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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<ref>[http://nerfhq.com/wiki/index.php?title=Modification Nerf Blaster Modification]</ref>. Typically in some sort of organized fashion around an agreed upon game type.


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==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. Cover is essential for a NERF war. A rock would be good (depending on how big it is) if it were on a hill.

==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 single shot weapon. It is EXTREMELY hard to do with a semi-automatic.

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.

Hit and Run: This tactic is not often seen, as it is looked down upon by most nerfers because it is so brutal and hard to do. Basically, you take your squad, shoot some enemies, and run (hence the name). It is so hard to do because timing is essential in this tactic. You can only use 1-2 rounds before you run.

==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.

These positions are however rarely used at actual Nerf wars. The majority of the community has a variety of mostly dart-firing blasters, and uses them depending on personal preference. Ball-, missile-, and arrow-firing weapons are currently somewhat unusual in play, although a small number of relatively high-profile nerfers are promoting concepts like "silly weapon rounds" where the unorthodox is celebrated.

'''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.

'''Ballistics''': A person that controls NERF explosives, mostly the NERF ballistic ball weapons. Should have a Reactor as a main, a Buzzsaw at base, and an Atom blaster for at least a secondary sidearm.

'''Special Operations''' A.K.A. Special Ops. These are pretty much the guys who are in charge of the pointmen, but that's basically it. They should at least have the same weapons as a trooper.

'''Night Squad''': They are specially trained troopers to fight in the dark. Other than that, no difference. They should have a Firefly at base, and all weapons should have some sort of light on them (Mission Kit: Tactical Light). they should always keep in mind that tracers like in the firefly work both ways. The best sidearm would have to be a Nite Finder.

'''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 very 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 raider CS-35, 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. Something good.

==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<ref>[http://www.nerfhaven.com Nerfhaven]</ref>, NerfHQ<ref>[http://www.nerfHQ.com NerfHQ]</ref>, and more recently Project Nerf<ref>[http://www.projectnerf.com Project Nerf]</ref>.

There are large annual wars on both the East Coast and West Coast of the United States<ref>[http://nerfhq.com/wiki/index.php?title=Nerf_War Notable Nerf Wars]</ref> and certain locations even have bi-annual and tri-annual wars.<ref>[http://nerfhq.com/wiki/index.php?title=DCN tri-annual Nerf War in DC Metropolitan area]</ref>
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.<ref>[http://nerfhaven.com/forums/index.php?showtopic=8682 Nerf War Etiquette]</ref>

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.

===Humans vs. Zombies===
'''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<ref>[http://media.goucherzombies.com/hvzsource/ Humans Vs. Zombies Source]</ref>.

===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. A popular modification is to link multiple ammo belts together, thus reducing the need to frequently reload.

'''Longshot CS-6''':

Used: Assassin, Sniper, Trooper, Special Ops

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. The extension lowers range but increases accuracy. Many users often modify a pump action grip onto their Longshot as to increase it's rate of fire.

'''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. However, you are very vulnerable after unloading a magazine. Meshes everyone at close range. Beyond fifteen feet, the blaster is unreliable, due to its poor accuracy.

'''Rapid Fire AS-20''':

Used: Support, Heavy Artillery

This Blaster is powered by air pressure, and posseses a very high rate of fire. It is also quite bulky compared to other automatic alternatives (such as the Magstrike). Reloading the entire blaster can be tedious. Currently overshadowed by the Vulcan. One of the most effective uses of the Rapid Fire 20 is to enage targets with short bursts of automatic fire while priming the pump in the spare time. Effective use of the Rapid Fire 20 is learning to habitually maintain he blaster for engagement; reloading all barrels and priming the air chamber whenever the user is not in combat.

'''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 two shot storage. Need cover while firing this.

'''Secret Strike AS-1''':

Used: Scouts

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-Hyperfire''':

Used: Trooper, Bomber, Pointman (rarely)

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

'''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

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

'''Spartan NCS-12''':

A true assault rifle with three shot burst fire.

'''Reactor BBL-6''':

Used: Ballistics

A ballisic ball grenade launcher.

'''Buzzsaw BBL-4''':

Used: Ballistics

A Ballistic ball grenade launcher. It is particularly loud.

'''Atom Blaster BBL-1''':

Used: Ballistics

A Ballistic ball grenade launcher. It is not a very good weapon of choice, mainly because of the fact that it has the same problem that the musket had. In other words, it is weak and has bad accuracy.

