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1
AEX September Femme Fatale Winners!!  Announcing end of contest, voting underway!






Congratulations to September’s winner, Wesker (from New Jersey), and the runner up, Danielle (from California).  Winner will get a $50 store certificate and runner up will get $25.  

As with all the previous months’ winners and runners up, these two lovely ladies are competing for Femme Fatale Of The Year.

We’ve had a great run and some great photo submissions for our Femme Fatale contest and it was great women in our sport!

AEX has decided to end the contest as of September 30, with official voting for the Femme Fatale Of The Year starting October 1 and ending October 31, with the Femme Fatale Of The Year Winner receiving a complete Magpul PTS FPG!!  



Vote for your favorite in a non-official voting poll located here:   http://www.airsoftextreme.com/lppoll01/ff-poll-01.php

Actual voting will be conducted by all members of AEX staff (except for myself) across all our stores.  This was intended to be a public voting poll, but unfortunately, as with anything posted online, the online voting poll was compromised.

Good luck to our entrants!!

2
AEX July Femme Fatale Winners!!  Announcing end of contest, public voting to begin soon!





Congratulations to July’s winner, Crystal (from California), and the runner up, Sparrow (from Texas).  Winner will get a $50 store certificate and runner up will get $25.  

As with all the previous months’ winners and runners up, these two lovely ladies can compete for Femme Fatale Of The Year.

We’ve had a great run and some great photo submissions for our Femme Fatale contest and it was great women in our sport!

AEX has decided to end the contest on September 30, allowing for only two more months of winners to be found.  After that, starting October 1, public voting will begin, with the Femme Fatale Of The Year Winner receiving a complete Magpul PTS FPG!!



If you still have a photo to submit, we will continue accepting submissions until September 30, 2010
Voting ends October 30, 2010.  Winner will be announced shortly after.

To see all contestants, click here -  http://www.airsoftextreme.com/lppoll/ff-poll-01b.php

This is the same location where you can vote.  In fact, links are in place now to begin voting, however, since we will be allowing two more months of winners/runners up to be found, we highly encourage everyone to not vote until our last set of winners are there.


3
General Airsoft Discussion / AEX Femme Fatale June Winners!!
« on: July 03, 2010, 07:46:32 PM »
AEX June Femme Fatale Winners!!










Congratulations to June’s winner, Lynn (from California), and the runner up, Lynda (also from California).  Winner will get a $50 store certificate and runner up will get $25.  Since we have entrants from all over the states, these certificates are for web orders.  Additionally, these two lovely ladies are automatically entered into the Femme Fatale Of The Year contest, and will compete against winners from the other months.  A single winner will be voted on by the public and she will get a spectacular prize package (details to be posted as we get closer to December).

See all of the previous months entries here:  http://gallery.airsoftextreme.com/galle ... emId=18466

For the entrants of previous months that did not win, they will automatically be entered into next month’s contest.  Or if they want, they can email a new photo and reenter the new month’s contest.

We’re taking entrants for July now.  Even if you don’t shop with AEX, it’s still a fun and simple contest, so get those submissions in!


4
General Airsoft Discussion / AEX May Femme Fatale Winners!!
« on: May 31, 2010, 03:17:35 PM »
AEX May Femme Fatale Winners!!








Congratulations to May’s winner, Boxxy (from Maryland), and the runner up, Heather (from California).

Winner will get a $50 store certificate and runner up will get $25.  Since we have entrants from all over the states, these certificates are for web orders.  Additionally, these two lovely ladies are automatically entered into the Femme Fatale Of The Year contest, and will compete against winners from the other months.  A single winner will be voted on by the public and she will get a spectacular prize package (details to be posted as we get closer to December).

See all of the previous months entries here:  http://gallery.airsoftextreme.com/galle ... emId=18466

For the entrants of previous months that did not win, they will automatically be entered into next month’s contest.  Or if they want, they can email a new photo and reenter the new month’s contest.

We’re taking entrants for June now- our first entrants are already posted up:  http://gallery.airsoftextreme.com/galle ... emId=19458

Even if you don’t shop with AEX, it’s still a fun and simple contest, so get those submissions in!


5
General Airsoft Discussion / AEX Femme Fatale April Winners!!
« on: May 04, 2010, 07:12:08 PM »
AEX April Femme Fatale Winners!!









Congratulations to April’s winner, Raven (from South Carolina), and the runner up, Christensen (from California).

Winner will get a $50 store certificate and runner up will get $25.  Since we have entrants from all over the states, these certificates are for web orders.  Additionally, these two lovely ladies are automatically entered into the Femme Fatale Of The Year contest, and will compete against winners from the other months.  A single winner will be voted on by the public and she will get a spectacular prize package (details to be posted as we get closer to December).

See January’s entrants here:  http://gallery.airsoftextreme.com/galle ... emId=18519

February’s entrants here:  http://gallery.airsoftextreme.com/galle ... emId=18521

March’s entrants here:   http://gallery.airsoftextreme.com/galle ... emId=19334

April’s entrants here: http://gallery.airsoftextreme.com/galle ... emId=19364

For the entrants of previous months that did not win, they will automatically be entered into next month’s contest.  Or if they want, they can email a new photo and reenter the new month’s contest.

