Air Soft
Team death match:
Team death match, or T.D.M., is a basic way to play air soft.
Rules:
If a player is hit in the head, neck or torso he is 'dead'. After you die you go back to your base and then you can re-spawn. The game is won when all the players on one team are 'dead' or when one team takes the other team's base.

Capture the flag:
Teams compete against each other and try to capture the other teams flag.
Rules:
If a player is hit in the head, neck or torso he is 'dead'. After you die you go back to your base then you can re-spawn. The game is won when one team captures the enemy's flag and takes it back to their own base.

Race to the flag:
This game is kind of like capture the flag but there is only one flag.
Rules:
Two or more teams start on different sides of the flag. When ready, they run to the center of the field to get the flag. The team that takes the flag to their base wins.

VIP
A small group of men try to kill a 'VIP' before he reaches his destination.
Rules:
A group of men must escort a VIP to a certain location in a limited time. The smaller black ops team must try to kill the VIP before he reaches his destination.

Commandos
A small group of men are chosen to be commandos. The others are guards to protect certain objectives.
Rules:
The commandos have to kill the guards at the different objectives and then take what they were guarding. The guards try to kill the commandos before they gather all the objectives.

King of the hill
A small group of men must defend the hill from a larger group. The larger group must attack and try to take the hill.
Rules:
The larger group must attack and take the flag to their spawn point to win. The smaller group must defend the flag until time runs out, then they win.

Terrorist attack
The terrorists must hold on to a village and the swat team must kill all the terrorists.
Rules:
A team of terrorists must kill a small group of men defending a village. Then they must protect it from a swat team. They also must defend two target buildings. If the swat team takes the target buildings or kills all the terrorists they win. If the terrorists kill all the swat team they win.

Hunger games
All players start at different locations around a shack. When ready to start they race to the shack.
Rules:
After players rush to the shack, they can take up to 4 pieces of equipment. Then players may form alliances or fight alone. Last man or team standing wins.

Rebel war
Oil well workers must guard the oil wells from the rebels.
Rules:
A large group of rebels must take at least 4 oil wells to win. The oil well workers must defend the oil wells. You can set a time limit if you wish.

Alamo
A small group of men (Texans) must defend the Alamo or fort.
Rules:
The small Texan team must keep their flag up to win. The Mexican team must take down the flag to win.

Behind Enemy Lines
A small group of men are behind enemy lines! We must save them!
Rules:
The team behind enemy lines must survive until rescued by the rest of their team (the team rescuing them is larger.) The other team must try to kill the trapped men to win.

Ambush
A small group of men try to ambush and kill a large group of men.
Rules:
The smaller team must kill all opponents to win the battle. The large team must reach a certain spot with at least 3 men left to win.

Rebel uprising
A large group of men try to keep down all rebel uprisings at a civilian camp.
Rules:
The large team must go around the field to the different camps and kill any man with a gun. The large team is not allowed to fire unless fired upon. If the large team accidentally kills 4 people that do not have guns, they lose. The small rebel teams can hide anywhere on the field and fire at will. If the large group of men kill all the rebels they win and vice versa.

Land wars
The teams start, on opposite sides of the playing field, with a small piece of land, or home base. There are 4 outposts, and you must have your flag raised at 2 of these to invade the enemy home base. If you have all 4 of the outposts you can re-spawn at any of the outposts, as well as your home base. If a team has all 4 outposts and the enemy base they win.

Code Red
In code red an 8 man swat team gives 4 snipers a 5 minute head start. Then they must find and kill all the snipers. An optional third team may be assembled to fight both the previous teams, and you can have up to 15 men on this team if you wish. If the snipers or the swat team kill each other, the game ends. The third team is just to make the game hard.

( photo courtesy of google)
Assassins
Have every player write his name on a slip of paper. Then put all the paper in a hat. Then each person draws a name (If it is their name have them redraw). The name on the piece of paper is their target. But you must kill the person when no one is looking. If you kill a man then you take his slip of paper and you'r next target is the name on his paper.

( photo courtesy of google)
Traitors
Best if you are playing capture the flag. The judges/refs secretly talk to one member of each team. The men they talked to are the traitors. These men must take there ''teams'' flag back to the ''enemy'' base. Then that team has won.

( photo courtesy google )
Desert fox air soft.
I thought you guys would like some airsoft videos so I added a really popular airsoft players videos.
I will give you the link to some videos, and also his you tube channel. Hope you guys enjoy!
Battle on an aircraft carrier
Milsim west: Seize Grozny
Desert fox you tube channel
Air soft field ideas
Post in the comments below about any air soft field ideas you have!

