13 October 2008

Airsoft CQB Shooting

Basic CQB shooting techniques

First of all, to be able to shoot effectively in Close Quarter Battle [CQB] you need to have plenty of experience and training to be able to shoot by reflex only, in other words instinctively.
Instinctive shooting is not to be confused for shooting without sights. It is more of reaching point of repeat action that the action becomes part of your reflexes or natural so to speak.

Since CQB is exactly what the synonym implies, close-quarters-battle, you will engage the enemy in extremely quick paced actions inside or in vicinity of buildings that offer awkward shooting situations to say at least. These situations call for completely different shooting techniques than what you would use normally at outdoors.

”Corner Lever”

In tightly spaced corners where available space does not allow use of angular search method, employ ”corner lever” technique. In this technique you will hold your weapon horizontally instead of traditional vertical style. Now, stop your movement just before the angle allows you to see behind the corner. Bend your torso so that you can lower your head and arms just enough to see behind the corner. All the time your weapon is horizontally aimed towards and behind that corner.
Corner lever technique with carbine Same with pistol

”Corner Position”

Tucking yourself against corner for protection is natural, but can be a bad idea. The enemy will naturally expect you to take cover behind corner and will be first to cover it. Additionally, anyone shooting at you can take out you with simple ricochets of the very same wall that is covering you. Instead put yourself several meters behind the corner and use variation of the ”corner lever” technique to expose yourself only minimally.
This technique works best when there is only one approach route. If the enemy has multiple approach routes and wide angle to see towards that corner then traditional method is obviously better since you can pull behind the protecting wall faster.

Traditional New corner technique

Electronic Dot Sight

These are great tools for CQB shooting and so briefly covered here.

The way to use electronic dot sights (a.k.a. ”red dot sights”) is to look throught the sight with both eyes open and your brain will automatically adjust the sight picture correctly. The great thing about dot sights for CQB is the speed and precision of target acqusition. Normally you would have to aim at target with iron sights and because of the fast-paced combat of CQB your aim would be much less than ideal (there is no time to fuzz about with absolutely correct sight pictures etc.). In case of properly installed and adjusted dot sight you just pull the trigger when the dot is swifted ”on top” of the enemy.

Using dot sight also allows you better situational awareness as you are keeping your both eyes open all the time plus you get extremely big sight itself.

note: this article originally taken from here

Basic Radio Communication in Airsoft Game


This article taken form http://www.airsoftretreat.com and originally created by Jason ‘Kornkob’ Robinson . So you better be check it your self in their website.

Radio Communications in a Tactical Environment
Jason ‘Kornkob’ Robinson

Armies have struggled with coordinating their actions, particularly with units not in direct sight, ever since military elements were organized from the club wielding mobs of our distant ancestors.

The invention of man portable radio sets introduced in the middle of the 20th century began to allow some of the larger elements (brigade or company and above) start to communicate. This allowed coordinated action across a very large area, even across continents. Quickly it became apparent that, in the crucible of combat, unless careful protocols were followed communication would rapidly deteriorate into a series of misunderstandings and garbled messages.

This problem became even more critical when radios became small, simple and inexpensive enough to provide communication capability to every soldier. The personal nature of combat at the squad and fireteam level, with little to nothing to insulate the individual troop from the frenetic pace and energy of action, the very act of sending and receiving communication can overload the senses.

Over time a protocol has evolved that allows even individual soldiers to effectively communicate over the radio, even during the worst firefight. While the specifics of radio protocol do vary from country to country and even unit to unit, there are some general principles that are fairly ubiquitous.
THINK THEN SPEAK: Knowing what you want to say before you key the microphone is important.
KISS - Keep it Simple and Short: Complex, gregarious communication via radio is to be avoided. Messages should be simple and concise.
USE PERIODS: You need to remember to tell others when you are done speaking to avoid interruptions and prompt responses.

The following portion of this document will describe a basic protocol, based on US Army standards. Each portion of a typical radio communication will be explored as will several ‘special cases’ that one might commonly encounter. For the most part this document will focus on that which is useful for Paintball and Airsoft, so such cases as calling in artillery or close air support will not be covered. Small unit tactical communications is the main point of this article.
Starting the Conversation

When one wants to talk on the radio you need to announce who you are talking to and who you are. Also, once you are done talking you need to indicate that. To indicate you are done with a sentence and are listening for a response you say the word ‘Over’. (Obviously one wants to avoid using that term anywhere else in the transmission, as it could cause confusion.) So a basic, simple transmission would sound like this:

Alpha One, this is Bravo Six. Over.

This example contains all the required elements of a transmission. A, this is B. Over. Generally this particular example is used to initiate a series of transmissions. When Bravo Six needs to talk to Alpha One he needs to make sure that Alpha One is listening. You see, this short phrase also tells other people on the same frequency that they do not need to pay attention to this transmission, allowing them to continue doing what they were doing, only listening for the end of the conversation.

When Alpha One hears this transmission he replies in kind, indicating that he has heard Bravo Six and is prepared to converse.

This is Alpha One. Over.

Now, Bravo Six knows that Alpha One can hear him and he can begin his conversation.
Fast Conversation.

As stated previously one wants to keep one’s transmissions short and to the point. One wants to keep the conversation flowing so that the channel can be cleared as rapidly as possible for other’s to use. Also, seeing as firefights generally are happening at a rapid pace, one needs to convey their information as rapidly as possible, in order to maximize response time.

An example of very poor radio discipline is:

Alpha One, this is Bravo Six. Yeah…um.. I’ve got a bunch of guys over here, they look like the bad guys. They are…………… I’d say, over about like 30 yards to my 11 o’clock, your 12 o’clock or thereabouts. And there are about, maybe, …………………….6 ……….or 10 of them. They seem to be moving your way. Maybe you should, like, kinda move back a little so that we can shoot at them a little to slow them down and stuff. Over.

