N.I.A.- Northern Interior Airsoft
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N.I.A.- Northern Interior Airsoft

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 March 23 NIGHT MERGE

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masterchief
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twsmith
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Alpine
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptySat 03 Mar 2007, 2:52 am

=Daes= wrote:
Pot back from me? That is my nice stainless pot that I bought! You have the ugly beater pot Razz I am pretty sure we left that at your house...

When and if I get back, we are welcome to use my kitchen again to stink up the neighborhood.

Great idea with the sparklers, much better than my matchheads.

-Doug

thats why they invented flashlights and nvg lol Razz
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=Daes=
CHAIRLORD
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptySat 03 Mar 2007, 3:15 am

Flashlights and nvg do not work well against smoke flares... Smoke screening at night is quite effective against flashlights due to the "laser" effect of the light and its source.

I will stick to my red dot and good cover Smile

Which type of mine are you using? CO2 madbulls or the spring claymores? Also, is your mortar still in the testing phase or has it been complete. If so, ASC would like to know, there has been some debate regarding airburst and its feasibility...

-Doug
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Alpine
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Alpine


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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptySat 03 Mar 2007, 4:27 am

my claymores are wireless detonater and they also have trip wires the landmines are powder shot the grenades you can fill them with bbs or peas or rice. the mortar was custom made and it takes custom made rockets for and no they are not foam.

a guy on my team is makeing a airsoft flashbang out of camera flashes i hope its done by the time the game happens.
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=Daes=
CHAIRLORD
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptySun 04 Mar 2007, 12:40 pm

From some Swedish guy:

Nightgames

Movement in the night is radically different than during the day. The first thing you'll notice is that your sences is more alert than during the day, so use these sences and hearing is specially important during nighttime. Your movement must be slow and before you set your fot on the ground check for dry leafs and branches so you move as silent as possible. This is rule number one.

The other big problem is "Skylining". As you probably know the night isnt completely dark and if your eyes have some time to adjust you'll see quite good. One of the first things you notice is how clearly you can se objects against the brighter sky. This is skylining. To put it simple, if something makes a siluette against the sky and that something is you, you will be shot at. So the second rule in nightgames is avoid Skylining.

If you need light to read maps or for other things, use a flashlight with red filter and look at the illuminated object, not the light source. Red light doesnt cause you to loose nightvision. It takes about 20 minutes before the eyes have adapted to the low light. In darkness the eyes work differently and if you look directly at an object, the object gets fuzzy and unclear. Instead look besides the object and move the vision focus point round the object. Try observing against a brighter background, like the sky, and you'll see clearer. If the moon is up you see easier with the moon against you back. Objects is precepted differently during night and day and if its possible try to learn the terraing during the day, so it's easier to see it during night. Binoculars is usefull at night since they gather light, but only if you use the lower parts of the binoculars field of vision.

During the night its harder to keep formations and its easy to loose contact with you teammates, but the same tecnics as used during the day work although you might want to half the distances between men. This meens that you should be able to see you partner when he moves but not when he is still.



Night Combat

The first problem with night combat is that the open sights is quite useless, but if they're painted with self illuminous paint or is tritium sight they can be use during lowlight and night situations. A dot on the forward sight and 2 dots on the rear sight is best. And most important of all, check your target and your field of fire so that you identify the targets before you shot.



Communication at night

Handsignals is often totaly worthless at the night since you teammates probably wont be able to see them. Use small sounds and tappings on bodies to communicate. A series of short tappings is the best method but it require that you're close to your partner. A comradio with an earpiece and morse signal is handy, and increase the range over which you can communicate. Throatmicrofones are excellent but expensive. The user only have to whisper and his voice will still be clearly heard in the headset.



Signal Flares

If you happen to set of a flare, immediatly close one eye and try not to look at the light. The reason is that you loose nightvision. By closing one eye you keep some of the nightvision. Don't flee in panic, use fire & movement to retreat in a coordinated fashion. Shout out the orders, since the enemy knows where you are. Its more important to make a god withdraw than to get divided. If you're setting up flares try to set them up so that the enemy either shows their siluette against the backlight caused by the flare or is illuminated by the flare. Signal Flares is also good to other things such as decoys.
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HeavyMetalHick
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyThu 08 Mar 2007, 7:24 pm

If my MP5 is in i'm so coming, i'll be that crazy running around with out a flashlight
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Yuurei
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyThu 08 Mar 2007, 7:44 pm