This is a really cool dug out. It takes sand bags, wood, and something to dig with to make this bunker. It looks like it could hold 5 guys and gear with moving space.

( photo courtesy of google)
This is a really cool tower build.They use fiber glass and wood to make it. Looks like it could hold 3 guys and a little gear.

( photo courtesy of google)
Here is a really basic build bunker. Dig a shallow fox hole of about 2 feet, then line the front and sides of the pit with sand bags. Could probably hold 2 guys.

( photo courtesy of google)
Here is another basic build. Dig a 3 or 4 foot deep trench and line the top of the pit with old tires.

(photo courtesy of google)
Dig a 5 foot deep hole with a ramp leading down into it. Then stack sand bags 3 foot up around the whole pit. Leave a 3 foot wide by 4 foot tall door on one side of the pit. Then lay a peace of ply wood over the top and put sand bags on top to hold it down.

This wall is pretty neat. It is made out of wood slabs. Dig a hole about 4 foot deep and stick the slabs in the hole and fill it in with the dirt.
Airsoft Drones
Drones are fun to fly. But have you ever used one in airsoft? They can be used to scout enemy defenses and areas. For that though, you will need one with a camera on it.
Airsoft tactics
In airsoft, you don’t want to rush. If you are lucky enough to have a great position and shot, don’t rush it. If you don’t take your time to be accurate, you just wasted your shot. You want to wait till you are most likely to make your shot. However, you don’t want to wait so long that your opponents see you and shoot you first.
Team death match, or T.D.M., is a basic way to play air soft.
Rules:
If a player is hit in the head, neck or torso he is 'dead'. After you die you go back to your base and then you can re-spawn. The game is won when all the players on one team are 'dead' or when one team takes the other team's base.
Capture the flag:
Teams compete against each other and try to capture the other teams flag.
Rules:
If a player is hit in the head, neck or torso he is 'dead'. After you die you go back to your base then you can re-spawn. The game is won when one team captures the enemy's flag and takes it back to their own base.
Race to the flag:
This game is kind of like capture the flag but there is only one flag.
Rules:
Two or more teams start on different sides of the flag. When ready, they run to the center of the field to get the flag. The team that takes the flag to their base wins.
VIP
A small group of men try to kill a 'VIP' before he reaches his destination.
Rules:
A group of men must escort a VIP to a certain location in a limited time. The smaller black ops team must try to kill the VIP before he reaches his destination.
Commandos
A small group of men are chosen to be commandos. The others are guards to protect certain objectives.
Rules:
The commandos have to kill the guards at the different objectives and then take what they were guarding. The guards try to kill the commandos before they gather all the objectives.
King of the hill
A small group of men must defend the hill from a larger group. The larger group must attack and try to take the hill.
Rules:
The larger group must attack and take the flag to their spawn point to win. The smaller group must defend the flag until time runs out, then they win.
Terrorist attack
The terrorists must hold on to a village and the swat team must kill all the terrorists.
Rules:
A team of terrorists must kill a small group of men defending a village. Then they must protect it from a swat team. They also must defend two target buildings. If the swat team takes the target buildings or kills all the terrorists they win. If the terrorists kill all the swat team they win.

Hunger games
All players start at different locations around a shack. When ready to start they race to the shack.
Rules:
After players rush to the shack, they can take up to 4 pieces of equipment. Then players may form alliances or fight alone. Last man or team standing wins.
Rebel war
Oil well workers must guard the oil wells from the rebels.
Rules:
A large group of rebels must take at least 4 oil wells to win. The oil well workers must defend the oil wells. You can set a time limit if you wish.
Alamo
A small group of men (Texans) must defend the Alamo or fort.
Rules:
The small Texan team must keep their flag up to win. The Mexican team must take down the flag to win.
Behind Enemy Lines
A small group of men are behind enemy lines! We must save them!
Rules:
The team behind enemy lines must survive until rescued by the rest of their team (the team rescuing them is larger.) The other team must try to kill the trapped men to win.
Ambush
A small group of men try to ambush and kill a large group of men.
Rules:
The smaller team must kill all opponents to win the battle. The large team must reach a certain spot with at least 3 men left to win.
Rebel uprising
A large group of men try to keep down all rebel uprisings at a civilian camp.
Rules:
The large team must go around the field to the different camps and kill any man with a gun. The large team is not allowed to fire unless fired upon. If the large team accidentally kills 4 people that do not have guns, they lose. The small rebel teams can hide anywhere on the field and fire at will. If the large group of men kill all the rebels they win and vice versa.
Land wars
The teams start, on opposite sides of the playing field, with a small piece of land, or home base. There are 4 outposts, and you must have your flag raised at 2 of these to invade the enemy home base. If you have all 4 of the outposts you can re-spawn at any of the outposts, as well as your home base. If a team has all 4 outposts and the enemy base they win.