As you can see this rambling, dead air filled transmission is slow and filled with potentially confusing statements. A better way to approach this would be to wait an extra couple seconds (seconds wasted in the first example) to collect one’s thoughts and frame a rapid fire, easily understood statement. Like this:

Alpha One, this is Bravo Six. Be advised. You’ve got 5 to 10 possible enemy 40 meters to your front moving to you. Fall back 10 meters to my flank so we can cover you. Over.

This said the same thing in an affirmative, no nonsense fashion. The ‘Be Advised’ is an example of an ‘attention getter’. This let’s Alpha One know that they have specific information of immediate importance to the recipient coming down. In the glossary you will find other examples of pointers like this.

Alpha One, having heard this and decided not to argue that maybe Bravo Six should move forward 10 meters, decides to comply with his suggestion and fall back. He might respond thusly:

Six, One. I copy 5 to 10 enemy. 40 meters forward. Fall back to your flank. Wilco. Over.

You’ll note a couple things here. Alpha One shortened both their names for one. Basically, once the conversation has started and all other units on this channel know they are not being spoken to, the units involved can start to shorten their names to just the unique component. In this case, Six and One are the unique components at their level. Neither wants anyone else on Bravo team or Alpha team to get confused so they leave off that piece.

Also, One made a point of reading back the critical information. Since Bravo Six presumably already understands the situation, all One is doing is letting Six know that One noted the correct details. The phrase ‘I copy…’ is the indicator of this. It says ‘the next things I say are what I understand you to have said to me previously’.

Additionally, One said ‘Wilco’. This term means ‘I received your message, I understand and I will comply’. Another affirmative term (often misused) is ‘Roger’, which means ‘I have received your message and I understand’.

A sidelight: it is notable that ‘Roger Wilco Over and Out’ so often heard in old WW2 movies, is a nonsense phrase. Literally translated Hollywood’s catchy phrase ‘Roger Wilco, Over and Out’ says: ‘I received your message and I understand I received your message and I understand and I will comply I am done sending and am waiting for your reply and I am done sending and no reply is needed or expected’. Obviously this statement is garbage.

Now that Six has heard that he needs to let One know he’s got the right information. He might respond with:

One. Good copy. Out.

Here Six has shortened it further, leaving off the self-identifier. He then uses the phrase ‘good copy’. This means ‘you have correctly heard me’.

He also closed with a different item. ‘Out’ is the term used to notify everyone on the channel that the air is clear and others can now initiate conversations because Six and One are done.
Special Cases

So far we’ve discussed how 2 units on a single radio channel can talk to one anther effectively. However, there are several other circumstances that radio protocol needs to account for. These special cases generally have their own set of rules, as they will often not follow the ‘normal’ formula.
Radio Check.

Probably one of the most frequent special case is the radio check. This is done by any unit on a channel to make sure that their radio is working properly and they are on the correct frequency. The person who id doing the radio check initiates it without any introduction.

Any element this net, this is Bravo Six. Radio Check. Over.

His message and introduction are one, in essence. Unless Bravo Six knows someone in particular that he wants to make sure he can talk to, getting anyone on this channel is good enough, just so he gets confirmation. He specifies ‘Radio Check’ which not only tells the other elements that it will be a short conversation, but that Bravo Six is concerned with the quality of the transmission.

Who responds is often determined by individual unit protocol. Some units prefer that the command element respond. Others specify that it can be anyone who hears him. In any case, someone must respond.

This is Alpha One. Roger. Over.

In this case Alpha one indicated that he heard Bravo Six and that the transmission was strong (loud) and understandable (clear). He alternatively could have said ‘Loud and Clear’ instead of Roger. This would have been technically accurate but redundant. It is assumed that if no signal qualifiers are used in response to a radio check, the check was Loud and Clear.

It is important to note that, as always, The person that started the conversation needs to end it. For a radio check this also serves to do a check of Alpha One. Six might respond with:

This is Bravo Six. Roger. Out.

Bravo Six has then verified his radio and that of Alpha one in the shortest time possible.

If the transmission is less than Loud and Clear, specific qualifiers are used to designate it. These qualifiers are given in a particular order. The first is signal strength which is determined by comparative volume. The second is how understandable or clear the transmission is. The appropriate signal quality terms are:
Signal Strength Signal Clarity
Loud Clear
Good Readable
Weak Unreadable
Very Weak Distorted
Fading With Interference
Intermittent
Talking to multiple units

Sometimes a single unit needs to communicate with multiple units. This generally occurs when a command unit needs to give instructions or information to multiple units in his command. A command element attempting to talk to his units might sound like this:

All Bravo units this net. Halt and prepare to engage 5 to 10 enemy at 11 o’clock. Alpha element will link up at left flank. Over.

In this instance, Bravo Six has advised his units what he needs them to do and be prepared for in the near future. Obviously, in order to ensure that all elements heard the instruction, they need to respond.

Bravo One. Wilco. Over

Bravo One has indicated that he understands and will comply. While units may have their own process for determining the order in which units respond to a wide scale communication, most often it is done in numerical order for ease of use.

Bravo Two. Wilco. Over.

Bravo 2 follows suit.

(dead air for 2-4 seconds) Bravo Six. Negative contact Bravo Three. Over

In this instance, Bravo Three failed to respond to the message. After waiting a brief time, Bravo Six, who is waiting for the responses, steps so that Bravo Four can take his turn. The term ‘negative contact’ means that one has been unable to hear someone’s response on the radio.

Bravo Four. Wilco. Over.

Now we have all checking in except Bravo Three. While this is of concern to Bravo Six, it is not the subject of this message. So it is time to close this portion of the conversation.

