All posts by thewildernessgunclub

Four Essentials of Elk Antler Shed Hunting

Every spring thousands of outdoor enthusiasts head into the mountains in search of bull elk antler sheds. Most folks pick up 2 or 3 every season after spending hours combing the forest and mountains for sheds. I have lived in the eastern White Mountains of Arizona since the early 1990’s and have been hunting antler sheds every spring. I generally pick up 30-50 sheds a season and average one about every 2 1/2 hours. Here are some tips on how you can increase your odds of finding bull elk antler sheds.

OUTERWEAR

Mountain weather can be inclimate and change with very little notice. You will need to prepare yourself in advance by wearing the proper outerwear. First off, you need to be wearing a really good pair of boots. The terrain is steep and the footing is loose. Hiking shoes just won’t do the job. Hiking boots are better, but your best bet is a good leather Gore-Tex hunting boot. I prefer Danner Boots, they are comfortable and sturdy. Next is a regular pair of denim blue jeans. You are constantly going through brush, butt sliding, kneeling and occasionally slipping and falling. Nylon pants get tore up pretty fast. For a top layer, a wick dry tee-shirt along with a technical nylon or fleece top will work very well. You want to stay warm, but allow the sweat to be wicked away. It’s also a good idea to wear a bright color on top especially if you’re shed hunting with a partner, you need to be able to see each other from a distance. Camo is generally not a good idea. A good baseball style hat is also essential to keep the sun out of your eyes. I wear a long bill hat from my wife’s fly fishing guide business. This is mainly because you will not be wearing sunglasses, sunglasses tint the natural surrounding and you will not see the antlers laying on the ground unless they’re old white chalks. Sunglasses also make it difficult to use binoculars effectively.

EQUIPMENT

There are three essential items that you should carry with you at all times when you’re shed hunting. The first is a good pair of binoculars. I use a pair of 12×50’s that can be purchased for around $100-150. You also want to purchase the over the shoulder straps for the bino’s ($15). These will hold the glasses close to your chest and keep them from banging on rocks and hanging up in the brush. Next is a sidearm, if allowed in your state. You will be hiking into prime mountain lion country. I carry a.45 titanium revolver and it has saved my life twice by firing warning shots above charging lions. I have never killed one. (Perhaps a future story?) I simply will not go deep into the mountains without a sidearm and will not allow hunting companions to do so either. Finally you will need a 2000-3000 cu.in. backpack with straps that will clip and unclip the antlers onto the back of the pack. Preferably, also a bladder reservoir with a bite tube for hydration.

Remember, the points always are packed away from you and depending on the size of the antler, the button may point up or down….try not to let the points dig into your butt, or bang against your head. I can carry (3-4) antlers in this manner, then one in each hand if I find a real honey hole. Your pack should include: extra hardshell, in case of inclimate weather, radios, if traveling with more than one person (essential), headlamp, matches, map, GPS (optional) first aid kit, utility tool like a Leatherman, sunscreen, toilet paper, extra liter of water and your lunch. In some areas, such as the Blue Wilderness, I carry a lightweight climbing harness, a couple of carabiners, rappel device and a 100′ length of static rappelling rope for getting myself out of tricky situations.

RESEARCH THE FOUR ESSENTIALS

Now that you’ve assembled all of your outerwear and gear, it’s almost time to go elk antler shed hunting. However, to prevent you from wandering from mountain to canyon without purpose, you will need a good map of the area. The best are USGS topo maps available online – we like to laminate ours. I also like to utilize Google Maps and Google Earth. National Forest maps are also handy for finding roads for access into remote areas, but most the side roads are unmarked. The main thing is to have a “search plan” and stick with the plan. Your plan should reflect the four essentials mentioned below. Always let someone else know where you’re going and when you’ll be back. A note on the kitchen counter to my wife usually works for me. You also may want to carry a GPS and mark the location of your vehicle before you go trotting into a remote area.

As you plan your elk antler shed hunting adventure you should be thinking about four essential items: Security, Access, Conditions and Terrain. Any successful shed hunting trip will require all four of these items to be present. If only one essential element is missing, you will have very little luck finding sheds and likely be skunked. All we are doing is increasing the probability of finding an elk antler shed in a given area.

SECURITY

I believe that elk antlers are painful before they fall off. There is no scientific evidence that I am aware of to support my belief, but nonetheless I firmly believe this to be a true fact. The level of pain may be different for each bull elk, from a minor toothache to an abscessed tooth. The level of pain may also vary with age. So, take a minute and consider how you personally feel when you’re sick with a toothache, say maybe a root canal. Generally, you want to relax as much as possible, stay warm and comfortable, very little social contact, have water and food close-by, maybe sleep a little more than usual. Most of all, you really don’t want to be bothered. You just want to get this over with and get on with your life. My contention is that is exactly how a bull elk feels when those big antlers start to loosen up. They want to be safe and secure.

So, where would a bull elk feel safe and secure? The question is probably better asked where they wouldn’t feel safe and secure. Well, to be honest, definitely not around their girl friends, the cow elk. If I see loads and loads of fresh cow elk scat, I’m probably not in a good area for finding sheds. The bulls sometimes gather into smaller groups of 4-8 when they are about to drop, but most of the time this is a solitary event when it actually happens. They also do not want to be cold, they generally like to be as warm and comfortable as possible. I generally do not find elk sheds on north facing slopes unless I’m working a large mountain with deep backbone type ridges…even then, odds are far greater on the sunny sided slopes. This next one is very important, they also tend to avoid deep thick brushy areas, which are prevalent on north facing mountains. Remember, if you buy into my belief, these antlers hurt. They do not want them to be knocking against trees and bushes…kinda like stubbing a toe that you’ve already stubbed. However, the areas may be short and brushy, like a live oak forest with the height of the oak around 5′. This allows them to move around and carry the antlers above the brush, but have the ability to lie down in between them to seek protection.

The astute shed hunter would probably say, “Yea okay, but I’ve found a few sheds in wide open meadows”. My answer would be, “Sure, they are traveling to and from their water source and feeding area from a secure area”. Elk do not get delivered pizza when they are sick. In addition, you will typically find only one side in a meadow…they’ve already dropped the other one in their secure area. Finally, there is one last important point to be made about security – mountain lions. When a bull elk beds down, it’s usually not in a place where it can be easily attacked. They like to have good field of vision, which means quite often they like it higher up on the mountain. Overhanging rock ledges that they can tuck under are also places that always need to be searched. Think about when you were young and about to go to bed, but you have a tooth coming lose, you can’t sleep. Your parents would come into your bedroom and pull the loose tooth out – I always howled after the doorknob and the string trick! If a bull elk is bedding down and those antlers are hurting just enough that they cannot sleep, they will knock both of them off where they are bedding down. A matched bull elk antler set is almost the best possible find…next to a winterkill.