==Extended Weapon Analysis<ref>http://www.nerf-nstrike.webs.com/ourteam.htm</ref>==

Vulcan EBF-25:
The Vulcan EBF-25 is the most advanced, as well as most expensive foam dart gun as of March 2009. It is a breech loaded, fully automatic gun with selective fire that is visually modeled after a light machine gun such as an M249. It is the only gun in the N-Strike line that requires batteries to fire (on full auto mode only). The Vulcan is fed from a 25-dart ammo belt that is fed from the left side of the gun. The belt can either be fed loose or enclosed in a small ammo box. The gun is capable of firing 180rpm with fresh batteries. As the batteries loose charge, the gun feeds slower and fires shorter distance. The gun requires six D batteries. This, combined with the size of the gun, means that it weighs 16 pounds, making it unsuitable to be carried by small children. Apart from the gun itself and the darts, the gun includes an ammo box that attaches to the base of the receiver and a small tripod that enables the gun to easily rest on the ground. The gun also features three tactical rails for the mounting of accessories.

Longshot CS-6:
The Longshot is a breech loaded, manually cycled dart blaster that is visually modeled after a sniper rifle such as the DSR-1, and is advertised as "two blasters in one". It is fed from six-dart clips and can only accept streamline darts. It features a bolt-action cocking system and a tactical rail on top of the blaster as well as a collapsible stock that can store an extra clip. The gun includes the main gun with a tactical rail and an integral folding bipod, a single shot, muzzle loaded gun that can be used as an individual gun, or a barrel extension and fore grip, a pair of six round clips, 12 streamline darts (the yellow-orange version, however, only includes six darts and one clip), and a scope.

Recon CS-6:
The Recon is a breech loaded, manually cycled dart blaster that is visually modeled after a semiautomatic hand gun and an assault rifle, such as an Uzi. It is fed by six-dart clips that are common with the Longshot and uses a similar mechanism to fire. The Recon, like the Longshot, can only accept streamline darts. Unlike the bolt that is used to cock the Longshot, the Recon uses a slide on the top of the gun, similar to on a semiautomatic hand gun. The gun uses a modular building system and includes 4 interchangeable parts. The gun itself is a pistol. Attached in front is a barrel extension that also attaches to the Longshot. Underneath the barrel is a laser pointer that attaches via tactical rail. Behind is a stock that can store an extra clip (however, this is not compatible with any other blasters). On top is a "peep sight" that is attached onto a tactical rail and is used with a front post on the barrel. All these parts can be placed wherever necessary to suit the needs of the user.

Raider CS-35:
The Raider is the latest gun in the N-Strike line as of March 2009. It is fed from a drum magazine with a 35 dart capacity that is inserted through the side of the gun, similar to on an early Hotchkiss machine gun and has a 2 mode selective fire function, including single shot, and fully automatic. Not many details on the internals of the blaster were released at the Hasbro Toy Fair, where the gun had its public debut. It comes in a blue paint scheme. It includes an integral collapsible shoulder stock and a tactical rail system, as well as a fore grip that doubles as pumping handle. It is due for release in stores between August and September 2009.

Spartan NCS-12:
The Spartan is a fantasy from a videogame. It is a semi-automatic rifle and has a 3-shot burst. This weapon is similar to the M16A2 and M16A4. It is also a possible reference to the Battle Rifle from the Halo series, both from the name, and the 3-shot burst mode. It is extremely unlikely to ever be released as a toy, but the fact that Hasbro secured copyright protection on the ''name'' has confused a small number of overly enthusiastic fans into inventing a fantasy of a future toy with an imaginary release date and retail price. Hasbro has never even suggested the possibility.

Maverick REV-6:
The Maverick is a muzzle loaded manually cycled single action revolver style nerf dart gun, visually a hybrid of both a semiautomatic and revolver hand gun. It boasts a rapid fire six-dart rotating barrel. The toy's cylinders double as the barrel, unlike real revolvers. The Maverick is a recognizable model in the N-Strike range, seen in media ranging from movies to webcomics. It is also one of the top selling NERF guns, often being readily available in stores that sell toys. The toy package includes six suction-cup-tipped Micro Darts and a cardboard target. Emulating a swing out revolver, the release on the left side releases the barrels for reloading. The air spring is cocked by pulling back on the top slide. The cylinder advances counter clockwise from the front of the toy, or to the right of the shooter. The spring released by the trigger pull. The blaster features a Tactical Rail System compatible with both CS-6 toys.
The earlier versions of the Maverick featured a blue body with a yellow cylinder, as well as a slightly different shape. This has since been transitioned to its yellow body with black cylinder color scheme.
The Maverick has average range and accuracy, though it is best at short range. Unmodified, the toy's cylinder does not fully release from the body complicating reloading. The blaster can accept any Micro dart, including Streamline Darts, although the larger Tagger Darts tend to jam the rotating mechanism.

