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101st TACTICAL AIRSOFT GROUP

ORIENTATION HANDBOOK

Revised::8-06-08

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 101ST AIRSOFT TACTICAL GROUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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

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 QUARTER
BATTLE 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

Introduction
Welcome to the 101st Tactical Airsoft Group (T.A.G.). The 101st T.A.G. is a group of
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 level
of 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 uniforms
worn 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 as
authentic 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 toylike, 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 is
today. 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 sprained
ankles 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 101st Tactical Airsoft Group, the applicant must fill out an
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 101st Tactical Airsoft Group
The following section will describe the organizational structure of the 101st. Be sure to
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, and
for 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 primarily


responsible 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 primary
responsibility 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, 1st Lieutenant
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 1st lieutenant. Assuming they have
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 1st squad is
eligible to be promoted to the rank of corporal of 2nd squad. Likewise, a corporal in one
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 1st lieutenant.
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.

.
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
1st and 2nd Lieutenants are the squad leaders. A squad will consist of two
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 for
directing 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 101st T.A.G. is the Asian pattern Tiger Stripe BDU by
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:

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.

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.

In addition, T.A.G. members may wear the patch of the 101st Airborne Division
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 BDUsCenter the insignia on the collar 1/4" from the edge of the collar.
On HeadgearOn the front center of the hat, cap, or helmet cover.

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 free
to 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 antifogging 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 footwear
is 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 little
as $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 a
map 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
14

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
15

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, Classic
Army, 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 nonstabilized 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 750850 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 weapon
which 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 the
participant 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 air
bubbles 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 probably
need 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 Logic
Charger) 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 highpowered 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
Airsplat
Hot 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
however you 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 101st T.A.G. Since the organization is in its
formative stages, the 101st will primarily be engaged in Stages 1, 2, and 3.
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 the
likelihood 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 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 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
22

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 airsoft
guns -- 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.

23

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 your
weapon 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 of
gear 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 that if 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
25

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" on
your 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 rather
surrender?" 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 and
lessen 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 to
know 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
27

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 the
surface 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: Gas
Curiously 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.
29

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 gas
is 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 operating
mechanism. 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: Maintenance


Basics 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 full31

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. See
below for detailed instructions to each category.

Spring Guns
32

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 or
Systema 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
34

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 allows a large field of vision and is very simple to use. In fact, you do not
need any previous shooting experience to employ this method. Most players are quite
eager to use this method since the accuracy of their guns is not fixed (meaning it varies
depending on the gun settings such as Hop Up and external conditions such as range and
weather) and since many do not know the exact hitting capabilities of their guns. As a
result, the typical novice/mid-level player may not be confident using iron sights. Using
this method allows you to observe a large area while shooting at your target, so you
should not be blind to other developments in the situation around the area you are
looking at.
Engaging the target is simple. Shoot and adjust your aim by watching from the side
where your BBs end. Eventually you will hit your target unless they are very
experienced or react quickly to get out of your line of fire.
Pros:
Easy to learn and use
Allows observation of larger area
Simple and effective
Cons:
Inaccurate first rounds -- first shot accuracy is very difficult and impractical to even
think about. Allows more time for the enemy to react.
You learn the wrong way to shoot most firearms

35

Advanced, Real Steel: Using Iron Sights


This method is identical to shooting real guns. Sight alignment and sight picture are the
keys.
Pros
You can retain real gun shooting techniques and feel bit better about yourself
Cons
Requires thorough knowledge and testing of your guns effective range
Inaccurate in some situations
Less situational awareness

TACTICAL TIP:
Positioning your weapon to minimize recoil is no longer necessary, so focus with
shooting position goes to:
Observation (of enemy and any targets of opportunity)
Minimizing your profile to enemy observation and fire
Airsoft Style
This style requires open-type wide visibility sights that can be found in MP5, G3 and
SG552 series. In addition dot sights (in non-illuminating mode) such as in P90 can be
utilized.
Pros
More accurate than Side watch method
Better situational awareness than in real gun style
Cons
Possible only with certain airsoft gun series
Rifleman Lesson 8: Positioning
Tactical Considerations for Selecting a Shooting Position
Selecting a shooting position in the field to engage or ambush the enemy is not quite as
simple as one might think. First consider concealing yourself against enemy observation
(you cannot obviously just stand there) and then what protection the position offers
against enemy fire (yeah, they will take a shot at you at first opportunity). Even if the
36