We’re taking entrants for May now.  Even if you don’t shop with AEX, it’s still a fun and simple contest, so get those submissions in!


6
US Navy SEALs cleaning out their supply closets!

For those of you who know me as a rep for AEX, this is not an AEX advertisement.  This is a private, garage-type sale.

Special Operations Training Group (SOT-G) is a large and well organized training cadre comprised of former and retired US Navy SEALs and Army Rangers, headed by Rob Roy (well known for training military and law enforcement agencies, TV appearances, and for the SOCOM video game series- see image).  Home website here:  www.sot-g.com



As a large training organization, they’ve accumulated tons of cammies and other militaria, and now they are selling off their excess, beginning with the items listed below.

All of these cammie sets are authentic, all worn by Navy SEALs, Army soldiers, and U.S. Marines.  These are all in used, but excellent condition.  All are clean and have been stored in a cool, dry location.  Prior to going up for sale, each item was personally inspected for holes, tears, or other blemishes.  

How to make a purchase:

1.  DO NOT SEND VIA PM!
2.  Send me an email at PAPASAN02@LIVE.COM.  Be specific on which type of BDU, SIZE, and NUMBER of sets desired.  Sale will be for an ENTIRE set (top and bottom- not just half), unless specifically mentioned as a Top or Bottom ONLY.
3.  I will respond to emails in the order I receive them.  I will not answer questions about SOT-G.  I will only handle actual sales requests.
4.  I will provide a paypal account address to send payment to (be sure your mailing address is current).
5.  Item will be shipped after payment is received.

“If it fits, it ships”.  All cammie sets (not helmets) will be mailed via USPS Priority Mail flat-rate.
-For cammies that are single tops or bottoms (not part of a set), fit into medium box ($10.70)  
-One full set of cammies will fit into the medium size box ($10.70).
-Two sets in the larger box  ($14.50).  
-When making payment, be sure to include the appropriate shipping cost.  Bulk purchases (5 or more complete sets) and discounted shipping rates available upon request.  

Items for sale:

ACU top and bottom set: $50/ set

1. Large Reg
2. Large Reg
3. Large Reg
4. Large Reg

Authentic Marpat (woodland) top and bottom set: $50/set

1.  Med Reg

Woodland top and bottom set: $28/set

1. XSmall Xshort (bottom) + Small Xshort (top)- this is the only set that does not match

1. Small Short
2. Small Short
3. Small Short
4. Small Short

1. Small Reg
2. Small Reg
3. Small Reg
4. Small Reg
5. Small Reg
6. Small Reg

1. Small Long
2. Small Long

1. Medium Short

1. Medium Reg

1. Medium Long
2. Medium Long
3. Medium Long
4. Medium Long
5. Medium Long
6. Medium Long
7. Medium Long

DCU Tops ONLY! $12 each

1. Small Reg
2. Small Reg
3. Small Reg

1. Med Short
2. Med Short
3. Med Short

1. Med Reg
2. Med Reg
3. Med Reg
4. Med Reg

1. Med Long
2. Med Long

1. Large Reg
2. Large Reg
3. Large Reg

HELMETS:

1. Kevlar infantry helmet (missing chin strap) $120 + $15 shipping

1. Kevlar Mk7 General Purpose Helmet (woodland cover)  $100 + $15 shipping
2. Kevlar Mk7 General Purpose Helmet (6 color desert cover) $100 + $15 shipping

Non-ballistic (airsoft) helmets with full padding and chin straps:  $18 each +$10 shipping each

1. OD
2. OD
3. OD

1. Tan

GP Medium tent (complete with poles!):  $500 each

1. GP Med Tent
2. GP Med Tent













7




AEX, Code Red Airsoft Park, and Strategic Alliance milsim team present:

“Top Shooter”
Pistol Challenge


Date: May 15, 2010
Location:  Code Red Airsoft Park (coderedairsoftpark.com)

Prizes going to top 5 shooters.  Not to mention bragging rights across all of southern California.

Pre-registration required.  First 40 participants only.

-Paypal registration-  $27 (topt@airsoftextreme.com

8
General Airsoft Discussion / AEX March Femme Fatale Winners!
« on: March 31, 2010, 09:14:27 PM »
AEX March Femme Fatale Winners!!









Congratulations to March’s winner, Slekt (from Washington state), and the runner up, Lady Razorjack (from California).

Winner will get a $50 store certificate and runner up will get $25.  Since we have entrants from all over the states, these certificates are for web orders.  Additionally, these two lovely ladies are automatically entered into the Femme Fatale Of The Year contest, and will compete against winners from the other months.  A single winner will be voted on by the public and she will get a spectacular prize package (details to be posted as we get closer to December).

See January’s entrants here:  http://gallery.airsoftextreme.com/galle ... emId=18519

February’s entrants here:  http://gallery.airsoftextreme.com/galle ... emId=18521

March’s entrants here:   http://gallery.airsoftextreme.com/galle ... emId=19334

For the entrants of previous months that did not win, they will automatically be entered into next month’s contest.  Or if they want, they can email a new photo and reenter the new month’s contest.