Nite Finder EX-3:
The Nite Finder EX-3 is the most modern iteration of Nerf's classic pistol-like blaster that features an integrated battery-powered light painter (LED) (advertised as a "laser sight"). The blaster includes three Micro Darts, two of which fit into an integrated ammo holder, as well as a cardboard target. To cock the gun, the user pulls a cocking ring, which remains in position until the trigger is pulled. The Nite Finder can accept any type of Nerf dart (including Tagger and Streamline Darts) and features a top-mounted accessory rail.
The Nite Finder boasts long range and good accuracy. Its simple mechanism and inexpensive price makes it an excellent candidate for modifications, some of which can be performed without even disassembling the blaster. (But Please Note: Package states not to modify darts or dart blaster.) The blaster is quite loud to operate, and is even more so when modified, even though such modification only increases its range by a few feet unless you change the barrel to pvc, cpvc, PETG, or brass. Also, the tactical rail does not hold attachments very well at all. Still, the Nite Finder is one of NERF's best selling guns, apart from the Maverick.

Secret Strike AS-1:
The Secret Strike AS-1 is a pocket-sized pump-powered blaster. It comes in a blaster pack containing two Micro Darts, a cardboard target, and a belt clip. The minuscule blaster one of only three members of the N-Strike range to use the classic pump system, and requires about seven pumps to fire a dart.
The Secret Strike is the cheapest gun of the N-Strike line, costing about three dollars. While it can't be compared to its full-size counterparts, it's a fun companion to other blasters and can surprise victims when pulled from a pocket. It can be modified like other compressed-gas blasters, but its one downfall is the fact that its tiny tank can easily fracture.

Unity Power System:
The Unity Power System is a set composed of the pistol-like Scout IX-3, the Titan AS-V.1 rocket launcher, the Hornet AS-6, nine Micro Darts, and Mega Missile. It is notably more powerful than the other guns of the N-Strike line. The first set to use the N-Strike moniker, the blasters feature a crimson-and-gray color scheme that differentiates them from other N-Strike products. The blasters snap together to form the Unity Power System, which can fire the Titan's rocket, the Scout's dart, and the Hornet's dart burst simultaneously.
The Scout IX-3 is a pistol-like blaster that uses a cocking slide system similar to the Maverick. It features an integrated accessory rail and storage for two extra darts. Without modification, the blaster has average range, is quite quiet, and accurate. A button on the slide enables the blaster to be fired by a button on the Titan.
The Hornet AS-6 features a configuration unlike any real-world weapon. The blaster is primed by pumping with air and again with an advancing slide. The user loads a dart into each of its six barrels, which are fired sequentially by repeatedly pulling the trigger or in one burst by pressing the large side button. The blaster accepts any Nerf darts, and features a shots-remaining indicator in the advancing slide. When fully pumped, the blaster is surprisingly powerful, shooting over 50 feet. Modifying the blaster is difficult but possible. Overall, the Hornet is heavy, difficult to prime, and tough to reload. A button on the top of the blaster allows it to be fire by the Titan when snapped together
The Titan AS-V.1 is a very large rocket launcher. The shoulder stock is used to pump the blaster, and the user can monitor the pressure on the swiveling gauge. Pulling the trigger launches the Mega Missile, the largest piece of Nerf ammunition, at high speed. Although the missile's tip crushes as a safety feature, the soaring rocket has sufficient momentum to hurt victims and damage possessions, which may have contributed to its scarce availability. Modifying a Titan can be very hard, because the air restrictor is very thick. Still, when modded, changes include a prolonged flight time for the missile, but accuracy decreases.
The system is relatively expensive. The Hornet and the Titan have recently become available for purchase independent of the set. The Hornet stand-alone version includes six Micro Darts and is available for about half the price of the Unity Power System. The Titan stand-alone set comes with one Mega Missile and the Titan blaster.