Sign me up for this one. I still haven't found work, and can't forsee any soon, so I should be able to attend.
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twsmith
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 1:18 am

I may be able to make this one, depends if I can find somewhere to leave my dog. The in-laws don't like dog hair and the dog does not like being left in a kennel. Although since it's a night game she may just curl up and sleep in the car (weather permitting). How cold is it getting at night in PG?
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SNAFU
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 3:12 pm

like 0- -5 at night. if my mags are in by then ill be there with NO flashlight itll be awsome.
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 3:39 pm

yah . I am of on comp again. I am in P.G. for the next month. i will be going home on weekends but I am planning on staying for this. FLOURECENT HAT I do have a few MP5 mags here if you need them. just let me know before the sixteenth. I will prob bring the MP5 just in case. so should be able to lend it out if needed.
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HeavyMetalHick
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 3:50 pm

Flourecent is running a TM Thompson, but if my mp5 is in by then some spare mags could come in handy
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 4:04 pm

twsmith wrote:
I may be able to make this one, depends if I can find somewhere to leave my dog. The in-laws don't like dog hair and the dog does not like being left in a kennel. Although since it's a night game she may just curl up and sleep in the car (weather permitting). How cold is it getting at night in PG?

Wayne, Bring your dog and we could do some K-9 tracking sims. Wink
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 4:40 pm

sorry wrong guy Smile but i will bring all i can. if any of my guys can not come it will be a lot of extra gear i will try to bring.
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 4:45 pm

We should order in a case of black bb's for this. run all black could be a good challenge
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 5:24 pm

HeavyMetalHick wrote:
If my MP5 is in i'm so coming, i'll be that crazy guy running around with out a flashlight
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=Daes=
CHAIRLORD
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 6:38 pm

cough cough, come on someone with tracers!!! please Smile

Also, on that note, anyone live in the Chetwynd area going down for this game?

-Doug
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PostSubject: March 23 NIGHT GAMES!   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 7:07 pm

Here we go

Sign up so far is
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 7:24 pm

I may change the teams to cadpat VS everything else. Depends on what the rest of the sign-up looks like

Check first page for sign-up
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 7:25 pm

Your sign up list isn't showing...
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 7:25 pm

first page...

REMINDER TO CHECK THE RULES
https://pgairsoft.forumotion.com/viewtopic.forum?t=142
AND GET YOUR BARREL BAGS TOGETHER
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 8:56 pm

you can add me to that list in tiger stripe. prob packing the M16a2, and i got the mp5 coming as well.so if we need a spare I got it. if not i will have a few mags to lend


Last edited by on Fri 09 Mar 2007, 9:15 pm; edited 1 time in total
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptyFri 09 Mar 2007, 9:08 pm

i cut and pasted AMMO rules to PG GAMES so it is a little easier to find. Listed it with night game post since it applys. I will try to get my hands on our one tiger stripe vest for this as well.

Dave let me know if I can help or bring somthing. I will give you a call on monday and try for a coffee. I do have one idea in mind but we can talk it over later.
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptySat 10 Mar 2007, 11:56 pm

have u guys deciced on an ammo points system? we all need to know soon on witch ones you are using.
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptySun 11 Mar 2007, 12:39 am

Don't forget that all the banter about an ammo point system is regarding ops and MilSim. The night game will be approaching an Ops but the current rules are:

RULES BEING USED-
One Hit
Armour
Medics
Booby traps

So don't worry about any ammo rules. When they are complete, they will only be used for specific circumstances, same with the gear rules, they are all specialized for MilSim, which is not a commonly played game.

-Doug
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptySun 11 Mar 2007, 12:52 am

give me a few mins and I'll specifically list which ones we will go with.
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PostSubject: Re: March 23 NIGHT MERGE   March 23 NIGHT MERGE - Page 2 EmptySun 11 Mar 2007, 1:07 am

hey doug dave has listed that we will use the points system. I personally think that playing a night game will use up more ammo already. i don't think we should impliment them for this game. it makes sense for a day game but in the dark it will take more shots to accually hit your target. if we do use them i beleve we should have an ammo man. ie: one guy per team to carry extra mags or bb's and speed loaders. this one guy could be the only one allowed to reload mags. you would have to go to him or call for ammo. this would also add to the realism of the game. could rig him up with a backpack and even weight it. I know i would even volenter for this position as I think it could be fun. We would have to mark our mags well so we would be sure to get our own back.
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