Code Red
In code red an 8 man swat team gives 4 snipers a 5 minute head start. Then they must find and kill all the snipers. An optional third team may be assembled to fight both the previous teams, and you can have up to 15 men on this team if you wish. If the snipers or the swat team kill each other, the game ends. The third team is just to make the game hard.
( photo courtesy of google)
Assassins
Have every player write his name on a slip of paper. Then put all the paper in a hat. Then each person draws a name (If it is their name have them redraw). The name on the piece of paper is their target. But you must kill the person when no one is looking. If you kill a man then you take his slip of paper and you'r next target is the name on his paper.
( photo courtesy of google)
Traitors
Best if you are playing capture the flag. The judges/refs secretly talk to one member of each team. The men they talked to are the traitors. These men must take there ''teams'' flag back to the ''enemy'' base. Then that team has won.
( photo courtesy google )
Desert fox air soft.
I thought you guys would like some airsoft videos so I added a really popular airsoft players videos.
I will give you the link to some videos, and also his you tube channel. Hope you guys enjoy!
Battle on an aircraft carrier
Milsim west: Seize Grozny
Desert fox you tube channel
Air soft field ideas
Post in the comments below about any air soft field ideas you have!
This is a really cool dug out. It takes sand bags, wood, and something to dig with to make this bunker. It looks like it could hold 5 guys and gear with moving space.
( photo courtesy of google)
This is a really cool tower build.They use fiber glass and wood to make it. Looks like it could hold 3 guys and a little gear.
( photo courtesy of google)
Here is a really basic build bunker. Dig a shallow fox hole of about 2 feet, then line the front and sides of the pit with sand bags. Could probably hold 2 guys.
( photo courtesy of google)
Here is another basic build. Dig a 3 or 4 foot deep trench and line the top of the pit with old tires.
(photo courtesy of google)
Dig a 5 foot deep hole with a ramp leading down into it. Then stack sand bags 3 foot up around the whole pit. Leave a 3 foot wide by 4 foot tall door on one side of the pit. Then lay a peace of ply wood over the top and put sand bags on top to hold it down.
This wall is pretty neat. It is made out of wood slabs. Dig a hole about 4 foot deep and stick the slabs in the hole and fill it in with the dirt.
Airsoft Drones
Drones are fun to fly. But have you ever used one in airsoft? They can be used to scout enemy defenses and areas. For that though, you will need one with a camera on it.
Airsoft tactics
- ( all the following was found on line)
1 Work as a team! The only way to win against opponent is to work as a team! Buy walkie-talkies in order to help to communicate easily throughout the battlefield so that you can co-operate.-
2Keep stealthy! Stealthy people in Airsoft are the ones to succeed the most! Instead of running loudly around just maintain low profile and move slowly but steadily. If you are a squad leader than research hand signals. These are useful when your enemy is nearby. It saves you talking and aids in keeping stealthy.
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3Do not maintain the same position throughout the entire war! Your opponents will find it easy to find you, overrun you and finally hunt you down. When you move make sure to watch and listen carefully. React to any suspicious sound near you.
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4Always listen to the squad leader's orders. Squad Leader is a very tough role and requires a great deal of stress management and confidence. Make sure the Squad Leader is well trained and understands the role.
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5Watch for snipers! Snipers are your worst enemies and are feared throughout the battlefield. Snipers usually are well camouflaged so make sure you maintain low profile and keep stealth as well as watching and listening everything around you.
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6Buy a good gun. Most of the work is done by yourself but having a good gun doesn't hurt.
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7Be alert of everything around you. If you will run overconfident in yourself then you will be the first one to be out of the game! Make sure you get steady approach.
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8Think before you do! It is always better to stay in one place just a bit longer to plan where are you going to move and what you are going to do rather than just running around spraying and praying for a lucky hit. If you're a sniper than think before you shoot as well! Shooting might get you spotted easily and you want to avoid it!
- Airsoft tactics
Do you want to dominate on the airsoft field? If you do, you will need to learn airsoft tactics and strategies. This will be an introduction to strategies and tactics you can use in airsoft. Even if you are an experienced airsoft, this article will be a helpful reminder of some basic tactics.
Cover Fire
Something you may already be aware of is cover fire. Cover fire is the act of laying down a hail of BBs so that you teammates can move to a different position. Whether your teammates are advancing or retreating, you will find yourself needing to lay down cover fire a lot in the game of airsoft.
Communication
