Okay,
Im listening. Tell me more.
Airsoft
is, in the authors opinion, Paintball for grownups. An
airsoft gun is a full size replica of a real life gun. Many
people collect them as they represent high quality replica models
of otherwise unobtainable firearms of interest. Others get dressed
up in camouflage gear and run around private ground shooting
at each other. This is known as a skirmish.
Originating
in Japan and now popular in both the United States and Europe,
it has branched out into and been embraced by the Corporate
Leisure industry while keeping its niche popularity with
its fans. The film and television industry also use the guns
as they provide lifelike similies that are less dangerous. If
you look carefully at the pilot episode of Stargate SG1, you
will see they were using Airsoft guns as props.
The
ammunition used is a small plastic ball known as a bb, short
for ball bearing, or ball bullet. It is 6mm in diameter and
is available in weights of between 0.12 of a gram and 0.45 depending
on the application.
Cool. What about the shooters then?
Most
modern guns (and many less modern) have their airsoft analogies.
They fall into 3 categories and are differentiated by the type
of gun and the mechanism they use to fire the projectile. Quality
can vary considerably from gun to gun and manufacturer to manufacturer.
As a general rule of thumb the more metal used in the fabrication
of the weapon the more durable it will be.
Electric
The most popular type for skirmishing is known as the AEG, or
Automatic Electric Gun. Mostly made by the Japanese Manufacturer
Tokyo Marui, these are copies of most the automatic rifles that
are in use today. From the Russian Kalashnikov AK series, through
the space age Austrian Steyrs and French FNs to the ubiquitous
Colt M16s and almost complete range of German Heckler
and Kochs. To the authors mind, the only gun missing is
the SA80 Enfield. They use a combination of pneumatic, clockwork
and electric systems to produce a fully automatic gun.
Manufactured
typically of a combination of plastic for the moulded parts
and metal for the moving and crucial parts. The magazine capacities
of these guns are often much bigger than the real steel
as they are known. For example, the AK range has a 600 round
magazine available to it. Prices range from around £160
to £400.
Gas
The pistol users are well catered for. These are usually powered
purely by stored, pressurised gas. They have many more moving
parts. Often the entire slide moves when the gun is fired, making
for a much more realistic and satisfying experience. Gas Blow
Back guns (GBB for short) are less powerful than AEGs
and are carried as a backup weapon or used in a pistols only
game, which can get quite frantic at close quarters. Most of
the better manufacturers make GBBs including Tokyo Marui,
Western Arms, Tanaka and KSC. Most are single shot affairs,
but some are full auto. The author, in particular is very fond
of his slightly temperamental Micro Uzi. Typically a little
cheaper than AEGs, prices run from £60 to £200.
Spring
The third type of gun is the sniper rifle. These are bolt action,
single shot affairs. Some variants also utilise stored gas systems.
Although not automatic guns, they have greater range and accuracy.
One can spend over £400 for the best sniper guns. Shotguns,
which fire a salvo of 3 rounds are also popular and use the
pump action to compress a spring.
The
3 generic types listed above are the most common, but others
such as Non Blowback, Mini Electric and shell types are available
along with many other specialist types.
There
are also BB grenades but these are almost useless (wisely) due
to safety/explosion restraints and should be saved for urban
room clearing and small bunker clearouts. There are even grenade
launchers. They typically fire a salvo of 3-8 rounds in a slightly
diverging flight path. Airsoft shotguns use the same technique.
Additionally, most modern guns impart backspin to the round
in the barrel, by means of a mechanism called Hop Up. This makes
the round fly further at the expense of a little accuracy. Correctly
adjusted HOP makes the round fly in a stable manner without
losing height until almost the end of its flight, at which point
it drops off quickly.
Whats
a skirmish then?
People
who have done Paintball are struck by the similarities that
Skirmishing has with that sport. Often, they are also surprised
by the differences.
A
skirmish is an organised game, or series of games which take
place over a day (or maybe more). Basically, the players split
up into two teams and compete against each other. Objectives
vary, King of the Hill, Hostage Rescue, Blow the Bridge are
all common examples. As you can imagine, safety is paramount.
How
does one know when youre hit?
When
one is hit by a paintball round, it hurts. The projectile is
a large, heavy and liquid filled round. To be useful, a paintball
has to be strong enough to survive being fired from its gun,
yet be travelling fast enough to break when it hits its
target. A BB round flies much faster but is much lighter, and
so it flies further and straighter. Also, because many of the
guns are fully automatic and the user can see the stream of
rounds in the air, its possible to actually see your rounds
hit the target.
