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Old October 18th, 2014, 19:33   #1
Nateman332
 
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Pistols in milsim

Just curious, but are there usually any rules for pistol capacity in milsims? I know for rifles and such it's usually a total round limit or a mid cap mags only (sometimes even real caps only) but I've not heard of any limits on pistols.

As I said just curious.
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Old October 18th, 2014, 19:48   #2
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More often than not, your ammo count for a Milsim is ammo on your person across every weapon; A rifleman with a 300 rnd ammo cap, has to take into account the 21 rounds from the three 1911 magazines he has.
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Old October 18th, 2014, 19:55   #3
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For so-called 'milsim's', I suppose that the correct answer would be whatever is period/role/loading correct, beyond raw-ammo count limits imposed by the game.

A pistol is considered a secondary weapon/back-up weapon, not the primary. It's there to fall back to in case of a jam/stoppage/empty of ammo, that can't be dealt with immediately, in the face of imminent threat, or in cases of extreme close-range engagement.

In theory, you don't need to be carrying the same quantities of magazines that you would be, for your primary.

In so-called 'milsim's', most people stick to one secondary. I have seen some people carrying two secondaries ie. one compact SIG P229, and a full-frame Beretta M9, or a compact and a full-frame 1911 carried in different location on the body - both examples obviously using common ammo types, so keeping it semi-accurate to the need for real-world standardizing.

I run 3 mags, per secondary .. one in the gun, two mags to fall back to, whether skirmish, or 'milsim'ish'.

Last edited by HackD; October 18th, 2014 at 19:57..
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Old October 18th, 2014, 21:29   #4
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Not usually limited per mag but sometimes for total ammo.
Like 60 rounds across all mags
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Old October 19th, 2014, 21:19   #5
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My experience to date with Milsim events have not really limited how many mags for your pistol. I don't think many people carry more then 3 or 4 mags at a time for them.
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Old October 19th, 2014, 22:07   #6
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The way JOC here in Calgary has done it is limit you to x amount of mid or low caps for your primary, x amount of mags for your secondary, however this is only to a maximum of x amount of rounds across all mags, so it's not like you can just run around with 30 mids all loaded, it's a matter of choice for you.
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Old October 20th, 2014, 11:48   #7
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Ah, that all makes more sense. I knew it varied from game to game but wasn't sure if there was a general way most went about it. Thanks a bunch guys!
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Old October 20th, 2014, 12:10   #8
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Unless you have an overall ammo limit, then there usually isn't a limit on pistols. Pistol mags can usually hold about 20 - 25 rounds, essentially making them low caps. Unless of course you get an extended magazine. There may be an overall pistol magazine limit, like 2 - 3 magazines max. It all depends on what effect you're going for.
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Old October 20th, 2014, 16:52   #9
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Even extended mags are usually 50 rounds.
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Old October 20th, 2014, 19:40   #10
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Quote:
Originally Posted by Ricochet View Post
Unless you have an overall ammo limit, then there usually isn't a limit on pistols. Pistol mags can usually hold about 20 - 25 rounds, essentially making them low caps. Unless of course you get an extended magazine. There may be an overall pistol magazine limit, like 2 - 3 magazines max. It all depends on what effect you're going for.
Mmmm, makes sense.
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Old October 20th, 2014, 20:55   #11
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You can have all of this make a bit more sense and be more 'milsim' by loading sidearms to 'real cap' i.e, 7 rounds in a 1911, 15 in an M9 etc.
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Old October 20th, 2014, 20:57   #12
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Doesn't even have to be milsim, sometimes you can only get 7 rounds out on a 1911 LOL
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Old October 21st, 2014, 01:25   #13
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I stopped carrying pistols to milsim games.
Just get a gun that doesnt break and/or have your battle buddy cover you when you are down.

Carrying extra weight (or to me more importantly real estate on the vest/belt) to use it for 5 minutes out of 24 hour game? I'll pass..
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Old October 21st, 2014, 07:03   #14
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Over here, pistol ammo is generally limited to how many pistol mags you can carry.
If it's a realcap game, then each mags must be loaded to realistic capacity.
Their ammo is not counted in the ammo limitation rule.

Since our milsims generally occur in large wooded area, pistols are not used often. So it's a disaventage to have a lot of pistol mags on you.
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Old October 21st, 2014, 18:59   #15
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Unless you're running an invite only game where you know everyone, ammo limits per magazine are hard to enforce. Especially once you get beyond the forty-ish player mark. Much easier to outright ban high-caps, drum-mags, extended mags, etc, and an overall magazine limit. Something you can physically see is easier to manage.
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Last edited by Ricochet; October 21st, 2014 at 19:02..
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