first was the Gas Blowback (GBB) technology. It had evolved into a useful

    application and allowed the development of GBB guns which were actually good enough

    to be used for gaming. Second, and far more importantly, the Tokyo Marui Company

    introduced the Automatic Electric Gun (AEG) series, and is still considered the industry

    standard today. Interest in the sport slowly began spreading from Japan to other

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    countries. In some circles, 1998 is regarded as the breakthrough year for airsoft outside

    of Asia.

    Is Airsoft Safe?

    Airsoft is very safe. It is almost identical to paintball and is virtually harmless if everyone

    follows the rules. The most common injuries reported by airsoft players are sprainedankles from running, or other minor injuries such as scratches from falling or from

    underbrush. However, serious injury can occur if the rules are not followed.

    How to Become a Member

    To become a member of the 101 Tactical Airsoft Group, the applicant must fill out anst

    Application Waiver. There is no membership fee at this time, however donations will be

    collected on Operation Days to help offset the cost of the manuals and other

    administrative items. Once application is made, membership will be considered by the

    SOCOM staff. If admitted, the recruit will be awarded the rank of private and will have a

    sixty day probationary period. During this probationary period, the private must pass

    basic training and must make several practices and Operation Days before being

    promoted to Private First Class.

    Organizational Structure of the 101 Tactical Airsoft Groupst

    The following section will describe the organizational structure of the 101 . Be sure tost

    understand that the people in the chain of command above you are not there to boss you

    around. They act as servants to the organization and are in leadership roles for two

    primary reasons. The first reason is to ensure everyones safety. The second reason is to

    help make certain that everyone has an enjoyable time as they participate. Each person in

    a leadership position was initially selected for his specific role because of the leadership

    that he has demonstrated in the past, for certain abilities and/or training he has had, andfor the potential of effective leadership in the future. All open positions will be filled by

    promotion. The promotions will be decided by consideration of all higher ranking

    members. For example if an assistant squad leader position (corporal) is open, the

    promotion decision will be made by those possessing the rank of sergeant and above. If a

    position for squad leader (sergeant) is open the decision will be made by those who are

    lieutenants and above. These promotions will be based upon an individuals character,

    attitude, demonstrated leadership, and an assessment of his future potential for leadership.

    SOCOM - Special Operations Command - Each SOCOM member is primarilyresponsible for one of the following duties with the corresponding rank:

    Organizational Development - Captain - Commander of TAG. Responsible for

    overseeing and maintaining the organization. Oversees the SOCOM staff. Responsible

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    for leadership development. Has the final word in all matters.

    Training and Tactics - Captain- Responsible for developing all areas of training and

    implements all training courses. Oversees the effectiveness of all training initiatives.

    Chaplain and Assistant Chaplain - Responsible for the spiritual well-being of the troops.

    SOCOM members will usually design scenarios which are to be executed between well

    trained military units (i.e. not drug dealers). In developing the scenarios, the SOCOMs

    (Special Operation Commanders) will usually start with some type of historical precedent

    to develop a scenario. They will not be devising a competition to see which team is

    better, instead, they will design combat simulations which will test the mettle of both

    sides. These are very different ends. Keeping things even and having mechanisms in

    the scenario to control the flow of battle are important. The guys come out each month to

    have fun, so keeping the energy and enthusiasm of all the participants up is a primaryresponsibility of the SOCOMs.

    Members of the SOCOM are responsible for developing policies, writing and developing

    scenarios, making maps of the areas, briefing NCOs of the scenarios, developing tactics

    and training exercises appropriate to the sport of airsoft, promotions, making sure that

    everyone is safe, and that all rules are followed. SOCOM staff members fall into the

    ranks and become subordinate to the platoon and squad leaders during the execution of

    the scenario (unless an issue of safety/protocol arises or fill a position of platoon, or

    squad leader if he is absent on a given day).

    Infantry Squads and Platoons - (May be comprised of members with special abilities

    such as a SAW (Squad Automatic Weapon) gunner (but who can afford a M249?), a

    scout, sniper, rifleman, member of an assault team or fire team, etc). Everyone will be

    good at something.

    Battalion Leader - Captain, 1 Lieutenantst

    Squad Leader - First Lieutenant, Second Lieutenant

    Fireteam Leader - Sergeant

    Point man and Assistant Fireteam Leader - Corporal

    As new squads are added, squad leaders and assistant squad leaders will be assigned. If

    enough squads (4) are formed, 2 platoons will be organized, with each platoon consisting

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    of two squads. Each platoon will be commanded by a 1 lieutenant. Assuming they havest

    filled their roles adequately, the two senior sergeants will be promoted to the position of

    platoon leader. Assistant squad leaders will likewise be promoted under the same

    circumstances. To be promoted to a position, it is not necessary for the candidate to be a

    member of the particular squad in which the opening occurs, ex. a private in 1 squad isst

    eligible to be promoted to the rank of corporal of 2 squad. Likewise, a corporal in onend

    squad may be promoted to the rank of sergeant in another squad. Promotions will be the

    decision of the SOCOM staff with input from others. In the event that there are four or

    more platoons (8 squads = 48 soldiers), two companies will be formed. Each company

    will consist of two platoons and will be commanded by a captain. SOCOM staff

    members will then be promoted.

    Platoons - (two squads = 12 soldiers) Commanded by a 1 lieutenant.st

    Squad = 6 soldiers commanded by a sergeant assisted by a corporal. All SOCOM

    personnel are assigned to squads. Even though the SOCOM members outrank the squad

    leader, they are subordinate to the squad leader in the execution of field maneuvers(practices and skirmishes) unless a matter of safety or protocol arises. A member must

    exhibit leadership in the past, excellent character, and the potential for future leadership

    before being considered for promotion.

    Rank Insignia

    Rank insignia may be worn by T.A.G. personnel. In fact, this is encouraged but is not

    mandatory. As the organization grows, this may change. If a person is an officer, and he

    does not have a set of BDUs, he may wish to wear his rank insignia on his hat. The

    ranking structure of T.A.G. follows:

    Private - All new recruits will hold the rank of private. After the recruit

    completes the T.A.G. Basic Training and a sixty day probationary period,

    he or she will be promoted to the rank of Private First Class. Privates do

    not necessarily need to wear rank.

    Private First Class - After completing the training and probationary

    period members will be promoted to private first class.

    NCOs (Non Commissioned Officers)

    Corporal - The corporal is assistant fireteam leader. He is also the point man

    for the fireteam. He has gained his rank because of dedication and

    experience. He will assist the fireteam leader in the execution of his duties.

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    .Sergeant - The sergeant is the fireteam leader. He is in charge of the fireteam

    and is responsible for the actions of his men and their safety. It is the

    responsibility of the fireteam leader to develop the leadership abilities of his

    men.

    OFFICERS

    1 and 2 Lieutenants are the squad leaders. A squad will consist of twost nd

    or more fireteams. The lieutenants are responsible to develop the leadership

    potential of their men.

    Captain - The rank of Captain is currently the highest rank in T.A.G. The

    captain is the overall commander of T.A.G. He is responsible fordirecting and maintaining the organization. He works directly with and

    oversees the SOCOM staff. He has the final word in all matters. It is the

    responsibility of the captain to develop policies, ensure that the rules are being

    followed, develop scenarios, and provide training in all that is T.A.G.

    Uniforms

    Primary Uniform:

    The primary uniform for the 101 T.A.G. is the Asian pattern Tiger Stripe BDU byst

    Popper. The uniform consists of Boonie hat, jacket, and trousers.

    Secondary Uniform:

    Old Army pattern Woodland BDUs, or Woodland Tactical Response Uniform.

    Alternate Uniform:

    An alternate uniform may be worn on occasion by the Special Operations Section.

    Multicam is the primary alternate uniform of the Special Operations Section. Other

    uniforms or clothing may be worn by approval.