Good examples of secure areas are drainages and just below ridgelines. Please keep in mind, these areas can be quite large, sometimes a square mile.

CONDITIONS

This is the easiest of the essential elements and the one in which I see the most mistakes. Environmental conditions have a tremendous effect on where a bull elk may drop an antler shed. The main condition is weather and the other is the time of the year. I am going to make another bold assumption that is not based on scientific fact, but I know this to be true. A bull elk will not drop antlers in snow. However, they actually like being close to snow, specifically the snow line on a mountain. If you can determine where the snow line is on a mountain at the time of year when the antler dropped, you have saved yourself a tremendous amount of hunting in the wrong places (most common error). Typically, when I find a fresh brown antler shed the first thing I look at is my wristwatch altimeter and determine the elevation in which I picked up the shed. (A good reason to carry a GPS as well) Most of the time, there is no snow where I picked up the shed. I am attempting to determine the snow line on the mountain at the time of the drop. From that point forward, the highest probability of finding another shed is either 150′ above or below where you found the first shed. This means you are zig-zagging up and down the mountain. However, when you find your second shed on the same mountain, you are now adding to your database of knowledge to further refine your elevation search area. In the eastern White Mountains of Arizona and west Central New Mexico almost all of my sheds are found between 8300-9500.’ You will need to determine the average in your area in accordance with the snow line.

The other half of the equation is time of year. Bull elk generally drop their antlers over a 6-8 week period. In our region this is early March to late April. However, there is always a 10 day or so period when the majority drop their antlers. Large elk drop their antlers first. I consider a large elk anything over a 50″ main beam – usually a 6X. The medium-sized ones are next, around 36″ main beam and then the small 3X are last. Many shed hunters make the mistake of going out too early. Our area is packed with shed hunters early in the season, few are found. My early season adventures are usually on a sunny ridge line with 12×50 binoculars and a lunch. I’m watching the migration patterns and by the way, picking out the biggest racks.

Try to limit your search to areas a couple hundred feet below the snowline, using a zig-zag pattern during the time of year when they are actually shedding their antlers.

ACCESS

I have to include access as an essential element since this is a somewhat competitive adventure. If there are a lot of folks in the area in which you intend to hunt for sheds, you will likely not be successful. This is a major violation of the essential security element. However, it is important enough to warrant its own category. You may see bull elk in areas populated by humans, but they really do not like to shed their antlers unless they are traveling to and from a secure area. Think about it this way…if an ATV can get into your area, it’s not a good place to hunt for sheds. Bull elk do not like roaring ATV engines or diesel trucks for that matter. They like it secure, comfortable and quiet.

I sometimes utilize an ATV to get close to an area that I’ll be hunting sheds. But that ATV is typically parked at least a mile away from my target area. You do not want to spook them away if they haven’t dropped yet. You really do need to go in on foot, disturb as little of the area as possible and leave with your bounty. I have witnessed prime areas ruined by careless individuals.

This is a competitive adventure. If there are a lot of folks going into your area. It may be picked clean every year. If the access is easy, the masses will show up to hunt antlers. If the access is difficult, you probably have your own private hunting ground. Here’s another general rule of thumb, if a rancher is grazing cattle in your area, it’s probably not a good place to hunt sheds. Cowboys ride fence lines every spring once the snow is gone, they know their cattle allotment section like the back of their hand. Basically, you’ve had experts in your area for years picking up sheds.

The more remote and inaccessible by any type of vehicle including horses, the higher the probability of finding elk antler sheds.

TERRAIN

Elk can drop their antlers almost anywhere, we are only interested in the areas in which there is the highest probability of a “drop zone”. Quite often, this is where a bull elk will bed down. It also may be where they travel too and from a secure area. However, it is always an area in which they are familiar. When I go into a new area to “develop” I am looking for a specific type of terrain to match my other essential elements. I’m also looking for bull elk scat and tree rubs. Hey, wait a minute!! Bull elk rub the velvet off their antlers well after they shed. I agree, but they also tend to gravitate towards areas of familiarity. So, as I look at the ground and the rubbings on the trees, I’m also scanning the horizons with my binoculars…because I’m always looking for a specific type of terrain.

The best possible terrain is directional and prioritized in this order, south, southwest, west, southeast and east facing slopes. North facing slopes as mentioned earlier are almost always a no go, unless it is a large mountain with steep ridgelines that have sun-washed side canyons. As yet another general rule of thumb, grassy slopes are better than rocky slopes. If the slope is all rock, it’s probably not a good area. It has to have some grass with the rock…all grass with a few rocks is best.

Some of my friends kid me about have legs like a T-Rex. This is probably due to the fact that most of the sheds that I find are located on slopes between 30 and 50 degrees. If you’re unfamiliar with degrees of slope angle, a 12/12 pitch roof is 45 degrees. A lot of churches have steep roof lines similar to the terrain in which elk antler sheds are found. Obviously it takes a lot of determination to work your way up a steep slope hunting an antler shed. However, this is generally a secure area, with lots of visibility and often near a water source below in a canyon. The good news is, you get to stop every 50′ or so, take a break and scan the area with your binoculars.

A typical search pattern on a steep south-facing grassy slope would go something like this…First pass is the ridgeline itself, taking your time to look down into the slope and then back just off the ridgeline. The next pass may be 20-40′ below the ridgeline and usually at least one or two more passes even lower. However, if you’re just going to make one pass, you need to utilize a zig-zag pattern to cover as much area as possible. The whole time, your thinking about security issues for the elk, environmental conditions in the area during the time the snow line was present and access in regards to the remoteness of the area.

LAST WORDS

Please do not get discouraged if you read all of this information and do not immediately find an elk antler shed although all four essential elements are present. This is meant to be a fun guide to increase your chances of finding shed antlers. From the outset, you should consider your mission to develop areas where you know that they will be dropping. I have found hundreds and hundreds of elk sheds, 70% of them come from a dozen areas that took me years to explore and develop. I go into those areas three times each – early, mid and late season.

I do not sell any of my antler sheds. They are either gifts to family and friends or they end up in my workshop becoming lamps, end tables or candle holders. A hundred or so adorn the gateway to our mountain home.

AUTHOR’S NOTE

The eastern White Mountains of Arizona include the communities of Alpine, Nutrioso and Greer. The 538,000 acre Wallow Fire (Summer 2010) burned over 850 square miles of this beautiful area. We lost our home for 15 years along with two businesses due to the irresponsibility and negligence of the Apache National Forest Management Team. We presently reside 300 miles away at the South Rim of the Grand Canyon.

