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Old February 23rd, 2008, 15:46   #16
Demichev
 
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Can anyone comment on STAR revolution vs MAG magazines?
I've got two selections i'm thinking about, one is a 10 peice 30 round Star box set for AK47. The other is 5 peice 100 round box set for AK74.
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Old February 23rd, 2008, 16:06   #17
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Originally Posted by Demichev View Post
Does anyone see a problem with me taping magazines together? IT seems easier then buying a 15$ clamp.
Good luck finding games that will actually let you play with dual AK highcaps. That's an insane amount of ammo to have on you.
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Old February 23rd, 2008, 16:12   #18
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KSC BBs are fine.
not as good as BB Bastard's though. those are the best.
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Old February 27th, 2008, 17:45   #19
Demichev
 
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Alright, what do you guys think would be better? I'm looking at performance over realism.

5 pack of MAG AK74 mags (100 round midcap)
or
10 pack of STAR AK47 mags (30 round lowcap)

Now personally, black, plum or orange?
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Last edited by Demichev; February 27th, 2008 at 18:02.. Reason: Clips to Mags
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Old February 27th, 2008, 17:54   #20
Styrak
 
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Quote:
Originally Posted by Demichev View Post
Alright, what do you guys think would be better? I'm looking at performance over realism.

5 pack of MAG AK74 mags (100 round midcap)
or
10 pack of STAR AK47 mags (30 round lowcap)

Now personally, black, plum or orange?
Fixed.

I'd say 100 rounders, given what you said.
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Old February 27th, 2008, 18:43   #21
Demichev
 
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Yeah, I think so too, my shotty gear won't do, i've only got space for 2 spare primary magazines.

How many mags do you guys usually carry? How much ammunition?
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Old February 27th, 2008, 18:50   #22
Styrak
 
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Originally Posted by Demichev View Post
Yeah, I think so too, my shotty gear won't do, i've only got space for 2 spare primary magazines.

How many mags do you guys usually carry? How much ammunition?
In our Sask games, it's usually limited to 330 rounds carried however you want, or unlimited for LMG's.
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Old February 27th, 2008, 19:02   #23
MrEvolution
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We use this for our WW2 games, some use a similar system.
AMMUNITION RULES

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Ammunition rules for this event are meant to encourage equal footing for all participants. To do this, each type of magazine (real, low, mid, high) have a value attached to them. A limit is set for the event, and you are to determine how many magazines you can carry and of what type before you hit the limit.

Real Cap (Star Mags) have a value of '1'
Low Cap Mags have a value of '2'
Mid Cap Mags have a value of '5'
High Cap Mags have a value of '15'

The limit for most event will be '20' unless stated otherwise on game day.

This means you may carry 20 Star mags, or 10 standards. Alternatively. You may carry one high cap, and 1 mid cap mag. You all know basic math so you may figure out how this works for you.

ROUNDS PER ENGAGEMENT (Updated Oct. 18, 2007)
The idea here is to limit the amount of ammo each team can muster per firefight without reinforcements. This is accomplished simply as follows. Each soldier is limited to the '20 mag' limit. Once the ammunition is out, he must return to one of the designated Ammo dumps to reload his mags. A unit can also designate one or two of their players to go back to the Ammo Dump to make an ammo run for the unit. Once the runners get to the ammo dump they can go back to the unit, tag each one and call out Ammo, once the player is tagged by the runner(s) they can now reload at their existing position. If you need to reload again then another ammo run will need to be done. The amount of loose ammunition you carry has NO LIMIT, but be reminded that you are not allowed to reload unless at a designated reload point or if you have been tagged by a player that has made an ammo run..
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