    Awards

    Members of T.A.G. may wear the following approved combat emblems on their

    uniforms. Some of the possibilities follow:

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    Air Assault Badge - Authorized to be worn by all who have successfully completed the

    T.A.G. basic training course. This includes successfully passing all tests.

    Parachutists Badge (Airborne Jump Wings) - Once a member has completed TAG

    Airborne qualification he is eligable to wear the jump wings.

    If you have successfully parachuted out of a plane you are authorized to wear a pair of

    jump wings on your uniform. For those who have made two jumps, the Senior

    Parachutists Badge may be worn. For those who have made three or more jumps, the

    Master Parachutists Badge may be worn.

    Combat Action Badge - Authorized to be worn by T.A.G. members who have

    participated in a minimum of ten Operations (individual scenarios and practices do not

    count).

    Combat Infantry Badge - If (in real life) you have been engaged in some type of combat

    situation (this badge will most likely be applicable for former military and law

    enforcement personnel, but each if you think your experience qualifies you for one, ask)

    and you have been under hostile fire.

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    Medical Badge - If (in real life) you have had an official First Aid Training course, you

    are authorized to wear the medical badge.

    Divers Badge

    If (in real life) you have been certified as a diver, you may wear the divers badge.

    Pathfinder Badge

    Authorized for those who have successfully completed the T.A.G. Leadership course.

    Halo Free Fall Badge

    Authorized for those who have successfully completed the Special Forces course.

    Awards should either be black submetal or subdued cloth. See SOCOM personnel for the

    placement of awards on the combat uniform.

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    In addition, T.A.G. members may wear the patch of the 101 Airborne Divisionst

    Screaming Eagle on their right upper arm. Members of the Special Operations Section

    may wear the Ghost Recon patch on their left shoulder.

    Placement of Rank

    On ACU Cut uniforms -

    Option 1 - On the designated mounting tab in the center of the chest. If you will be

    wearing a tactical vest or other item that covers the mounting tab, please go with

    option 2, 3, or 4.

    Option 2 - With the collar up, especially when wearing a tactical vest or other item

    that covers the mounting tab, mount rank insignia on the collar just in front of the

    carotid artery.

    Option 3 - With the collar down center the insignia on the collar 1/4" from the edge

    of the collar.

    On BDUs-

    Center the insignia on the collar 1/4" from the edge of the collar.

    On Headgear-

    On the front center of the hat, cap, or helmet cover.

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    Placement of Awards

    The following awards will be worn on the left breast in descending order-

    (1) The Combat Infantry Badge (CIB) - The CIB is the highest attainable award. Nothing

    goes over the CIB. It is always on top.(2) Parachutist Badge - Only the CIB can be placed over the parachutist badge.

    (3) Halo Free fall Badge - This is the third highest award in T.A.G. Only the CIB and the

    Parachutist badge may be worn above it.

    (4) Combat Action Badge - Centered above the left pocket, below all other badges except

    the air assault badge.

    (5) Air Assault Badge - The lowest level award. Worn below all other badges on the left

    breast, but centered above the left pocket.

    The following awards may be worn on the right breast -

    (1) Pathfinder badge - highest level badge for the right breast, worn centered over the

    right breast pocket above all other badges.(2) Medical badge - worn centered over the right pocket.

    (3) Divers badge - worn just above the top left edge of the right pocket.

    There are many other awards which will be authorized for wear after qualification as the

    organization develops.

    Equipment

    This guide is presented in sections so you can start with the bare essentials and choose

    where to go from there. Your gear and where you get it is a personal matter but feel freeto use this guide to help make your decisions.

    Basic Gear

    If you're just getting into airsoft you may be wondering about the minimum equipment

    you will need and what type of equipment will be necessary to get started. This gear

    guide should answer most of your beginning questions and give you some idea of what is

    required. You are not required to own all of the basic gear in order to get started, you may

    be able to borrow items 2 and 3 from a friend who has extra, but as time goes on and you

    come to enjoy the sport, you will no doubt want to invest in your own.

    In order to participate in our tactical simulations, there is some very basic equipment that

    you must have.

    1. A Good Attitude:Self-explanatory. Dont leave home without it. Anyone in a

    players chain of command and the referees have the authority to ask him or her to leave

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    because of dissatisfactory behavior and/or attitude. If this is the case, the player will

    leave, no questions asked. If the player believes he has been unfairly treated, he or she

    may make an appeal in writing to the SOCOM. There will be no inappropriate language

    at any time.

    2. Protective Goggles:Essential equipment for all airsoft players. These will protect you

    from eye and facial injuries. Airsoft manufacturers provide some very strong goggles.

    Real tactical goggles, such as Wiley X, are now readily available and blend perfectly into

    airsoft outfits (allowing more realistic appearance of the player). For others, a mesh mask

    will provide very practical protection for a fraction of the price.

    Bolle is household name for airsoft players and this French manufacturer of tactical

    goggles provides a good selection at an affordable price. They are carried by most airsoft

    retailers.

    Goggle fogging is common problem and manufacturers like ESS include various anti-

    fogging features in their products. Anti-fog solution may also be helpful.

    Shatterproof eye protection - ANSI rated is what we recommend - Shooting glasses in

    many instances do not cover the sides of the eye but this is up to the wearers

    discretion. Eye protection ranges in cost from about $5.00 and up to over one hundred.

    A simple $5.00 pair of protective goggles may be obtained from the hunting section in

    our Walmart sporting goods department.

    3. Face Mask.A face mask is strongly encouraged for those participating in Close

    Quarter Battles (house searches, etc), or for those members under 18 years of age.

    4. Airsoft Gun: An airsoft gun of some type (Springer, AEG, or Gas). The springers

    should fall within a range of 200 and 500 feet per second depending on the type (for

    example a spring powered sniper rifle might have a higher fps than a typical springer).

    AEGs will usually fall within the ranges of 200 to 400 fps. Gas guns typically fall within

    the ranges of 200 to 400 fps. (Only Airsoft guns are acceptable. Standard BB guns and

    pellet guns are not allowed).

    While any military style airsoft gun is acceptable, the M16/M4 or one of its variants is the

    recommended weapon of choice for T.A.G. There is one simple reason for this. When

    you run out of ammo in a combat situation, you can get an extra mag from a team mate.

    The airsoft gun must not exceed the following velocity limits:

    Outdoor: 450 fps (ft/sec) or less with .20g ammunition - 550 fps for sniper rifles.

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    Indoor: 400 fps (ft/sec) or less with .20g ammunition.

    After extensive field testing these limits have proven to be both effective and safe on the

    battlefield. These limits are becoming common at most games and they are used to

    ensure safety.

    Intermediate Gear (Listed in this section are items that are not required but are very

    beneficial).

    1. Uniform: See above for uniform requirements (Asian Tiger Stripe and Woodland

    BDU)

    2. Appropriate Footwear:You will probably want a pair of boots. Work boots are ok if

    you have them already, hiking boots are better still, but you may consider a pair of

    combat or tactical boots at some point. Expect to pay between $20 for cheap jungle

    boots to well over $100 for a nice pair. Inappropriate footwear or poor fitting boots or

    boots that are not properly broken-in will be your enemy in the field! Open-toed footwearis impractical for airsoft and is therefore highly discouraged.

    Sneakers: Rarely seen in airsoft field, but in some respect useful. Good for quick running

    in flat terrain, but completely useless in rough terrain.

    Standard Issue Military Boots:Cheap, easily obtainable. Good for most outfits and rough

    terrain.

    Special Forces Grade Military Boots:These boots are the best money can buy. Regardless

    of the price, these boots will provide the best protection and comfort for your feet.

    3. Headgear: As you will use your head (hopefully!) for surveillance and aiming. It will

    be exposed to enemy observation and fire more often than any other part of your body.

    You need to pay extra attention how to protect your face against hits and how to

    camouflage your head properly.