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Mid-October Lull (Bowhunting)

Deer Hunting

(October Lull)

Have you ever wondered, while bowhunting deer in October, what happened to all the deer that you were seeing in early October? After about the first ten days in October the deer that you were seeing have disappeared. Why you ask? There are a few reasons for this, but first I need to tell you that an average deer eats about 8 to 11 pounds of food each day and about 1 ½ to 2 tons of food each year. Most of their food comes from the natural food sources, such as; acorns, leaves, pine needles, wild berries and lichens. This is a key to pinpointing deer movements during the slow times in middle October. 60% of a deer’s diet comes from natural food, which most hunters forget about and never learn how to identify when deer crave these natural foods. In the Northern forests, lichens become a favorite food source in mid to late autumn when the white oak acorns start to fall, which deer prefer over red oak acorns until all the white oak acorns have been eaten. Then the deer move to the red oaks to feast on their acorns.

Probably, most hunters in early October are hunting areas that are hand planted by man and the deer will learn this by hunters leaving tell tale signs like their scent or sightings. Deer will then start feeding nearer their bedding grounds on natural foods. Deer need to feed about every four hours allowing their four stomachs to regurgitate and predigest their food. This time of the year (early to mid-Oct.) is the best time to take a doe. The reason behind this is, does are not as skittish as later on when they are wise to the hunter, and if you are successful in harvesting one at this time you can check or study the contents of the food in their stomach. Studying their contents will explain what types of food they are eating and where you need to be while bowhunting deer at this time of the year.

Bucks are starting to become more competitive at this time also. I have found that calling with a grunt call or a bleater can is very effective while bowhunting now. Also, you may rattle antlers by doing so lightly. The younger bucks are trying to figure out their dominance and how well they rank in that particular part of their home front. This causes the bigger bucks to be curious and to check out who is in their neck of the woods.

Learning what deer eat when deer seem to disappear in mid-Oct. will definitely help your chances of being successful during your bowhunting deer season. Three things to investigate are; where do they bed, what are they feeding on and where are they moving to and from during daylight hours. Your sightings of deer during the lull of mid-Oct. bowhunting deer season will improve when you learn the invisible menu of the Whitetail’s diet. Enhance your chances!

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Halo 4 Forerunner Walkthrough, How to Complete Mission 3 Alone on Legendary

“Forerunner” is the first mission in Halo 4 where you will encounter Prometheans, a faction of enemy new to the Halo franchise. In addition to new enemies, there are also new Promethean weapons that you will begin encountering in this mission. You will mostly use the light rifle, which is a 3-shot-burst headshot weapon similar to the UNSC battle rifle. You will need to use the light rifle as your headshot weapon throughout this mission. The Prometheans do not use covenant weapons, so you will rarely have access to a plasma pistol when fighting the them. Therefore, when you are fighting Promethean knights (the Promethean equivalent of elites), you will need to use different tactics to remove their shields. For the majority of this mission, you will use the Promethean suppressor, a fast firing assault rifle that deals high damage up close. Use a combination of your auto sentry (an armor ability), grenades, and suppressor fire to kill the Promethean knights. It is vital that you fight them alone, so be sure to kill any crawlers or watchers (the Promethean light infantry) in an area before you engage the knights.

You begin this mission inside of a forerunner teleporter hub with an assault rifle, a magnum, and a hard light shield. The hardlight shield is a practically useless armor ability, so swap it for one of the auto sentries located on the walls to either side of you. The auto sentry armor ability allows you to create a stationary, hovering turret that fires upon the enemies. Enemies will tend to shoot at the auto sentry instead of you, so it provides you with a great distraction. It also deals a fair amount of damage, so it helps you kill knights when fighting them with your suppressor. Once you launch the auto sentry, press the bumper again to recall it.

Walk into the main room of teleporter hub and insert Cortana into the mainframe. She will then create a teleporter to the first relay tower that you will need to disable in order to contact the UNSC Infinity. Jump through the vortex, and you will teleport into a cave a little ways away from the first relay tower. As you follow the path forward, you will see the first Promethean enemies; crawlers. Crawlers are somewhat similar to grunts; they can be killed with a single headshot and they wield the weakest weapons. Notice that the crawlers have much smaller heads than grunts, so you will need to aim carefully. Use your magnum to kill these crawlers with headshots, using the corner of the path as cover. If the crawlers begin to overwhelm you, launch your auto sentry and it will drive them back.

Follow the path until you turn into a large open area. Here, you will find 6 crawlers, a watcher, and a knight. Use the corner you just came around for cover and kill all of the crawlers first with your magnum. As long as you stay back, the knight will not approach you. Now, turn your attention to the watcher. Watchers are support infantry capable of shielding enemies, reviving knights, catching grenades, and spawning crawlers. Watchers do not have heads, so you usually need to kill them with multiple body shots from your headshot weapon. In this case though, your magnum is not strong enough to kill the watcher, so get up close and kill it with your assault rifle instead. If necessary, launch your auto sentry to draw the knight’s fire while you engage the watcher.

Now that only the knight remains, you can focus your attention on him. Knights are similar to the covenant elites, but they have stronger shields and smaller heads. This knight is equipped with a light rifle, which gives him high accuracy but low damage. Therefore, get as close as possible so that he cannot utilize his accuracy advantage. Launch your auto sentry so that it has a clear shot at him, then get up close and use your assault rifle to kill him. After his shields break, continue to shoot him with your assault rifle until he dies. Prometheans have much more shields than health, so once you see their shields break, you know they are almost dead. Swap your magnum for his light rifle, grab his pulse grenades, and swap your assault rifle for one of the crawler’s suppressors. Move into the forerunner room up ahead.

As you walk through the hallway, you should see two crates along the left wall with suppressors that you can use to restock ammo. As you exit through the door, a knight with a suppressor will attack you. The suppressor deals more damage per second than the light rifle, so you will need to be more careful when fighting this knight. Stay inside of the forerunner room and launch your auto sentry once the knight comes within range. Use the doorway as cover and step out to fire at him. Use your light rifle when he is far away and use your suppressor once he gets up close. If you see the knight stop to throw a pulse grenade at you, immediately throw a pulse grenade at his feet. Because knights cannot move when throwing grenades, you can easily get a direct hit from the explosion. Once his shields break, either charge up and finish him with your suppressor or stay back and finish him off with a light rifle headshot if your shields are low. Whatever you do, do not allow the knight to escape when his shields are low because his shields will regenerate very quickly.

