Airsoft

From Free net encyclopedia

Airsoft is a term used interchangeably to refer to one or both of the following subjects:

  • A game in which players participate in the simulation of military or law enforcement combat with replica military firearms and military-style tactics
  • A replica firearm scaled either 1:1 (or perhaps as a "mini" or "3/4"). It may be of metal or plastic, and usually fires 6 mm (5.98 mm) or 8 mm spherical projectiles weighing 110–600 milligrams (known as "BB"s).

The game is highly popular in several Asian regions, such as Japan, China, Hong Kong, Taiwan, Macau, and South Korea, and, to a certain extent, the Philippines, where firearms are difficult or impossible to obtain due to local laws. For this reason, the vast majority of airsoft guns, accessories, and aftermarket upgrade parts are made in these countries. This activity is legal on mainland China despite rumors.

There is currently a growing interest in the West, especially in the United States, Canada, United Kingdom, Germany, Switzerland, France, Spain, Poland, Portugal, Sweden, Finland, Norway, Italy, Belgium (where the Dutch players also go, since in the Netherlands it is illegal), and Denmark, bolstered by an active and expanding Internet scene.

Contents

Methods and structures of play

Several common game modes are as follows:

Deathmatch / Free For All

In this mode, all players are set against each other; there are no teams and alliances between players are usually frowned upon. This mode is usually the most frantic because players have only themselves to rely on, meaning dealing with fire from numerous directions and more difficulty gaining solid cover.

Example: Last man standing (Ultimus homo stans)

Team Deathmatch / Teams

In this mode, teams are formed between several players. Usually the teams are balanced (no team has more players than the other). The members of a given team have to work together to eliminate all the other players in the game. When all of the players on a team are out, that team is eliminated. This continues until all teams are eliminated. A variation on this is "Seek and destroy", where one team hides and the other team must find them.

Example: Last team standing

Capture the Flag

The classic kid's game with a twist: (usually) two teams are set up with a flag (objective) in each one. The players are divided into teams and have to steal/capture the other team flag. Usually, if a player is "killed," they can return to their base and start again. A longer game can be archived if one must capture the flag and take it to a certain location (i.e. it's own base).

Example: Traitors (simple capture the flag where each team has one player that is a traitor);

Center Flag

Similar to capture the flag but only one flag is placed in the middle of the two teams bases. First goal: capture the flag. Second goal: take the flag to the enemy base. When the flag reaches the enemy base, the enemy loses. If the flag carrier is eliminated, anyone can pick up the flag. For extra long games, multiple flags can be used.

Example: Capture explosives (1st goal) + Commando raid (2nd goal)

Siege, or King of the Hill

In this game type, there are two teams: Attackers and Defenders. The Defender team is given a usually fortified position while the Attacking team has to kill all of the Defenders in order to win.

Example: Hostage rescue (SWAT team)

Carry the flag

One flag and one team carrying it. Objective is to take the flag from point A (normally team base) to point B. The interception team objective is to prevent the flag from reaching point B. There are two variants of this game type, one for long games and another for short games. Games can be longer if anyone can be flag carrier or shorter if only one flag carrier exists. The game ends when no more players can carry the flag (long version) or when the flag carrier is killed (short version).

Examples: president rescue/walk (single flag carrier), Drag the doll (multiple flag carriers), Arm & Destroy objective/Bombing run/place the bomb (flag/bomb carrier).

Grab the flag

One flag is placed in a location away from all teams. The objective is to be the first to reach the flag. The player/team that first reaches (grabs) the flag alive wins. For longer games, a moving flag can be used.

Examples: Manhunt or Foxhunt (one player tries to reach flag - escape), prisoners escape (multiple players trying to reach flag - escape)

MILSIM (MILitary SIMulation)

This is Airsoft combined with live action role-playing elements, where multiple missions have to be carried out by all teams of players while the mission objectives of each team are very likely to interfere with each other. This type of game often takes an entire weekend of play time, where the game play may be maintained during nighttime, so even more strategic elements like setting up observation posts and the like become key.