    The Boonie hat in Asian Tiger Stripe or Woodland is acceptable. Patrol caps are also

    allowed. Helmets are also acceptable. See below:

    Helmet: Lightweight helmets such as ProTec skating helmets (as used by Delta Force in

    Somalia) actually protect your head in case you get flattened in the course of a game (very

    possible in a frantic CQB). Others, such as PASGT (Personal Armor System, Ground

    Troops, pronounced "Pass-get") helmets are available. Helmets are also available as

    replicas with a much more affordable price than real ones. Surplus stores carry wide

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    ranges of used and new US, NATO, ex-Warsaw Pact and Russian helmets with low price

    tags. Ebay is an excellent source as well. Some companies produce replica PASGTs

    which are great for airsoft but have no true ballistic stopping power.

    4. Pistol Belt (Also known as the utility or duty belt):This belt is used to carry

    additional items such as mag pouches, holsters, etc. They are adjustable and will

    typically fit up to a 44" waist. May be used with suspenders or attached to a tactical or

    load bearing vest. Cost varies from $5 for an imported copy to around $40 for military

    issue.

    5. Canteen/Hydration Gear:You will need plenty of water in games and events. Special

    hydration gear from Camelbak or Hydrastorm will do the job. Standard military surplus

    canteens can be attached to your utility belt. Standard canteens can be purchased for as

    little as $5, hydration packs go for $30+.

    6. Extra Magazines for Your Weapon: Extra magazines are good to have. How

    terrible it would be if you ran out of ammo in a firefight. With additional magazines you

    can load a fresh magazine into your weapon and keep fighting, otherwise you may have to

    reload your other magazine by hand while trying not to get shot.

    7. Mag Pouches and Drop Bag: This type of accessory is very important if you do not

    have a vest to carry your extra magazines. They typically hold 2-4 M-16 mags and

    attach to your utility belt. Mil surplus or cheap imports sell for as little as $7 each,

    current issue sells for around $20.

    8. Sling:This is not mandatory, but can be a very useful and simple piece of equipment.

    It will protect your weapon from unnecessary hits as well. Consider a tactical three point

    sling for ready carry in combat situations.

    9. Watch: A timepiece is very important. The games may be timed, or there may be time

    limits for objectives within the game, or there may be 'dead men' periods. A watch is a

    good thing to have to know what's going on.

    Advanced Gear (This is the dream category)

    1. Tactical or Assault Vest: A vest is very useful for carrying extra equipment such as

    magazines, extra BBs, etc. and can also be used to clip on other accessories such as

    radios, GPS or flashlights. Used mil surplus sell for around $30, while new blackhawk

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    vests can sell for quite a bit more.

    Tactical Vests:Essential real operator gear for any serious MilSim and airsoft player.

    Modern tactical vests can carry many magazines, grenades, pistols, radios, knives, ammo,

    compasses, night vision goggles and other tools for hardcore players. As more and more

    tactical vest makers appear, the selection continues to improving.

    Harnesses, Web Gear:Regular army load bearing equipment will come considerably

    cheaper than Special Forces tactical vests. There are numerous types of surplus web gear

    available from militaries around the world.

    2. Face Protection: Some form of face protection may be beneficial. If you choose to get

    a mask, be sure to get a warm weather version for summer or you may find yourself

    uncomfortably hot. Cost ranges from $10 to $30.

    Camo Face Colors:Essential tool to give basic camouflage. Normal skin is visible far

    away and easily detectable by enemy observation. Readily available from most military

    equipment retailers.Camo Netting:An excellent and affordable tool to break the very recognizable shape of

    human head. As you cover your head with camo netting it will blend into the forest

    background. An alternative tool is the Stalker 3D headgear.

    Balaclava:Fire protected balaclavas are favored by Special Forces around the world for

    added protection against heat and to prevent personnel identification.

    You will probably want some kind of cap or hat to keep the sun out of your eyes and the

    bugs off your head, and something to offer some protection against head shots. Many

    prefer the boonie or bucket style hat, but a patrol cap is excellent too. Baseball caps

    or head wraps will also work in a pinch. You can pick up inexpensive covers for as littleas $7 but the good stuff mil-spec issue will run closer to $20. Also, the player may

    prefer to purchase an airsoft tactical helmet based on the style of the current kevlar

    helmets used by our military and many SWAT teams. These helmets may be purchased

    for as little as $20 and a helmet cover which matches your camo pattern BDUs may be

    obtained for another $12.

    3. Compass and Map Pouch:Even if you have a GPS unit it never hurts to have a

    compass and know how to use it. A map of the area in a waterproof map pouch will

    also come in handy if your squad gets lost - although that would never happen. Get a

    decent compass with a metal housing if possible. Compasses start at around $10 and amap pouch can be had for about the same.

    4. Handheld GPS and Extra Batteries:Never underestimate the value of knowing

    where you are. Handheld GPS units use satellites to compute your position and can also

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    provide valuable navigation information. Many inexpensive models are available from

    $70 to $300+. The Garmin eTrex series are a good value and have an excellent feature

    set.

    5. Radios: Having a two-way radio is a wonderful way to communicate with other team

    members. Motorola Talkabouts are relatively inexpensive and get the job done. Better

    radios would include the programmable Linton 3288 that has a Kenwood accessory plug.

    6. Headsets for Your Radio: These take the noise of the radio away so you can keep

    from giving away your position. Stay away from throat mics as they usually dont

    function well. Just be sure to get one that fits your radio.

    Our local surplus store carries much of this equipment and many of these camouflage

    designs or a series of websites where camo combat uniforms may be ordered online may

    be found at the end of this section.

    7.Other:

    Backpacks, Rigs, Gun Bags:These items are useful to carry a large amount of gear to

    the field. They are rarely needed in the actual game unless you are going to be in big op.

    Tactical backpacks, rigs and gun bags are often provided by the very same tactical gear

    manufacturers who make vests, pouches, etc. Surplus equipment in this area, unlike in

    some of the others, comes with good quality and extremely low prices, if you know where

    to look.

    Gloves:Tactical gloves provide protection against injuries and BB hits. Look for halfcut

    gloves with leather reinforced palms for better weapon grip. Many of the high-end gloves

    provide Kevlar or Nomex protection, but these are not necessary for airsoft.

    US Cavalry - http://www.uscav.com/

    US Patriot Store - http://www.uspatriotstore.com/

    Self Defense Armory - http://www.uspatriotstore.com/

    Weapons: The Tools of the Airsoft Trade

    If you are going to participate in airsoft frequently, at some point you will probably want

    to obtain your own weapon(s). Airsoft guns come in many different types and price

    ranges. Almost anyone can afford at least some type of airsoft gun. You can get started

    with a spring gun for as little as $15 at Walmart, although the durability of such a weapon

    may be lacking. If you go with a spring gun understand that it has to be cocked each

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    time it is fired. Aside from spring guns, there are also gas guns and electric (battery

    operated) guns. Some of the gas and electric guns are semi and/or fully automatic. While

    gas guns are a little more expensive, a good one can be had for $75 - $125. AEGs on

    the other hand are really the standard (with the exception of sniper rifles which are

    usually spring guns). AEGs can be purchased starting around $50 but can be as

    expensive as $1,000. Some of the best AEGs are manufactured by Tokyo Marui, ClassicArmy, and ICS. Cheaper AEGs can be purchased. Many of these claim to be clones

    of the afore mentioned weapons. These clones are given mixed reviews (the primary

    objection is because of upgradability and plastic gears), but for the most part, they are

    probably fine for our purposes. It simply depends on your budget and your preferences.

    Principles of Operation

    Spring Guns, aka springers: Single-shot weapons which are simple in mechanism and

    are the most affordable of all airsoft guns. If you have not owned an airsoft gun before,

    this may be the most cost prohibitive way to get started. There are literally hundreds of

    low-end models sold in general stores around the world, so you should not have any

    problem finding one (even our Walmart carries them). The weapon is operated by

    manually cocking the spring using either a cocking lever, a pistol slide, or a pump-action

    mechanism after each shot. Typically, springers are single-shot guns, although some

    shotguns can shoot multiple rounds simultaneously.