position allows perfect protection against enemy fire it is not useful for anything other
than hiding, if you cannot engage the enemy from it (and you better not hide when they
are coming at your position). Thats why you have to figure how far the position allows
you to shoot and in how wide an area. This is also known as the Kill Zone (often
covered by several of your own guys and preferably so that you can get the enemy in a
crossfire. You should avoid places which have dense foliage and obstructions in the field
of view (clear the foliage if you have time).
See if there are any potential spots in the terrain that offer the enemy protection against
fire and observation (in other words places where they can get cover when you open fire).
Your own friendly force positions should cover these potential places from various
directions, so no place allows cover for the enemy when they are engaged.
Often high ground offers excellent position in terms of field of view and defense, but
remember if you can see the enemy from your elevated position, they can also see you.
High ground, like buildings and hills, tend to get surrounded very easily. When you are at
the top of an elevated position try to avoid making contrast against the sky or water, it
will give you away as an easy target for the enemy.
Now that you have considered these factors you have to visualize the situation with
enemy and how the situation will develop once the engagement starts. How are you
going to pull out from your position? Do I need to assault from this position? Can I
change my firing position (to confuse the enemy)? Can I hide myself completely if I need
to?
Think fast and decisively. One of the things that real operators often stress is speed and
decisiveness. There might be only seconds or minutes before you need to make
decisions. It takes only two seconds for the enemy to get a shot at you from the time of
detection. One, one-thousand.two, two-thousand..
One of the things you learn from airsoft is that speed, aggression, shooting ability and
training are crucial in combat situations.
Points to notice
How much cover your position gives to you (against observation and fire)
How much area you can cover from that position (observation and fire)
Current location and possible movement direction of the enemy
Friendly force positions of tactical importance
Your own requirement to move during contact with enemy and immediately afterwards
(changing firing position, counter flanking attempts, follow-up assault, defending, or
retreating).
Rifleman Lesson 9: Shooting Stances
Standing, shooting
37

If you would be shooting a real gun you would need to position your body against the
recoil by leaning forward with legs spread shoulder width apart and knees bent. Your
arms would grasp the gun tightly and pull it against your shoulder.
Since airsoft weapons do not have recoil, you don't need to do any of the above.
However, using standard combat techniques will give more realism to the gaming and
will prevent forming bad habits when actually firing real weapons.
Standing, ready
Your gun is lowered in the tactical ready position where it can be brought into action
quickly. Keep the stock untucked so that you can employ it quickly in any direction. Only
tuck it against your shoulder just before taking aim.
Crouching, shooting
This is the same as the standing position, but with more knee bend to lower your target
profile. Useful if available cover is not tall or if you need to pass windows etc.
Crouching, simple CQB
Altough not very widely used, this simple technique is employed by some militaries in
building clearing. The weapon is tucked against your center torso so that it will point to
exactly to same direction as your body center does. Some benefits are wide field of
vision and crude, but effective, accuracy in extremely close engagements. Cons are
inaccuracy in anything but extreme close engagement and slow target acquisition.
Squatting, shooting
Popular stance in Asian countries that has been adopted to Western tactical shooting and
is better in tactical situations than the kneeling position. The squatting position makes
your target profile smaller and allows you to move faster from your position. With a little
leg muscle conditioning this position is actually very comfortable.
Kneeling, shooting
Typical military position that is obsolete on tactical scenes. While still useful behind
appropriate obstacles and cover positions its cons are quickly seen in comparison with the
squatting technique. Large profile and slow reaction time are the cons of this technique.
Prone, shooting
This position gives the lowest profile and allows a steady platform for shooting.
However, it is not that useful in CQB-situations where it easily exposes the shooter to a
fast moving enemy. It takes time to deploy into a prone position and to re-deploy from it.
Rifleman Lesson 10: Moving Target
38

Hitting a moving target


The principles of shooting at a moving target are pretty much the same with airsoft
weapons as with any real gun. Just estimate the target range and speed and lead the
target accordingly.
With airsoft weapons the difference is the muzzle velocity and weight of the pellet, both
of which tend to vary with each gun. If you are an excellent airsoft shooter you can take
out a distant running target with just a few shots without great need for adjustment and
follow up shots.
Having the advantage of plentiful ammo with AEGs is the most effective method.
Observe the moving direction of the target (especially if they are running) and the
position they are trying to reach. Once you know it, lay long burst of fire between the two
and there you have it; the target should run through your burst. Scratch one bogey.
Rifleman Lesson 11: Rock N Roll
Use of full automatic fire
Suppressive fire
When confronting an alerted enemy head-to-head and going on assault you need
suppressive fire. The purpose of suppressive fire is to pin down the enemy so that they
cannot (a) fire effectively (b) observe and or (c) change position freely.
Automatic fire is an effective way to suppress the enemy and cover your own movement.
This works best when employed with a squad.
Ambush
Firing at bunched enemy with full automatic can be devastating and offers the possibility
to take out multiple enemies with one burst (you might hit others besides the one you are
aiming at).

