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Colin Allen

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Everything posted by Colin Allen

  1. I seem to have those conversations with other players far too often.?
  2. On one occasion, one of the other marshals was playing for the day and, armed with my MP5K, was prone on a track that led along one side of half of the site. He was picking off opposing players on the track who were certain that they were hitting him. I walked up to where he was and observed that their BBs were falling about 4m short of his position. I shouted to them confirming that they were not hitting him. They stated that they must be, so I called a ceasefire in that area, told one of them to go and stand next to him and then told the rest to try to shoot him. That finally convinced them that they were not ranging him. They had the grace to apologise.
  3. You do if your shoe size is higher than your IQ.
  4. I probably wouldn't go so far as to describe the Ares as shit; it isn't great out of the box but, once the problems are fixed, it is a decent rifle.
  5. As for what a marshal is supposed to do, my take is: 1. As much as is possible, ensure safety. 2. As much as is possible, ensure that everyone has a good time. 3. As much as is possible, ensure that everyone knows what they are supposed to be doing. 4. As much as is possible, ensure that everyone knows the rules and follows them. 5. Deal with situations that arise in a calm and effective manner. 6. Remember that players are customers. The biggest challenge that I found as a marshal was that some players are absolute dickheads.
  6. I marshalled at two sites over a few years; it nearly put me off airsoft so I went back to playing.
  7. https://www.usedairsoft.co.uk/rif-s/electric-powered/custom-bullt-mp5-parts_i62451 Fully built except for: Butt pad. Selector. Mag catch body pin. Front sling loop.
  8. Welcome back to playing war with toy guns. Twelve years? The judge must have been in a bad mood.
  9. I have to agree with that; get thee to a hospital asap.
  10. On a bright sunny morning, the lad and I journeyed to Splatoon in Essex, which is one of our regular sites. On arrival, we noticed that the marshalling team was different from usual; we overhead the head marshal for the day telling the others that he had never done an airsoft briefing before. However, after we had all sorted ourselves out, he made a decent job of the briefing. The first game was a simple domination involving the a spinner in each of the three fields. To get a point, a team had to have their side of the spinner the right way up at the end of the game. Both sides had infinite regens on a fixed point. As the lad had never really played in the bottom field, we set off for there; crossing into it from the middle field, he snagged himself on some barbed wire, tearing one leg of his Czech combat trousers. Entering the bottom field, we positioned ourselves in a ditch, from where we had a good overview of the spinner and the approaches to it as well as of a vole, which was scuttling around the ditch. The lad was machete killed by an opposing player while he was talking to a marshal about the barbed wire, which seemed somewhat unsporting; I shot the blackguard. Several other enemy players appeared and were potted by myself and colleagues to my right. Our chaps in the middle field gained control of their spinner just before the game ended, giving us a 2-1 win. After a rather long time in the safe zone, we came out for a fallback game, which was played in a different direction from usual. We had infinite regens on a marshal and the defenders has one life in each of four sections. Fighting our way into the fuel dump from the path proved to be immensely difficult, due to the lack of cover on the way in and the very good cover available to the defenders. Eventually, we overcame them and pushed into the second wooded field, which we cleared quite quickly. We then pushed into the first half of the container village field, which was when everything seemed to start to unravel. Hit taking on both sides became very poor and tempers frayed. Eventually, we pushed into the second half of the container village field and some of our team penetrated the kill house, getting a hand on a flag in one of the rooms, which served as the objective, with just under five minutes left. After what seemed like an overly long break for luncheon (cold pizza, which was rather nice), we went out for a reverse of the fallback game. Our opponents also struggled to break into the fuel dump, despite some laughably poor hit taking. Eventually they cleared both woodland areas and