    Fixed Slide Gas Gun a.k.a. non-blowback (NBB): Gas-operated gun that shoots the BB

    using pressure gas instead of air. Fixed slide means that the slide is not recoiling like

    their Gas blowback counterparts. Non-blowback BB mechanisms are also used in small

    numbers of rifles and submachine guns. First generation gas powered airsoft rifles and

    submachine guns were almost entirely non-blowbacks (classics from makers such as

    JAC, Asahi, MGC, etc.). Today, variants of these weapons are still mostly manufactured

    by Taiwanese makers.

    Non-blowback guns have either an internal gas tank or a magazine mounted gas tank. An

    internal gas tank charge will typically last for several magazines. However, the gas

    charge is not stabilized so the overall performance of the weapon declines as the gas

    charge decreases. Weapons with magazine mounted gas tanks can typically shoot several

    full magazines of BBs with one charge. The magazine tanks may either be non-

    stabilized or stabilized depending on the manufacturer and weapon type. Both tank types

    are rechargeable.

    Gas Blowback (GBB): Mechanism that became popular in the mid 1990's. Using gas

    blowback mechanisms, that copy the slide action of real semi-automatic pistols, the gas

    blowback guns shoot BBs with air pressure in either semi-automatic or full automatic

    mode. Closed-bolt or open-bolt mechanisms add to the realism with notable recoil effect.

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    Modern gas blowback guns have magazine mounted gas tanks. The magazine tanks are

    either non-stabilized or stabilized depending of the manufacturer and gun type. Stabilized

    tanks are preferred for their ability to shoot with the same power instead of the

    performance drop characteristic of non-stabilized tanks. Magazine tanks are rechargeable

    just like the non-blowback weapons. The fps of gas blowback weapons varies a great

    deal, but they usually range from 231 fps up to 396 fps.Blowback guns have many different operating systems that vary according to the

    manufacturer. Most performance affecting mechanisms are related to gas consumption,

    blowback recoil strength and muzzle velocity.

    Automatic Electric Gun (AEG): AEGs are the most popular airsoft guns in the world

    today. Reliable, economic to use, and relatively easy to customize, these guns are the

    number one choice for most serious players. AEGs use a gearbox that generally house

    the gears, piston, spring, and cylinder. The use of an electric motor allows rapid gear and

    piston rotation, which in turn creates rapid air compression. Many AEGs can shoot 750-

    850 rounds per minute in full automatic with an average of 264 fps (using 0.20g BBs).

    Mission Role

    Imitating a real military unit and mission role will narrow your choices when it comes to

    airsoft guns. Some events also require very specific gun models to fit with their scenario

    details, but this will not apply to us unless we decide to play in some competitions.

    Second, you need to figure what kind of games you are most likely to be playing. As we

    will be performing all types of milsims, a good multi-purpose gun which will fit into

    multiple roles will be most useful. M4 versions of the M16/AR15 are examples of good

    all round weapons and are also desirable for their ability to be accessorized. However,

    there are many others that would be excellent such as the AK 47, the MP 5, or the G 33,

    to name a few.

    All stock AEGs perform at almost same level in terms of fps and range (excluding some

    guns such as MP5K and PSG-1), so it is not really a matter of performance differences in

    those two categories until you start to upgrade. In upgrades the length of the inner barrel

    is a big factor which will affect range and accuracy.

    Player Body Type

    Perhaps one of the most important things for every airsoft participant is to find a weaponwhich matches his or her body features. For some, there is little point in using an

    excessively long or large weapon which could obstruct movement in heavily wooded or

    overgrown terrain. For others, an annoying placement of the fire selector, or the presence

    of too short of a stock will be decisive points.

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    If you do not feel comfortable with the particular design of a weapon, it is better to look

    for another gun. There are more than fifty AEG variants currently on the market and

    many additional custom versions, so the proper weapon is simply a matter of a diligent

    search.

    Gearbox

    In addition to the exterior features of your weapon-of-choice, the participant should

    consider the gearbox type contained in the weapon. Gearbox version II is the most

    common and most easily upgraded. Version III is also good for upgrades since it has been

    determined to be more durable than the others. Version I exists only in FA-MAS 5.56, the

    F-1, and the FA-MAS SV. This type is currently rendered functionally obsolescent due to

    its lack of upgrade possibilities.

    Other gearbox versions are primarily used in smaller weapons, like the P90 and UZI.

    Reinforced gearboxes are available from various makers for better durability. If theparticipant goes above the M120/396 fps upgrade level a reinforced gearbox may be

    needed as regular gearboxes are known to crack under the high strain caused by the

    additional stress caused by power-increasing custom parts. This topic is explained in

    more detail in the at upgrade training section.

    Battery Space

    Even though battery space may seem like a small detail for a new gun buyer or even for

    more experienced airsofters, this is a very important detail. Weapons with small battery

    spaces are difficult to fit custom batteries. This limitation further reduces upgradability.

    It is possible to rig a large battery in an outside pouch, but this is usually not preferred.

    Ask the following questions before deciding on a purchase: What size batteries can it

    accommodate? Do they sell custom kits which allow a larger battery to be

    accommodated? Remember not to use high voltage batteries unless absolutely necessary.

    High voltage batteries will shorten the lifespan of the weapon.

    Ammo:Look for high grade BBs. Cheap BBs are not only bad for your gun, but bad

    for the other players as well (they might disintegrate into mesh goggles when fired with

    high velocity gun). High grade BBs will increase your accuracy as each low-quality BB

    has accuracy decreasing quality issues. Bumps in the surface, changing diameter, and airbubbles inside the BB will all cause deviation and inaccuracy. You will need plenty of

    BBs and they usually retail at $10-15 for a bag of several thousand rounds.

    Check the needed weight of BBs for your gun. Stock AEGs take 0.2 0.25g BBs, while

    heavily upgraded weapons might need heavier BBs to shoot in a straight trajectory.

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    BBs which are too light will deviate significantly, especially if the gun is upgraded for

    higher FPS.

    Guns with tracer attachments will need specially coated tracer BBs to utilize the tracer

    effect.

    Magazines:Your gun should come with one magazine at least, but you will probablyneed more. Hi-capacity magazines (hicap) are a cheaper solution than stacking normal

    magazines.

    Batteries and charger:All electric guns need batteries to operate. Stock guns need 8.4v

    batteries to operate and most custom guns require anywhere between 8.4v to 12v

    depending of the level of upgrade.

    As a general rule, the more mAh the battery has, the more rounds it can shoot with single

    charge. You will need at least one spare battery.

    A battery charger is an essential tool and smart chargers (i.e. Systema Fuzzy LogicCharger) can prolong your battery life with the capability of making the precise charge to

    battery as well as automatically discharging the left over charge. This will keep your

    battery clean and will allow a longer life span.

    Gas:There are two types of gas available for airsoft guns, regular HFC134a and high-

    powered HFC22 Green Gas. Basically HFC134a is compatible with every gas gun

    there is, while HFC22 is not. The latter has high pressure that causes higher strain to gun

    parts and some guns simply refuse to work with HFC22. In worst cases this gas will

    crack your pistol slide due to excessive blowback force. Its worthwhile to notice that

    Green Gas increases the muzzle velocity up to 30% in comparison to HFC134a. There

    are other types of gasses such as Red Gas and Xtreme Gas, however these are not

    allowed.

    Store gas carefully (especially the HFC22) out of heavy sun exposure. Never try to use

    any other types of gas in your airsoft gun the gas tank can explode.