Not all players have such structure in their games and may simply be there to have fun, not to compete. This is obviously not a complete list; many more game modes may be invented every time a few friends get together to play. Games listed above may or may not be mil-sim. Other serious airsofters play historical reenactments that replicate a combat zone or historical event where players wear camo and play scenario based games with squads, objectives and realistic missions.

Game modifiers

To each game mode presented earlier there are several modifications that can be applied depending on factors like number of teams, number of players, types of guns and others. The next list present some game modifiers that can be applied to almost every game mode:

  • Single flag - use only one flag (objective) per game for all teams;
  • Multiple flags - use multiple flag (objectives) these may or may not be the same for each team;
  • Single Flag carrier - only one or two players in the team may carrie flag. If all die team loses;
  • Multiple flag carriers - any player can be a flag carrier. No players alive no carrier team loses;
  • Medics - select one or two team players as medics to allow respawning dead team mates;
  • Respawn limit - establish the number of times a player can be respawned;
  • Ammo limit - establish the amount of ammo available for each player/base/team/round;
  • Traitor - using a discrete method elect a traitor on each team. Traitors may change side (to their real team) at any time during game and take advantage;
  • End condition(s) - select how games finishes (by time, objective, minimum players, ...).


Other more specific game modes can be created and depends on each one's imagination; next list presents some detailed examples:


  • Sniper Hunt

This game mode starts with players with sniper rifles and powerful semi-automatic weapons hiding in a designated area. After a set time limit for the snipers to set up, the rest of the players with AEGs search through the designated area. If they manage to kill all the snipers within a set time limit, they win. This game type seems to be a killing spree for experienced players but usually the AEG team wins as they can take out multiple people in a short amount of time which makes the game harder for the snipers.

  • Ambush

This game requires one team to hide along a certain path while the other team's objective is to get to the other end of the path with a set number of people to win. This game mode works best when there is a mix between snipers and AEGs so to create a fair match. An objective can also be used that the ambushing team needs to acquire in order to win. This can be anything from an ammo box to an old shoe.

  • Zombie

Start out with everyone alone, similar to a Free-For-All game, but because waiting for a round to end is boring, those that get shot form teams with the player or players that shot them. Works well if you have a lot of open space, or an uneven number of players. Each player has to go to a different part of the field of play and start from that position. When you get shot you can either throw you hands up in surrender so they (hopefully) stop shooting you or, you can run to the nearest ammo depot reload and then come back to help your newly formed team.

  • Respawn

As mentioned before waiting for a round to end can suck, therefore respawn it. This is done by, A) once you get shot do a set number of pushups then get back in the game B) count for a set number of seconds then get back in the game or C) run to a designated base and come back to play. This may, however, lead to "spawn camping" which can be fixed by making any player to be caught doing so stand before a firing squad, or simply go with option C.

Airsoft replicas

Template:Main article

Image:Ca m15a4.jpg

The guns used in airsoft are typically replicas of real firearms. Airsoft guns can be divided into three groups by what powers them: spring powered, electric powered, and gas-powered.

Spring-powered guns are cocked manually (by racking the slide with pistols, or operating the bolt with rifles), and fire based on the action of the spring, usually by way of pushing a piston to create a high-pressure area behind the pellet, projecting it down the barrel and towards the intended target. Spring guns are oftentimes the cheapest of airsoft guns, as they have a minimum of internal parts. In competition play, the most popular form of spring guns are sniper rifles, as the manual cocking of the spring simulates the action of the bolt on a real sniper rifle.

Gas-powered guns operate by storing high-pressure gas in a chamber, and releasing the gas into the chamber in order to propel the pellet, and usually (but not always) some of the gas is also used in blowback operation in order to cycle the internal mechanism. Gas blowbacks are typically more expensive than non-blowback guns, due to the complexity of the blowback action. Pistols are the most common form of gas blowback guns, as the blowback creates very realistic slide action on the gun. The earlier airsoft rifles were gas powered as well, but now most rifles are of the electric type (see below).