Rifleman Lesson 12: Close Quarter Battle Shooting


Basic CQB shooting techniques
39

First of all, to be able to shoot effectively in 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 with shooting without sights. It is more of
reaching the point of repeat action. In other words, the action becomes part of your
natural reflexes.
Since CQB is exactly what the synonym implies, close-quarter-battle, you will engage the
enemy in extremely quick paced actions inside or in the vicinity of buildings that offer
awkward shooting situations to say the least. These situations call for completely
different shooting techniques than those you would normally use outdoors.
Corner Lever
In this technique you will hold your weapon horizontally instead of in the 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. The Corner Lever technique is the same with carbine as with the pistol.
Corner Position
Tucking yourself behind a corner for protection is natural, but can be a bad idea. The
enemy will naturally expect you to take cover behind corner and will cover it first.
Additionally, anyone shooting at you can take you out with simple ricochets off 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 a 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.
The way to use electronic dot sights (a.k.a. red dot sights) is to look through 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 acquisition.
Normally you would have to aim at a target with iron sights, and because of the fastpaced combat of CQB your aim would be much less than ideal. In case of properly
installed and adjusted dot sight you just pull the trigger when the dot is shifted on top
of the enemy.
40

Using dot sights also allows you better situational awareness as you are keeping both eyes
open all the time, plus you get an extremely big sight.
Individual Tactics 1: Camouflage
Camouflage
Camouflage is often a neglected and overlooked part of the infantrymans basic skills for
battlefield survival. Indeed, camouflage is for some a sign of professionalism.
The purpose of the camouflage is to blend into the surroundings by having the same
colors as the surrounding environment and by "breaking" any obvious shapes or patterns
that would give a target signal to the enemy. Unnatural shapes will stand out in nature
and the human eye will naturally pick these out. Trained and experienced players will be
intentionally and instinctively looking for these unnatural shapes. Truly experienced
players, when expecting tough opponents, will proceed extra carefully when they know
that an opponent is capable of camouflage that utilizes the concept of breaking unnatural
shapes.

Battle Dress Uniform (BDU)


You can get BDUs and other uniforms in all patterns these days: Woodland, Desert,
Black, Tiger Stripe, Urban, Digital (desert, woodland, and urban), etc. For woodland
patterns there are numerous variations, as most countries have their own to fit their local
needs and to distinquish themselves from other armed forces. Another important function
of BDUs, besides camouflage, is to be a primary recognition tool to tell whos friendly
and who's not. Part of camouflage, especially in special operations, is the use of enemy
uniforms to aid in infiltration. Use of enemy uniforms is, however, generally regarded to
be against the rules of war.

Face & head


Whatever action you take in a game, you will use your head first and the most, thats an
unavoidable fact. The most likely and frequent target you will present to the enemy is
your face and head, so it needs to be camouflaged well.
Balaclavas, boonie hats, face veils, etc. all serve the need to camouflage and protect the
head and face. An uncamouflaged white shiny face stands out in the forest. The most
common of all head camouflage tools is camo paint, but as it is prone to wear off within
several hours of hard going. Use of base paint can help to preserve the actual face camo
paint longer. Face camo paint alone will not be sufficient. Face veils and camo nets are
crucial to make complete camouflage because they break the shape of your head and
41

make it blend with the surroundings.