    The following retailers have good supplies of airsoft weapons:

    Airsoft Atlanta

    Airsoft Extreme

    Airsoft GI

    AirsplatHot Spot Airsoft

    Precision Airsoft

    Ricks Airsoft Armory

    Shorty USA

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    A word about eBay: eBay can be a good source of military surplus and airsoft items

    howeveryou must use caution and common sense!Be careful when purchasing used

    Airsoft weapons, be sure you understand the description and know exactly what you are

    getting, watch out for inflated shipping and handling charges and most importantly do not

    take a transaction outside of eBay!

    Airsoft: The Game and the Rules

    Game Style

    There is usually a path of development that each airsoft player goes through. This will

    especially be true of the members of the 101 T.A.G. Since the organization is in itsst

    formative stages, the 101 will primarily be engaged in Stages 1, 2, and 3.st

    Stage 1

    Backyard: This is often popular among young gamers. It consists of backyard shoot outs

    with a small group of friends with very basic rules. However, you still see some senior

    guys doing this in their offices after working hours with minis and springers.

    Stage 2

    Ad-hoc: A group of players at an improvised site with improvised gear and rules but on a

    regular basis. This is the beginning stage of a new airsoft community.

    Stage 3

    Operation/Scenario: Organized event, typically for weekend, with set background story

    and specific rules. Might contain authentic propping of location and/or players.

    The rules of these ops and scenarios are usually referred as MilSim (Military Simulation)

    since more often than not; these ops are trying to achieve a higher level of realism than

    Stage 2 or 4 games.

    Stage 4

    Tournament/League: Although not necessarily well suited for airsoft, tournament or

    league is based on strictly competitive rules. Not common in airsoft.

    Stage 5

    Big Op: Highly organized event that contains military gear, vehicles, personnel and

    special effects. Number of players is in hundreds rather than in tens.

    The leading example is Ahocalypse Now (the misspelling is intentional) in Japan that

    can gather 500 players in an exact Vietnam War setting for one weekend.

    Mentality

    In different parts of the world, airsoft players and communities have their own

    mentalities. Teams may differ radically from each other as the following guide lets you

    know.

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    MilSim: Imitation of real military equipment and uniforms to create realistic atmosphere.

    MilSim is extremely popular in Asian countries.

    Hardcore MilSim: Close simulation of real military. Realism in all levels is the purpose

    of the exercise. Favored among certain teams in USA, Europe, and Asia.

    Re-enactment: Imitation of past wars and battles with as authentic propping as possible.

    Popular around the world, but in the airsoft world the biggest re-enactment games have

    history in Japan.

    Recreational: The guys who are going for plinking and picnic.

    Competitive: People who want to compete and win against other teams.

    Harcore, old-school: No limits, no pain barriers. Today most hardcore guys are legends

    of the past, as most fields/teams/countries have strict FPS and Joule limits. These guys

    used to play without any FPS limits, to the extent that the BBs would penetrate the

    uniform and skin.

    Training: Folks that use airsoft as training tool for real life operations. Although limited,

    its happening among some law enforcement circles.

    Rules

    1. Muzzle velocity limit: No more than 450 fps (350 fps is recommended for indoor or

    CQB; 550 fps is allowed outdoors for sniper rifles in single shot mode only).

    2. Protective goggles: Always wear your protective goggles to protect your eyes and face

    from BB hits. WARNING: Do not take goggles off even in the safe-zone area.

    Accidental discharges, ricochets, and stray shots are a REAL POSSIBILITY.

    3. Treat all airsoft guns as a real gun: Safety first! Consider your airsoft gun as a real gun

    in terms of safety. Keep the safety on at all times, put the muzzle protector on while off

    the game, keep your finger off the trigger, out of the trigger guard, and do not carry your

    gun in public. The reason is simple. Other people will think its a real gun and most

    likely you will end up in a major mess. WARNING: Do not shoot the gun in a safe-zone

    area or at the boundaries of the gaming field. If you need to test your gun, ask an event

    leader the correct location for it.

    4. Hits and Honor code: A hit is always a hit. Get off the field by yelling HIT! and raise

    your arms above your head. Your job is to go back to safe-zone with minimal

    disturbance to the remaining players. Honor code: In airsoft it is relatively easy to cheat

    about hits, honor code is extremely important. Cheaters will eventually be caught as the

    reputation goes around and results are predictable. Failure to follow the honor code will

    result in expulsion from the game and could get you banned from future games. Do not

    expect to be invited to any more games. NOTE: There will be disagreements over

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    whether or not somebody was hit. While you are running and/or wearing heavy

    equipment, it might become impossible to notice hits, especially to a backpack or a

    tactical vest. Even if you did not feel or hear yourself get hit, if someone calls you out,

    play nice and get off the field. Remember, it is just a simulation, it is nothing to get bent

    out of shape about. There will be times when we all did not think we were actually hit, so

    in the long run it will average out. Ricochets or gun hits are not counted.

    5. Code of Conduct: Watch your behavior. No one likes player who is overbearing,

    abusive, ignores team orders, etc. Ignoring the code of conduct will most likely result in

    your dismissal from the game.

    6. Elimination: Go to the designated zone for eliminated players while letting others

    know that you are out of the game by holding your hands high and keeping your gun over

    your head or slung across your back.

    7. Dead men dont speak: After being eliminated return to your safe-zone and do not

    speak to your teammates who are still in the game. This is especially true if you were

    ambushed by the other team or hit by a sniper. In real life, if you were hit by a sniper thelikelihood of you 1) knowing his location would be unlikely, and 2) the possibility of you

    actually being able to talk would in all probability be a rarity.

    8. No physical contact: You are not allowed to grab, hold, or otherwise obstruct other

    players. No hand-to-hand combat here! Read below how to operate in extreme close

    ranges.

    9. Knife Kill/ Silent Kill / Safety Kill / Surrender: In extreme close ranges different

    means of elimination must be used. This rule varies between differing fields and events,

    but generally it is applied by a light touch of the muzzle end to the opposing player. This

    is an effective means when the enemy has not noticed your approach. Do not use thismethod if the enemy has already noticed you or if the targeted player is moving rapidly.

    If YOU are subjected to this elimination method, do not yell loudly that you have been

    hit, but quietly acknowledge the elimination to opposing player and then follow the rules

    on points six and seven. Close range forced to surrender: If you are in position of less

    than 20 feet of an enemy player you can try to force them into surrender by yelling

    Surrender! This is a good idea for the guy staring at the end of your barrel. Most

    players do not want to be shot from this close range. Under no circumstance will there be

    head shots at less than 30 feet.

    10. No real weapons: Do not bring any type of real firearm, ammunition, or knife to the

    game.

    11. No unauthorized BBs: Do not use unauthorized BBs. Common types of prohibited

    BBs include metal and exploding BBs. In some fields only Biodegradable BBs are

    allowed. Do not use less than .20 High Grade BBs.

    12. Obtain permission for your game area: Do not play in unauthorized areas. Sooner or

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    later somebody will mistake you for bad guys and major mess will occur. A good idea is

    to inform local police of your activity BEFOREHAND. If you know there is some other

    traffic besides your own guys, post some signs that the area is used for a shooting game,

    etc.

    13. Stay inside the designated gaming area: Do not wander outside of the designated

    gaming area.

    14. Rules of Engagement: Do not shoot players on your side. Intentional team kills will

    get you kicked. Chances are that an outsider might enter your gaming area purely by

    accident. If you are not sure of your target, hold your fire. If you see civilians wandering

    in the gaming area yell to stop the game. If you see a player without proper eye

    protection, cease fire immediately and call for game to be stopped.

    To prepare for the different kind of people you will encounter in field, here is quick

    recognition guide (no offense meant or to be taken):

    Teen newbie a.k.a "noob": Highly motivated, although might lack cohesion and

    understanding of the big picture.

    Adult newbie: Fascinated or just curious about the guns and game. He or she might

    expect the big guns to shoot through the tree. Might play just once or get hooked for

    good.

