@nuffnang

Tuesday, July 19, 2011

FUNNY Quotes…

General Quotes...

  1. If a weather forecaster says that it's going to be a good day... don't believe him!
  2. There is always a way for you to be shot.
  3. The other team invariably attacks on two occasions:
    1. When you're ready for them.
    2. When you're not ready for them.
  4. Teamwork is essential, it gives them someone else to shoot at.
  5. A broken leg is nature's way of telling you to slow down.
  6. Never draw fire, it irritates everyone around you.
  7. Nothings more accurate than friendly fire.
  8. You are not superman.
  9. If it's stupid but works, it isn't stupid.
  10. The guy with all the Gucci kit has no damn idea how to use it.
  11. Don't look conspicuous - it draws fire.
  12. If it moves, shoot it. If it doesn't move, shoot it until it does.
  13. Never share a trench with anyone braver than you are.
  14. If your attack is going really well, you have walked into an ambush.
  15. No plan survives the first contact intact.
  16. Try to look unimportant, they may be low on ammo.
  17. If you are forward of your position, the supporting fire will fall short.
  18. The only time to worry is when you are in enemy territory and there is no sign of the enemy...
  19. The enemy diversion you are ignoring is the main attack.
  20. The important things are always simple.
  21. The simple things are always hard.
  22. The easy way is always mined.
  23. If you are short of everything except enemy, you are in combat.
  24. When you have secured an area, don't forget to tell the enemy.
  25. Incoming fire has the right of way.
  26. Friendly fire - isn't.
  27. If the enemy is in range, so are you.
  28. Drink math is: 2 cans beers x 37 men = 49 crates.
  29. Body count math is: 2 guerillas + 1 probable + 2 hedgehogs = 37 enemy KIA.
  30. Things that must be together to work, usually can't be shipped together.
  31. Radios will fail as soon as you need fire support desperately.
  32. Anything you do can get you shot - including doing nothing.
  33. The only thing more accurate than incoming enemy fire is incoming friendly fire.
  34. Make it tough for the enemy to get in and you can't get out.
  35. If you take more than your fair share of objectives, you will have more than your fair share of objectives to take.
  36. When both sides are convinced they are about to lose, they are both right.
  37. Professional soldiers are predictable, but the world is full of Rambo wannabe's!
  38. What gets you promoted from one rank gets you killed in a grotesque manner in the next rank.
  39. If orders can be misunderstood, they will be.
  40. A little caution outflanks a large OpFor.
  41. The tank is a monument to the inaccuracy of indirect fire.
    • Corollary: Teflon Tankers are immune to all but point blank suppression fire in the ass.
  42. Never reinforce failure, failure reinforces itself.
  43. Five percent of an intelligence report is accurate, the trick of a good commander is to isolate the 5 percent.
  44. A good plan today is better than a perfect plan tomorrow.
  45. He who wants to defend everything, defends nothing.
  46. Odd objects attract fire. You are odd.
  47. There is no such thing as a convenient foxhole.
  48. Mine fields are not neutral.
  49. If they are shooting at you, it is a high intensity conflict.
  50. "Perfect" is the enemy of "good enough".
  51. Surprise is an event that takes place in the mind of a commander.
  52. Snow is not neutral.
  53. Always honor a threat. Make it a solemn promise.
  54. The weight of all of your equipment is proportional to the cube of the time you have been carrying it.
  55. Hell hath no fury like a noncombatant.
  56. If the sergeant can see you, so can the enemy.
  57. Never stand when you can sit, never sit when you can lie down, never stay awake when you can sleep.
  58. The most dangerous thing in the world is a 2nd lt. with a map and a compass.
  59. There is no such thing as an atheist in a foxhole.
  60. Remember, a retreating enemy is probably just falling back and regrouping.
  61. If at first you don't succeed, snuff off for a tea break.
  62. Exceptions prove the rule, and destroy the battle plan.
  63. Everything always works in your HQ, everything always fails in the COs HQ.
  64. The enemy never watches until you make a mistake.
  65. One enemy soldier is never enough, but two is entirely too many.
  66. A clean (and dry) set of combat clothing is a magnet for mud and rain.
  67. Field experience is something you don't get until just after you need it.
  68. Interchangeable parts are not.
  69. No matter which way you have to march, its always uphill.
  70. If enough data is collected, a board of inquiry can prove ANYTHING.
  71. For every action, there is an equal and opposite criticism.
  72. The one item you need is always in short supply.
  73. The worse the weather, the more you are required to be out in it.
  74. The complexity of a weapon is inversely proportional to the IQ of its operator.
  75. When reviewing the radio frequencies you just wrote down, the most important ones are always illegible.
  76. Those who hesitate under fire usually do not end up KIA or WIA.
  77. The tough part about being an officer is the troops don't know what they want but they do know what they DON'T want.
  78. The perfect officer for the job will transfer in the day after that billet is filled by someone else.
  79. The newest and least experienced soldier usually will win the Victoria Cross.
  80. No combat ready group ever passes inspection.
  81. No inspection ready unit ever survives combat.
  82. Cavalry does not always come to the rescue.
  83. Logistics is the ball and chain of armored warfare.
  84. Peace is our profession, mass mayhem is just a hobby.
  85. Never worry about the round with your name on it, Instead, worry about the one addressed "to whom it may concern".
  86. All battles are fought at the junction of two or more map sheets.
  87. All battles are fought uphill.
  88. All battles are fought in the rain.
  89. The quartermaster has only two sizes, too large and too small.
  90. Fortify your front and you will get your rear peppered.
  91. The only time suppressive fire works is when it is used on abandoned positions.
  92. There is nothing more satisfying than having someone take a shot at you, and miss.
  93. Tactics is for amateurs, professionals study logistics.
  94. If you need an officer in a hurry, take a nap.
  95. Priorities are made by officers, not by God. There is a difference.
  96. It isn't necessary to be an idiot to be a senior officer, but it sure helps.
  97. Military intelligence is a contradiction of terms.
  98. No matter how good your boots are, they will always rub
  99. Someone always has a bigger, better gun than you
  100. If it all goes unexpectedly quiet, your team's been wiped out
  101. The last enemy is always standing right behind you with a large rifle
  102. No matter how long you've spent on a plan, you'll always have missed something out
  103. Peace through superior firepower works every time
  104. The distance between insanity and genius is measured by the level of plastic you lay down
  105. The distance between insanity and genius is measured by the length of time before your plan goes to hell.
  106. When in darkness or in doubt, run in circles scream and shout!