Bravo Six. Roger. Out.

Six has acknowledged the responses from the Bravo elements and terminated that series of communications.
The Phonetic Alphabet

The problem with the alphabet and numbers when spoken over a radio is the flat sound of many radio frequencies, coupled with ambient sound and radio interference, one letter or number can sound a great deal like another. As such one needs to spell ‘phonetically’. In other words, use words to designate letters and use specific pronunciations of numbers. This reduces confusion and helps make sure that messages are correctly conveyed.
A - ALPHA
B - BRAVO
C - CHARLIE
D - DELTA
E - ECHO
F - FOXTROT
G - GOLF
H - HOTEL
I - INDIA
J - JULIETT
K - KILO
L - LIMA
M - MIKE
N - NOVEMBER
O - OSCAR
P - PAPA
Q - QUEBEC
R - ROMEO
S - SIERRA
T - TANGO
U - UNIFORM
V - VICTOR
W - WHISKEY
X - X-RAY
Y - YANKEE
Z - ZULU
0 - Ze-Ro
1 - Wun
2 - Too
3 - Tree
4 - Fow-Er
5 - Fife
6 - Six
7 - Sev-En
8 - Ait
9 - Nin-Er

Special use terms

There are a host of specific words used to aid in communication or corrections. Below is a list of these terms, their definitions and, sometimes, examples of their use.

BREAK: This term is used to separate different parts of a message. Instead of saying ‘Out’, when a conversation is done, he might say ‘over. Break. Break.’ This lets the listeners know that, while one conversation is done, the same sender is about to initiate a 2nd conversation and as such is not releasing the channel for use by anyone else. It is also often used when someone is attempting to interrupt a conversation. Sometimes emergency information comes in and someone might take advantage of a pause to ‘break’ in with critical information.

CORRECTION: Literally means: ‘There is an error in this transmission and I will start again with the last work or term that I said correctly’. Usually used when spelling out locations or directions.

I SAY AGAIN: Means that you are about to repeat something. The reason ‘repeat’ isn’t used is that has a very specific meaning in artillery fire. It means ‘fire again same location’. Obviously, this could have tragic consequences if someone was, for instance, saying ‘Cease Fire, Repeat, Cease Fire’ which would literally mean: ‘Stop firing, fire again same location, stop firing’.

MESSAGE (Follows/Ends): Used to designate the beginning and end of a specific message. For instance: Message Follows. Strategic Command authorizes use of force to secure area of operations. Message Ends.

OUT: This is the end of this exchange. No answer is required or expected.

OVER: This is the end of my transmission and I am waiting for your response.

RADIO CHECK: What is my signal strength and clarity?

ROGER: I received your message and I understand.

SAY AGAIN: Please repeat your last transmission, I did not understand.

TIME: The following is an expression of time and/or date.

WAIT ONE: I am pausing for a few seconds.

WAIT OUT: I must pause for longer than a few seconds. I will call you back when I return.

WILCO: I received your transmission, I understand and I will comply

Other Tactical Terms

CEASE FIRE: Stop firing all weapons.

FIRE: Fire on designated targets

FIRE AT WILL: Select and fire on targets of choice

WEAPONS FREE: You are authorized to use your weapons.

WEAPONS HOLD: Only fire if fired upon.

WEAPONS SAFE: You are not authorized to fire.

FLANK: The rear/side of a unit. Also used as a verb ‘to flank’, meaning to move where you can fire on the side/rear of the target

BOGEY: An unidentified unit.

TANGO: Terrorist. Generally a target.

FRIENDLY: A unit positively identified as being on your side.

ENEMY: An opposing unit. A target.

OPFOR: OPposition FORce. The enemy.

GO LOUD: Operational silence no longer needed. Units may open up with loud weapons and make other noise/light.

INBOUND: Coming towards us

OUTBOUND: Going away from us.

(number) O’CLOCK: A direction expressed based on the direction a person is facing being 12 O’CLOCK

ECHO ECHO: Escape and evade. Generally used when an organized retreat is no longer possible. Tells units that they are no longer expected to fight as a cohesive unit and they should break contact and evade the enemy.

RALLY (at): Meet at a specific location, usually pre-designated as a ‘rally point’.

CONTACT: skirmishing or fighting with the enemy.

BREAK CONTACT: Maneuver units to stop actively fighting the enemy. Pull back from the enemy and stop fighting. Not always a ‘retreat’. Often used to allow Close Air Support or Arty to hit an enemy or delay while reinforcements arrive.Often used to have fighting elements fall back to secondary positions, reorganize and reengage the enemy quickly.

RETREAT: Break contact and attempt to maintain that break. Generally used when the enemy has the upper hand and one wishes to preserve as much of your fighting force as possible.

AMBUSH: To attack from a prepared location that allows friendly elements to concentrate their fire to decimate the enemy when they are unawares. Often misused to describe simply surprising the enemy.

VISUAL: Able to directly see.

MIKE: Meter.

KLICK: Kilometer.

DOWN: Dead, out of action. Example: I’ve got 3 down and we’ve still got significant contact. Or: Opfor has 2 down and one maneuvering to our flank.

DRY: Out of ammunition

RADIO DARK: Do not use the radio unless instructed otherwise.
Developing Rapport

While this article outlines some ‘rules’ about radio traffic, the fact is that as a unit starts to work together the rules will be abbreviated. Enforcing a protocol for protocol’s sake is foolish. As a team works together for a time they will become comfortable with one another and learn to communicate in even more efficient manners.

However, it is still important to learn and practice good radio discipline, without any shortcuts, periodically. Teams often change members or get members who are new added to their elements. ‘Localized’ radio protocol will slow down the process of folding that new player into the group.

Feel free to develop and create you own methodology if you wish. Just remember that if you over engineer your process it will fail under the stress of conflict.