We’re taking entrants for April now.  Even if you don’t shop with AEX, it’s still a fun and simple contest, so get those submissions in!


9
Local Games Listing/RSVP / Re: AEX San Diego Op teaser #1
« on: March 26, 2010, 10:15:16 AM »


Skynet became self-aware and annihilated mankind with our own nuclear weapons.  As the nuclear fallout settles, small pockets of survivors begin crawling out of the rubble.

Those in contact with Jon Connor know the truth and are arming themselves for the upcoming war.

However, many surviving pockets of humanity have no clue of what just happened and look to anyone for protection.  Such survivalist enclaves are arming themselves as well and will strike alliances with whomever they think might help guarantee their safety.

Skynet may be self-aware, but at the time of “Judgement Day” is militarily weak.  Human civilization may have been obliterated, but enough of the population remains to be a threat.  At its infantile state, even Skynet needs protection, and it’s those survivalist human enclaves that Skynet has allied with.

At this point, Skynet has not perfected a hunter-killer robot model and is developing several prototypes.  Built at a secret automated factory somewhere in the deserts of California, a variety of prototype machines are being transported via airlift to another facility in northern California.  However, freedom fighters have managed to shoot down the transport and it crash-landed at a remote location once called Mr. Paintball in Escondido.

In an attempt to secure some machines for his own army, Jon Connor quickly rallies some forces and races to the crash site.

Skynet, having no forces of its own to dispatch, calls upon its human allies to retrieve all the prototypes.  Led by the first prototype HK machine, these skynet forces also converge on the crash site.  

Date: May 1, 2010
Location: Mr Paintball USA, Escondido, CA
Chrono begins 1430
Brief/Day game- 1600
Dinner/Break- 1900-ish
Night game- 2000-ish
Endex- midnight or later

*** Scenario Rules ***

-Each machine will begin at random locations, and will be in self-defense mode.  Not having been programmed, their natural state is to kill anything that approaches.  

-As the day progresses, each team will have machines on their side.  These machines can be shut down and reprogrammed, allowing machines to switch from one side to another.

-Teams acquire machines by neutralizing them, then reprogramming them for their use.

-In order to neutralize a machine, it must be hit with a “shower-type” grenade, shot by launcher (not thrown).  For all intents and purposes, machines are immune to regular bb fire.  For gaming purposes, a bb-shower grenade serves as an EMP, which immediately shuts the machine down.  It will remain shut down for a maximum of 5 minutes, at which time it can be reprogrammed.  In order to reprogram a machine, a technician utilizes a reprogramming kit (see machine rules for clarification).

-Technician/Reprogramming kit.  Since the human population was decimated, not many survivors have the technical ability to reprogram a machine.  Therefore, there will only be a certain number of technicians per side.  ONLY the technician can reprogram a machine.  No other player may “borrow” the kit and reprogram a machine, nor can any player (friendly or enemy) take the kit from a dead technician.
 
-As each machine is acquired, it will follow the orders of the team that owns it, but it must remain within 20 feet of its owners.  However, being hastily programmed, it is still susceptible to reprogramming, meaning that it can be shut down and reprogrammed to work for the other side.


-If a machine is shut down, but not reprogrammed within 5 minutes, it will reactivate, but in neutral self-preservation mode.  It will shoot at anything that gets close enough.

-Machines can also be destroyed.  In order to destroy a machine, it must be hit TWICE with a rocket-type of grenade.  On the first hit, the machine will become immobilized and halt.  It can still turn in place and fire, but cannot continue walking.  On the second hit, it will die.  If a machine is not hit a second time within 5 minutes, it will self-repair and can begin walking again.  If a machine is killed, see regen section in the machine rules.

-Machine vs machine.  Machines can only kill another machine with a melee weapon.  Having a melee weapon is optional, but machines cannot shoot another machine with any weapon that might neutralize or destroy it.  See machine rules for specifics.

-Machines must walk at all times.  No running, sprinting, etc…

-Do not take a launcher from a dead person.  If a person carrying a launcher is killed, no one may retrieve the launcher and use it.  That person must fully respawn in order for the launcher to be used.

-Each team will have a commander and will be broken into 10-man squads.

-Each squad is allowed one support weapon- 1 SAW-type machine gun, Sniper, or 1 Rocket launcher.

-Squad integrity must be maintained as best as possible- no stacking of heavy weapons people in one squad!

-Rocket launchers MUST be slung under a primary weapon, or be a full-size stand-alone launcher, not a launcher mounted to a pistol grip.  CAWs and M79s by design are acceptable.

-No Hi-caps, except for SAW-type machine guns and machines.

-Each team will be given a couple sets of “hazmat gloves” (explained in the daytime scenario).