Killing knights with headshots is much more difficult than killing other enemies with headshots. Not only do knights have the smallest heads of all of the infantry in Halo 4, they also have face gear protecting their head. While they sometimes detract this face gear naturally, you usually need to shoot them once in the face gear after you remove their shields to force them to retract it. Only then can you finish them with a headshot. 3-shot-burst guns like the light rifle or battle rifle can kill an unshielded knight with a single trigger pull because the first bullet removes their face gear and the second bullet kills them.

Move forward along the path to the left and you will come to more crawlers and a knight with a light rifle. Launch your auto sentry to draw the knight’s fire, kill the crawlers with light rifle headshots from the cover of the rocks, and then kill the knight with your suppressor. Notice that every knight drops two pulse grenades when they die, so feel free to use plenty of pulse grenades when fighting Prometheans. When you find yourself in a tough situation, you can throw a pulse grenade at a knight or a group of crawlers to cause them to dive away, giving you plenty of time to retreat to cover.

Continue down the path and you will come to a platform with many crawlers on the walls. These crawlers will begin jumping towards you once they see you. Kill them all from a distance with your light rifle. Run onto the platform and up the ramp to the right where you will find a Promethean crate with light rifle ammo. Restock on ammo and move to the forward edge of the platform where there is an opening in the wall. This opening provides you with a good sniping position over the enemies below, where you should see more crawlers, a watcher, and a Promethean battlewagon. Battlewagons are a higher ranking version of knights, and they are equipped with stronger shields and a scattershot. The scattershot is the Promethean equivalent of the UNSC shotgun, and it can kill you with a single shot up close. Therefore, you should engage battlewagons from a distance whenever possible.

Use your elevated perch as cover to kill all of the crawlers below with light rifle headshots. Step behind the wall to your left for cover if necessary. Kill the watcher with 3 – 5 body shots from your light rifle. Notice that the light rifle deals more damage when zoomed in, so be sure to use the scope when fighting watchers. As soon as a watcher starts glowing red, it only takes one more shot to kill it. Now you can focus your attention on the Promethean battlewagon. Because he is equipped with a scatter shot, you will need to engage him from a distance. If you stay where you are, he will come up behind you and kill you. Therefore, you should jump down into the area with the battlewagon, sprint through the cave along the right wall, and sprint up the dirt ramp to the top of the cliff ahead. The battlewagon will usually not follow you up here, so you can pick him off from a distance. Launch your auto sentry and then bombard him with either suppressor or light rifle fire until you kill him. If the battlewagon stops to throw a pulse grenade, throw a pulse grenade at his feet to kill him even faster.

Behind you is a door into another forerunner structure. Inside, follow the hallway until you see a detour to your left. Take this detour to restock on both light rifle and suppressor ammo, then return to the main hallway and continue outside. Ahead of you, there is a large area containing 3 shield generators. You will need to destroy each of these shield generators before you can access the relay tower. You begin on top of a cliff overlooking the area, which provides you with a good sniping position. Before you jump down this cliff, kill as many crawlers and watchers that you can see. Take cover in the rock inlet to your right. It is important that you kill all of the crawlers below you or else they will easily kill you as soon as you jump down the cliff.

Once the coast looks clear, launch your auto sentry to draw the enemies’ fire and jump down the left side of the cliff. Immediately jump down the next cliff to your left and back up against the corner. Wait here for the crawlers in the area to attack you, and kill them all quickly with headshots before they can reach you. Once you have safely dealt with all of these aggressive crawlers, you can begin destroying the shield generators. Hug the left wall until you come to the first structure with a shield generator (it is marked with a waypoint). There are some crawlers, a watcher, and a knight guarding this generator. Unless the knight is standing directly in front of the generator (which he usually is not), sprint into the room with the generator and melee it once to destroy it. You are safe in this room; no crawlers will come in and the knights rarely come in either. Therefore, stay in this room to pick off all of the crawlers (and the watcher if possible) with your light rifle. Take cover by standing right next to the light rifle crate in the room; the enemies will have a very hard time shooting you through the door if you stand here.

Once you have killed all of the crawlers, restock on light rifle ammo and exit the room to engage the watcher and knight. Kill the watcher with multiple light rifle body shots, then engage the knight with your suppressor. Be sure to launch your auto sentry before you engage the knight and get as close as possible to compensate for the suppressor’s low accuracy. Now, continue to the second shield generator. There are more crawlers, a watcher, and a knight guarding this shield generator. Stand behind one of the large rocks outside of the building for cover to kill all of the crawlers first. Then, find the watcher and knight (they will stick together) and kill the watcher, than the knight. You can then disable the shield generator.

Two knights guard the final shield generator. It is hard to fight 2 knights at the same time, so I suggest that you engage them one at a time. Follow the rock wall to your left until you see the outer wall protecting the shield generator room. Climb one of the ramps to get on top of the wall. From up here, position yourself so that only one knight can see you. Use a combination of your suppressor, pulse grenades, and/or auto sentry to kill the first knight you see. If necessary, jump backwards off the wall for cover. After killing the first knight, kill the second knight from atop the wall as well, then deactivate the final shield generator.

You can now enter the tower via a ramp in the back. However, two watchers and two knights guard the rear entrance. Take cover in the rocks behind the tower and kill the watchers with your light rifle from a distance. Then, engage the knights one at a time in the cover of the rocks. Be sure to use your auto sentry for help and retreat if the knights attempt to double team you. Once you have killed both of these knights, climb the ramp to the second level of the tower. On this level, there is a knight battlewagon. Because he has a scattershot, you will need to engage him carefully and from a distance. The battlewagon will usually wait behind a corner to ambush you, so bring him out of his corner with grenades. Once he is in the open, launch your auto sentry and engage him from a distance with your suppressor. Take cover behind any of the corners, or if you are desperate, jump off the tower.

Keep climbing to the top level of the tower and you will find a sky bridge crossing over to the relay tower. Cross over and ride the elevator to the top, then remove the core to clear up the signal you are receiving from the Infinity. However, you will need to deactivate the second station to clear up the remaining static, so Cortana will create a portal back to the teleporter hub that you began this mission in. If you were playing co-op and lost your auto sentry, you can now swap whatever armor ability you have for an auto sentry along the wall. Cortana will now create another teleporter to the second relay station.

Both covenant and Promethean forces are fighting for control of this second relay tower. In general, the Prometheans will have the upper hand, so you should try to kill the Prometheans to even out the fight. Therefore, more Prometheans and covenant will die fighting each other, making your job easier. Now that you are fighting the covenant again, you have access to covenant weapons, so you can use the loadout of a plasma pistol and a light rifle. Just like when you are fighting elites, overcharge the plasma pistol to remove a knights shields. Remember that it will then take two headshots to kill them (1 to detract their face gear, one to kill them). If you have trouble getting headshots, I highly suggest you keep using pure damage to kill the knights. Use the covenant needler instead of the suppressor as your secondary weapon; the needles of the needler home onto infantry and can kill a knight in only a magazine of ammo.