Electric airsoft guns often utilize gas pistons as spring-powered guns do, but rely on a electrical motor (similar to those found in remote control cars) to drive a gearbox assembly that is capable of full automatic fire at rates equivalent to those of real automatic weapons. They are typically powered by rechargeable battery packs. Electric guns or "AEG" are the most common type of weapon found at airsoft skirmishes. A large aftermarket of parts for the upgrade of electric guns has sprung up, and many serious players upgrade their guns for higher level of competition in play.

Airsoft pellets

Image:Airsoft pellets.jpg

Airsoft pellets are typically made of plastic and are almost always 6 mm (5.98 mm) diameter spheres. Pellets of a given size come in different weights ranging from 0.12 to 0.43 g. In addition to standard plastic pellets, starch-based biodegradable, metal coated, graphite coated (often used by snipers), and steel pellets are also available. Pellets other than 6 mm, 0.12 g, 0.20 g, or 0.25 g plastic or biodegradable pellets are not commonly used outside of Japan. To use 0.43 g BBs, a player need a powerful Airsoft gun or an upgrade to their current gun.

Glow-in-the-dark tracer pellets are also used in conjunction with a special device that "charges" the pellets up by flashing them with a quick burst of UV light prior to firing so that they remain luminescent in flight for use during nocturnal games/operations.

Tracer BBs have been made that leave a white streak along the BB's path while it's airborne. This enables a player to see where his or her balls are landing, which helps accuracy.

There have also been guns made that shoot aspherical pellets. The best known of these is the Asahi "Blade Bullet", which are now extremely difficult to find and quite expensive to buy. These were designed to be shot from the short-lived Asahi M700 and M40 premium grade rifles, which were produced in 1993. Compatibility with other airsoft guns is highly limited, especially due to their incompatibility with hop-up features.

Paint pellets are available but are incompatible with guns with hop-up features as the hop-up will break the pellet in the gun. Paint is very unpopular with airsofters because it tends to stain both gear and clothes.

6 mm pellet weights and their usage

  • 0.12 g - Used by some gas and spring weapons. High velocity and low stability. Not to be used in high end AEGs such as Tokyo Marui and Classic Army
  • 0.15 g - Same uses as 0.12 g. Uncommon. Not to be used in high end AEGs such as Tokyo Marui and Classic Army
  • 0.20 g - Standard weight for most weapons. AEGs uses these or slightly heavier pellets.
  • 0.23 g - Heavier pellets for AEGs. Blends speed of 0.20 g with range and accuracy of 0.25 g.
  • 0.25 g - Heaviest weight for standard AEGs, blowback and spring guns. For some AEGs, you will usually need an upgrade to effectively fire 0.25 gram BBs. Tokyo Marui standard AEG, gas, and spring weapons use 0.25 gram BB's. For Tokyo Marui airsoft, they usually send 200 of these with one of their AEGs and spring guns.
  • 0.28 g - Standard weight for highly upgraded AEGs or sniper rifles. Significantly cheaper than .30g , but yields similar performance
  • 0.30 g - Standard weight for most sniper rifles. Western Arms pellets for their gas blowback pistol series. Uncommon.
  • 0.36 g - Heavier pellets for sniper rifles. Very slow but have high stability.
  • 0.43 g - For the highest level of upgrades in spring and gas sniper rifles. Usually graphite coated.

8 mm pellet weights and their usage

  • 0.34 g - Low weight for 8 mm sniper rifles.
  • 0.45 g - Standard weight for 8 mm sniper rifles.
  • 0.60 g - Heaviest weight for 8 mm sniper rifles.