You can refer to US Army Training Manual 24-18 for help in developing your own process or learning more about the Army’s radio protocols.


11 October 2008

Airsoft Gun "Cheap" Shoping part II

The other day, i read some article from PJ Ace, PJ is writer and administrator for Flynt Airsoft & Paintball , a site that specializes in Airsoft and Paintball. His article contain good information for Airsoft newbie like me . With his permission, i re-write down some of his articles in here.

Shopping For Cheap Airsoft Guns
by: PJ Ace

As the sport of Airsoft continues its meteoric rise in worldwide popularity, Airsoft war games called “Skirmishes” are emerging on sophisticated replica battlefields in many venues as well. Veteran Airsoft warriors as well as beginners don their camouflage battle suits and Airsoft guns and head for the battle sight as military role-players in an imaginary war.

Generally speaking, Airsoft guns fall into three different categories, which are defined by how the guns are designed and operate. The more complicated the inner mechanisms that fire the guns, usually the more expensive they become. The first category we will examine is the Automatic Electric Airsoft Gun or what is commonly referred to as the AEG. These electric guns are arguably the most popular guns among veteran Airsoft players. They have given the sport its greatest appeal and are singularly responsible for its explosive growth around the world. The AEG has an electric motor that is powered by an onboard battery. The motor turns the gears inside the gun, which in turn causes a piston to compress and release. The piston creates a blast of air that propels a 6mm plastic BB through the barrel of the gun. This fully automated system gives these guns the exciting rapid-fire feature that makes them so popular. These guns also tend to be the most expensive of the Airsoft gun family, usually costing around several hundred dollars.

The next group of guns to look at is the Gas Powered Airsoft guns or GBB. These guns operate by compressed air that fires the BB. The gas is either stored in an onboard cylinder or a gas filled magazine that connects to the gun. Some of the more popular styles are the gas blowback guns or commonly called the GBBs. The compressed air that fires the BB also returns the firing slide to the fire position at the same time. This return action creates a realistic “recoil” sensation from which the name blowback is derived. Reputed to be great fun to play with, the high-end GBB model guns can also cost around several hundred dollars. The non-blowback gas guns are less costly and start at around 40 dollars.

The last category of guns to look at is the Spring guns, which are also referred to as the “Springers“. Commonly tagged the cheap Airsoft gun, these spring guns were the original Airsoft models. In order for the gun to fire, a spring mechanism must be manually cocked back each and every time. Due to their simplistic design, the Springers are the most inexpensive and cost effective Airsoft guns. These guns are recommended as perhaps the best for entry-level players. Most players at some point have owned one of these models, which can be purchased for as little as 20 dollars.

In an effort to find a cheap Airsoft gun the shopper must keep in mind the value for the money. Even though one can purchase a gun for around 20 dollars, this does not mean that the gun is cheap in quality. A well made 20 dollar Springer can be a great value for the money, just as a two hundred dollar AEG can be a great value as well. Usually no matter the price, buying a gun from a well-established Airsoft manufacturer is important and worth the investment.

Airsoft Gun "Cheap" Shoping part

For the interested person who is looking to join the exciting and exhilarating fun of the sport of Airsoft Gun, finding an affordable Airsoft gun is not as complicated as it may seem. Although some of the higher-end guns can be expensive, the average newcomer does not have to spend a small fortune to purchase and enjoy a quality Airsoft gun. Before the interested buyer begins to search for his optimal weapon, an understanding of the different types of guns that are available, and how these guns work can be very helpful.

Generally speaking, Airsoft guns fall into three different categories, which are defined by how the guns are designed and operate. The more complicated the inner mechanisms that fire the guns, usually the more expensive they become. The first category we will examine is the Automatic Electric Airsoft Gun or what is commonly referred to as the AEG. These electric guns are arguably the most popular guns among veteran Airsoft players. They have given the sport its greatest appeal and are singularly responsible for its explosive growth around the world. The AEG has an electric motor that is powered by an onboard battery. The motor turns the gears inside the gun, which in turn causes a piston to compress and release. The piston creates a blast of air that propels a 6mm plastic BB through the barrel of the gun. This fully automated system gives these guns the exciting rapid-fire feature that makes them so popular. These guns also tend to be the most expensive of the Airsoft gun family, usually costing around several hundred dollars.

The next group of guns to look at is the Gas Powered Airsoft Guns. These guns operate by compressed air that fires the BB. The gas is either stored in an onboard cylinder or a gas filled magazine that connects to the gun. Some of the more popular styles are the gas blowback guns or commonly called the GBBs. The compressed air that fires the BB also returns the firing slide to the fire position at the same time. This return action creates a realistic “recoil” sensation from which the name blowback is derived. Reputed to be great fun to play with, the high-end GBB model guns can also cost around several hundred dollars. The non-blowback gas guns are less costly and start at around 40 dollars.

The last category of guns to look at is the Spring Guns, which are also referred to as the “Springers“. Commonly tagged the cheap Airsoft gun, these spring guns were the original Airsoft models. In order for the gun to fire, a spring mechanism must be manually cocked back each and every time. Due to their simplistic design, the Springers are the most inexpensive and cost effective Airsoft guns. These guns are recommended as perhaps the best for entry-level players. Most players at some point have owned one of these models, which can be purchased for as little as 20 dollars.

In an effort to find a cheap Airsoft gun the shopper must keep in mind the value for the money. Even though one can purchase a gun for around 20 dollars, this does not mean that the gun is cheap in quality. A well made 20 dollar Springer can be a great value for the money, just as a two hundred dollar AEG can be a great value as well. Usually no matter the price, buying a gun from a well-established Airsoft manufacturer is important and worth the investment.

note: this article taken from PJ Ace

Take Cover Guys!