*** Daytime Player Regen***

-Each player must have a RED and WHITE wound rag.
-Once hit, call out “Hit”, pull out your red and white rags, take a knee/sit down and wait for 5 minutes.  Do not move or walk away.
-If a friendly live player can reach you within 5 minutes, then that player may tie on the white rag, signifying giving you first aid.  Once tied on, you may reenter play.  
-If that player is shot while in the process of tying on your white rag, then he too is now wounded.
-If you are not given first aid within 5 minutes, then you are considered “bled out” and must walk back to regen.
-If you were given first aid and then shot a second time, then you are considered dead and must walk to regen.
-There is no time limit on being wounded.  If you are shot a first time, but given first aid, do not remove your white rag if an hour goes by and you have not been shot again.  You are still in a wounded status, no matter how long it takes to be shot a second time.
-Permanent regen sites will be located throughout the field.
-Night time regen covered in NIGHT GAME rules.

*** Basic Safety Rules ***

-FPS limit of 375 with a .25 bb.  Chrono at registration.  Spot checks throughout the evolution.

-Adults must wear self-sealing googles or mesh.  Minors under age 18 MUST wear a full-face mask.

-ALL players will carry a red and white wound rag and will use it when hit.  Simply putting your hand up while walking to regen will not suffice.  

-During dark hours, EVERY player will have a RED/PINK glow stick.  Prior to starting the evening game, each player will activate their glow stick and tuck it into a pocket- out of view.  When hit, pull the glow stick out and walk back to regen.

-Alternatively, a person may have a flashing red light in lieu of a glow stick.

-MED is 10’ with AEG.  5’ for GBB pistols (except for Overkill).  PARLAY, BANG BANG, and SURRENDER rules apply.  If you don’t know what those rules are, PM me for clarification.

-NO ALCOHOL CONSUMPTION.  This is an organized op, during hours of darkness, in very rough terrain.  Don’t increase the chance of injury by chugging a cold one (I don’t care if you weigh 250 and 1 beer won’t affect you…).

-Good sportsmanship will be STRICTLY enforced.  Anyone caught ignoring, abusing, or violating rules or behaving in a manner of bad sportsmanship will be asked to leave the AO.

-Everyone must park in the open areas above the CQB area.  The tree areas and lower (CQB) area must be clear.

*** Sniper Rules ***

-Sniper takes up a squad's support weapon choice; sniper, support weapon, or rocket launcher.

-Sniper rifle must be semi-automatic only.  No ability to go full auto.

-MED for sniper rifle is 75 feet.

-FPS limit is 500 with a .25 bb.

-Snipers will only be allowed during the daylight game.

*** Registration ***

-Preregistration entry fee is $35.
-Walk-on entry fee is $40.
-Those that register up to one week prior will be properly formed into squads.
-Late registration and walk-ons will be formed accordingly.
-SD and Torrance stores accept cash payment.
-PAYPAL payments can be made to topt@airsoftextreme.com) or PM REASON on 858airsoft.com.  For the protection of the player, or to ensure the proper theme is maintained, a certain amount of “armor” or costume will be required, although the design is totally up to the player who builds/wears it (see machine rules).

*** Game Control ***

-Top T and Reason are two primary organizers.
-TXRAPTOR (858airsoft.com forum) is game control as well.
-As it is a work day for AEX employees, I am currently short of game control personnel.  If you would like to volunteer, please let me know ASAP.

*** Machine Rules ***

Machine Costume:

-Must be made of a rigid material that can repeatedly stop at point blank range a .20 airsoft bb travelling at least 400fps.
-Steel
-Aluminum
-Plastic
-Wood
-etc.

-Must cover at least 50% of the wearer's body.

-Must incorporate fully enclosed head protection. The face, (mouth, nose, eyes, and ears), must be covered. It would be wise to also cover the neck.

-Must allow wearer enough articulation to sit down and stand up on their own, in case of a fall.

-The suit must be designed in the spirit of the game. In other words, some effort must be put into it to make it look like a machine.

Machine Projectile Weapons:

-Machines may use any airsoft weapon (except grenade/rocket launchers) available to any other regular player, with the following restrictions lifted.
-May use hi-caps with no restrictions
-May use box/drum magazines with no restrictions
-May use non-grenade support weapons with no restrictions

-Machines must abide by all ROE's and velocity restrictions.

Machine Melee Weapons:

-Machines may enter into melee combat with specified melee weapons.

-Must only use weapons that are padded and/or made specifically from materials that are designed to safely disperse impact in a non-painful manner.
-Nerf
-Foam
-Neoprene padding
-Inflatable
-etc.

-Melee weapons may not be real or use material that can harm or damage players or their property.

-No whipping, flailing, or thrusting weapons are allowed unless they can be demonstrated as being 100% safe in all usage.

-Wooden or rattan practice weapons, Fencing foils, blunted steel weapons, flex batons and anything else deemed dangerous are prohibited!

-Any other style of melee weapon must be approved by Game Control prior to being used in the game.

Damaging & Destroying Machines:

-Machines are impervious to all small arms fire.
-"BB Shower"-type grenades fired from launcher act as an EMP.
-Any EMP hit shuts down a machine for 5 minutes.
-At this time, the machine player must just stand/sit in place, immobile.
-If the machine was not reprogrammed within 5 minutes, the machine "reboots" in CMOS mode, i.e. attacks any and all humans in sight.