NOTE: All BB masses in grams (g)

Pellet ballistics

Pellet velocity, energy and weight

The pellet velocity of automatic electric guns is determined in large part by the tension of their main spring and so there tends to be a stratification of values. The most common airsoft velocity limits are between 300 to 400 ft/s for AEGs and 400 to 500 ft/s for single shot guns (sniper rifles). Below are some common speeds of airsoft pellets.

Image:Fps vs joules.jpg

  • 3.00 g is the typical weight for a paintball pellet. At this weight a pellet flying at 90 m/s results in 12,54 J and 14,99 J for 100 m/s. This weight is for comparison purposes only and is not used on Airsoft. Higher energy but different collisions read Elastic collisions (airsoft) and Inelastic collisions (paintball) topics for further information.
  • Red line are the usual Crony (chronograph) weights for 6 mm 0.20 g.

Dangers to humans

Airsoft pellets typically leave small welts on human targets. While mildly painful, pellets are not especially damaging to the skin. Eye protection is universally required to prevent damage to eyes. It is also often recommended that full face masks be used during airsoft matches to protect the players' teeth and ears. On very rare occasions players have had teeth chipped or knocked out or ears injured by a pellet placed in the right location.

Although there have been no documented cases in airsoft, there is a possible hazard when dealing with graphite-coated pellets. In the early days of paintball some players would coat their rounds with graphite so that they would feed into the gun better. Players started to find that if any rounds broke the skin the wound would not properly heal, leaving a scar. Players and field owners should be aware that this problem may exist in the realm of airsoft as well.

The following excerpts are from the United Kingdom Parliament's "Principles of firearms control", Home Affairs Select Committee Second Report, 6 April 2000, expound on the level of danger involved with low-energy projectiles:

"25. The Firearms Act 1968 defines a firearm "a lethal barreled weapon of any description from which any shot, bullet or other :missile can be discharged".[51] In this context, a "lethal weapon" means a weapon capable of firing a projectile with sufficient :force to inflict more than a trivial injury, i.e. with a force sufficient to puncture the skin.[52] The force with which a firearm :is able to deliver a projectile is normally expressed in terms of the kinetic energy it generates at its muzzle—the "muzzle energy". :This energy is normally expressed in units of foot-pounds (ft·lbf) or joules (J).[53] <p> "26. The Home Office and the Forensic Science Service considers that the lowest level of muzzle energy capable of inflicting a penetrating wound is one foot pound force (1.35 J): below these power levels, weapons are "incapable of penetrating even vulnerable parts of the body, such as the eye".[54] However, more recent analysis by the Forensic Science Agency for Northern Ireland has indicated that a more reasonable assessment of the minimum muzzle energy required to inflict a penetrating wound lies between 2.2 and 3.0 ft·lbf (3 to 4 J).[55] We will deal more fully with this discrepancy at paragraphs 123 to 130 below." <p> "123. The power level at and above which an air weapon is considered a firearm in law is presently set at 1 ft·lbf. However, we note above that the Forensic Science Agency of Northern Ireland has more recently assessed the power level at which a barreled weapon is capable of inflicting a lethal wound as between 2.2 and 3 ft·lbf, and the Secretary of State for Northern Ireland has proposed that the law relating to firearms in Northern Ireland be amended to take this into account.[201]" </blockquote> On another document also regarding firearms, "The Eleventh Annual Report of the Firearms Consultative Committee", the penetration levels lies between 2 and 3 J based on a research for US Army and DiMaio's work in "Minimal Velocities Necessary for Perforation of Skin by Air Pellets and Bullets, Journal of Forensic Sciences".