    MilSim fan: Propped to the max, might be idealistic about airsoft watch what you say.

    Serious MilSim: Besides propping, he is dead serious about rules. No hi-cap

    magazines! avoid ruining his ambush with your noisy hi-capacity magazines. Serious

    milsim guys might ask you to load only 30 rounds to the normal mags (or less).

    For the game: He is counting every elimination. He gets a kick out of the every "kill"

    before it becomes routine to him. He likes to fight hard. He likes to compete, and most of

    all, he likes to win.

    For the fun (hangarounds): Out there to have good time. Could be one of the hang-around

    members of the team.

    Real military: Although not often seen, he usually takes time to adjust from military

    training to the reality of airsoft combat.

    Hardcore: Long-timer with plenty of knowledge about everything in airsoft.

    Wannabe Airsmith: This guy thinks he knows everything there is to know about airsoftguns -- by reading forums, tinkering with his own guns and quite possibly even with some

    unfortunate buddies gun. You might want to think twice if he offers to upgrade your gun.

    It is easy to get into a furious debate with him about upgrading guns; he is often die-hard

    of his own beliefs.

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    Airsmith: Has accumulated proper knowledge of airsmith skills through training,

    experience and persistent testing. The trick is to recognize him from the wannabes.

    Even though Airsoft weapons are essentially BB guns they should be treated with respect!

    Airsoft projectiles can cause significant eye damage or even chipped teeth if you are hit in

    the right (wrong) place.

    In addition to the mandatory eye protection required you may want to consider the full

    face protection that a paintball mask affords or at a minimum some kind of protection for

    your face and teeth such as a bacalava, ski mask, or even a football mouth guard,

    especially for CQB.

    You should treat your Airsoft weapon as if it were a real firearm. Before handing your

    weapon to someone you should check to see that it is clear by removing the magazine and

    checking the chamber (if possible). When you are handed a weapon you should also

    double check to make sure that it is not loaded. Do not put your finger inside the trigger

    guard until you are ready to fire. Do not cover other people with the muzzle of yourweapon and do not point the weapon at anything you are not willing to destroy. (The

    obvious exception to this rule is if you are in the field during a skirmish...)

    There is an additional aspect to Airsoft safety that cannot be emphasized enough: do not

    brandish your Airsoft equipment in public! Airsoft weapons are very realistic looking

    and people will get disturbed by you running around their neighborhood with assault

    rifles and are likely to call the police. If you do have an encounter with law enforcement

    you must move slowly and follow the officers instructions exactly. You are risking your

    life in this situation as the officer may not know that your airsoft weapon is not a real

    firearm!

    As you have seen from this guide there are a myriad of different types and suppliers ofgear for your airsoft adventure. Be sure to visit airsoft sites on the web and talk to

    veteran airsofters before you put down your cash - you won't be sorry if you do a little

    research before buying.

    Rifleman Lesson 1: Safety

    Assumption of Risk

    Engaging in Airsoft activites is done at the players own risk. Bottom line, if you are

    going to play, you do so at your own risk. You play because you want to play, if you get

    hit, it may hurt. So, if you get hurt dont go home crying to momma.

    Age Limits

    All who participate in a Milsim must be 18 years of age or older. Occasionally someone

    between the ages of 16 and 18 may be allowed to play, but this will be taken on a case by

    case basis and with parental permission.

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    Safety

    All players are required to bring their own eye protection and to wear it at all times when

    the Milsim is in progress. If you are unsure whether the simulation is over, leave your

    goggles on until you find out for sure! If you need to clear your goggles for some reason

    do so in a safe area and at your own risk.

    Anything other than basic electric, spring, or gas powered rifles and handguns must be

    approved by the game administrator prior to being used in the game. This includes mines,

    grenades and other devices of this nature. Under no circumstances are pryo devices

    (including smoke) allowed unless under the direct supervision of the game or field

    director.

    Safety is a topic that is important both to airsoft players and the community as a whole.

    As an airsoft player, risking your health is both stupid and unnecessary. As a community,airsofters have an obligation to prevent incidents that may cause the sport to be viewed

    with disfavor by the general public. It only takes one negative news report to put Airsoft

    on the bad side of your community, law enforcement, and legislative body.

    Establishing and maintaining good safety habits with airsoft weapons is absolutely

    essential. You must treat your airsoft weapon with the same respect as you would a real

    firearm. If you do not, you may find yourself unconsciously treating a firearm as a toy

    and taking a safety risk that could jeopardize your life and/or the lives of others.

    Conduct

    Our Milsims will occur on private land. We are the guests. Everyone will act with

    respect for both the land owner and his property. Littering, shooting animals, destroying

    property in any way, leaving gates open, leaving trash, climbing fences, or other

    disrespectful or discourteous behavior may get you kicked from the Milsim and could get

    you barred for good.

    Hits

    A direct hit anywhere on your body (including your gear/vest/etc.) counts. Weapon hits

    and ricochets do not count. The general rule is thatif you THINK you have been hit

    you need to call yourself out. Also keep in mind that it is extremely rare that you will

    know FOR SURE that you have hit someone. Everybody who has played much has been

    in a situation where you feel like you hit someone and they did not call themselves out.

    Yelling at someone that you think you have hit to call themselves out is not going to

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    make them do it. If you do see a teammate get hit and they do not call themselves out it

    is your duty to tell them that they have been hit.

    After you have been hit you must call "HIT" loudly and indicate your status by either

    keeping your hands and weapon pointed toward the sky or by placing a red "dead rag" onyour head. At this point depending on the game you may either leave the game and return

    to the staging area, wait for a medic to revive you or return to base for respawn. You may

    NOT communicate anything to your teammates other than that you are dead and what

    your location is if you ware waiting for a medic. Informing your team about enemy

    troop movements, strength or mission status is considered cheating.

    Minimum Engagement Distances

    If you are engaging someone at close range you should use your best judgment as to

    whether you should shoot or give them the opportunity to surrender. Try to think about it

    as if you were the target, "Would I want to be hit from this range or would I rathersurrender?" NOBODY wants to get hit in the face with an upgraded AEG from 5 or 10

    feet away. It is understandable that sometimes in the heat of battle, instinct tends to

    override judgment and it's easy to be pulling the trigger before you even realize that

    you're shooting. You must give your opponent the opportunity to surrender before

    shooting if you are engaging within a distance of 21 feet (seven steps). Under no

    circumstances will head shots be allowed at less than 30 feet (10 steps). The only

    exception to this is in the specifically designed Close Quarter Battle scenario, there will

    be no head shots, but the other minimum engagement rules do not apply. In CQB there

    will be no sniper rifles or upgraded weapons allowed.

    FPS Limits

    All guns are limited to a maximum of 400 fps (350 fps recommended for CQB) and 500

    fps for sniper rifles. AEGs that are to be used as DMR/Sniper Rifles will not be allowed

    to fire on full auto.

    Safe Handling of Airsoft Weapons

    Airsoft guns cannot be exactly categorized as toys because of their ability to injure the

    eyes and face, and because of their very real in appearance. Because of this, airsoft

    weapons need to be handled as if they are real guns. This will ensure right attitude andlessen the probabilities of an accident.

    Consider these three golden rules to live by:

    1. Your weapon might be loaded and ready to fire even if magazine is empty.

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    2. Even if you know your gun is not real, it can be mistaken by any bystander to be real.

    Always make sure to carry it concealed in a bag or case to avoid misunderstandings.

    3. Keep your finger off the trigger and use the safety when the game is over or if you have

    been eliminated. Make these a part of your instinctive actions.

    On gaming day there will be lots of people around with airsoft weapons. Make sure toknow where there are no guns allowed, or so called safe zones. You should be able to

    tell quickly if the game is being run properly or if there are lots of people running around

    with unsecured weapons. It is a good idea to keep your safety goggles on even if you are

    in a safe zone.