Weapon Quotes…

  1. There is no arguing with the barrel of a gun.
  2. Suppressive fire - doesn't.
  3. You will remember the hand grenades only when the enemy is too close to use them.
  4. When you are low on ammo the enemy attacks that night.
  5. When you have sufficient ammo the enemy takes 2 weeks to attack.
  6. The weapon that usually jams when you need it the most is yours.
  7. Whenever you have plenty of ammo, you never miss. Whenever you are low, you can't even hit the broadside of a barn at point blank range.
  8. The more a weapon costs, the farther you will have to send it to be repaired.
  9. Tracers work both ways.
  10. High capacity magazines never hold enough ammunition. And that INCLUDES 'C' mags!
  11. Never forget that your weapon was made from plastic.
  12. All ten-second grenade fuses will burn down in five minutes.
  13. The last, most vital grenade, will be a blind (dud)!
  14. If you can't remember, then the claymore paint mine is pointed at you.
  15. The Claymore you set now points at you.
  16. No matter how many upgrades/scopes/hand guards/mug holders your gun has, it is never enough!
  17. The missile is "Fire and Forget", NOT "Forget and Fire"!

What IS Airsoft Skirmishing?

 

About the Skirmish…

Airsoft 'skirmish' games are the latest version of 'tag', but with toy guns that fire a 6mm plastic pellet.

You may well have heard of 'paintball' games. Unlike paintball games, the guns used in an airsoft skirmish game look remarkably like 'real world' firearms. They are, of course, NOT firearms.

 

About the guns, generally...

While outwardly appearing to resemble 'real world' firearms, Airsoft guns are not firearms. Airsoft guns fire a plastic 'bb', or ball, of about 6 millimeters diameter. The guns are specifically designed to fire these pellets, and only these pellets. The method they use to achieve this is by the use of a small 'pump', which delivers a measured amount of air behind the pellet, which is then forced though a smooth-bore barrel, to fly toward whatever the user of the airsoft gun has aimed at, which is normally another player of the game.

bbbb2

You might be worried about this, i.e., that you would be firing plastic pellets at other people, and vice-verse. There is nothing to really worry about. The velocity (speed) of the pellet, combined with its' very low weight (0.2-0.4 grams), means that at the very worst, a small bruise of about 6mm will be caused, and only if the firer is at very close range to his or her target (that's right - girls and women play too). The sort of range we're talking about here, would be less than about five to ten meters.