Usually,
youll feel the round (or rounds) hit you. If youve
been hit by an AEG user, the chances are youre going to
be hit by a number of rounds. That feeling is quite unmistakable.
You might also hear the person who shot you celebrating in the
distance! If a sniper round hits you, it will be a single shot,
but you will feel it. Some will tell you that it hurts and undeniably,
while a paintball round provides a punch, an airsoft round does
sting. Not enough to really hurt, but enough to leave you in
no doubt youve been hit and not to want it too happen
again too soon.
What
then?
This
is where a lot of new people have been known to frown slightly.
When a person is hit, they are expected to own up to it. Traditionally,
the unlucky player shouts in a clear voice Hit and
stands up, gun above head. Some are tempted not to take their
hits. Do bear in mind that the chances are the person who shot
you knows the fact and will raise the matter with the person
concerned, either at the time or during a break. Players quickly
get a reputation and those who are known not to take their hits
might find they are getting hit by a few more rounds than is
strictly necessary.
Isnt
it a bit boring having been hit and waiting for a new game?
Which
takes us on the next principle central to the sport. Tech Brigade
have developed the Deadzone system; In some games a player gets
to live more than once. Both teams have a designated Dead
Zone. When a player is hit, they go to the Dead Zone.
After which they are free to rejoin the game. A wise player
might change a battery or top up a magazine during this time.
Another option is the Medic where a designated team
member can bring you back to life this would mean that
you lay where hit until the medic can reach you.
Most airsoft sites don't play the deadzone system, but use the
paintball-originated safezone system, whereby once you are hit,
you're are out for the remainder of that game. We find that
this needs too many marshals to police and is quite disheartening
for the new or unlucky player who gets hit in the first 20 seconds
of a half hour game.
So, what games can you play?
Airsoft
attempts to recreate the thrill of an infantry engagement. Overwhelmingly,
these take place in two arenas. The Urban setting and the Woodland
setting. In general, the players are split up into two teams.
One team, designated the defenders, have to protect and object,
building or person. The others have to attack and shoot, secure
or blow up the objective.
Sometimes,
it will simply be a war of attrition, kill as many of the other
team as you can. King of the Hill relies on holding a set objective
whilst a timer counts down. Once the timer has expired, the
team at the objective wins.
Sometimes
a game will have limits on the hardware that can be used. We
know them as Pistol and Pump only which means, no
AEGs or snipers, or All Electric which is
self-explanatory.
A
time limit can be set on a game. This has the effect of controlling
the tempo and thereby how the players play the game. On a long
game, people will be patient and tactical. In a short game,
players will be more mobile and take more risks.
Whats
better, attack or defend?
Well,
they are very different. When youre defending, you will
usually have a nice, dug in position to defend and be aware
of where your comrades because you are all defending the same
position. Your deadzone (if those rules are played) will likely
be close by, so they can recover your hit players quickly and
they can work well as a team and benefit from mutual support.
But, they dont know where the attack will come from. Meantime,
the attackers have the freedom of the game area and if they
are good, they can outflank the defenders. They know more or
less where the objective is. But, they are often uncoordinated
because they are spread out and their deadzone might be a fair
distance away. At TechBrigade, the gamesmaster will have the
attackers outnumber the defenders; it makes for a better game.
How
many games will you play and how long are they?
Depending
on the game type, a game will typically last between 5 to 20
minutes. Occasionally, a specially organised game will last
an hour or so. Its usual to play games in batches of two
or three, without returning to base camp so players should carry
enough ammunition, battery and gas to cover this. This will
often be one team attacks one defends, then a swap round, then
return to reload and tell the stories. How long a day lasts
is down to nature and weather!
An
AEG work?
When
the user pulls the trigger, a circuit is completed and the motor
runs. Via the gearbox, it pulls the firing piston inside the
firing chamber back against a spring. The chamber fills with
air. A clockwork mechanism pushes a BB from the magazine into
the gun. The piston is then released and the spring pushes it
forwards. The air in the chamber, and the BB are pushed at speed
out of the barrel.
And
a GBB?
(In
simplistic terms) When the trigger is squeezed, the gas is released
from the magazine pushing the BB out of the barrel, a chamber
then fill up with gas pushing the slide back resetting the mechanism
and reloading a BB in to the chamber for firing.
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