After exiting the cave you are in, you will come to the top of a ridge where some elites and grunts are fighting some crawlers. Use your light rifle to pick off the crawlers, then kill any covenant that survived. At this time, I would suggest that you swap your suppressor for either a needler or a plasma pistol from one of the grunts. Continue forward while you hug the left wall, and you will come up behind more covenant fighting a battlewagon and some light infantry. Because of their position relative to you, you will need to kill the covenant first. Usually, the Prometheans will remove the elite’s shields, allowing you to kill them with a headshot. Once only the Prometheans remain, launch your auto sentry and kill the crawlers and watchers with your light rifle, then the battlewagon with your plasma pistol or needler.

Turn your attention to the ledge along the far wall; this is where you will be going next. You should see many watchers and a laser turret on this ledge. Laser turrets are immobile Prometheans that fire a continuous laser at you, similar to the focus rifle from Halo Reach. This laser does not deal very much damage, must be powered up, and can be avoid by running around and jumping. Laser turrets do not have very much health, so kill this laser turret with one of the elite’s storm rifles. Burst fire the storm rifle at the turret until you can kill it, then swap back for the loadout of a light rifle and a plasma pistol or a needler. Pick off all of the watchers with your light rifle as well. If you run out of light rifle ammo, you can use one of the elite’s carbines instead.

At the far right wall, there is a dirt path leading up to the ledge. Take this dirt path up, and you will see another knight. Kill him with a plasma pistol and light rifle combination, or two super combines from a needler. Be sure to grab more light rifle ammo from behind the rock to your left as you continue forward. Continue along the ledge into the next section, where you will see a knight kill two elites in Ghosts. Kill this knight with your plasma pistol or needler, then enter either of the Ghosts. Drive the Ghost into the next section, where you will find many covenant and Promethean forces fighting. Hang back and use your Ghost’s plasma turrets to kill the enemies from a safe distance. Do not try to ram the enemies or they will damage your Ghost and easily dodge you. If you Ghost becomes severely damaged, drive back the way you came and swap it for a new one. After you kill all of the infantry, drive into the next section where you will find crawlers fighting grunts and jackals. Once again, use the Ghosts turret to kill these light infantry. Exit your Ghost and swap your secondary weapon for a fresh plasma pistol. You can then drive into the forerunner structure ahead.

If your Ghost is damaged, you can swap it for a new one along the wall ahead of you. Drive through the building and you will come to another relay tower with 3 shield generators protecting it. This area is laid out similarly to the first relay tower, but this time covenant forces protect the shield generators. There are 2 Banshees patrolling this tower, and since you have practically no protection from above, they pose a very large threat. Luckily, you have access to a Banshee that you can use to take them down. As soon as you drive your Ghost out of the forerunner structure, you will see an elite about to get into a Banshee directly in front of you. Immediately begin shooting him with your turrets until you take off his shields. This will cause him to pause and shake his fist, allowing you to easily ram him with your Ghost. You can now steal his Banshee.

Immediately fly the Banshee to a high altitude so that the infantry on the ground have a harder time shooting you. Destroy the enemy Banshees by first shooting them with a fuel rod, then finishing them with your plasma turrets. It is easiest to hit the Banshees with your fuel rod when they are flying directly at you. After you have killed both of the enemy aircraft, you will need to begin engaging the enemies on the ground. Land your Banshee on top of the hill along the middle of the left wall. You should see an unoccupied Banshee at the top of this hill. After you land, use the rocks as cover and begin picking off the grunts around the shield generator closest to you (towards where you came from). One Ghost patrols this shield generator, and if it is looking perpendicular to you, you can snipe the grunt out of it with your light rifle. Otherwise, you will need to hijack the Ghost. Be sure you have killed all of the grunts first, then EMP the Ghost with your plasma pistol as it approaches your hill. Jump down the hill and quickly hijack the Ghost before the EMP wears off. Drive to safety somewhere near the shield generator building and exit your Ghost. Approach the building on foot and be prepared to see an elite. Kill him with a plasma pistol and light rifle combination, then deactivate the shield generator by meleeing it.

Now, move on to the shield generator in the back left corner of the area. At this point, the enemies have moved around a lot form their spawning positions, so I cannot guarantee what you will find. If you see a Ghost between you and the shield generator room, take cover behind a rock or forerunner block and wait for it to approach you. Once the Ghost gets close to your cover, charge up your plasma pistol, EMP the Ghost, sprint up to it, and hijack it. If you want, you can use any Ghost you hijack to fight the enemies, but I prefer to stay on foot.

Once you reach the shield generator room, kill any enemies immediately around it and sprint into the room. Just like when you were at the relay station with the Prometheans, you will be safe inside of the room. Use it as cover and snipe as many grunts that you can see. There should be a fair number between you and the final shield generator. Most likely, there will also be a Ghost in your way as well. Perform the same strategy described above to hijack this Ghost. Notice that you can enter the main tower for cover if necessary. Once the path is clear to the final shield generator, approach it and kill any infantry you see along the way.

After you deactivate all of the shield generators and kill all of the infantry on the ground, focus your attention on the main tower. Climb the ramp to the second floor and watch your radar to determine the location of the two elites on this level. It is important that you know the location of the elites because they often try to sneak up behind you and/or stick you. Use any of the corners as cover and kill them one at a time with a plasma pistol and light rifle combination. Move up to the next level and be prepared to kill a third elite with a carbine. You can now proceed to the relay station to deactivate it.

After you deactivate the second relay tower, you can clearly receive Infinity’s transmition, but your suit transmitter is too weak to contact them. Therefore, you will need to reach Requiem’s core to warn them of the gravity well. Cortana will create a teleporter leading to the teleporter hub, and then another one leading to the core. As soon as you exit the second teleporter, you will find yourself in a large Promethean structure with a Phantom dropping 4 grunts and a jackal sniper ahead of you. There is no cover, so stay out of these enemies range and pick them off from a distance. Be sure you swap whatever secondary weapon you have for a fresh plasma pistol from one of the infantry; you will be fighting many covenant in the next area.

Where you are standing, there are two mirrored paths to the core. In both paths, you will find covenant fighting Prometheans, but on the left path, the Prometheans will dominate the covenant and on the right path, the covenant will dominate the Prometheans. This means that you will fight mostly Prometheans on the left path and mostly covenant on the right path. In this case, it is much easier to take the right path (not only are Prometheans stronger than covenant, you will be fighting Prometheans with one-hit-kill binary rifles). Therefore, I highly suggest you take the right path.