we fell back into the first half of the container field, only to find that we were allowed to deploy in a much smaller area than our opponents had been allowed in the morning. The FOB, which had been in play for the defenders in the morning, was not in play for us. After being hit (by my own side!) I fell back into the final stage, where I was hit by a shot from an opponent from a position that would have been out of bounds when we were attacking in the morning. Eventually, the enemy completed their mission a couple of minutes quicker than we had. After another long break, we went out for a VIP game. The attackers had to get a manikin into either of the helicopters in the container village. They had infinite regens on a marshal, while we had three regens on our start point in the top woods. When the game started, the lad and I ran (well, he ran while I jogged) into the middle field to try to hold up the enemy, which we did for a while, despite some more laughable hit taking. I put twelve shots into one player at fairly short range; I saw each of them hit him and he flinched with each one of them, but carried on. We were both then taken out by the machete wielding blackguard, who we had ignored when we saw him walking along the gravel path along the edge of the site as it was out of play. We fell back and consulted a marshal, who confirmed that we were not dead. Moving up, we took up position behind a container in a corner of the top field, which gives good coverage of half of the edge of the top field. Identifying that there were enemies on the other side of it, I lobbed two flashbangs over it, ensuring that they would fall on either side of the barrier behind it. Nobody took a hit, despite a marshal calling out to remind about the 5m kill radius after the second one. It then became apparent that the attackers had chosen the helicopter at our end of the field as their objective. The lad shot the chap carrying the manikin who, rather than dropping it where he was hit, took it back with him; a marshal had to go to recover it. Another enemy player broke through to our left; an exchange of fire between him and us ended with him being peppered with shots. A measurable time after he eventually called hit, one of his shots hit me. Being a gentleman, I assumed that he had pulled the trigger before calling hit and that the BB travelled remarkably slowly, probably taking a trip to Canvey Island en route. I went back to regen; as I was coming back out, the game ended when the manikin finally made it to the helicopter. There was an opportunity to turn this game around, but many players decided to leave. Quite a number seemed quite unhappy with how the day had gone, including some with whom we play alongside and against regularly at Splatoon and Airsoft Plantation. If this had been our first visit to the site, we probably would not be going back; however, we have previously only had good experiences of the site, so will give it another try. Alongside the poor hit taking, unsporting behaviour and the apparent inconsistencies in rules between two versions of the same game, the other major issue with the day was the lack of playing time. In total, we played for about 120 minutes over five hours. It was a hot day and it may be that the staff were ensuring that players had time to take on fluids between games; however, the breaks did seem excessive, to the point that the lad starting reading a book on his phone, getting through 110 pages. However, we will go back again as this is the only poor day that we have had there; hopefully, it was just an aberration and normal service will resumed as soon as possible. Weapons used: Me: SRC MP5A4 (The externals are SRC; nothing else is!) Double Bell KAC PDW ASG XP18 Commander (CO2) The lad: G&G Magpul M4 G&G Keymod M4 (That's what he calls them) ASG XP18 Commander (CO2)
  11. I went down the wide bore rabbit hole with an SVD I had many years ago; the drop in power was significant compared to a tight bore barrel.
  12. Just to get some clarification, could you put up a video of this "lobbing 2 or 3 out the barrel. Not actually firing per se, just kinda throwing them out." Is the gearbox cycling twice or are two shots coming out on one cycle? Yes, that could be problematic. I would have taken two off the pickup.
  13. That is all rather concerning.
  14. XT springs are great; they are very consistent.
  15. Highways Amendment Act 1986: https://www.legislation.gov.uk/ukpga/1986/13/body?view=plain+extent.
  16. I just received an email from G&G which contains information on their new range with "true quick change" (through the stock tube) gear boxes with Gate Asters installed.