 

About the types of gun...

Airsoft guns fire in a variety of methods, all basically the same. There are 'spring', 'gas', and 'electric' (or 'AEG') guns available.

'Spring' guns fire one pellet at a time, having to be manually re-cocked for each shot. They have a lower range than other modes of gun.

pitol spring

'Gas' guns use an inert gas, normally CFC-free gas, which delivers a higher range than a spring gun. In addition, these can fire either semi-automatic or fully automatic fire ('select fire', which incorporates semi- and -automatic fire), depending on the model of airsoft gun used. Mostly, these are used in pistol format guns, firing one shot for each squeeze of the trigger, or 'semi-automatic' fire. Some versions of these airsoft pistols (called 'Blowback' guns) even go so far as to simulate the 'slide' (the top part of an automatic pistol) moving in simulated cartridge ejection (nothing is ejected, though) - at a cost of using more gas!

gas un

The new kid on the block, so to speak, is the electrically powered airsoft gun. These are called 'AEG's, or 'Automatic Electric Guns'. These are modeled on either rifles or sub-machine guns, and can fire in select fire mode. They use a small electrically-powered motor, powered by a battery, and supply greater range and more rapid rates of fire.

aeg

 

The games...

Let's take a fairly typical example of a skirmish game, using the 'Take The Flag' scenario. Two (or more, if numbers and confusion permits!) teams of equal numbers start at different locations ('bases'). The object of the game is to capture the other team's flag, without losing your own flag to the other team (the 'enemy'). The teams attack and defend against each other's assaults, which comprise what the Army calls 'Fire and Maneuver' actions. Note that no fist-fighting or other forms of hand-to-hand fighting, are permitted in these games. Eliminating an enemy is achieved by shooting him (or her) with your airsoft gun. You get hit, and you're out of the game (to re-appear in any sequels that come up?!).

That, in a nutshell, is what Airsoft Skirmishing is all about. To put it another way, it's paintball, without the messy paint!

 

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SKIRMISH GAMEPLAY: Rules and Regulations

Besides the practical target speed shooting, there is other style of the airsoft gameplay; the SKIRMISH. Skirmish gameplay are more into tactical combatant (WAR GAME). And one of my favorites too. Here is the basic rules during skirmish gameplay.

1) Always wear eye protection in the form of goggles, masks, or shooting glasses, or safety glasses. Never remove your eye protection while on the battlefield. Regular prescription glasses are NOT acceptable as safety eyewear. Must wear proper shatter-proof or ballistic protection goggles.

2)The “Game Moderator” is the final approval for all field decisions, the calling of games, resolutions on all conflicts and issues, and responsible for all safety related items and events that occur on the field. If a conflict or discrepancy arises that can not be solved between groups, the game is stopped and the game moderator makes the final decision regarding the conflict or discrepancy. Arguing with the game moderator will result in an immediate ejection from that day’s game event.

3)The “Safe Zone” is the area on the playing field where no weapons will be fired at any time. Failure or non compliance of this will result in an immediate ejection from that day’s game event.

4)Sealed ballistic eye protection will be worn at all times for both players and visitors to the area. Only in the “Safe Zone” when no game play is present can this eyewear be removed at any time.

5)A 20 Foot range "Bang Bang" rule will be observed for all weapons. This will be obtained by pulling out a sidearm or pointing your current weapon at a target and shouting “Bang Bang”.

6)The definition of being “Hit” is when the airsoft BB Hits any part of the players clothing, body, or weapon. Once a player is “Hit”, He or she will raise their weapon over their head and shout hit. After the fact is established, and the opposing player knows the situation the player will walk out of the battle area and return to the safe zone with their weapon over their head. All eliminated players will keep their eye protection on until back in the “Safe Zone”.

7) All integrity violations and non calling of “hits” will be dealt with swiftly and severely. Failure to or non compliance with calling hits will result in an immediate ejection from that day’s game event.