After you walk through the right door and up a ramp, you will be directly behind many covenant fighting Prometheans in the distance. These covenant will almost immediately overwhelm the Promethean forces. Kill any infantry directly in front of you, then enter the elevated room to the right via a ramp in the back. From here, you will have an high sniping position over the enemies in the area. You should see some grunts, some jackals, and 3 elites (one with a fuel rod gun.) Kill the light infantry with light rifle headshots from the room you are in, and back down the ramp or step behind the front doorway for cover. Wait for the elites to come to you and be careful, because they may come in behind you. You may consider placing your auto sentry behind you to help stop the enemies from sneaking up behind you. Kill the elites with an overcharged plasma pistol and light rifle headshot. Be sure you are in good cover when fighting the elite with the fuel rod gun and, if necessary, jump around and move sporadically to avoid his fuel rods.

Once you kill all of these enemies, the doors in the back of the area will open into a room. Restock on light rifle ammo from the crate to the right wall, then take the elevator up to the next section. You will enter into an area identically laid out to the one you were previously in. Once again, you are directly behind many covenant fighting Prometheans farther ahead. While the covenant are still focused on the Prometheans, kill the elite with a fuel rod gun directly in front of you with a plasma pistol and light rifle combination. The covenant will soon kill the Prometheans and move forward, so you once again should enter the elevated room to the left for a better sniping position. Once again, use your light rifle to snipe all of the light infantry and kill the elites once they come to you.

The two paths converge a short ways before the core, leaving you with one last fight. Walk up the ramp ahead of you and you will see a number of Promethean crates from which you can restock on light rifle ammo. Just past these crates, three elites (one with a fuel rod) are fighting a laser turret and three knights (one with a binary rifle). These enemies will usually not kill each other, so you will need to do most of the work. The elites will have their backs turned to you, so take this opportunity to stun and kill the fuel rod general while he is focused on the Prometheans. You can then easily finish of the other two elites with two more plasma pistol and light rifle combinations.

Now turn your attention to the three knights. Be careful because the knight in the back has a binary rifle. The binary rifle is an incredibly powerful sniper rifle that can kill you with a single body shot. When the knight is about to fire, a red halo appears over his head. As soon as you see this, take cover immediately. You need to kill the other two battlewagons before you can engage the binary rifle knight. To do this, use either your plasma pistol or the fuel rod gun from the elite general. Be sure that you stay in cover behind the forerunner blocks so that the binary rifle knight cannot snipe you. Also, remember to launch your auto sentry to draw the fire of the battlewagons while you engage them. If you choose to use a plasma pistol, remove the knights’ shields and then kill them with a few headshots. If you choose to use the fuel rod, get close to them and bombard them with multiple fuel rods. It will take 2 – 4 shots to kill each knight.

Once only the binary rifle knight remains, you will need to approach him carefully. Move between the different pieces of cover until you get close to him. The closer you are to him, the harder time he will have hitting you. Once you are at very close range, jump around a lot and kill him with either a plasma pistol and headshot combination or multiple fuel rods. If you ran out of ammo in both of these, you can also use a suppressor from the crates that you passed earlier.

After you kill the last knight, you can approach Requiem’s core and use it to contact the Infinity. Unfortunately, the core was actually imprisoning the forerunner Diadact, and using it as a transmitter releases him. He will then begin destroying the area, so you will need to escape to the outside of Requiem. You end the cut scene with 4 Ghosts in front of you, so enter one of these Ghosts to begin your escape. Cortana will feeds your suit’s energy into the boost of the Ghost, so it has unlimited boost and boosts faster than normal. You will need to drive along a long dirt path with many jumps and tight turns until you can escape Requiem. Stop boosting whenever you are making a sharp turn to turn more easily, and use the boost before and during a jump so that you can reach the other side. After you follow the path for around 2 minutes, you will finally see a portal at the end of a large jump. Hit the jump with full boost and you will teleport to Requiems surface. That concludes “Foreruner”.

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The MAGPRO Marauder Report

Yes. The Marauder is the new kid on the Precharged Pneumatic [PCP] Airgun block that can’t be punked. After being in the Airgun world for 35 years and establishing a business in the shooting sports industry over the past 6 plus years, I’ve developed an appetite for product quality, fair value and manufacturer integrity.

I received my .22 Benjamin Marauder mid July 2009. There are as many posts out there as you would care to read from owners communicating a range of personal experiences. After reading a number of these posts you’ll realize that the reports are so closely consistent that they appear redundant.

The consistent reports about the Marauder certainly underpins the base-line performance that you can expect should you choose to become a Marauder owner. My report will confirm many of the performance qualities you may have read about and include original observations to add to the ongoing Marauder experience.

I agree with many of the favorable reports about the Marauder, such as:

o From the initial opening of the box to getting acquainted with the Marauder you feel like you

got more than you paid for. Not something we feel often these days.

o Finish is classy and exudes visible quality.

o Stealth like quiet report. Really!

o Full Power shots per fill can be 35 – 45 and even more depending on your personal tune setting.

o The ability to personally adjust the full range of tuning components of a PCP is a feature that the Marauder has and it appeals to an audience with a wide-range of experience levels.

o The choked barrel makes this rifle very accurate and probably a better shooter than many of its owners.

o The trigger is perceptibly friendly and match level adjustable to boot.

Here are some of my personal observations:

Rotary Magazine

During the new owner “getting acquainted” period, when you’re not very familiar with the Marauder’s handling techniques; a user error, not a product malfunction, may cause an accidental loading of more than one pellet into the breech. This can happen when not pulling the bolt back until it cocks. Then allowing the bolt to slide forward under spring pressure, which results in pushing a pellet partially or fully into the breech. The natural thing to do when you discover that the gun is not cocked is to try cocking it again. When you pull the bolt back the second time it frees the rotary magazine to index to the next pellet, which gets pushed behind the existing breeched pellet when you close the bolt again.

Solution 1 – Point the muzzle in a safe direction and use a suitable backstop. Now fire the rifle thereby clearing the multiple pellets in the breech. This should not be a problem if you have 800psi (never tried less pressure) or higher in your on-board reservoir.

Solution 2 – fully depressurize your rifle using the degassing tool method (see owner’s manual). Then follow the procedure for removing a jammed pellet. Remember, you’ll be removing more than one pellet at the same time, which will cause increased bore-to-pellet friction. Take your time and be careful not to use a rod that will damage the rifling.