-Reprogrammeing kits will be timer-devices provided by game control to team technicians.  These “reprogramming kits” must be used to reprogram a machine.
1.  Once a machine is shut down by EMP, technician has up to 5 minutes to place the timer on the machine.
2.  Set the timer for 3 minutes and will it make an alarm noise when the timer is expired.
3.  If it happens that the machine has been shut down for 4 minutes already, but the timer still has 3 minutes to go, then the machine will reboot as normal at his 5 minute mark and start laying waste to anyone nearby.  Once the timer goes off though, it signifies that the reprogramming has taken affect the machine will now obey the orders of its new owners.
4.  Once the timer has gone off and the machine is under control, the technician can retrieve his reprogramming kit and move on.

Machine Regen:
-As stated previously, it takes two hits from rockets within 5 minutes of each other to kill a machine.  
-Once dead, a machine will sit IN PLACE.   To save the machine-player from walking unnecessarily, he will regen from this point.
-To regen a dead machine, a technician must use his reprogramming kit and set the timer for 10 minutes.  Once the ten minute alarm sounds, the machine is considered rebuilt and programmed to its owner.
-If a machine-player gets tired and wants to go back to the parking lot, then game control transportation will pick him up.
-Once the player is ready to reenter play, a vehicle will drop him off at a location close to the team that owned him prior to his exit.  If the machine was not previously owned by a particular team, then he will be dropped off at a random location and treated as a new machine, not programmed.

-Melee attacks from one machine to another: the outcome of the battle is up to the two players' discretion.  Such a battle is for entertainment purposes only!
-Machine vs. Machine combat should just be for show, and should try not to seriously impact game play if it can be helped.
-Two machines that are facing each other will destroy each other.  However, if one machine happens to get the drop on another (flank or rear attack, etc..), then the one at the disadvantage will lose.  Again, such melee action is meant for entertainment, so make a fun “brawl” out of it!
-Defeated machines are considered "destroyed" for game purposes.

Teams:

Skynet Forces (led by Reason and human commander):
Woodland uniform (to include Woodland Marpat and full green/OD)

CO: Reason (HK prototype)
XO (human commander): ?

1st Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

2nd Sqaud lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

3rd Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

4th Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

5th Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.



Jon Connor Resistance Fighters
DCU (3 color desert, Desert Marpat, and/or full Tan)

Jon Connor: ?
XO: ?

1st Squad lead:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

2nd Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

3rd Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

4th Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

5th Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

* I will update this roster as people register.
* Notice uniform choices are pretty specific.  No black cammies, multicam, ACU, jeans, or haji gear, so please don’t ask.

10
Reviews / Review of the WE M9A1 GBB pistol.
« on: March 05, 2010, 04:51:12 PM »
Review of the WE M9A1 GBB pistol.

I’m a firm believer that you get what you pay for.  For the most part, this has held true with regards to airsoft guns and gear.  But there have plenty of times where I came across guns that were way overpriced and others priced so low that my “red flags” went up.  

9 times out of 10 I check the price on something first, then decide if it’s worth checking out.  For some reason though, when I tested the WE M9A1, I completely overlooked the price and went right to the gun.

When I came across the WE M9A1, I was immediately impressed with how it looked, its hefty (and solid) weight, the rubberized pistol grip, and general appearance of the gun.  It seemed like it just melted right into my hand- great fit, great weight, almost like a real gun.  I then test fired it and was highly impressed with the action.  With the heavier gun, the recoil felt better as well, and the gun fired flawlessly at about 330+ fps.  I also put a tight group together at about 25 feet.

As expected from a GBB, the receiver locked back to the rear when I was empty.  As part of my test, I smoothly extracted one mag and quickly inserted another.  Again, flawless performance as I changed mags and emptied a second.

The pistol grip is a bit larger than many other pistols I own or test, but it fits me perfectly (I’m 5’10”, weighing 200 pounds).  I’m not a very large guy, more on the average side, and I really like the grip.  For those that prefer a smaller grip, then I recommend at least testing the feel of this before totally discounting it.  

Another feature that really caught my eye was the emblem in the grip- the Marine Corps emblem: Eagle, Globe and Anchor.  As a retired Marine, I just could not pass up a gun that not only fit naturally in my hand, performed flawlessly, and then came with the Emblem.  It was too much a good deal.  What made it a better deal was that on the same day I got this gun, I heard that US customs confiscated an entire shipment of these (and other) guns that bore the emblem- an obvious trademark infringement.  Since that day, I haven’t seen another M9A1 with this emblem on it- they are now arriving with a “WE” emblem instead.  So, now this particular gun is a rarity- cool!

Anyway, I wanted this gun on the day I tested it and quickly pulled out my wallet.  As I stated in the first paragraph, you get what you pay for.  With the performance and features of this gun, I immediately thought it would be comparable in price to many high-end pistols ($180+).  To my shock, the clerk rung it up at $125.00!  I was floored!  It was at this point that some red flags went up.  An all metal gun for only $125?  After a bit of research, I found out that WE models use pot metal and that the gas efficiency could be better.  However, as long as I've owned one, I've not had a problem with any metal parts, nor have I run out of gas while I still had bb's in the mag.  As a personal habit, I always reload gas when I reload bb's, so as long as I continue to do so, I don't foresee ever running into the issue of gas inefficiency, although I'm probably going through a bit more gas than some higher end guns.