If the enemy can see you, he can hit you with his fire. So you must be concealed from enemy observation and have cover from enemy fire.

I’ll will share some guidance on the preparation and use of cover, concealment, and camouflage, base on intensive discussion with Pak TrueBlue . TrueBlue is our scenario expert in BARETS :D. Part of this article information also taken from here. Let’s read shall we..

COVER
In Airsoft game, cover gives protection from you enemy BB or smoke bomb . Cover can also conceal you from enemy observation. Cover can be natural or man-made. Natural cover includes such things as logs, trees, stumps, ravines, and hollows. Manmade cover includes such things as fighting positions, trenches, walls, rubble, and craters. Even the smallest depression or fold in the ground can give some cover. Look for and use every bit of cover the terrain offers.

To get protection from enemy fire in the offense or when moving, use routes that put cover between you and the places where the enemy is known or thought to be. Use ravines, gullies, hills, wooded areas, walls, and other cover to keep the enemy from seeing and firing at you. Avoid open areas, and do not skyline yourself on hilltops and ridges..

CONCEALMENT

Concealment is anything that hides you from enemy observation. Concealment does not protect you from enemy fire. Do not think that you are protected from the enemy’s fire just because you are concealed. Concealment, like cover, can also be natural or man-made.

Natural concealment includes such things as bushes, grass, trees, and shadows. If possible, natural concealment should not be disturbed. Man-made concealment includes such things as battle-dress uniforms, camouflage nets, face paint, and natural material that has been moved from its original location. Man-made concealment must blend into the natural concealment provided by the terrain.

Light discipline, noise discipline, movement discipline, and the use of camouflage contribute to concealment. Light discipline is controlling the use of lights at night by such things as not smoking in the open, not walking around with a flashlight on, and not using vehicle headlights. Noise discipline is taking action to deflect sounds generated by your unit (such as operating equipment) away from the enemy and, when possible, using methods to communicate that do not generate sounds (arm-and-hand signals). Movement discipline is such things as not moving about fighting positions unless necessary, and not moving on routes that lack cover and concealment. In the defense, build a well-camouflaged fighting position and avoid moving about. In the offense, conceal yourself and your equipment with camouflage and move in woods or on terrain that gives concealment. Darkness cannot hide you from enemy observation in either offense or defense. The enemy’s night vision devices and other detection means let them find you in both daylight and darkness.

CAMOUFLAGE

Camouflage is anything you use to keep yourself, your equipment, and your position from looking like what they are. Both natural and man-made material can be used for camouflage.

Change and improve your camouflage often. The time between changes and improvements depends on the weather and on the material used. Natural camouflage will often die, fade, or otherwise lose its effectiveness. Likewise, man-made camouflage may wear off or fade. When those things happen, you and your equipment or position may not blend with the surroundings. That may make it easy for the enemy to spot you.

CAMOUFLAGE CONSIDERATIONS

Movement draws attention. When you give arm-and-hand signals or walk about your position, your movement can be seen by the naked eye at long ranges. In the defense, stay low and move only when necessary. In the offense, move only on covered and concealed routes.

Positions must not be where the enemy expects to find them. Build positions on the side of a hill, away from road junctions or lone buildings, and in covered and concealed places. Avoid open areas.

Outlines and shadows may reveal your position or equipment to air or ground observers. Outlines and shadows can be broken up with camouflage. When moving, stay in the shadows when possible.

Shine may also attract the enemy’s attention. In the dark, it may be a light such as a burning cigarette or flashlight. In daylight, it can be reflected light from polished surfaces such as shiny mess gear, a worn helmet, a windshield, a watch crystal and band, or exposed skin. A light, or its reflection, from a position may help the enemy detect the position. To reduce shine, cover your skin with clothing and face paint. However, in a nuclear attack, darkly painted skin can absorb more thermal energy and may burn more readily than bare skin. Also, dull the surfaces of equipment and vehicles with paint, mud, or some type of camouflage material.

Shape is outline or form. The shape of a helmet is easily recognized. A human body is also easily recognized. Use camouflage and concealment to breakup shapes and blend them with their surroundings. Be careful not to overdo it.

HOW TO CAMOUFLAGE

Before camouflaging, study the terrain and vegetation of the area in which you are operating. Then pick and use the camouflage material that best blends with that area. When moving from one area to another, change camouflage as needed to blend with the surroundings. Take grass, leaves, brush, and other material from your location and apply it to your uniform and equipment and put face paint on your skin.

Fighting Positions. When building a fighting position, camouflage it and the dirt taken from it. Camouflage the dirt used as frontal, flank, rear, and overhead cover. Also camouflage the bottom of the hole to prevent detection from the air. If necessary, take excess dirt away from the position (to the rear).

Do not overcamouflage. Too much camouflage material may actually disclose a position. Get your camouflage material from a wide area. An area stripped of all or most of its vegetation may draw attention. Do not wait until the position is complete to camouflage it. Camouflage the position as you build.

Do not leave shiny or light-colored objects lying about. Hide mess kits, mirrors, food containers, and white underwear and towels. Do not remove your shirt in the open. Your skin may shine and be seen. Never use fires where there is a chance that the flame will be seen or the smoke will be smelled by the enemy. Also, cover up tracks and other signs of movement.

When camouflage is complete, inspect the position from the enemy’s side. This should be done from about 35 meters forward of the position. Then check the camouflage periodically to see that it stays natural-looking and conceals the position. When the camouflage becomes ineffective, change and improve it.

Helmets. Camouflage your helmet with the issue helmet cover or make a cover of cloth or burlap that is colored to blend with the terrain. The cover should fit loosely with the flaps folded under the helmet or left hanging. The hanging flaps may break up the helmet outline. Leaves, grass, or sticks can also be attached to the cover. Use camouflage bands, strings, burlap strips, or rubber bands to hold those in place. If there is no material for a helmet cover, disguise and dull helmet surface with irregular patterns of paint or mud.