8)The term “Blind man” will be used for any real world injury. Once “Blind man” is heard all players will holster all weapons, put them on safe and remain in place unless directed by the game moderator.

9)When using the “Medic” Rule a player that sustains a hit will fall or sit in place and yell “hit”. Then the player will put a red rag on his head. In order for the player to be given first aid and resume fighting, another player must go to the person wounded, take the red rag off his head and tie one square knot onto the rag. Other wounded players can NOT medic other wounded players. Also players can only be given first aid one time. After that the player is considered KIA and will return back to the safe zone.

10) All borders and boundaries set down by the game moderator will be followed. Violations of this will result in the player becoming KIA and being sent back to the safe zone.

11)All airsoft weapons will be checked by “game moderators

12) CQB/INDOOR PLAY
All players who participate in CQB should understand that they will be engaging targets anywhere from 25 feet to even 5 feet away and because of that they may take painful hits. We recommend full masks, long sleeves, long pants, gloves, and hats/helmets be worn for CQB to avoid welts or breaking the skin. "Bang Bang" rules are not used for CQB, however players may surrender if they wish at any time to the opposing force to leave gameplay without any harm.

13) SNIPER SAFETY
Anyone acting as a sniper with an upgraded bolt action rifle over 400 fps should carry a sidearm that can be used alternately when engaging targets closer than about 60 feet. If you have no sidearm and find yourself too close to the opposing force, you may either a) use "bang Bang" rules, b) wait until they move to a safe range or c) relocate to a safe range. Do not fire at targets closer than 60 feet.

14) BLIND FIRING
Permitted as long as the players are no closer than 30 feet from each other. This must be verified by the shooter before firing. All violations of blind firing distances will result in immediate expulsion from the field.

15) IF LOCAL POLICE ENTER THE FIELD
This is a potentially dangerous situation
, and is treated as if they don't know we are playing a game. All players are expected to walk to the “Safe Zone” in plain sight, either with their guns over their head or leaving their guns in the field. Upon reaching the “Safe Zone” each player is to place his replica with his gear and gather in a group at least 20 feet from the gear. This is to provide safety by comforting the officers by removing any equipment that appears threatening to them. Gameplay is not commenced until we explain the situation and are allowed to continue.

16) All weapons will go off of set guidelines for pellet weight and feet per second. The rules for this are the following.

OUTDOOR LIMITS:

AEG - 1.49J


bb mass____FPS
0.12g_______517
0.20g_______400
0.23g_______373
0.25g_______358
0.29g_______332
0.30g_______327
0.34g_______307
0.36g_______298
0.43g_______273

BOLT-ACTION - 2.81J
bb mass____FPS
0.12g_______710
0.20g_______550
0.23g_______513
0.25g_______492
0.29g_______457
0.30g_______449
0.34g_______422
0.36g_______410
0.43g_______375
INDOOR LIMITS:

ALL GUNS - 1.01J
bb mass____FPS
0.12g_______426
0.20g_______330
0.23g_______307
0.25g_______295
0.29g_______274
0.30g_______269
0.34g_______253
0.36g_______246
0.43g_______225

Saturday, July 02, 2011

International Airsoft Practical Shooting (IAPS) Identified Range Officer Test.

Hey people, check this out! International Airsoft Practical Shooting (IAPS) Identified Range Officer Test. Spare your time and take this test. Once you've reached 100%, your name will be listed as Identified Range Officer.This Training Center was designed to establish a way to help shooters wishing to become match officials. The purpose is to analyse the current IAPS airsoft shooting rules in details. There exists a direct relationship between the quality of the officiating, and the quality of the competition. Click on this link http://training.airsoft-shooting.org/

Dont forget to study the rules. You can have it here on this site, or you can download it from IAPS website at http://www.airsoft-shooting.org/?lang=en. Its easy, open book test. Try it!

INDONESIA OPEN for AA-IPSC

9 October 2011
INDONESIA OPEN for AA-IPSC
ASIA Invited !!!
FULL AA – IPSC 2011 RULES
10 Stages – Outdoor
Lapangan menembak Senayan, Jakarta, Indonesia

Please share to your friends
Invitation goes to Philippines, HK, Thailand, and of course Malaysia. Please share personal message to your shooter buddies, also those who lives in Singapore.