As for the mags, I’ve heard from some sources that the WE mags tend to leak.  I don’t know how true that is, nor do I have hard statistics, but unfortunately, one of my mags leaked when I got it home.  I took it back the next day and between the tech and I, we quickly replaced the o-ring (slight tear in it), then resealed it.  Works perfectly now.

As with all M9 variants, the take-down is exceptionally easy and clean-up is a snap.

Pros:
-Great performance and tight grouping at 25 feet.
-Hefty, solid weight
-Great action and recoil
-In an airsoft world where GBB pistols can cost $180 or more, this is a good deal at $125!
-Great fitting pistol grip (personal choice)

Cons:
-Mags that may leak (no stats to back this up, and what GBB is not prone to this?)
-Pistol grip may not appeal to those who prefer a smaller grip.
-Pot metal
-Reputed gas inefficiency, but not experienced personally.
-$125 may be a bit much for those that shop online and go for GBB’s that cost $60.  To each their own, I guess.  

Final verdict:  For it's price range, it's a good pistol option.




11
Reviews / Review of the KJW M700 Gas Rifle (sniper)
« on: March 05, 2010, 04:50:37 PM »
This is a review of the KJW M700 Gas Sniper Rifle.

As a retailer, I see my fair share of youngsters (or older airsoft noobs) come into the store and want a sniper rifle.  When I ask what attracted them to the role of sniper, the answer’s always the same- TV or video games.  Such media sources really glamorize and hype the role of sniper, and it seems to attract quite a few people.

There are a ton of good and great sniper rifles out there, and for all the veterans out there, you know that a sniper rifle is an investment.  It’s not cheap.  Some that I’ve seen are $2000 or more.  I decided to post this review on the KJW M700 Gas Rifle because of its solid performance out of the box, but more importantly, its affordable price.

The KJW M700 is very economical which makes it a great choice for those who want to be snipers and not shell out a ton of money, and is a great sniper rifle right out of the box.  I chrono’d two of our store guns at 550-560.  Very consistent and very hard hitting.  There are other sniper rifles that begin at 350-400 and it takes a ton of cash and upgrades to bring it up to 550.  The KJW shoots that hard without any upgrades.

Gas-powered means that there is no spring that needs to be pulled.  Other spring bolt actions require quite a bit of muscle power to pull back.  Not only must you be strong, but if you are in the prone, you will have quite the struggle trying to pull the spring.  Such a struggle might cost you valuable time in reacquiring your target, or the extra movement on your part may give your position away.  Being gas powered, a person can easily pull the M700’s bolt back with one finger- slow and steady- and reacquire and fire.  The downside to gas is that colder temperatures tend to adversely affect gas-powered guns, and if you plan on making a lot of shots, then plan to carry at least one can of gas on you.

Hop up adjustment is exceptionally easy.  There is a tiny adjustment nob on the top of the rifle (very convenient location) and spins left and right (like a windage knob) to make hop up adjustments easy and with minimal movement.  Other sniper rifles have them inside the gun, or buried deep inside the mag well, making them impossible to adjust while on the hunt.

Like any GBB, bb’s and gas go into the mag.  10+1 shots don’t sound like much, but if played right, a sniper does not need much more than that.  However, because of video games, many people have the impression that a sniper has unlimited shots at unlimited targets, so 10+1 shots to them seems painfully inadequate.  In cases like that, I suggest buying an extra mag or two…  

As with any sniper weapon though, they require special accessories to complete the ensemble; bipod, scope, etc…  In most cases, some rifles are as basic as they come, leaving the buyer to figure out what works best with the gun.  The KJW M700, however, can be bought all by itself and accessorized later, or (through some retailers) can be purchased as a complete kit (for less than $100 extra), with items that are meant to complement the rifle perfectly.  So, for pricing purposes, this rifle is a steal at less than $200 by itself, or just under $300 with all the gadgets and goodies.

And if someone does not have the ability to purchase a scope right away, then at least the KJW M700 has good iron sights.  Other rifles I’ve seen don’t have any sights at all, being useless as a weapon until the shooter buys a scope.  Accuracy-wise, it comes with a standard AEG inner barrel, meaning that an upgrade to a tightbore (6.04-6.01) is essential, drastically increasing range and accuracy, and adding a bit more FPS as well.

The KJW M700 also comes in two models; the standard rifle, and a Take Down version (for a slightly higher price).  This makes the rifle a bit more compact when traveling to and from ops, and for storage purposes.  

Pros-
-VERY affordable
-Shoots 550+ out of the box, no expensive upgrades needed
-Super easy bolt action pull
-Convenient hop up adjustment
-Can be bought rifle only or as a complete kit
-Iron sights to use until a scope is purchased
-Take Down version

Cons-
-Gas could be adversely affected by colder temperatures
-Needs accessories (and tightbore barrel) to be truly effective
-10+1 shots per mag

Final verdict- Great product, great price, great performance out of the box.  For those that really want to be a sniper, but live on a tight budget, then this may be the gun for you.  




12
General Airsoft Discussion / AEX February Femme Fatale Winners!!
« on: March 01, 2010, 12:09:59 PM »








Congratulations to February’s winner, Shannon (from Indiana), and the runner up, Stephanie (from Arizona).  This month’s voting was VERY close, with our fifth judge tipping the balance.  