Uniforms. Most uniforms come already camouflaged. However, it may be necessary to add more camouflage to make the uniform blend better with the surroundings. To do this, put mud on the uniform or attach leaves, grass, or small branches to it. Too much camouflage, however, may draw attention.

When operating on snow-covered ground, wear overwhites (if issued) to help blend with the snow. If overwhites are not issued, use white cloth, such as white bedsheets, to get the same effect.

Basic Rules Of The Game For Airsoft

These are general airsoft rules that commonly apply around the world, but keep in mind that each events and teams have their own variations. So CHECK them always in advance. These rules are for REFERENCE purposes ONLY.

1. Muzzle velocity limit: Check in advance and follow the local FPS/m/s limit. No ‘hot guns’ are allowed.

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 airsofts as real guns: Safety first! Consider your airsoft gun as real gun in terms of safety. Keep the safety on at all times, put muzzle protector on while off the game, keep your finger off from the trigger and don’t carry your gun in public. The reason is simple. You can bet that the other people will think it’s real gun and most likely you will end up in major mess. WARNING: Do not shoot the gun in safe-zone area or at boundaries of gaming field. If you need to test your gun ask event leader the correct location for it.

4. Hits and Honor code: Hit is always a hit. Get off the game by yelling “HIT!” and raise your arms above your head. Your job is to go back to safe-zone with minimal disturbance to remaining players. Honor code: Since in airsoft it is relatively easy to cheat about hits, honor code is extremely important. Cheaters will be caught eventually as the reputation goes around and results are predictable. Failure to follow the honor code will result in expulsion from the game as well as ban from future games. Don’t expect to be invited to any more games. NOTE: There will be disagreement situations of whether or not somebody was hit. While you are running and/or wearing heavy equipment it might become impossible to notice hits to e.g. backpack or tactical vest. Take the note of the situation before you start pointing fingers. Ricochets or gun hits are not counted.

5. Code of conduct: Watch your behavior. No one likes player who is abusive, drunk, ignores team orders, etc. Do not bring illegal drugs or real weaponry. Alcohol use before or during the game is prohibited. Ignoring code of conduct will most likely result getting your ass kicked and thrown out of the game.

6. Elimination: Go to 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 sling across your back.

7. Dead men don’t speak: After being eliminated return to your safe-zone and don’t speak to your teammates who are still in the game.

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 from the field and event, but generally it is applied by light touch of muzzle end to the opposing player. This is effective means when the enemy has not noticed your approach. Do not use this method 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 no. 6 and 7. Close range – force to surrender: If you are in position of less than 30 foot of enemy player you can try to force them into surrender by yelling i.e. “Surrender!”. This is good idea for the guy staring at the end of your barrel, ‘cause upgraded guns can cause minor injuries from close ranges. Check local rules since often this rule is not known!

10. No real weapons: Don’t bring any type of real firearms, ammunition or knives to the game.

11. No unauthorized BBs: Do not use BBs that are unauthorized. Common types of BBs that are prohibited are metal and exploding BBs. In some fields only BIO BBs are allowed.

12. Obtain permit for your game area: Don’t play in unauthorized areas. Sooner or later somebody will mistake you for bad guys and major mess will occur. Good idea is to inform local police of your activity BEFOREHAND. If you know there is some other traffic besides of your own guys, put some signs that the area is used for shooting game, etc.

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

14. Rules of Engagement: A. do not shoot players on your side, check identification first (typically arm band of specific color). B. Chances are that 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.

note : taken from RENEGADERECON

Aisoft Ensiklopedia

Sometimes my friend or newbies people always ask me a lot of things about AirsoftGun. But i’m not that experience tough. So i’ll give you some “info” about it. Taken from Wikipedia. Airsoft is a term used interchangeably to refer to two related components of a popular sport.

1:1 (Full scale) replica firearms that shoot lightweight 6mm or 8mm spherical plastic pellets (called BBs) at sufficiently low velocities to make them safe for use in gaming purposes. These replicas are also sometimes referred to as soft air or softair guns to differentiate them from traditional .22 and .177 (4.5mm) caliber pellet-firing air guns, which are not safe for use in gaming purposes.
A game in which players participate in the simulation of military- or law enforcement-style combat using such replicas. Airsoft is popular in several Asian regions, such as Japan, Hong Kong, Taiwan, Macau, South Korea, and, to a certain extent, the Philippines and Indonesia, where firearms are difficult or impossible to obtain due to local laws. For this reason, the vast majority of airsoft guns, accessories, and aftermarket upgrade parts are made in these countries.

There is also a growing interest in the West, especially in the United States, Canada, United Kingdom, Germany, Austria, Switzerland, France, Spain, Poland, Portugal, Sweden, Finland, Norway, Italy, Belgium (which is also visited by Dutch players, as the game is illegal in the Netherlands), and Denmark, bolstered by an active and expanding Internet scene.

Airsoft Replicas
Airsoft replicas (also commonly called “airsoft guns“) are plastic and metal replicas of firearms, and usually fire 6 mm or 8 mm spherical projectiles (known as “BB”s) at moderate velocities considered to be safe for use in recreational play. The guns used in airsoft are typically replicas of real firearms that compress air by a variety of means to fire a lightweight plastic BB.

Airsoft guns can be loosely divided into three types based on the method used to generate the required pressure: spring powered, electric powered, and gas-powered.