You will not be able to play airsoft effectively unless you communicate with rest of your airsoft team. There are primarily three ways to communicate with your teammates. A common and effective way is with radio transmissions. If your entire team is using it, radio transmission can be very effective because it is stealthy and communicates to all of your teammates what is happening. Probably the best way to communicate is with hand signals because they are silent and you can quickly communicate what you want. The disadvantage of hand signals is the fact that you will need to learn and memorize them before the game. Hand signals are the way many experienced airsoft players communicate. The simplest way to communicate is verbally. Even though it is simple, you should try to avoid it because you may give your position or plans away when you talk out loud.
Moving
When playing airsoft, it is a good idea to stay on the move. If you stay in one spot, the chances of you being flanked and shot greatly increases. Instead, you need to try to move and flank your opponent.
If are you are going to stay in one spot, you should be in a position where you will for sure see your opponents before they see you. If you can’t find a position like that, your better off staying on the move.
Be Patient
In airsoft, you don’t want to rush. If you are lucky enough to have a great position and shot, don’t rush it. If you don’t take your time to be accurate, you just wasted your shot. You want to wait till you are most likely to make your shot. However, you don’t want to wait so long that your opponents see you and shoot you first.
Step 1: The Supported Buddy Position.
This is one that's popular among snipers when there's a lack of support for them to shoot from, but I'm going to teach you how to adapt it for field use.
How it works: You will have two people. Out of the two, the one with the smaller gun will get in front and crouch. The person behind them will also crouch, resting the gun barrel on his buddy's shoulder for extra support. Ideally, the person should have the longer, heavier gun.
Sniper/spotter adaptation: The spotter usually has a smaller gun with a higher rate of fire. He will crouch down, with his gun at the ready. The sniper will then rest his gun on the spotter's back. Because of the difference in the guns, the sniper will take his time to get anybody at a set distance (depending on the quality of the guns, it would be, say, 125 or more feet away.) Using this example, the spotter would use his automatic/semi automatic weapon to take out anybody who got within 100 feet. The spotter is more likely to be hit because he's right up front. For optimal support for both people, the spotter will be supported by a low wall or other defence, and the sniper will rest on his back. This is good for a defensive position, when the sniper and spotter have been discovered.
Ambush or undiscovered position: You will have hopefully found a good place to hide. If not, you have to work fast. It doesn't matter who uses their buddy for support, but it should be the person with the longer gun. In this case, both people will communicate. You will both pick out one target, and shoot at the same time. If you're in a hidden or defended place, you both should be able to take out two targets or more before they've discovered your location, which is very effective for two people.
Capture the flag: When playing capture the flag, you can use this position. When you find the flag, you should automatically fall into this or some other defensive position. After you've looked around and found no enemies, the person in front (having the lighter gun) should run up and grab the flag. If necessary for a faster grab, the person running can leave their gun with their buddy, but this makes it harder for the buddy if they need to run.
Well, those are basic adaptations of the supported buddy position. However, this entire instructable should teach you how to improvise, and it includes things such as this.
It should look a little bit like the picture, but the spotter might have a gun.
How it works: You will have two people. Out of the two, the one with the smaller gun will get in front and crouch. The person behind them will also crouch, resting the gun barrel on his buddy's shoulder for extra support. Ideally, the person should have the longer, heavier gun.
Sniper/spotter adaptation: The spotter usually has a smaller gun with a higher rate of fire. He will crouch down, with his gun at the ready. The sniper will then rest his gun on the spotter's back. Because of the difference in the guns, the sniper will take his time to get anybody at a set distance (depending on the quality of the guns, it would be, say, 125 or more feet away.) Using this example, the spotter would use his automatic/semi automatic weapon to take out anybody who got within 100 feet. The spotter is more likely to be hit because he's right up front. For optimal support for both people, the spotter will be supported by a low wall or other defence, and the sniper will rest on his back. This is good for a defensive position, when the sniper and spotter have been discovered.
Ambush or undiscovered position: You will have hopefully found a good place to hide. If not, you have to work fast. It doesn't matter who uses their buddy for support, but it should be the person with the longer gun. In this case, both people will communicate. You will both pick out one target, and shoot at the same time. If you're in a hidden or defended place, you both should be able to take out two targets or more before they've discovered your location, which is very effective for two people.
