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Nerf war

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A NERF war is an organized gathering that primarily involves shooting other people with NERF weapons of varying types, sizes, brands, and levels of modification[1]. Typically in some sort of organized fashion around an agreed upon game type.

Fields

Unlike other shooting hobbies NERF is safe to participate in around public open areas, provided you have already obtained the required permissions and notified neighboring residences (if applicable). These tend to include residences, parks, playgrounds, and public schools for the most part. NERF is also generally safe indoors, unlike water warfare. In this way NERF is a very accessible and affordable hobby since the venue itself rarely involves any expenditure in order to participate. A popular field is the inside of one's house. Yards, playgrounds, fields and neighborhoods are also commonly used.

Tactics

CQC: Close Quarters Combat is a dangerous form of combat. A rifle is not very suitable for these areas. A rapid fire weapon or a shotgun is a good addition to any arsenal for this form of combat.

Sniping: As the name suggests, you have to snipe a person. Although, you don't have to use a sniper rifle all the time. Any weapon capable of a certain range is fine.

Countersniping: Countersniping is a good tactic, not a common sight in a NERF war though. It is a dangerous tactic knowing that if you're discovered you become the sniper instead of the countersniper. A better way to countersnipe is to use CQC at your advantage. If you are the hunted nerfer, then you should have buddies to cover all the ways to get to you. If you are solo, be stealthy and run away. Or get a weapon ready and have yourself cornered as it is better than getting surrounded.

Espionage: This is a scout's job. But can be done by a sniper. This involves one person if they're spying and no more than four unless they're leading a stealth attack.

Bayonet charge: A bomber's job usually. But a trooper can lead a bayonet charge.

Nerfer shield: This is where you form any shape, preferably a circle or square. This can be used to protect a VIP in VIP. Or it can be an eye to keep look at a 360 degree shape.

Blindfire: This is to be done in a game of assault. Or capture the flag. This is a risky tactic as it is a ammunition spreader. It should only be done with guns like magstrikes, or vulcans as they have a high rate of fire. NEVER do this with a semiautomatic or single shot weapon.

Execution: This tactic is most simple in limb survival as you can perform an execution if you blow off an apendage. If you shot off a leg and the nerfer falls, then you can come up to them and take a "fatal" shot in the head or something like it. This is way easier if you have a Titan rocket launcher ad you can blowoff the legs or kill the person directly.

NERF War Specialists

Some teams may be comprised of people in specific positions. Here is a list of usual positions, tactics, and commonly used guns.

Trooper: Standard soldier. Equipped with a medium range and firepower weapon. The Recon, Firefly, Hornet, Dart Tag revolvers, and Magstrike are popular. The Maverick is used as a sidearm and a main. This class uses all sidearms but normally a Nitefinder. It is good to have a primary, secondary, and a sidearm. A secondary is optional.

Bomber: Literally, a kamikaze or banzai charger. They should hang in groups, only use in large NERF wars. These are kind of like zombies in Humans vs. Zombies matches. These guys can use the buttstock of their weapon to attack (only in certain wars, not in the majority) or homemade NERF grenades. They can use the Titan as they get close enough to cause maximum damage to a person. CQC is the only use for these guys. Only use this in desperate situations, or in large groups. This is typically useless if you use a squad based system in a NERF war. These guys should use a sidearm for melee combat or any weapon dropped for use.

Assassin: Like a sniper/scout. They are not needed in most NERF wars as they are all-out. It is good for games like VIP. Sometimes it is essential for VIP. The assassins will usually act as snipers. A quiet weapon like the Hornet, Scout or Nitefinder should be used. If you are planning to use a sniper or use a long range weapon, always relocate or work in an assassin group. Longshots are way popular, because they can be used like a battle rifle. Big Bad Bows are good for use.

Pointman: A leader of a squad as the name suggests. They are like troopers, but should be more elite due to the rank of their positions. As the pointman, they probably will and should always carry a close range killer, like a Hornet, Firefly, or Recon. But with the release of the CS-35 raider, it should be a pointman's favorite, with a Firefly or Magstrike being seconds. This rank is similar to the planner (look below) but the point man is more specialized for CQC and dangerous situations. A sidearm like the DT Strikefire is a nice addition, or Nitefinder with a laser painter which is good for storming positions in the dark.