Winner will get a $50 store certificate and runner up will get $25.  Since we have entrants from all over the states, these certificates are for web orders.  Additionally, these two lovely ladies are automatically entered into the Femme Fatale Of The Year contest, and will compete against winners from the other months.  A single winner will be voted on by the public and she will get a spectacular prize package (details to be posted as we get closer to December).

See January’s entrants here:  http://gallery.airsoftextreme.com/galle ... emId=18519

And February’s entrants here:  http://gallery.airsoftextreme.com/galle ... emId=18521

Just as a reminder, our voting judges consisted of 2 women and 3 men.  Since I’m the one who collects up all images and puts text on them, I’m not a voting judge- I vote only if a tie breaker is needed.  

For the entrants of previous months that did not win, they will automatically be entered into next month’s contest.  Or if they want, they can email a new photo and reenter the new month’s contest.

We’re taking entrants for March now.  Even if you don’t shop with AEX, it’s still a fun and simple contest, so get those submissions in!


14
Reviews / Review of the Classic Army QD M203 launcher (long version)
« on: February 05, 2010, 03:22:18 PM »
This is a review of the Classic Army QD M203 launcher (long version).

As with most airsofters, I have a pretty tight budget and buy things as I need them or can eventually afford them.  At too many ops, I found myself running away from a “technical”, vehicle, robot, whatever… because I had no way of taking it out.  I told myself I would one day get a grenade launcher and start giving some payback.

After some adequate research, I decided on the Classic Army QD M203 launcher and I chose the long version as it suited my purposes better.

At a relatively cheap price, this launcher is pretty economical and I’m satisfied with the high quality that I’ve come to expect from Classic Army.  I’ve grown to have a healthy respect for Classic Army products and consider them to be priced accordingly.  Some may argue otherwise, but for this grenade launcher, I really like the price and the quality.

I chose the long version because I plan to launch rockets out of it.  A short barrel will not allow the long range and accuracy, so I quickly dismissed the idea.  However, if you are looking for a good launcher and don’t care about launching rockets, then the short version is just as good (and a bit lighter and less bulky as well).

Simply having a good grenade launcher is not enough.  The accessories really make firing a launcher a success or not.  As I said, I plan to shoot only rockets from mine, but overall, there are a ton of grenades to choose from, depending on what you want to achieve, or how much you want to spend.  Classic Army, Madbull, and others make full lines of good grenades to accompany this type of launcher, but the grenades can get quite expensive, so determine what grenade best suits you and go for it. As for me, my research (and interviews with more experienced veterans) have led me to conclude that the best grenade for my purposes is a Madbull XM-PB4.  With it’s larger than average gas capacity (6x as much!!) and single, huge nozzle, the explosive power of this grenade is enough to send a NERF rocket out to almost 300 feet!  In my research, I also discovered that Zocker Darts are even MORE EFFECTIVE and far-reaching than Nerfs, and can be cheaper as well.  Downside to using this type of grenade is that Madbull PB4’s are very expensive.  Luckily, I foresee myself only needing two, and arming myself with multiple rockets.  Quickly refill those same two grenades and I can be a menace to vehicles and any troops who are silly enough to cluster together!

Obviously, the grenade launcher is big and bulky, but not overweight.  If it’s too heavy for you, go to the gym.  It’s not that bad, and if there comes a time when I don’t want it slung under my rifle, then I can remove it from the rail.  Simple and easy.

Better than that, if there ever came a time when I wanted to run just the launcher, then I invested in the Echo1 Stand Alone Launcher.  It’s product description “designed to provide a mounting point for your M203 that is separate from your main weapon. This Stand Lone M203 system is great for reducing weight on your main weapon, but still keeping the power of the M203 close at hand.”  That pretty much says it all.  If I want to run very light, or have it as a separate weapon system, this is the perfect Stand Alone system I’ve found, and like the grenade laucher, reasonably priced.  A newer version of the launcher seems to advertise that it comes with an M4-style stock, making it a better platform to aim and fire grenades.  It also has a convenient sling mount.

While this review covered more than just the grenade launcher, I purposely included many items that are essential to using the launcher to best effect.

As for the high costs that can accumulate with owning a grenade launcher, here’s what I do to offset such costs; for birthdays, holidays, or any other gift-giving occasion, I ask my wife, friends, and family members to all chip in and get me the one or two items that I truly desire, rather than give generic gifts that they hope I might like.  Might sound a bit selfish, but if done with some tact, people should happily throw their money together and get the expensive items on your wish list.

Grenade launcher pros-
-Relatively economical
-Classic Army quality
-Rail connections
-Multiple grenade and rocket choices
-Changes dynamic of your playing, much more firepower in a compact weapon system

Cons-
-Requires any number of other items and products to make this an effective weapon
-High cost of grenades
-Can be bulky for some players








15
Reviews / Review of Cybergun M1A1 Thompson and 1928 model.
« on: February 05, 2010, 03:21:30 PM »
This is a review of the Cybergun M1A1 Thompson and 1928 Chicago Typewriter.  There seems to be a surge in popularity with these two guns (based on my retail experience), so I decided to put together a detailed review for the two of them.