Switch Shot EX-3:
This pistol closely resembles the blaster sold with the N-Strike Disk Shot. It holds three darts and cocks like a Nite Finder, but this gun has a twist. It converts into a game controller for the N-Strike video game for the Wii. The player can simply press the button near the barrel and the top folds down making it possible to remove the dart launcher and insert a Wii Remote to use in the game. In real life the gun shoots anywhere from 15 to 20 feet. It is available in two ways: by itself, or bundled with the game.

Tech Target:
This pistol resembles the Nite Finder and Switch Shot. It is sold in a combo pack that includes the gun, three sonic micro darts, and an electronic target. It is intermediately leveled to modify but features no tactical rail. The gun has a cocking ring that extends out the back (similar to that on the Nite Finder) and has medium firepower.

Reflex IX-1:
The Reflex is a small blaster that fits inside a pocket. It can fire one dart at a time. It features a small cocking slide, the N-Strike Tactical Rail on top and medium firepower. It is not sold by itself, but can be obtained in the N-Strike Tech Target 2 Player set and in a Toys "R" Us exclusive pack of six called the N-Strike Attack Unit.

Disk Shot:
The Disk Shot is a set that is intended to help with aiming practice. The user uses a remote to operate a disk launcher that shoots large foam disks into the air, then tries to hit them with a small blaster. It includes a small blaster and six Micro Darts, a disk launcher, six large disks, a remote, and a cord to power the disk launcher.

BUZZSAW BBL-4:
The Buzzsaw is a blaster that fires foam balls instead of darts. It is loaded through the top of the gun and features a large cocking ring. It is marketed for younger children that enjoy using balls and may have trouble finding small darts. It has a 4 ball capacity.

Atom Blaster BBL-1:
The Atom Blaster is a relatively small and weak ball blaster and is fairly rare. It comes includes the pistol and one ballistic ball. It appears to be modeled after some sort of grenade launcher.

ACCESSORIES
Tactical Light: Includes 10 Micro Darts and a rail-mounted flashlight that projects a bright green light for seeing in the dark.

Tactical Scope: Includes 10 Micro Darts and a rail-mounted scope for enhanced targeting(the scope has no magnification whatsoever).

Dart Refill Packs
Extra magazines are available for the Recon and Longshot, sold individually or in packs of three. They don't include any darts.
Extra magazines for the Recon and Longshot are also sold in packs of two. These packs include 10 Streamline Darts total.
Extra Micro Darts, Sonic Micro Darts, Tagger Darts, Streamline Darts, and Glow Darts with N-Strike branding are available in packs of 8 to 30. Some of these darts are hard to find (Streamline etc.)
Refill packs for the Vulcan that include 25 Sonic Micro darts and an ammunition belt are also available.
Ammo Boxes are modeled after the ammo cases of WWII. They hold three hundred darts each and come with either 100 Sonic Micro Darts or 100 Streamline Darts.
Ballistic ball refill packs are sold that include 5 soft foam balls for use with the Buzzsaw.

Dart types:

Micro dart
Tagger dart
Sonic dart
Glow dart

Mega dart
Ballistic ball

N-FORCE
Nerf Swords
Thunder Fury (yellow)
Thunder Fury (blue)

==Ranking<ref>http://www.nerf-nstrike.webs.com/apps/links/</ref><ref>http://www.nerf.com</ref>==

A good way to rank is by taking the NERF ranking game.

= NERF WARFARE =

<small>By: Danny Petit</small>
corrections by Blacksunshine
(Danny apparently doesn't attend nerf wars and has no concept of what actually takes place there or how it is played.)

== NERF Forts ==
Nerf forts are VERY important in NERF warfare. They are what hold your troops, tanks, ammo, weaponry, etc. You should always have communication, tank parking, ammo/gun stock rooms, etc. Without a NERF fort, you are pretty much defenseless. You can have more than one base in your fort.

=== Bases ===
Each base should have at least a sentry/gunner's station or two, an ammo dump/gun holds, and parking for one/two tanks.

Edit- From an actual nerfer who just returned from a nerf war—Nerf forts are not particularly important. Most playing is done on the move. There is a general area that is considered "Base" But that is only considered for a point to start the battle and to return to while counting out from a hit. The only game type that forts really come into play is assault and that is a non standard game.

There are also No Tanks in Nerf warfare. The concept of tanks is laughed at by real nerfers as there is no scenario that lends itself to the use of them. Nor are they practical to build or transport. They are also likely to be illegal to even use if motorized due to the fact that most nerf wars are held at parks and school grounds.

