If your an aware Nerf fan, you’ll know that theres a Dart Tag World Championship (actually National championship) going on in Orlando, Florida today. For those who aren’t familiar, these are the blasters that the player’s will be allowed to use. This is part 1 of my article trio, with part 2 being an analysis of the playing arena and part 3 being tips, tricks, and strategies to dart tag success. For now, keep reading for more info on each blaster, as well as user tips.
From left to right, Sharpshot, Speedload 6, Quick 16, Swarmfire.
I’ll be talking about mostly pros and cons of each blaster, as well as give some user tips for each blaster.
The Sharpshot. Single shot blaster for 25-30 feet range. Similar to other single shot blasters such as the Nite Finder.
Pros: Hard to jam, holds two extra darts. Small and light. You only have to manage one dart at a time.
Cons: Single fire, which equals slow rate of fire, especially compared to the other 2011 Dart Tag blasters. Also it’s front loaded, which again means one shot as a time.
Basic Nerf Tips: I wouldn’t advise using this blaster in the tournament due to the other blaster’s rates of fire. If it were to be used though, stay back and try to pot shot opponents. Don’t rush with it as an offensive blaster. Keep it loaded and primed at all times.
The Speedload 6. A 6 dart blaster, featuring an internal/built in magazine.
Pros: Has an internal mag, which allows it to hold 6 darts and easier loading. User manual does not mention this, but it CAN slam fire. Also solidly built. Supposed to jam less then the Quick 16.
Cons: 6 darts aren’t too many when using slam fire and when compared to the Quick 16’s and Swarmfire’s 20 darts. Can jam in a similar way to the Quick 16.
Basic Nerf Tips: Watch out for jams, and play pot shot/hold off with it. The limited 6 dart capacity can put you at a disadvantage vs. the bigger blasters. Don’t feel afraid to use slam fire if in danger. Try to keep track of how many darts you have in it, that way you don’t get into situations you aren’t ready for.
The Quick 16, the “assault rifle” of the group. It’s internal magazine holds 16 darts.
Pros: Slam Fire capable, and it holds 16 darts in an internal mag. Mag allows for on the fly reloading. It’s lighter then the Swarmfire, and it’s maneuvering ability is great.
Cons: It jams often “if not used properly.” Jammed darts are a pain to un-jam in this blaster. However refs can replace or unjam blaster for you.
Basic Nerf Tips: I’ve very skeptical of the using blaster, since it could jam up on during important moments. If you do use it though, try to keep slam fire to a minimum in order avoid jam problems and mis-feeds from the magazine. Reload when possible and try and keep your magazine count at high numbers to keep you prepared for battle heavy moments.
The Swarmfire, front loaded 20 dart blaster.
Pros: High rate of fire at the pull of a trigger. Holds the most darts out off all the 2011 Dart Tag blasters. Great for overwhelming opponents and getting a tag on their jersey.
Cons: A bit heavy. Front loaded blaster means slow reloading. Sometime’s easy to go Rambo/Scarface and waste your darts. Darts may fall out if blaster is aimed down for too long.
Basic Nerf Tips: I would compare this to the Vulcan. It’s best used for defense assignments, rushes, or selected attacks. If you can reload it at a decent rate, then go ahead and use it. Be careful not to fire off to many darts. If caught in a jam, blast your way out of it. Keep it held up so darts don’t fall out.
Thats it for part 1 of the article. Part 2 is an analysis of the playing arena. Good luck to the 13-17 year olds if their reading this! The 8-12 age group already finished their games today.