Capture the flag: When playing capture the flag, you can use this position. When you find the flag, you should automatically fall into this or some other defensive position. After you've looked around and found no enemies, the person in front (having the lighter gun) should run up and grab the flag. If necessary for a faster grab, the person running can leave their gun with their buddy, but this makes it harder for the buddy if they need to run.
Well, those are basic adaptations of the supported buddy position. However, this entire instructable should teach you how to improvise, and it includes things such as this.
It should look a little bit like the picture, but the spotter might have a gun.
Step 2: Diversions
Being a classic move in spy and action movies, A lot of people discredit this as an effective tactic. For the most part, it's not. However, there are times when it's acceptable, and sometimes even advisable, to use loud noises and other diversions.
When there's two entrances: Usually, this tactic is used if all or most of the enemy team is holed up in a very well-supported position. You will take a large majority of your team (leaving 1-3 people, depending on team size). That part of your team will rush into the most fortified part of the position. If you have grenades, have one or two people stand on either side of the doorway/entrance with grenades ready. Have them throw the grenades in, and the other part of that squad will run in screaming. The screaming part is optional, but it definitely helps to do more psychological damage. At this point, a lot of people would run in firing from the hip. But that's exactly what you don't want to do. You want to aim from the shoulder, and at least look like you're very trained and know how to take people out. This is all for psychological damage. When all or the majority of the enemy is turned towards your first squad, have your second squad of 1-4 people quietly come in the back. They should have targets picked out already, or at least have a general idea where the enemy is. They will come in and try to make their presence unkown, taking out the most heavily fortified sections of the base from behind. This may seem like a long process, but it should all go down in less than a minute, and that's if you're taking a long time. Expect heavy casualties on both sides.
With one entrance: This is a bit trickier than two, and it requires a greater flexibility. You want to lure out a couple of enemies at a time and take them out. After you've taken out a couple (20-30%), or by the time they start sending out greater numbers of people at once, you want to launch a full frontal attack. Depending on the commander, it will go two different ways. For example, I have two commanders that lead most of my games that are complete opposites. Dan is very patient, and he likes to hide and wait for the enemy to pass him and shoot them from behind. Cameron, on the other hand will follow the enemy until he can find them. He will take 3 people to try and take down 5, and before he shoots, he will shout some Clint Eastwood style catchphrase. If you are facing a Cameron, he will eventually decide to send out a large force to take out your "scouts". For this to work, you need a large number of your team hiding, and a couple more to play the role of scouts. Now, any Cameron's out there will send a sizable force to take out the scouts. Possibly the same number or more. At this point, your hidden men will take out the force he sends. A Cameron will send an even larger force at this point, probably most of his team. This is where the heaviest casualties will probably be on both sides. After this, take what's left and storm the room. Now, for a Dan (that is, a conservative commander who likes to be on the defence), your tactic will be a bit different. You will want to send a couple of people in to attack. It's most likely going to be heavily fortified, or at least have fields of fire that can hit almost anywhere. After attacking, you're going to want to pull out. They should send a couple of people to take care of them. If not, well, a diversion isn't going to work very well and you should spend some time planning a plan B.
"Lost Dog"; This tactic is somewhat applied in a couple of my games. You pretend you're lost from your team. Ideally, you know where the enemies are. You'll be about 1000 feet away from them (again, these are all ideal conditions) and hidden, or at least where they can't see you. You will then walk toward their position, shouting for your teammates to wait up. After 10-20 seconds, you'll just shout their names. The other team should walk in your direction, while the rest of your team flanks them from behind. At that point, it should be pretty easy.
When there's two entrances: Usually, this tactic is used if all or most of the enemy team is holed up in a very well-supported position. You will take a large majority of your team (leaving 1-3 people, depending on team size). That part of your team will rush into the most fortified part of the position. If you have grenades, have one or two people stand on either side of the doorway/entrance with grenades ready. Have them throw the grenades in, and the other part of that squad will run in screaming. The screaming part is optional, but it definitely helps to do more psychological damage. At this point, a lot of people would run in firing from the hip. But that's exactly what you don't want to do. You want to aim from the shoulder, and at least look like you're very trained and know how to take people out. This is all for psychological damage. When all or the majority of the enemy is turned towards your first squad, have your second squad of 1-4 people quietly come in the back. They should have targets picked out already, or at least have a general idea where the enemy is. They will come in and try to make their presence unkown, taking out the most heavily fortified sections of the base from behind. This may seem like a long process, but it should all go down in less than a minute, and that's if you're taking a long time. Expect heavy casualties on both sides.