    Never take off your goggles during a game. If you run into trouble with fogging

    goggles or trouble breathing with your mask on, exit the game and take care of the

    problem outside gaming area. If you are part of an event that utilizes base camps, do not

    take off your goggles inside tents, fortifications, or during the night. Your base might be

    hit at anytime (nothing is more annoying than an enemy without goggles who ruins your

    raid).

    Do not take your gun to public places like school. Hey, if you need to show off your

    new gun to your pals do it somewhere in private, okay? A special moron badge should be

    issued for those who display their airsoft weapons in public.

    Rifleman Lesson 2: Practical Use

    When using airsoft weapons it is useful to acknowledge that they were originally

    designed to be used for display or recreational gaming. The mechanisms in most airsoft

    weapons are more vulnerable than their real counterparts and often are not perfect in

    operation.

    By paying attention to proper use, maintenance, and limitations you can get the best out

    of any airsoft gun. Only start customization if you are fully aware of what you are doing.

    Remember, customization does not always make a gun better.

    In gaming, experience and training will allow you to become skilled in airsoft combat.

    While various techniques from the military apply, unique airsoft techniques often get the

    best results.

    Here are eight practical rules to live by:

    1. Never put your rifle more than an arms length away.

    2. Position your rifle so that your sights are protected against blows or dirt.

    3. Cover the rifle muzzle from dirt.

    4. When crawling, cover the front sights with your hand.

    5. If you have to place your rifle on the ground, place it with the cocking lever up, always

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    pointed in a safe direction.

    6. Keep your Hop Up adjusted to the most balanced position (for you) and zero your gun

    in regularly.

    7. Keep the gun away from dirt, rain, snow, water, bonfires and wannabe airsmiths.

    8. Put your magazines upside down in magazine pouches so that they don't collect dirt

    while you are hugging the ground.

    Rifleman Lesson 3: Munitions

    There are several different BB grades available, but to get started you just need to figure

    out which weights are for what and how to weed out the bad from the good. For

    advanced shooting, like sniping, BB grades are very important and take some experience

    to get right. Never reuse BBs. Even if they appear to be clean, they are not. Paint BBs

    are not allowed. Naturally, metal or explosive BBs are not allowed.

    BB Grades

    Two fundamental rules apply with BB weights.

    1.The less weight, the more muzzle velocity. Remember, muzzle velocity affects

    accuracy.

    2.The more weight the more impact power (pain). Remember, shooting is not just about

    high muzzle velocity. With a high muzzle velocity, you need heavier BBs to stabilize

    the trajectory in order to hit your target at greater distances. Balance is keyword here.

    0.12g: For low-end spring cocking guns that lack power to shoot anything heavier than

    that.

    0.20g: For normal spring cocking guns and electric guns.

    0.22g: Western Arms BBs for their gas blowback pistol series.

    0.23g: For AEGs, NBBs and GBBs.

    0.25g: Especially good for electric guns with slight upgrades. They are also useful for

    normal electric guns if you are playing in places that have lot of under brush.

    0.28g: Maruzens BBs for their APS series.

    0.30g: Typical grade for sniper rifles which have been heavily upgraded.

    0.36g: Very heavy BBs for heavily upgraded guns of more than 150m/s / 495 FPS.

    0.43g: Super-heavy BBs for hot guns. To have this weight of BB, the plastic has been

    mixed with metal chips.

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    Hop Up and BBs

    Remember to use only the same weight of BBs in magazines and pre-adjust your hop up

    before gaming. With different BBs you need to re-adjust the hop up.

    In some guns the hop ups are fixed and are meant for only one grade of BB. Make sure

    not to put too much hop up, this will clog the barrel.

    Tracer BBs

    Tracer BBs are coated with phosphor and are illuminated with a bright flash of light (you

    need a tracer unit for this) that activates them. As a result you can see the BBs glow in

    the dark and make tracer effect during night shooting.

    A tracer unit will give up your firing position since its internal LED is flashing to

    illuminate the BBs.

    Recognizing Bad BBs

    Whats the best BB?!!? This question comes up all the time. In fact, there is only one

    sure way to find out.

    Substandard BBs are often cheap, you get what you pay for. Low quality BBs fly bad

    and happen to disintegrate with ease.

    Low quality BBs are widely available especially from supermarkets and many small

    online retailers. So how to tell whats good and whats not? Look for bumps in thesurface and the telltale attachment line going through middle of the BB. A better method

    is to slice few BBs in half and check if there are any air holes inside (they cause

    instability to trajectory).

    The earlier mentioned sure, scientific, way, is to use measuring device to see what is the

    average diameter of the BBs. Stable diameter readings are sign of quality BBs and the

    reading should be between 5.9mm and 6mm). Some brands of BBs have changed in

    quality over the years, but Tokyo Marui has consistently made high quality BBs.

    Rifleman Lesson 4: GasCuriously the topic of gas keeps puzzling new players although the concept is very

    straightforward. There are only two main types of gas available to airsoft guns: HFC134a

    and HFC22. The first so-called regular gas, deemed safe for high-end gas guns and users,

    is the HFC134a. The latter is better known as Green Gas (named so because of the

    color of the bottle it was originally packaged in) is fairly popular outside of Japan.

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    So whats the difference of these two? HFC22 has about 30% more pressure. This

    allows higher muzzle velocity with gas guns. This pressure does not come without cost

    though, since many high-end gas guns (Japanese) cannot take the gas without eventually

    breaking. Small parts and slides will crack under this higher pressure.

    Green Gas also contains a higher concentration of acids and toxic ingredients. This gasis prone to explode in hot temperatures because of its substandard packing case (keep it

    out of the cars during summer time).

    There are also other gasses available such as Red Gas and Xtreme Gas. These gasses

    have even more pressure than Green Gas. These very high pressure gasses are not

    allowed.

    Rifleman Lesson 5: Batteries

    When selecting an electric airsoft gun, make sure to find out its battery compatibility.

    Tactically, it is important to know the weapons battery capacity and how the battery is

    inserted. Capacity equals how many rounds you can shoot before the power runs out, and

    insertion of the battery is equal to the reloading of the magazine, too slow and you are

    dead.

    Voltage

    Voltage directly affects the weapons rate of fire and ability to operate heavy upgrades.

    The standard voltage for airsoft gun batteries is 8.4v and the most typical battery for the

    custom electric gun is 9.6v. There are also 12v and 13.2v batteries, but these should be

    avoided unless you have an extremely powerful gun. Too high voltage can effectively

    damage the weapons gearbox by disrupting the synchronization of the operatingmechanism. Although many fail to realize it, mAh also affects the overall voltage, as

    explained below.

    mAh capacity

    Generally with one charge, an 8.4v 600mAh battery will guarantee about 1500 rounds

    with the normal electric gun but much less with an upgraded one. 8.4v 1300mAh will

    give, on average, about 3000 rounds with the standard electric gun. Both of these are

    standard Marui batteries.

    Custom makers make batteries with mAh capacity up to a level of 2100mAh.

    Frequently players choose the highest capacity mAh batteries as that will ensure them the

    longest lasting play. However, mAh affects the voltage as well. The more mAh, the more

    voltage. Too high voltage can cause gearbox breakdown, i.e. operating the piston out of

    synchronization with the gears.

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    Batteries tend to be fairly expensive but quickly lose their power. One of the most

    important aspects of using batteries is learning how to maintain their life span as long as

    possible.

    Maintaining Battery Life Span

    To ensure your battery starts its life properly, it is essential to charge the batteries over

    during the first several battery charging sessions and afterwards empty them completely.

    The way to destroy your battery is to use the battery partially and then recharge without

    emptying the remaining charge.

    It is recommended to use a smart-charger that can discharge and recognize when battery

    is full or empty.