Support: Helps the troopers advance, typically using the AS-20, Vulcan, Magstrike and the Titan to assault bases. The Nite-Finder is the most popular sidearm. One person may use a ball launcher or Titan. The AS-20 is not recommended because if you are giving rapid fire support, then you will seem to run out of ammo. Magstrike is a close-encounter weapon, so watch out for that. A Big Bad Bow is not a bad choice either.

Sniper: Stays a good distance away to pick off opposing players. The NERF Longshot and Big Bad Bow are two popular long-range guns. The Recon, Buzzbee Double Shot and Rapid Fire Rifle are rarely used. The Scout and Nite-Finder are popular sidearms. The DT Crossfire or Spiderman Blaster are used occasionally. Besides pointman, sniper is a dangerous position because of its risks and unforgiving nature; meaning that you are either really good, or really bad. So it is good to pack in a lot of armory. The sniper is recommended to keep a Longshot or Big Bad Bow as its primary knowing you're a sniper. The Recon can be used, but if you already have a Longshot then the Recon is literally the same gun as it uses the same mechanics, ammunition, and design. The Longshot can be used at medium range, but the BBB cannot. A sidearm should be kept, but some nerfers may want to pack in a rapid fire weapon, like a Magstrike.

Scout: Sneaks into the enemy "territory" to observe the opponent's strategy and setup. Will usually use a short-range gun, especially the Magstrike, Maverick, and the Nite-Finder and Secret Strike for sidearms. The Scout, Hornet, Firefly and DT Crossfire are used to some extent. The secret strike is not recommended to anyone as a sidearm because it takes at least 20 pumps to get it over a 10 feet range. The Secret Strike should always be a last resort.

Heavy Artillery: Common in "Defend the Castle" games. Uses a quick firing weapon to defend certain points. The NERF Vulcan has become a popular choice. They also use the Titan, and the AS-20. Rarely have sidearms. Depend on Sentinels in close range. The NERF Reactor should be useful as it acts like a grenade launcher.

Sentinel: Similar to Heavy Artillery, as they guard a location. They work with Heavy Artillery. They use close range killers like the Hornet, Firefly, and Magstrike. The Maverick and Nite-Finder are popular sidearms. They generally stay near bases and ammo caches. They can be used for reinforcements and rescue.

Leader: Acts as leader to help organize the team. May use any type of gun, preferably the deadly Hornet. Though, the leader should get at least a Magstrike, or Firefly with a Nite Finder.

Dart Tag

Taken from article: NERF, section Dart Tag

Dart Tag represents Hasbro's efforts at making an official game with a better-codified rule system compared to more informal "Nerf wars". The game requires the use of three specific items: "tagger" darts similar to traditional Nerf darts but with a Velcro-covered tip replacing the typical suction cup; a scoring vest made of a type of fabric that the Velcro-tipped darts easily adhere to; and "Vision Gear", essentially a simple form of eye protection. Apart from that, virtually any Nerf blaster (that is, any that is capable of loading the tagger darts) can be used as a player's weapon.

Darts that land on certain target spots on the opposing player's vest will award an indicated number of points. This is not a terribly popular play style.

In most nerf wars, the dart tag vests usually count as bulletproof.

Internet Community NERF Wars

Many wars across the country are organized and promoted through the forums of internet community sites such as Nerfhaven[2], NerfHQ[3], and more recently Project Nerf[4].

There are large annual wars on both the East Coast and West Coast of the United States[5] and certain locations even have bi-annual and tri-annual wars.[6] Certain colleges have active Nerf clubs and associations that have Nerf Wars even more frequently than that.

Rules of participation primarily depend upon who is organizing and participating. But a widely accepted set of rules does exist and is followed by the majority of the participants and organizers.[7]

The following are common game types of these wars.

Deathmatch

Teams: Two or More

Objective: To eliminate all players who are not on your team.

Overview: There are as many different variations of this game as there are nerfers. Sometimes there are respawns involved, sometimes there are bases or minor objectives to be achieved, sometimes there are medics,etc. The two most common, however, are 3-15 and 4-20 elimination:

3-15: Every time a person is shot, they must leave the skirmish area, count out loud to fifteen, shout "Clear!" and then re-enter play. Each player is allowed three "lives."