Date Reference Energy level Observations
April 2000 Principles of firearms control [paragraph 26]
Home Office and the Forensic Science Service; 1,35J penetrating wound (later changed by paragraph 123, see below)
April 2000 Principles of firearms control [paragraph 123]
~2000? Forensic Science Agency for Northern Ireland; 3,00J~4,00J penetrating[26]/lethal[123] wound
March 2002 The Eleventh Annual Report of the Firearms Consultative Committee
DiMaio's work in Minimal Velocities Necessary for Perforation of Skin by Air Pellets and Bullets,
Journal of Forensic Sciences; 2,00J~3,00J penetration level

Hop-up & Bernoulli's principle

Bernoulli's principle as applied to an airsoft pellet is as follows. As a spinless spherical pellet flies along its trajectory through the air (the air being the "fluid" in this case) the pressures on all sides of the pellet are equal because the air is traveling the same velocity relative to the surface of the pellet. If a spin is applied to the pellet about an axis perpendicular to the velocity vector (i.e. a backspin) the air will be rushing faster (relative to the pellet surface) on the side that is spinning away from the velocity vector and slower on the side that is spinning towards the velocity vector. Bernoulli's principle says this difference in fluid velocity implies a difference in pressures, which is a force that will cause the pellet to move in a direction perpendicular to the velocity vector.

Airsoft hop-up devices apply a backspin to the pellet so that the pressure force acts on the pellet opposite to the direction that gravity is pulling it. This causes the pellet to fall less over a given distance than it would without the spin applied to it.

In airsoft guns this is often implemented as a rubber piece at the rear of the barrel that is thicker at the top of the barrel than the bottom. As the pellet moves past this piece it tends to roll, inducing a backspin. This is usually adjustable so that the effect can be tuned to suit each player's preferences.

Bernoulli's principle is often mis-applied in the case of spinning balls. The real cause of the apparent lift on an airsoft pellet is The Magnus Effect. There is a layer of non-moving air on the surface of the pellet (boundary layer). This is why a golf ball has dimples; this layer acts like ball bearings. With the case of a spinning ball, this layer gets thrown off at an angle. Newton's laws say that in order for air to be thrown in one direction, the ball has to move in the other direction. In the case of a pellet spinning with a backspin, Bernoulli would predict that the ball would move downward because the bottom of the pellet is moving in the same direction that the pellet is moving and therefore less pressure would be present on the bottom of the pellet and it would drop. We know that this is not true. Also, the Bernoulli explanation requires that the object be moving through the air as well as spinning. This is not true either. A spinning object that is not moving will also experience Magnus Forces. According to the Magnus explanation, the rotating ball would throw air downward and to the rear, thus giving lift. The air on the bottom of the ball is slowed down, so when the separated air comes back together, it is lower than the middle of the ball appearing like a comet's tail pointing down. This can be verified in wind tunnels and is very well documented in fluid dynamics physics textbooks.

See also:

Airsoft versus paintball

Most people do not realize that airsoft has been around significantly longer than paintball. Paintball first came on to the scene in the United States in the mid-1980s through the use of utility companies' paint marking guns, which mark power/utility poles. Paintball has gained greater popularity more quickly than airsoft in the United States. However, in Asia, airsoft is much more popular and paintball is nearly non-existent. It should be noted that while airsofters and paintballers are serious about their sport, the debate between them is often not. Both sports offer upsides and downsides.

Airsoft rounds are a lesser threat to players, they do not leave as much bruising as paintball rounds, and are less painful than paintball rounds. Paintball rounds contain more mass and therefore carry more kinetic energy than airsoft rounds. Airsoft rounds, on the other hand, are smaller and hence have less kinetic energy. They are not only more easily affected by the wind, but air resistance in general. Airsoft BBs lose velocity very quickly. Airsoft BBs are much less expensive than paintballs.

Airsoft can also be played in indoor areas that are more confined because the only thing needed to clean up after an airsoft match is a good vacuum cleaner. Airsoft is only clean as long as it is in confined areas. If airsoft is played in an unregulated area the plastic rounds can build up and litter woods and other places. Since paintballs are biodegradable and are basically just gelatin capsules with some of the same ingredients that are in food, they are cleaner than small plastic airsoft rounds. To certain people (non paintball players) paintball can seem to be messy, but in reality it really isn’t, the paint wipes off clothes easily and can be completely removed in one or two washes. Paintballs also have an advantage because they can leave more of a mark on a player to prevent them from cheating.