Spring Powered Guns
Spring-powered guns are manually cocked by the user, which compresses a spring inside a piston, which will make an airtight seal against its chamber when released. Once cocked, the piston is then held in place by a sear until released by pulling the trigger of the replica. The trigger releases the sear, which releases the piston, which is in turn pushed back into its original position by the action of the spring. The airtight seal of the piston against the chamber wall creates a high-pressure area behind the BB, projecting it down the barrel and towards the intended target. Spring guns are often the least expensive of airsoft replicas, as they have a minimum number of internal parts. In competition play, the most popular form of spring guns are replicas of various bolt-action rifles, as the manual cocking of the spring mimics the action of the bolt on a real sniper rifle. Spring pistols must be cocked by pulling the slide of the gun back, while rifles usually have a lever of some sort to pull.

Electric Airsoft Guns (AEG)
Electric airsoft guns (generally known as an “AEG” for Automatic Electric Gun) are the most commonly used type of replica found at airsoft skirmishes. The AEG gearbox utilizes the same principle as a spring gun to propel a BB, but the cocking action is automated through the use of an electric motor (similar to those found in remote control cars) used to drive a gearbox assembly that is capable of fully automatic fire at rates equivalent to those of the real automatic weapons the airsoft gun is a replica of. AEGs are typically powered by rechargeable battery packs, composed of 7-8 cells also similar to those found in remote control cars. Hi-tuned guns may use batteries containing 10 cells, but this is very rare.

Gas Powered Guns
Gas-powered guns operate by storing a pressurized gas in a liquid form (similar to storage of propane, butane, or carbon dioxide as a pressurized liquid) inside a chamber, and releasing a small amount of the liquified gas into the firing chamber (where it expands dramatically in volume) in order to propel the BB, and usually (but not always) some of the gas is also used in “blowback” operation in order to cycle the internal mechanism and reset for the next shot. Gas-powered pistol replicas that also “blowback” the slide similar to a real pistol are typically more expensive than “non-blowback” replicas that don’t do this, due to the complexity of the blowback action. Pistols are the most common form of gas blowback guns, as the blowback creates very realistic slide action on the gun. Early airsoft rifles were gas (typically CO2) powered as well, but nearly all modern rifles are of the electric or spring type.

Each of the three types of airsoft replicas has an aftermarket for upgraded internal (performance and durability) and external (cosmetic and ergonomic) parts, and many serious players upgrade their guns with parts (which may collectively cost as much or more than the original purchase of the gun in it’s stock form) for a variety of reasons ranging from personal aesthetic preference to increased reliability/durability to increased accuracy/performance of their airsoft replica on the field in competition/recreation.

Airsoft projectiles
Most Airsoft models use plastic pellets between 0.12 and 0.5 grams in weight, and approximately 6 mm in diameter. There are some guns that will also shoot 8mm pellets.

Most popular weights are between .20 and .35 grams.

The term BB is a misnomer since the pellets are not and could not be used as Ball bearings.

HOP Up
HOP Up is an acronym for High Operating Power - Up. Its original meaning was derived from Japanese manufacturers’ desire to give the mechanism a practical name when spoken and translated to English.

In contradiction to the specific words within the acronym, HOP Up has nothing to do with power generated - the term is used to describe backspin imparted on a sperical pellet to increase the projectile’s stability in flight, since traditional rifling techniques do not work well on spherical projectiles.

In most high end airsoft guns, HOP Ups are usually a rubber tube surrounding an exposed part of the inner barrel. A solid piece of plasic or metal pushes the rubber further into the barrel to put more friction on the BB. The added friction adds backspin which, in turn, makes the BB fly up.

Removing the HOP-Up unit from an Airsoft model removes a source of friction and muzzle velocity increases.

Airsoft models may or may not have this facility, depending on their quality. Likewise, if they are equipped with this facility, it may or may not be tunable. If not, it is likely that the manufacturer will recommend a particular project weight which the HOP Up unit is pre-tuned for.

A simple way for tuning HOP Up units (if it is adjustable) is to aim at one target that is placed about 20 yards away from your airsoft gun. If the BB goes below the point you aimed at, turn the HOP Up up. If it goes above the point you aimed at, turn the HOP Up down. If the BB hits where you aimed at, your HOP Up is tuned correctly.

Please note that airsoft guns will not have constant shot placement so, dont get yourself worked up if your shots wander a few inches. If you tuned your HOP Up correctly, you should have six inch groupings at 20 yards.

Methods and structures of play

Classic Army M15A4 AEGUnlike paintball or laser tag where hits are almost always obvious, Airsoft games usually function on an “honor system”. When a player is hit they must declare it, usually by raising their hand, shouting “Hit!”, and then leaving the area, or sometimes merely lying down and playing dead.

Standard Skirmish
A standard airsoft skirmish is similar to paintball (often being held on “airsoft-friendly” paintball fields in the US). Players may use any airsoft gun that the site allows (Usually this means any airsoft replica that chronographs under a stated velocity limit when measured with a 0.20 gram BB) and different types of games are run throughout the day. The most frequent form of play is team-based games such as capture the flag, siege, or carrying an objective. As commercial skirmish sites often have extravagant fortifications, it can be more common to have games with attackers vs. defenders rather than deathmatch or last man standing.

MILSIM (MILitary SIMulation)
This is airsoft combined with some light live action role-playing elements, where several missions are to be carried out by each team of players while the mission objectives of each team make are very likely to interfere with each other, setting the stage for the teams to engage in a military-style conflict. Compared to a standard skirmish, which can be played in under an hour several times a day, Milsim gaming often downplays the “speed” of the game, and places more emphasis on the practice and implementation of military-style skills, such as scouting, land navigation, patrolling, movement to contact, etc. This type of game typically has a much slower tempo, and is therefore scheduled to last 3-6 hours or more, and can often run over an entire weekend of play time, and the gameplay may be maintained overnight, so strategic elements such as setting up observation posts, maintaining perimeter security and the like become emphasized. Another aspect of Milsim-style airsoft gaming that ties into the live action role-playing element is the common desire for players interested in Milsim gaming to look the part. Milsim-style games may have uniform or clothing requirements specific to the scenario being played.