== Squads ==
You should have at least two squads. One to be at the base, and another to go out into battle.
You should have up to four-five squads. Special Ops, Ballistic, Base, and Tactical (regular). You ''can'' have more, but it would be hard to keep track.

== Communication ==
'''With your squads outside of base'''
You should always have communication with your base/squads. The easiest way to have communication in a NERF war would be walkie-talkies. But be careful- don't have it too loud. Another way would be lasers. You could use them to communicate silently via Morse code. But if you have trouble with noise from walkie talkies and learning Morse code, you may want to have a different way of communicating. Phones set to vibrate could work if you text. If that doesn't work for you either, use hand signals. But the only reliabe ways to communicate with your base is by phone or walkie-talkie.

'''Base to base'''
Walkie-talkies would help for you to communicate to other bases in your fort. So could cellphones. But a neat idea would be to use the "cup land-line system". Most of you are familiar with this one. You take two cups, put holes in the center, and thread a string through both of the holes in the cups. For multiple bases, you would have to have a lot of string and cups, the line can easily get tangled, and needs to have good maintenance. This is not a good method of base to base communication with many bases.

Edit from same nerfer---

Walkie talkies and other forms of electronic communication are useless during a standard nerf war. You have one person that directs. And then the team simply follows out the orders until it becomes deteriorates to chaos. Nerfing is NOT MilSim type war. it is not paint ball or air soft so a lot of the concepts imployed there are lost on the nerfing field.

== Nerf Tanks ==
To make a Nerf tank, you will need:
1. Something for wheels. This can be any platform that can roll.
2. A tank "body" and turret. You can use cut up cardboard.
3. A barrel for the turret. this can be added for looks, if the gun isn't the barrel itself.
4. A gun. This is any powerful gun/long range gun.

You can have a multi-man tank (very tricky) or a one man tank.

EDIT from Nerfer dude---

Tanks are stupid and a waste of time and effort to make. They will get NO play time. We do not use tanks in nerfing.

= Nerf War =

== Weaponry ==
=== Guns ===
Guns have to be ideal for the position of the person using them.
==== Power ====
If you are going to be a tank gunner, or perhaps a main base sentry, you will want something powerful, like a Titan.
==== Range ====
If you want to be a sniper, you will want something with good range, like a Longshot.
==== Rank ====
The weapon you need also depends on your rank. You wouldn't give a Vulcan to a scout. You would give a vulcan to heavy artillery.
=== Ammo ===
Let's face it. Just like with guns, you're nothing without ammo.
==== Amount ====
You will need a lot of ammunition. Depending on the size and/or skill of the enemy, you could need hundreds of darts.
==== Type ====
You will need the right type of dart at the right time. If you want to intimidate people, use a Sonic Micro. If you want to use a dart for range and accuracy, use a Streamline.
=== Other ===
You'll need other stuff too.
==== Tools ====
[[Duct tape]] is the only thing that can help you during a round; nothing else is quick or easy enough to be of any use while the foam is flying. If [[duct tape]] can't fix it, abandon that weapon for the ongoing round.

You could also bring screwdrivers and other tools to make repairs between rounds.

==== Tactical ====
The tactical rail. This is where you put the extra items on your nerf gun. Scopes, flashlights, red-spot projectors... With the possible exception of ammo holders, they will be completely useless in any outdoor daytime battle, but you'll look cool.

== Participants ==
Without them, you don't even have a war.
=== Teams ===
What would happen if there were a different number of teams?
==== Two ====
It would be easier. You vs. Other.
===== Top Tactic =====
Head on CQC
==== Multiple ====
It would be harder. You would have to resort to everything you have in something such as a four team battle.
===== Top Tactic =====
Hit and Run
== Cover ==
Everyone needs cover in a Nerf war.
=== Environmental ===
Trees, hills, and big rocks are good.
=== Artificial ===
Indoor wars are filled with furniture for artificial cover.
==== Temporary ====
These are the forts and their bases.
==== Permanent ====
These are the old abandoned houses that are caving in and are growing moss. They make great cover, but not good bases. Don't risk your life to hide during a Nerf war.

==See also==
[[NERF]]

[[N-Strike]]

[[Humans vs. Zombies]]

==References==
{{reflist|2}}

[http://www.nerf-nstrike.webs.com/apps/links/]
[http://www.nerf-nstrike.webs.com/ourteam.htm]
[http://www.nerf.com]

{{DEFAULTSORT:Nerf Wars}}
[[Category:Outdoor games]]

Revision as of 18:12, 23 July 2009

Get a hobby, kiddo.

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