4-20: Each person is given four lives instead of three, and counts to twenty instead of fifteen, otherwise this form is identical to 3-15 elimination.

00-15: Is closely related to 3-15 elimination but with the only factor that it is point based, and runs on a time limit. points are scored one or two points per hit.

Another form that was popular on the East Coast involves having a total of 10 hits, each player keeping track of his or her own remaining hits. When a player is hit, he or she continues playing, noting the hit and reducing the number of remaining hits. When a player's hits reach zero, that player is considered out for the rest of the round.

Assault

Teams: Two or more

Objective: They vary, generally there is a location of some sort to be occupied, although sometimes one team may be given a well-fortified position with the objective of surviving or protecting a particular item for a determined amount of time.

Overview: With Assault, there is generally only one defending team, but there can be more than one team attempting to capture the objective. The defending team is given an easily defendable spot either on, or close to, the objective point. The attacking team then tries to either take that position or eliminate all the defending team's players. It is a good idea for organizers to try to give the attacking team a significant numerical advantage, as the defending team has the terrain advantage.

Popularly the attacking teams are given unlimited lives, but are limited to only being able to respawn at the far end of the play area opposite the objective. However the defending team is given a limited set of lives like in deathmatch.

Capture The Flag

Teams: Two or more

Objective: To capture the opposing team's flag and return it to one's own base.

Overview: This game is generally played with two teams, although it is possible to use more. Usually, games have at least some form of respawning system, to allow the game to run longer. Characteristics of a good CTF field include:

Symmetry - to provide a balanced playing field for both teams.

Plenty of cover around both flags - to allow for effective defenses and require at least some form of coordinated effort to achieve a capture.

Multiple routes to the flag - which allows for various tactics to be used.

As an interesting twist on this game, a single central flag may be used in a soccer-like set up, wherein one team captures the flag and takes it instead to the enemy base, as returning it to their own base would merely result in a footrace to the flag.

Play style not as widely popular due to its propensity towards very lengthy rounds.

Teams: Two

Objective: For Humans: survive the zombie outbreak. For Zombies: infect all Humans.

Overview: Humans vs. Zombies (HVZ) is a scenario-based game of moderated tag commonly played on college campuses. A group of human players attempts to survive a "zombie outbreak" by not being tagged by a growing group of zombie players. Zombies can be "stunned" by being shot with Nerf weapons or hit by a rolled up tube sock. Game was originally developed by a handful of Goucher College students[8].

Limb Survival

(Not normally played by groups such as the above, but a fun mode nonetheless)

Teams: Two (normally), but FFA, or other variations of teams can be played.

Objective: Eliminate everyone on the opposing team

Overview: Limb Survival is a sort of variation on Deathmatch. Amount of lives is usually 1, but can be more. (Assuming it is being played indoors) There is one base for each team (usually in two teams Team A gets on side of the room, Team B gets the other side) where the players start off. Then, you simply try to eliminate everyone on the other team(s). The twist is that if, say, you are shot in the right arm, you lose that arm, and are no longer able to use it (not even for things like reloading, you have to come up with a way to do that). So for instance, if you are shot in the right leg, you will have to move around using your left leg only. The only way you can die is from being shot in the head (any part), spine, or heart. If you're shot in, say, a kidney, you would run around clutching that area. Once you are killed, you lie in the spot you were killed in until only one team is left.

VIP

Teams: Two, the VIP and bodyguards, and the assassins.

Objectives: The VIP's team generally has to keep the VIP alive for a certain amount of time, or to move them to a "safe" location. The assassins have to kill the VIP.

Overview: The VIP's team is generally stacked with the more firepower, but is almost always outnumbered. The VIP is generally very lightly armed, or not armed at all. As an interesting reversal of the game, the Bodyguards may be required to "rescue" the VIP before taking them to safety. If the VIP gets captured or killed, the assassins win.