Airsoft is somewhat easier to introduce new players to. This is because at an airsoft playing field, players who use rental guns are not at as much of a disadvantage as paintball players who use rental guns. This is because AEGs are generally manufactured to the same specifications. While high end paintball guns costing in excess of $1,000 give paintball players significant playing advantages, the same can not be said of airsoft guns. Often the advantages of expensive airsoft guns are mostly aesthetic only perhaps representing a rare firearm model.

Style of play also greatly differs between airsoft and paintball. Airsoft players often wear camouflage and military gear to more closely replicate a soldier of a certain period while many paintballers wear brightly colored sport clothing. Many paintball games are played as speedball games on designated paintball fields. Airsoft is often scenario based and played in large areas of wooded land and abandoned complexes for CQB. However, this is not the rule. Many airsoft games are played on paintball fields and many paintball games are scenario based.

Many people ask how players know they hit their target or have been hit by an opponent. Unlike paintball, which would leave paint on impact, (and depending upon shot distance) it is possible that airsofters take a hit to the chest and because of their apparrel or gear, are not able to feel the BB strike. Other methods like the audible sound of a hit or seeing a BB bounce off are also clear tell-tale indications. But in all cases, an honor system is required to be used among players which (when properly enforced) is known to work very well.

The challenge being for the player to recognize the hit and in the spirit of the scenario, rise above the need to win and remove themselves from the action as an eliminated opponent. Most Airsofters that gather regularly to play in skirmishes have known each other for some time, making the games more fun and relaxed.

Technological developments such as seamless 6 mm paintballs could counter the potential problem of the breakdown of the honor system since these paintballs have a potential to work reliably in AEGs. But, the higher cost of this ammunition has proven to deter this type of ammunition across the Airsoft community, also there is the fact that if they 'explode' inside the gun then time and money have to be used to fix it.

Perhaps the biggest advantage paintball has over airsoft in the United States is playing locations. Commercial paintball fields are common in nearly all parts of the country while airsoft gaming is almost exclusively limited to private property. The reason for this is a combination of profitability (paintball fields derive large amounts of money selling paintballs while 2,000 airsoft BBs can be purchased for about $5 at Walmart) as well as insurance issues.

Despite the competitive status between the two hobbies, Airsoft continues to grow in popularity both in the United States and around the world.

Occasionally airsoft players and paintball players get into matches against one another. Depending on the type of field they are playing on, airsoft players usually have an advantage. The camoflage helps to hide them better than the uniforms often worn by paintball players. Typically, the average paintball marker used at a paintball field will shoot anywhere from 220-290 FPS. The typical airsoft replica found at a paintball field will fire at 330-410 FPS. Airsoft players also tend to use military based tactics as opposed to the "run-and-gun" tactics commonly used by paintball players.

Legal issues

Template:Main article

Airsoft guns and playing airsoft is legal in many parts of the world, but not all. Some countries have specific restrictions such as maximum muzzle energy, rules against using the trademarks of real firearms, and special marking requirements (such as brightly colored barrel tips).

For example, in the United States and Japan, the restrictions on airsoft guns are fairly light, while in Canada and Australia, they are much more heavily regulated, as they are firearms according to law. In the United Kingdom, the purchase, sale and import of replica firearms has recently become the subject of a proposed bill which may limit the availability of new weapons essentially killing off the sport as new players will only be able to hire or borrow existing weapons.

There have been cases of airsoft weapons being mistaken for their real counterparts, and even such extreme cases as armed police being called in. This is the main reason for orange tips on airsoft weapons, but it would be more suitable for airsoft players to act responsibly and only play in areas where they have permission and away from the general public.

Major Airsoft Companies

There is a great divide between airsoft companies. The majority of quality manufacturers can be found on the internet, but have little to no street presence, except at specialty shops. However, small street airsoft stores can be found in many areas. Airsoft guns are also prevalent at swap meets, which usually carry Chinese-made airsoft guns that have plastic bodies.