Game modifiers
Groups of players sometimes include certain categories of “custom rules” to introduce certain tactical or strategic elements to gameplay.

Medics - select one or two team players as medics to allow respawning dead team mates, who must usually stay “dead in place” for a period of time after being hit, rather than leave the area;
Weapon hits - players should swap to a sidearm if they take a hit to their weapon;
Respawn limit - establish the number of times a player can be respawned;
Ammo limit - establish the amount of ammo available for each player/base/team/round;
Immortals - characters that can’t die or will only die under certain conditions;
End condition(s) - select how games finishes (by time, objective, minimum players, …).

Respawn
Waiting for a round to end isn’t very enjoyable for most players, especially in longer games, so respawning may be added to the rules. This allows an eliminated player to run to a designated base and then return to play afterwards, sometimes after a short delay. This may, however, lead to “spawn camping” which happens when a player is forced to respawn while surrounded by enemies, thus dying again almost immediately.

Safety Precautions
Note the safety gear; the goggles that fully seal the area around the eyes, and the balaclava to keep the face protected.Being hit with a BB on bare skin is usually only mildly painful, but at worst, it can be dangerously harmful (such as when being hit in the face). Therefore, a standard of safety guidelines and equipment has evolved in the airsoft community. Like many competitive sports, airsoft inherently involves a certain risk of injury, but it is the consensus of most players that airsoft is a fairly safe activity when appropriate precautions are observed.

Personal Protective Gear
Eye Protection
The minimum safe level of personal protective gear required to participate in most games is a pair of impact-rated goggles to protect the eyes of the participants. If one is shot in the naked eye with an airsoft gun, it will almost assuredly seriously injure their eye, and the player runs the risk of permanently losing their vision in that eye.

For this reason, while a very few fields have less stringent requirements for eye protection, nearly all organized groups of players, and fields that allow airsoft require that their eye protection fully seals the area around the eyes, and also meets or exceeds ANSI’s Z87.1-2003 goggle standard for eye protection (resists 3 joules of impact energy without damage). Some players will buy paintball goggles, which are held to higher impact rating standards, ASTM’s F1776. [1] Note that Z87.1-2003 rated goggles are not intended for use in industry and manufacturing, and are not specifically intended for use in sports.

According to ANSI publications as of June 2006, The ASTM is currently developing a more specific standard for the sport - ASTM Z1535Z - Standard Specification for Eye Proctective Devices for Airsoft Sports. [2] Page 12 of 20.).

Most airsoft injuries result from players wearing their prescription glasses or sunglasses. The best protection will come from a paintball mask. These masks offer a full seal around your face and ears. The lens is a solid piece of impact resistant plastic. Most airsoft masks are made with mesh screens. These screens do not offer protection from cheaper BBs that fragment upon impact of hard objects.

Other Personal Protective Gear
Airsoft BB impacts at moderate velocities/moderate ranges can leave small welts on bare skin. Impacts from higher velocities/close ranges can actually break the skin. For this reason, most players will wear clothing (such as military-style BDUs or other clothing in a similar weight, such as a lightweight sweatshirt) that will cover the player’s bare skin and absorb some portion of the impact energy of the BBs.

Though not required at all fields, a facial covering such as a balaclava, paintball mask (paired up with the set of goggles), or mouth guard is commonly used by cautious players, as there have been a few rare instances of players having chipped teeth due to direct hits by airsoft BBs.

Airsoft games are often played in rough terrain. Many players recommend playing in a good, comfortable pair of boots with good ankle support. Some players will also add knee or elbow pads to protect them from bruising when crawling in rough, rocky terrain.

Other Safety Precautions
Some other rules such as a maximum BB velocity and distance guidelines are used in different ways by groups depending of their location. There is not yet a world wide consensus among Airsoft players regarding muzzle velocities, and different limits may apply depending on the airsoft field. For safety reasons, the majority will use limits far below the level required to penetrate skin, thus assuring that the game is as safe as possible. These limits are typically based on muzzle velocities measured using BB’s weighing 0.20 grams, although BB’s of other weights are allowed for play, 0.20 as become a standard when performing measurements.

For more information regarding velocity limits and BB ballistics refer to Airsoft pellets#Pellet ballistics.

Airsoft replica of a H&K G36K. Note that this replica is not in use on a field, and therefore has the magazine removed (and the chamber cleared), and has a barrel bag placed over the muzzleWhen not actively playing, many fields require barrel blockers, such as “barrel bags” or “barrel condoms” first introduced in paintball. Many airsoft guns (especially AEGs) come with small red plastic barrel blockers that fit over the muzzle, but these can be shot off of the gun, and it doesn’t provide for the very quick visual check that a barrel bag does. The magazine is usually removed as well, and the gun fired to clear the chamber.

Blind Man
One commonly adopted practice is for players to shout the words “Blind Man” and halt an ongoing game if a player or bystander is seen in the gameplay area without proper eye protection. Any player hearing the words must in turn stop and also shout the words, resulting a chain reaction which halts and alerts the whole game. Once the situation is resolved (by removing the person from harm or properly protecting them), the game is usually commenced at the same point at which it was stopped.

Purpose
There are many reasons a person may play airsoft. If one can’t own a real weapon (perhaps because of the country’s laws or because of lack of license), then airsoft is a fun and safe alternative. One may also play in Military Simulators because they don’t qualify for joining the military. For those who own gunpowder weapons, it is a safe and cheap way to practice tactical situations, without using expensive firearms and ammo. Others may just wish to shoot each other without injury.


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