Indeed, in most cases the shape of head is something that will give you away, even if you
have blended with the colors of your surroundings. To break up the shape of your head
use improvised camouflage attachments like vegetation or camo netting. Remember hats
and helmets give large target signals, more than just your head.
Natural Camouflage
Equipment makers such as Bushrag make low-cost camouflage attachment tags that can
be sewed or ironed to your BDUs. You can attach vegetation to these tags to complement
your camo BDUs.
Night is an obvious tool for camouflaging. To take full advantage of it, black clothing
works the best. It will allow you to perfectly blend in to the darkness of night, but
remember that once light comes up, your black clothes expose you because of their sharp
contrast with everything else.
Other natural camouflage is lack of movement or extremely slow movement. The human
eye picks out movement naturally, so once you stop moving your chances to avoid
detection increases immensely.
Individual Tactics 2: Patrolling
Patrolling
Patrols are fundamentally reconnoitering (recon) missions to gather information (i.e. is
there any enemy presence in a certain area) or to conduct combat activities (in the
military, the term would be operations). Units and teams conduct three types of patrols:
reconnaissance, combat, and tracking.
Adopt the right state of mind . . . when you go out for patrol you become the hunter and
not the other way around. Your single purpose is to find the enemy and take him out.
Alert level
At all times individuals or patrols need to be alert to survey the area for enemy presence
and to respond to any enemy activity.
There are three alert levels:
Green
In friendly territory and there is no reason to expect hostile forces. Weapons are still
slung at front in TACTICAL SLING CARRY position for quick deployment. Everyone
is panning the area routinely for visual signals.
Yellow
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Possibility of hostiles, but in friendly territory. Weapons in TACTICAL CARRY


position, but secured. Intensive panning of area for visual signals and routine stops for
audio signals.
Red
High possibility of or actual known hostiles in the area. Weapons in the HIGH
TACTICAL CARRY position and live. Intensive panning of area for visual signals and
frequent stops for audio signals. Use of most secure terrain and if possible, always close
to positions which allow cover against enemy fire.
What to look for
Visual signals
Any movement in the immediate area
Ideal positions for an enemy ambush or concealment
Extruding and unnatural shapes in terrain (possible hostile)
Tracks of recent movement (folded brush, footprints, disturbed leaves, etc.)
Sudden animal movement (birds taking off, etc.)
Audio signals
Sounds of human movement
Sudden animal sounds (indicating human presence)
Individual Tactics 3: Fire & Move
Moving under fire
The standing rule is that within two seconds an enemy can aim his weapon and shoot.
However, with experience, you will be able to judge the situation by yourself whether or
not you should move longer than two seconds. For example, there is no point in dashing
over open ground and diving after two seconds just because of this. Obviously, lying on
open ground makes no sense. Dive for cover only if you have it and only if you can get
out of it.
Modern infantry combat calls for fire and move tactics, preferably with overwatch. This
part of boot camp is, however, only about individual movement under fire and overwatch
is not considered here (in airsoft you are often moving by yourself or with minimal
support).
Before starting any movement try to suppress the enemy with cover fire. Then, dash for a
maximum of two seconds before taking cover. Fire again from your cover, but make sure
you do that from an unexpected place and that you do it very quickly (the enemy naturally
expects you to continue the movement in the same direction).
Make sure to change your direction of movement as often as you can so that it is more
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difficult for them to hit you.


Individual Tactics 4: Close Quarter Battle
Close Quarter Battle
You should always be covered by your team mates in CQB position; being alone in a
situation where the threat can appear from multiple directions with no warning is not
recommended.
Avoid CQB movement and clearing alone. However, if you have to do it by yourself,
then know how to do it. There are several simple guidelines that will help you:
1. Observe for target signals and positions where the enemy can get a shot at you with
little or no warning. Quickly prioritize the positions in your mind. Cover the most
threatening with your weapon and observe those remaining within the field of your view
with the presence of mind to engage any of the positions. Stay away from the most
threatening positions as much as you can and try to work yourself to them with minimal
exposure.
2. Avoid giving any indication of yourself to the enemy. Avoid making sounds with
hasty movements (this is if you are moving stealthily in the area and have not been
noticed), be careful not to expose your weapon or equipment to areas that you havent
secured.
3. Focus your movement and building clearing process as you try to maintain tactical
cohesion. In other words, stick to your game plan and don't fall over. Do not let your
mind wander or do not become undiscplined in your movement. With a high-stress
situation like CQB untrained individuals easily break any cohesive movement or become
disoriented. Focus.
4. Hit accuracy. Why do real operators keep training and shooting everyday? When it
comes to the CQB you need to place the rounds in the target as accurately as possible.
Misses count for nothing and makes everything else irrelevant.
One of the things you learn from airsoft is that speed, aggression, shooting ability, and
training are crucial in combat situations.
This concludes our basic field manual. We trust that the information contained herein has
been helpful to you as you begin an enjoyable time in airsoft.

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REFERENCE LIST
We are indebted to the following organizations for many of the guidelines contained in
this manual:
Cimmerians Airsoft Organization - http://www.cimmerians.org/Scenarios.html
Renegade Recon - http://www.renegaderecon.com/
462nd Airsoft Division - http://www.462ndairsoft.us/

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