A popular and economical gun, both of these models are available at both high-end airsoft retailers and sports/general stores.

An obvious pro is that these are both quite affordable.  Depending on which store you buy from, they could be anywhere from $150 up to $250 or so, and in the airsoft world, that’s a pretty good price.  Both come in a standard cardboard box and styrofoam, with a charger, magazine, and battery.

Another obvious pro is that this is a great replica of a legendary gun.  WWII, 1930’s gangster, and general gun enthusiasts will be quite happy to have a functional Thompson in their inventory.  I actually have both models.  The M1A1 I upgraded for better performance, while the Typewriter I had signed by R Lee Ermey and it proudly sits in my “trophy” room.

Anyway, on with the review- The charger is the non-smart wall version which, left unsupervised, will ruin the battery.  A non-smart charger will keep pumping juice into the battery, even past full capacity.  This in turn damages the battery.  I always recommend purchasing a smart charger, even if a gun comes with a standard wall charger.

The battery is pretty weak for this type of gun.  It comes with an 8.4v 1100 mah mini.  The battery box is located in the buttstock and can easily fit just about any battery type.  I say go big or go home.  Without any modification at all to the buttstock, I put a 9.6v 4200 cranestock battery in there.  The 3-nacelle design works perfect to manipulating such a huge battery into the compartment, but it fits perfectly.  The 9.6 dramatically increases the rate of fire and the 4200 mah capacity ensures I have fight enough for several days without recharging.  Such a big battery comes with a steep cost, so battery selection is entirely up to the purchaser.

When I first bought my M1A1, it came with a low-cap, non-winding mag.  I quickly went out and got myself a hi-cap so I could keep up with all the other shooters out there.  But when I realized some events don’t allow hi-caps, I desperately searched for any mid-caps.  To my shock, none existed.  I then searched through TM products and found that the TM Thompson has low, mid and hi-caps, but to my continued disappointment, the TM mid-caps require winding (which still were not allowable in an organized event) and I had serious feed issues using TM mags with a Cybergun.  Suffice to say, TM and Cybergun were not totally compatible.  So, to my dismay, I could not use my Thompson as my primary weapon in an event that did not allow hi-caps.  As for the 1928, it comes with a drum-style hi-cap- perfectly suited to the Typewriter as it replicates the Tommy Guns of the ‘30’s.  Since both guns are Cybergun, you can easily swap out mags between the two guns with no issues at all.  However, working for a major retailer, I did notice that a number of 1928’s and their hi-caps were coming in for maintenance.  I was a bit worried about the product at first, but then noticed that the people who were bringing them in were obviously not taking care of their guns.  As happens so many times (especially amongst the lesser experienced players) people were over-winding the hi-cap and drum mags, breaking them rather quickly, or just plain abusing their guns.  One person brought his 1928 gun in pieces.  We took it off his hands and now use it for spare parts.  After I noticed the trend, and having long experience with my own M1A1, my faith in the 1928 was restored and I quickly bought one up.  I may never use it in an op (since R Lee signed it), but it sure does look great.

Performance-wise, both are great guns, with a great rate of fire (once you move to a 9.6v).  Ads on the box say 465 fps.  Don’t buy into the hype.  The manufacturer used a .12 bb.  Using a .20 bb at chrono, the guns shoot a respectable 360-380+.  As I got into more organized ops, and the limit was 410 fps with a  .20 bb, I saw that if I installed a 120 spring, I could get the gun up to 400 fps.  I also installed a tightbore (6.04), which greatly improved accuracy and range.

As I had the gearbox open, I was alarmed to see plastic bushings.  As with anything plastic, especially bushings, they will wear out- crack, warp, or shatter- over time.  When that happens, it could lead to bigger gear issues.  When I first bought my Thompson (a few years ago), I was stuck with the plastic bushings.  However, technology has caught up with this gun and now metal bushings are available.  They are the same metal bushings that go in P90's- Version 6.  Now I feel confident that my gun could last indefinitely (barring any unusual accidents).

Another feather in the Thompson’s cap is that it’s the only gun that can convert into the M41 Pulse Rifle kit.  Obviously, this is a very specialized item, but it only works with the Thompson.

There’s also a real wood kit out there as well, which makes an already good gun into a thing of beauty.

Pros-
-Legendary Thompsons, in your hands, and being able to actually shoot at people (legally)!
-Very economic.
-Solid performance out of the box.
-All in one kit- charger, battery, sling, mag
-Even if you don’t use it, it’s just plain awesome as a trophy and it won’t break your wallet.

Cons-
-Need a better battery.  8.4v 1100 mah does not do this gun justice, but at least the gun comes with a battery.
-Replace plastic bushings with metal ones at first opportunity.
-Lack of any mid-caps and does not work very well with TM mags.
-Specialized type of gun.  Not as popular as M4’s and AK’s, and there is little tactical gear support.

Final verdict.  I like both guns and recommend buying them.  They are cheap enough that new players can afford them, and for the more serious players, keep in mind there are some things you need to upgrade.  












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