    Rifleman Lesson 6: MaintenanceBasics that Every Airsoft Recruit Needs to Know

    Maintenance requirements of airsoft guns are not nearly high as what they are in real

    firearms. In fact, if you are familiar with firearms you will be very surprised how

    maintenance-free airsoft guns are in comparison. Excluding the screws and springs, most

    parts in airsoft guns are made from stainless materials so oiling the gun is unnecessary

    and in fact, prohibited. Real gun oils will melt important plastic parts, such as hop up

    units, and should not be used.

    At all times do your best to prevent foreign materials from entering your weapon. During

    gaming, your gun will collect dirt mostly on the surface, but also inside, if you are

    careless. To avoid this, keep your magazines stored correctly in pouches (upside down)

    and check them for dirt before reloading. Be careful that you do not accidentally stick the

    muzzle of your weapon into the ground during the heat of combat. When re-loading BBs

    into magazines the first thing to always do is to remove the metal snippet from the BB

    bags. There are numerous cases where this metal snippet has ended up inside the

    magazine and subsequently has caused a feeding malfunction when fed into gun among

    the BBs. When you are re-loading, make it your practice to ensure there is no foreign

    debris in your magazines.

    Avoid playing in extreme temperatures. Cold weather will quickly strain your gun as the

    materials shrink in freezing temperatures. Slight rain is not disastrous with electric guns,

    but heavy rain needs to be avoided. Needless to say, any airsoft gun will be damaged if

    you try to execute SEAL-type waterborne operations.

    Do not shoot in long continuous bursts or dry-fire, the latter being among the worst things

    that you can do to your gun. Long burst will cause excessive strain and overheat your

    gun. Electric guns produce a lot of internal heat when they are fired in continuous full-

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    auto.

    At the end of the day, make sure that the spring is not left in the cocked or semi-cocked

    position. Do this by shooting a few single shots. Keeping the spring in cocked position

    overnight will reduce guns muzzle velocity about 10-15%, or about 26.5 FPS (8m/s)

    PERMANENTLY REDUCED from the regular Marui electric gun muzzle velocity.

    Basic Maintenance Rules

    Do not dry fire your guns unnecessarily this causes unneeded strain to your gun

    Do not use oils than silicon oil. Wrong oils will break your gun!

    Keep dirt away from any entrance points in your gun

    Keep your magazines free from dirt so it will not end up inside of your gun

    After use, make sure that your guns spring is not in the cocked position. Fire the last

    round in semi-auto mode to avoid this.

    Empty your magazines at the end of gaming. Leaving BBs in will cause the magazine

    spring to lose power.

    Avoid extreme temperatures, especially cold

    Keep your gun away from campfires or extreme heat

    Discharge the batteries with smart chargers that have this capability. Do not use

    Marui battery dischargers that do not recognize when to stop discharging. Constant

    wrong battery charging will quickly render batteries useless.

    Procedures

    The most important tool you need is silicon oil. Most electric guns come with a cleaning

    rod in the package, but if you dont have one, you can fashion it easily by yourself (as

    long as it is thin enough and without any sharp parts that could damage internal parts like

    barrel). It is important not to damage the barrel with too thick of a loading rod or one

    with extruding sharp parts. Never use any oils other than silicon oil for your airsoft guns

    (see basics). Silicon oil dries within several minutes and will leave a thin, slick, veil of oil

    to the parts.

    The procedure can vary a little bit depending of the operating mechanism of the gun. Seebelow for detailed instructions to each category.

    Spring Guns

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    Cock the gun

    Turn the gun so that the barrel will face the ceiling

    Spray a small amount of silicon oil in the barrel as deep as possible.

    Keep the gun in this position for few minutes so that the oil can spread inside of the gun(this is the purpose of oiling) and not just staying in the barrel.

    You can also apply the oil to slide rails to facilitate a smoother cocking procedure

    This will work with most pistols, but any guns with longer barrels such as shotguns and

    rifles will need some disassembly if you want to do complete maintenance. Make sure

    not to keep the spring guns cocked, as this will lessen the power of the spring.

    Gas Operated Guns

    Now, its important to distinguish two separate types of gas guns. The low-end and the

    high-end. The low-end ones are much more widely spread around the world and are

    usually gas pistols that have fixed slide (NBB). The high-end guns are mostly gas

    blowbacks (GBB) and are the more expensive Japanese made, although this is changing.

    It is important to know that low-end gas guns are more rugged than their high-end

    counterparts, which are delicate and need more careful maintenance. HFC22a (so called

    Green Gas), Red Gas and other obscure gas types should not be used in high-end gas

    guns as a general rule (unless you want to exchange their life-span for power). Their

    more powerful pressure combined with acid elements in gas will strain and break the

    parts in Japanese made high-end gas guns. Because gas guns usually have more metal parts than spring guns, you need to use more

    silicon oil.

    Important areas to be oiled are the trigger mechanism, barrel hop up, rubber, and valves.

    The gas-release valve is an important part to be maintained, because without sufficient

    oil, it can stick and release all the gas with the first shot. Any experienced gas gun user

    has most likely experienced this phenomenon before and knows how annoying it can be.

    To facilitate oil to gas-release valve, it is useful to press down the valve manually while

    spraying the oil. This will allow the oil to go to the most insulated parts.

    Another less efficient method is to spray silicon oil to the gas-release valve so that it will

    spread into the piston mechanism while shooting the gun.

    In GBB guns, apply silicon oil to any moving parts, but do not use it too excessively. It

    might cause a malfunction, especially if you flood the nozzle with too much oil.

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    Western Arms sells an oil product called Speed Grease that is specifically made for

    oiling the slide rails for improved blowback. You can use this or silicon oil.

    Gas Blowback Magazines

    It is important to take care of your magazines, as they are prone to breakdowns and

    malfunctions.

    Empty all gas from the magazine gas tank by shooting. Do NOT use the gas-release

    button, because this will blow-out most of the greases that are inside the magazine.

    Push the gas-release button while simultaneously spraying the silicon oil from inflow

    valve that resides in top part of the magazine. Make sure that before this you have

    emptied the gas tank by shooting.

    The gas tanks feeding valve can be sprayed with silicon oil as well --although this is not

    absolutely necessary.

    Always keep a small amount of gas in the magazines to maintain pressure this will

    prolong their life span.

    Electric Guns

    Spray the silicon oil inside the gun from the BB feed port after every 10,000 rounds. A

    two second spray will be plenty.

    Turn your hop up to zero position (no hop up).

    Apply silicon oil to your cleaning rod that has a small cleaning cloth attached to it.

    Now clean the barrel (make sure hop up is zero otherwise it can be damaged) and make

    sure to notice the color indicated limit on the cleaning rod. Do not push the rod more

    than the limit indicated it might damage the gun.

    Fire up to 300 rounds to get rid of the instability that the recent oiling may cause to BB

    trajectories.

    The gearbox is well greased in factory condition, so you do not need to open it just for

    that purpose. However, if you have installed custom parts at some point or are going to,

    it is useful to make sure that the gears and piston are well greased. You can use Marui orSystema greases for this purpose.

    Electric guns have a tendency to drop many kinds of external screws, butt plates and

    locks during the games, so it is essential to tighten them before and after the games to

    make sure they dont fall off during game. If you are sure that you will not open the gun

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    from a certain part, e.g. butt plate screws, you can think about fixing the screws

    permanently with super glue.

    Rifleman Lesson 7: Marksmanship

    Basic Shooting Techniques & Marksmanship

    With airsoft guns there is no recoil as with their real life counterparts. You can even fire

    full-auto with one hand unless there are house rules preventing it.

    Since the guns are 1:1 replicas of real ones, their sights and optics are the same. Because

    of the differences in the flight patterns of a BB and a real bullet, it poses a dilemma of

    whether or not to use them. It really comes to effective range of your weapon and how

    proficient you are at shooting airsoft guns. In the end, it all comes down to training and

    experience with your specific weapon (changing it all the time wont help).

    Simple, Side watch: Looking at the target from the side of sights and barrel

    This method allow