  17. On what started out as a bright and sunny morning, the lad and I set off for Airsoft Plantation. As we got closer, heavy clouds rolled in and rain started. However, after some heavy rain while we were in the safe zone, the weather was excellent all day. The first game was a three stage fallback; as the defenders, we had one life at each of the casino, the village and the hill fort, while the attackers had infinite regens on a marshal 30m behind them. Each stage had a buzzer and, once it was sounded by the attackers, any surviving defenders had to fall back to the next stage. My involvement in the first stage was rather limited; starting as far forward as possible on the right, I took out several opponents before being hit. Falling back to the village, I positioned myself in a favourite bush behind the pond and had a great time taking out attackers; I was eventually hit by what was probably a stray shot from a team mate. At the hill fort, I ducked into my favourite little bunker and held my position there until the game ended when an attacker set off the buzzer in the hill fort. This game was then reversed. A group of us sneaked around to the right and broke into the border area, annihilating the defenders to our front and pushing up to near the edge of the village just as the buzzer in the casino was sounded. Having regrouped, we again pushed forward, passing the pond and starting to move into the village. At this point, my rifle started misfiring and eventually stopped altogether, so I withdrew to the safe zone to try to work out what was wrong; it turned out to be a broken electrical connector. Unfortunately, my other rifle only takes a very small battery and I knew it could not last more than half a day, so I sat out the rest of this game and the next one. Therefore, the lad has provided his commentary: "I ended up on the right flank shooting into the village, which quickly fell as we were able to push defenders back far enough that a brave rental was able to make a run for the buzzer in the well. After a regroup to allow the defenders to fall back to their new positions defending the hill fort, we were soon off to capture it. After some strong resistance at the fire break, I decided to sneak around the edge of the field via the DEA base and come up behind the defenders and shoot a handful in the back before a blue player was able to get into the hill fort and set off the buzzer, signalling the end of the game. After a break to reload, we played a special Father’s Day version of “Bomb the Jeeps”. 3 father-son/daughter pairs were selected and one pair was designated bomb carriers while the other 2 pairs were designated bomb techs. The aim of this game was to set off a bomb in each of the 4 Jeeps in the mortar pits, the twist being that while most of the attackers had a 30m buddy regen, if either of the special pair were hit, they both had to return to the start point to regen. Once again I flanked around the DEA base along with 2 other players to come out behind the enemy. After the last game they were expecting this and were in considerably better positions to be able to cover the rear of the mortar pits. However, the superior range of the VAL proved itself and I was able to easily pick off targets and exploit the gaps in the defences. One red player in particular seemed particularly surprised to see me emerge from the bushes 10m to his left when only a minute before we had been exchanging fire to his front. Due to the pincer movement, the defence soon crumbled and we were able to take out all the red players, giving the bomb carriers and techs a clear route in to destroy the last Jeep." After lunch, the bomb runner game was reversed; the lad and I took up positions covering the approach from the DEA base and access to the Bedford. After a strong initial defence, which delayed the attackers for a considerable time, they started to swamp us; I was hit by a long range shot and fell back to another position, which soon became untenable as our numbers were whittled down. While bugging out to yet another position, I was shot in the back and my game was over. Following this, we played a "rescue the VIP game"; the dastardly reds had captured six of our players and were holding them captive in the village; we had to rescue them and get them back to our regen on the firebreak, from where they could join in the attack. We had infinite regens on the firebreak, while the reds had two lives in the village. A group of us went on a wide flanking attack, moving towards the village from the far end and taking out defenders as we cautiously moved forwards through the wood. At one point, a figure came running towards us, shouting "Don't shoot! I am a VIP!" He had escaped his captors and was heading as fast as possible for the firebreak so that he could return and take his revenge on them for the indignities that he had suffered at their hands. Soon after this, the defence collapsed and we liberated the remaining captives. Hurrah! The reverse of this game saw both the lad and I ensconced in the village's fuel dump but facing different directions; I was able to cover a large arc of the left front of the village, while the lad covered the right front. Many foes fell under the accurate fire of the VZ58 before I was hit by a sniper who had worked his way around our flank. Falling back, I took up a position at the edge of the woods and carried on the fight until I was hit again. That ended my day; it was an excellent day of airsoft played in a good spirit by a slightly smaller than usual group of players, which meant that there was more room for sneakiness. The recent plant growth has also really helped those of us who are sneaky. Weapons used: Me: Umarex Beretta ARX 160 Ares VZ58 ASG XP18 Commander (CO2) The lad: LCT AS VAL CYMA AK74 ASG XP18 Commander (CO2)
  18. I haven’t, but you shouldn’t need to change the nozzle. I haven’t; my hop unit of choice used to be Combat Union, until the QC fell off a cliff and then Putler invaded Ukraine. The Begadi one works very well.
  19. Which is an utterly irrelevant argument. The principle that those seeking licensing should bear the costs of that licensing is a legitimate one.
  20. The Begadi hop is excellent.
  21. Increasing the fee to cover costs seems perfectly reasonable; it is not really targeting anyone.
  22. It means that the knuckle dragging twat was unable to put a full stop after "externally".
  23. I trimmed one of the lower edges to even it up a bit, but that was on a couple of the old style dark red ones. I have not had any issues with the newer, lighter coloured ones.
  24. I have never had a problem with the feed lip length in any of the 14 AK type weapons of various makes that the lad and I own between us; M4s and a few others have been a different story. I also found a couple of the earlier AK2M4 nubs to be a little off; a bit of trimming did the trick.
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