Central War Gaming Blog

Central War Gaming Blog

 

Tuesday, April 12, 2022

We Supply Airsoft Pellets for Swift Fox 22

Yup, that's one of those questions we get a lot, so here's the details. You don't bring pellets, we do. Why? Two basic reasons: 

  • Logistics. CWG events are very concerned with operations, not just tactics. Ardean and Kitoy ammo is marked per side, and doesn't work in each other's guns per the rules. Each side's ammo is provided in labeled ammo cans that are stored on field and have to be moved around in the cans to simulate the real world logistics. 
  • Aiming. We don't use bright colored pellets (at least for rifles) so you cannot easily see and walk them on target. We want to simulate real weapons fire, so you must use your sights then either get an effect on target, or fire again. Issuing dark ammo solves this for us without you having to get specific stuff, and us checking on that. 
  • Teamwork. Everyone on your side (or at least a lot of them) uses the same ammo so again to the operations side, has to work together to handle ammo supply. 

Note that we aren't like most paintball games, and just provide the ammo. We don't sell it, but enough for the entire event is provided as part of the game fee. Some is not in convenient places, but it's all out there on the field. 

For those that really care, like who want to zero their guns and stuff, what are they? Well, it depends: 

  • Ardean rifles use the heaviest pellets, 0.30 for their .30-caliber 7.62 NATO rifles. 
  • Kitoy rifles use slightly lighter 0.25 pellets for their .223 caliber (it's close!) 5.56 NATO rifles. 
  • Machine guns are totally different, and use a mix of white and glow in the dark pellets, at a 4:1 ratio. Sadly a ratio, so there will be random bursts of each color due to the way feeders work. Unlike rifles, this simulates tracer, day (white) and night (GITD, since you DO have a tracer unit on your MG as required, don't you???) 

The pellet weights do even sometimes matter, so at extreme ranges the Ardean rifles will go a bit further. It's not a perfect simulation of the two cartridges, but every bit helps. We also issue twice as much ammo to the Kitoy for their lighter rifles and more magazines on the body. Remember, the unit of issue for Ardea is 4 mags on the body, 1 in the gun, 6 and 1 for Kitoy. 


The Initial Issue ammo is what we provide as a big pile to you at the Assembly Area to load mags after chrono (chrono is performed with white 0.2 g pellets we provide also). Unload the chrono pellets and load up your battle ammo. Ardeans get 300 rounds per player, Kitoy gets 600 each. Remember that spare ammo has to take up the space it is would in reality, so if you end up with half a bag of Initial Issue ammo because you use realcaps, do not stuff the little baggies in your pocket, but put them back in an ammo can for transport. You can also just leave them with your Ready Bag, as long as you use the ammo only for reloads there, such as when recovering from wounds at the Aid Station, and don't carry it around. 

Specially trained personnel with high tech equipment load your initial issue boxes, and place them into marked ammo cans.

What about the GDL? For now, we're doing that with minimal changes so they are using the same pellets.  That works as: 

  • No change to machine guns. If it simulates a belt-fed MG, then use the MG ammo.
  • 5.56 and less powerful (SMGs mostly) then use the 5.56 0.25 ammo. 
  • 7.62 M43 (7.62x39) or larger uses the 7.62x51 ammo. 

Don't steal ammo. Just like you don't take anything else when you ransack the enemy bases or kill them, don't take their ammo caches even if low on your own supplies. Pretend it's incompatible even if you are a GDL player using that ammo, and ignore it or "destroy" it with a note if time permits.   

Any more questions? 



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