With one entrance: This is a bit trickier than two, and it requires a greater flexibility. You want to lure out a couple of enemies at a time and take them out. After you've taken out a couple (20-30%), or by the time they start sending out greater numbers of people at once, you want to launch a full frontal attack. Depending on the commander, it will go two different ways. For example, I have two commanders that lead most of my games that are complete opposites. Dan is very patient, and he likes to hide and wait for the enemy to pass him and shoot them from behind. Cameron, on the other hand will follow the enemy until he can find them. He will take 3 people to try and take down 5, and before he shoots, he will shout some Clint Eastwood style catchphrase. If you are facing a Cameron, he will eventually decide to send out a large force to take out your "scouts". For this to work, you need a large number of your team hiding, and a couple more to play the role of scouts. Now, any Cameron's out there will send a sizable force to take out the scouts. Possibly the same number or more. At this point, your hidden men will take out the force he sends. A Cameron will send an even larger force at this point, probably most of his team. This is where the heaviest casualties will probably be on both sides. After this, take what's left and storm the room. Now, for a Dan (that is, a conservative commander who likes to be on the defence), your tactic will be a bit different. You will want to send a couple of people in to attack. It's most likely going to be heavily fortified, or at least have fields of fire that can hit almost anywhere. After attacking, you're going to want to pull out. They should send a couple of people to take care of them. If not, well, a diversion isn't going to work very well and you should spend some time planning a plan B.
"Lost Dog"; This tactic is somewhat applied in a couple of my games. You pretend you're lost from your team. Ideally, you know where the enemies are. You'll be about 1000 feet away from them (again, these are all ideal conditions) and hidden, or at least where they can't see you. You will then walk toward their position, shouting for your teammates to wait up. After 10-20 seconds, you'll just shout their names. The other team should walk in your direction, while the rest of your team flanks them from behind. At that point, it should be pretty easy.
Step 3: Keep Your Head Up
Now, this is something that a lot of people tend not to do. Partly because of standard traing, and partly because the natural instinct is to take cover. However, there are certain times when you need to keep your head up instead of taking cover. For example, you and an enemy are both in fortified positions exchanging fire, just popping up and taking potshots at each other. When you realize this happens, you need to get down, just long enough to get the enemy to go down, and then get up and wait for the enemy. Keep your head up when they pop up the next time, because they won't be aiming as well as you should already be. They'll be firing trying to get your head down. And if you take 2-3 seconds to aim, you should get them before they can get you.
Step 4: Gun Crew
This works a lot of different ways, and is modeled after the two man machine gun crew that was often seen in World Wars I and II. Ideally, this is to be used in a defended position. You are probably outnumbered, and the enemy is conservative and sends either a few at a time, or they have a long open run to get to your base. Just so everybody understands better, I'm going to set it from a sniper/spotter situation. The spotter has a semi or fully automatic weapon, so he is going to play the gunner. The sniper will be his crewman. The sniper will reach into the spotter's vest and pull out a magazine. When the spotter runs out of ammo, the sniper will switch them out, put the empty magazine(s) in a separate pouch, and get a fresh magazine ready to go. Ideally, this cuts the reload time down to 2 seconds or less. Other duties of the sniper/ gun crew include winding any high capacity magazines, using a speed loader to load empty magazines in times of ceasefire, filling them with gas, etc. Now, it doesn't have to be sniper/spotter. There are a lot of times when it's better to do this. For instance, if your buddy's gun breaks down, or he has only a pistol. However, he can also be your eyes and ears. Reloading is a mindless task, during which he can watch your back.
Step 5: Blank Fire
Now, before you go and do this, know it could damage an electric gun, and it's generally not good to do. But if you don't care about ruining your gun, try this. When you are out of ammo, switch to an empty mag. When the enemy gets in view, open up fire. This will hopefully get their heads down for long enough for you to run away. I don't suggest this with spring guns, because they don't make much noise.






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