New Marauder users may also find themselves expending effort to dislodge what seems to be a “stuck” magazine. Truly the magazine extracts flawlessly when used correctly and you won’t have this problem once you become more familiar with the operation of and relationship between the bolt and rotary magazine. A common culprit for a “stuck” rotary magazine is that the bolt pin may be partly in the magazine. Simply pull the bolt back to the rear most position and the magazine can be removed. (Always fire the rifle in a safe direction to clear any breeched pellet.)

Another culprit is a partially inserted pellet. Closing the bolt completely, thereby pushing the pellet fully into the breech, and then pulling and holding the bolt back to the rear most position will free the magazine for removal. (Always fire the rifle in a safe direction to clear any breeched pellet.) Most owners may never experience these problems, but if you do, know that it’s not the rotary magazine.

Protecting the Shroud

This caution applies to most PCPs and is meant to be helpful in avoiding unintentional user damage to the matte finish of the shroud. There is potential for surface damage to the shrouded barrel area above the fill probe. The quick disconnect fitting can scrape/scratch the bottom of the shrouded barrel when connecting and disconnecting to the fill probe. This can be solved by installing shrink wrap tubing or wrapping electrical or other durable tape around the quick disconnect fitting component parts (note: ensure that your shrink wrap tubing or tape does not interfere with the quick disconnect moving parts). If nothing else, at least place a barrier (e.g. cloth, gun sock, etc.) over the section of the barrel that may be bumped by the quick disconnect hardware. Over time, you’ll be glad to have practiced careful handling during pressurizing.

One of My Optimal Tune Settings

One hundred Marauders can be manufactured and among them will be some level of uniqueness in performance characteristics. So, using my settings may not produce the same results in your rifle. You must take the time to experiment with your rifle to achieve the performance that you desire. Here are the settings I use to achieve a satisfactory basic field distance (BFD): Hammer Tension 6, Hammer Stroke 4 and Velocity Adjustment 2.5. (The owner’s manual explains the adjustment parameters for the various tuning components). This setting produces an average 915 feet per second [FPS] with 14.3gn Crosman Premiers (CP’s) amounting to just over 26 foot-pounds of energy [FPE]….. I get over 30 full power shots with this setting. When using Dynamic 14.5gn PCP2’s with the same setting I get 940 FPS resulting in 28 FPE.

Trajectory Report and Long Range Shooting

The Marauder performs exceptionally during long-range field shooting conditions. The Marauder can’t be punked by many well established PCP’s carrying a price tag ranging 2 – 3 times as much.

Mount a quality mil dot scope and enjoy the process of charting long-range hold-under / hold-over data.

Once you’ve done this for your pellet(s) of choice the data will immediately become invaluable. You’ll shoot with absolute confidence at ranges out to 75 yards and beyond. My furthest distance shot string was during a 15mph left to right wind at 108 yards producing a 4″ group. It was no question that the gun was out shooting me. I’ll be shooting at this distance again under better conditions. In addition to shooting groups at 108yds, I also performed one of my low-tech penetration test using a soup can (soda cans are too thin). Every shot entered and exited the can, then embedded in the tree backstop. At 108yds the CP 14.3gn pellet is traveling at 421 FPS and retains 6 FPE. My currently chosen maximum effective field range is 70 yards. At 70 yards the 14.3gn CPs are traveling at 549 fps, delivering 9.5 fpe at the point of impact (POI) and my point of aim [POA] to POI is between right on to ¾ inch.

Crosman Customer Service

I have had the pleasure and, on some occasions, the displeasure of working with a number of customer service teams in the shooting sports industry. My contact with the Crosman Customer Service staff has been one of the most satisfying, respectful and responsive customer care experiences that I have had in any service industry. Crosman respectfully listened to my concerns, answered my questions and checked in with me to ensure that I was satisfied with their resolutions. I am still floored when I think about the time I received a check-in call from a Crosman representative who I knew was home sick for the day. Janet’s colleagues were very helpful during her absence. However, it was important for Janet to know that I was a satisfied customer, even though she was not in the office that day. Crosman treated me like a valued customer. Kudos to Crosman Corporation for excellence in customer care.

I’m presently placing the Marauder through additional testing (e.g. hunting, silhouette, different pellets, charting more tune settings and more…). Certainly, an important measure is the Marauder’s reliability over time. Unfortunately, my time machine is under-going a five-year maintenance service. Therefore, the Marauder has to be time tested the old fashion way.

The Benjamin Marauder lives up to its claims and is quickly establishing a respectful place in the quality PCP family of adult precision air rifles.

If you have found the MAGPRO Marauder Report helpful and would like me to test and review your Airgun industry products, I welcome the opportunity to work with your business.

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The History Of The Martin Compound Bow

Gail Martin was crazy for archery before he went off to fight in World War II and he was determined to come back and turn his hobby into a business when he returned. That was sixty years ago, and Gail Martin and his wife Eva succeeded in building one of the most successful bow hunting and archery companies in the USA that is still thriving to this day. The Martin compound bow is one of the most popular – and fastest bow available today.

Three generations of Martins have been involved with the Martin Archery Company since 1951 and the bows they have produced over those sixty years are among the finest available. A bow from back then, compared to one of today’s highly innovative Martin Archery bows, is barely recognizable, but Gail took advantage of every new materials innovation that would make his Martin Archery bows perform better than the competition.

Gail Martin never stopped designing and thinking of better ways to make bows. He invented the first fall away arrow rest, the first single cam and was the first to use riser vibration damping. Each of his innovations carries a patent, and there are approximately twenty-four, and no other archery company has survived as long under one ownership, in the USA.

The Martin Archery Company’s compound bows claim to be the fastest and most accurate bows on the market today – and there is little doubt that every inch of this bow means business, whether you are hunting big game in Africa or still-hunting deer in the USA, many hunters prefer the Martin Archery compound bow. All 2011 model bows now use the Power Tough Limb system, which are the most durable ever produced. Gail Martin’s patented vibration escape module (VEM) cancels out damper vibration for even greater accuracy. Brand new BCY Trophy material made by Gore, the Hammer Head strings eliminate peep rotation while drawing, which in turn eliminates string stretch so that every ounce of power is transferred to the arrow. Even the arrow shelf offers innovative and patented VEM silencing technology.

Gail Martin has put his name on the best and highest quality archery equipment for 60 years and all that knowledge has gone into designing and producing the Martin Archery compound bow. A compound made with all those years of passion and experience can only be one of the best in the world.

The Pro Series of compound bows consists of two choices of Shadowcat bow, a Firecat and a Crossfire compound bow. The Gold series offers seven different bows made for the most serious archers, with names like The Leopard, The Saber and The Silencer. You know these bows are built for business, and with so many sizes and choices, even the cheapest bow will delight any archer or bow hunter – you’ll soon want to move up to on of the Pro Series bows.