Videogame Deathmatch

Overview: Videogame Deathmatch gets its name from popular multiplayer game types found in games such as Halo and Call Of Duty. Videogame Deathmatch is exactly the same as regular Deathmatch or Assault, only you start off very lightly armed, or not armed at all. How this works is you and all your nerfer buddies take all your weapons except for your sidearm, unless you are starting with no weapons, and randomly scatter them all over the area of play. You then proceed to find aforementioned weapons and shoot your nerfter buddies in the face. This style of play works best for outside play or large indoor settings.

Weapon Analysis

Vulcan EBF-25:

Used: Support, Heavy Artillery

A full automatic NERF LMG. It has selective fire. It is heavy and will slow you down. Not the best at close range, so good to have a sidearm. If you're in CQC situations or you're expecting that, then you should use a magstrike as it has a higher rate of fire.

Longshot CS-6:

Used: Assassin, Sniper

A sniper rifle with a bolt-action fire. The gun is fed with six shot clips. This gun has excellent range. The scope has no magnification, but can prove to be an accurate sight. It is somewhat unreliable, due to jams, but is very popular. Can be used like a battle rifle at close to medium range. The barrel extension while not a very useful attachment, has its own perks. The extension is only useful in CQC as a shotgun. DO NOT ATTACH THE EXTENSION.

Recon CS-6:

Used: Pointman, Trooper, Bomber, Assassin, Sniper (limited)

An assault rifle. It is good to have lots of clips. The gun can actually be used as a sidearm, but it is best as a main. You can mod the recon to fit a fake mounted bayonet. This can also be a good gun for the bombers.

Big Bad Bow:

Used: Assassin, Support, Sniper

Very long range. Has missile ammo, but can be modded to fire darts.

Maverick REV-6:

Used: Trooper, Bomber, Scout, Sentinel

Good rate of fire. It is very quick to cock. Highly effective at close range, generally reliable, except with tagger darts. Completely ineffective past 12 feet. Preferred weapon of scouts. It can be used as a sidearm or main.

Magstrike AS-10:

Used: Trooper, Bomber, Support, Pointman, Scout, Sentinel, Planner

A pump action medium sized blaster with highest rate of fire for any NERF gun. Meshes everyone at close range. Beyond fifteen feet, the blaster is unreliable, due to its poor accuracy. This blaster is often used by support, sentinels, and troopers.

Rapid Fire AS-20:

Used: Support, Heavy Artillery

Pumped up, fires much faster than Vulcan. It is heavy and flimsy. It takes a long time to reload. Currently overshadowed by the Vulcan. Should be kept in the singleshot mode for support on other nerfers. If in CQC, using the rapid fire and giving 3-round bursts is the best.

Firefly REV-8:

Used: Trooper, Pointman, Scout, Sentinel, Planner

Bullpup revolver. Similar to Maverick with higher accuracy, 8 shot capacity, and 8 shot storage. Has decent firepower and range. Useful in low light for drawing enemy fire or signaling friendlies, because of its strobe light.

Nite Finder EX-3:

Used: Everyone

Extremely popular sidearm. Has a light painter and three shot storage. Need cover while firing this.

Secret Strike AS-1:

Used: Scouts, Idiots

Pump action single shot pistol. Used by scouts as a last resort weapon.

Titan AS V.1:

Used: Support, Heavy Artillery, Bomber

Rocket launcher with long range. Extremely useful in limb survival as it can "blow" off your apendages.

Hornet AS-6:

Used: Trooper, Bomber, Pointman, Scout, Sentinel, Planner

Can be fired like a shotgun, or a semi-automatic.

Scout IX-3:

Used: Sniper, Assassin (limited), Scout

A perfect sidearm for a sniper or scout. Quiet and accurate.

Dart Tag Revolver:

Used: Trooper, Bomber, Pointman (rarely)

Ten shot revolver. You need to cock after every shot. Inaccurate and faulty. Standard rookie trooper weapon.

Dart Tag Crossfire:

Used: Everyone

Single shot pistol with storage for five shots. Standard, decent, close range sidearm.

Raider CS-35:

Used: Trooper, Pointman, Bomber, Support

Cocking submachinegun with a collapsible stock. It is tactical knowing that you can use both CS-6 clips.

Spartan NCS-12:

Unreleased

A true assault rifle with three shot burst fire.

NERF

N-Strike

Humans vs. Zombies

References