High end companies, which mostly manufacture AEGs and Gas Blowbacks, include:

  • Tokyo Marui, the very pinnacle of airsoft technology and durability (while kept stock)
  • G&G (Guay Guay Gunshop), specializes in internal and external upgrades and accessories. G&G have also launched their own line of high-quality AEGs as of late.
  • Western Arms, largely specializing on the 1911 .45 and its derivatives
  • Tanaka, which specializes in high-powered gas gun revolvers and rifles
  • Classic Army, an emerging rival to Tokyo Marui with metal bodies, upgraded internals and some Marui components (i.e. the motor).
  • TOP, specializes in manufacture of light and heavy machine gun airsoft replicas
  • Star, specializing in more expensive, highly realistic, easy-to-disassemble airsoft guns
  • Systema, which specializes in high end training weapons and internal and external upgrades and accessories
  • G&P, specializes in aftermarket upgrades and external accessories
  • KSC/KWA, largely a pistol manufacturing company, though endeavors to rifles have been made
  • Maruzen
  • Marushin
  • KJW (Kuan Ju Works), manufactures medium quality handguns. These guns are popular due to their low price, and availability of low-priced, metal-constructed replicas. KJW guns do not carry replicated trademarks, so the accuracy of the replicas is limited.
  • ICS(I Chih Shivan), ICS is considered by some as one of the "big 3" most popular gun manufacturers(also including Classic Army and Tokyo Marui). Their guns typically come with metal bodies and trademarks. They make Armalites, MP5s, and one AK-74M replica. Their MP5 feature quick takedown bodies. They also came out with the split gearbox in which the cylinder module disconnects from the lower gearbox for easier repair(which you must do often) and upgrade.
  • Olympic Arms, These guns are basically ICS Armalites with licensed trademarks.
  • Airsoft Elite, A separate company that imports and domestically pre-upgrades ICS guns. They also make high quality bbs.

Middle-range companies, which produce lower budget alternatives to higher priced guns with the tradeoff that they have a slightly lower velocity (depending on the brand), include:

  • FIREPOWER (Palco Sports)
  • UTG
  • SRC
  • SoftAir USA (CyberGun)
  • Both Elephant (Manufacturer)
  • UHC
  • HFC (Ho Feng Company)
  • MATRIX
  • WELL (R series): A higher grade of the WELL/CYMA guns
  • JG

(Select FIREPOWER, UTG and SRC guns have proven to be Tokyo Marui compatible, and upgradeable, although you are still better off getting a higher quality replica if possible.)

Entry level companies, which mainly produce springers and low powered electric guns (LPEG), include:

  • CYMA/WELL (non R-Series)
  • Double Eagle
  • JLS
  • CSI
  • Neonfire
  • BOYI

Some of these companies' placements may be disputable, but are based on overall quality of all their products.

Along with the named companies, a few companies who were prominent in the earlier stages of airsoft include:

  • Tokyo Marui
  • Yonezawa
  • LS
  • Falcon/Hudson
  • MGC Bondshop of Japan
  • Marushin
  • Maruzen
  • Marukoshi
  • Kokusai
  • JAC
  • Asahi

References

  • [1] Ronny "Thinker" Ohlsson, Airsoft for rookies - A short handbook on the subject of Airsoft, 1998.
  • [2] - Home Affairs, Second Report - Principles of firearms control, Home Affairs Committee Publications, 2000.
  • [3] UK government - Home Office, Controls on firearms - A consultation paper, 2004.
  • [4] Firearms Consultative Committee, Eleventh Annual Report of the Firearms Consultative Committee, 2002.

See also

External links

cs:Airsoft de:Airsoft et:Airsoft es:Airsoft fr:Airsoft it:Softair he:איירסופט ja:エアソフトガン pl:Airsoft pt:Airsoft sk:Airsoft sl:Airsoft fi:Airsoft

sv:Airsoft