Gail Martin received the Washington State Life Time Achievement Award in 2003, and is a member of the National Bowhunter Hall of Fame. Check out the Martin compound bow that suits you best – you’ll be proud to own one of the finest compound bows on the market today.

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Black-Out Trail Cameras – The Future of Pure Stealth Scouting

It is seemingly a more popular thing today for hunters who are scouting for wild game to find a trail camera that really does provide the most discrete surveillance in a natural setting. All experienced scouts know how extremely necessary it is to not leave behind any scent or give wildlife any cause to suspect there is something out of the norm or awry. Relying upon equipment that will help keep a scout’s presence unknown to the wildlife at the site is the ultimate achievement. Getting the best images of the wild game is equally important and total discretion is valuable in achieving this goal.

Animals are smart. Any unusual sound and a flash can be startling to a deer. The more aged a buck is the wiser he becomes. He learns over the years when the hunting season begins and is able to alert others in the herd if they feel something is amiss. The buck becomes very well trained in detecting unusual sounds and scents. It’s like he acquires a 6th sense when it comes to the environment he lives in. So, this ups the game for hunters when scouting. They need to be cautious and very aware of their entering the woods or specific area for planting a trail camera, so they leave no scent behind.

One way for a hunter becomes more skilled in a stealth-like scouting technique when placing a scout camera in the midst is to find a black-out or no- glow infrared trail camera. This will provide the most concealment as possible, not only during the day, but during the night as well.

Trail camera manufacturers have put out an excellent selection of black-out or no-glow infrared cameras on the market. The technology of these cameras seem to improve every year. The black-out trail cameras provide infrared LED lights, which aide in achieving better illumination of images during the night and without a visible flash to animals and humans alike. This is achieved by way of special filters covering the infrared LED light box. These are very beneficial and can provide the hunter with fantastic results in the field.

The black-out or no-glow infrared trail cameras are certainly one of the best trail cameras for providing pure stealth for scouting in the field. He is sure to be satisfied with getting great photo images or video footage of the wild game in the area.

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Simple Improvements to My QB78 and the Advantages and Disadvantages of Co2 Airguns

Although this article focuses on improvements to my QB/XS 7 co2 gun, the information would most likely transfer directly to most or the basic co2 rifles. The QB 78 is a good gun out of the box and the one I currently own and use. I have only made three alterations to my QB since new:

1) I tuned the trigger, which is an easy job for anyone who can handle a screw driver and needs no additional parts to make a huge improvement. Further improvement could be gained by adding some shims either side of the trigger to stop the slop, which is fairly noticeable though I have not as yet bothered with this. The feel of the trigger is now smooth and sure whereas before it was distinctly jerky making it hard to judge when the gun was going to fire.

2) I improved the stock by adding some height to the comb to make the gun more comfortable and improve my accuracy, especially using telescopic sights. This was a more complex job though easy enough for anyone with some basic woodworking skills and access to a table saw or otherwise more skilled at hand sawing than myself!

3) I added an adjustable butt plate/pad. This was an easy job with some filing of the new butt plate to do and simply screw it all together in what ever position suits the shooter.

These measures have greatly improved its performance and feel.

Advantages and disadvantages of co2 guns over other types of air weapon

One of the biggest advantages of co2 airguns is their relatively low cost compared to comparable springers and more so, pre charged pcp guns. Co2 guns will give you the recoil free action of a pcp which is a great advantage over spring guns in terms of accuracy especially for the less experienced air gunner. They are also often reasonably easy to tune as in the case of the QB

Wanting a cheap but powerful and accurate gun for hunting and never really mastering marksmanship with a springer is what attracted me to these guns in the first place. I had been using an ASI Magnum spring powered gun which was a great gun for the money though I had been used to using a Sharp Innova pump up pneumatic beforehand and found this much easier to hit the mark with. I was however fed up with pumping it up every shot and since the UK gun laws had changed making co2 guns legal, I decided to give one a go.

The disadvantages I have found are that there is a considerable power drop once the powerlet begins to empty. I have found that I get approximately 80 – 90 shots from a powerlet yet only the first 50-60 are consistent. With the QB it is necessary to shoot off the excess co2 before changing powerlets. This can be done without loading pellets into the gun but is laborious. Unscrewing the tube cap before the powerlets are empty (the QB takes 2 powerlets at a time) can cause damage to the seals. Co2 guns are also subject to a loss of power as temperature drops. This is most noticeable below 5 degrees C.

In conclusion, co2 power has a great advantage over spring power guns in terms of recoil and therefore can be more accurate. There are good out of the box guns around that are excellent with minimal work. The power drop as the powerlets empty can make recharging them laborious and they are adversely effected by cold weather, however as an entry level gun they have some great advantages as well as being great fun!

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Hunters Find Prime Areas in Northeast Alabama

Alabama has a diversity of wildlife for hunting. The state has more than 250,000 licensed hunters who hunt each year. The northeastern part of the state contains a number of public and privately managed areas that are open for hunting. Specific rules and regulations apply for each type of game hunted. A hunting license, management area permit, and management area license are required when hunting in state managed areas. Here are some of northeast Alabama’s most popular hunting areas.

Several of Alabama’s 37 wildlife management areas are located in Jackson County. These areas are maintained by the Division of Wildlife and Freshwater Fisheries of the Alabama Department of Conservation and Natural Resources. The James D. Martin-Skyline Wildlife Management Area near Scottsboro contains 46,000 acres along with a shooting range. Hunters will find big and small game onsite. Quail and wild turkey are plentiful. North Sauty Wildlife Refuge is also near Scottsboro. Its 5,000 acres are open for small game hunting. Crow Creek Wildlife Management Area is located near Stevenson, Alabama. Comprised of 12,000 acres, the area is open for waterfowl and small game hunting. Mud Creek Wildlife Management Area near Scottsboro contains 8,000 acres of wetlands open for waterfowl and small game hunting. Raccoon Creek Public Hunting Area is located on 7,000 acres near Stevenson. Waterfowl, big game, and small game hunting are allowed.

Those who enjoy quail hunting may want to check out sites on the Alabama Quail Trail. This group of private individuals, businesses, and conservation organizations focus on the development of quail hunting sites, quail conservation, and research and habitat development. Several private sites in northeast Alabama cater to quail hunters. Crow Creek Hunting Preserve near Stevenson offers customized quail hunts. There is also turkey and dove hunting onsite. Northeast Alabama Hunting Preserve is located on Sand Mountain near Section, Alabama. There are professionally guided quail hunts from October through March. In addition, they offer pheasant, dove, and squirrel hunting as well as sporting clays. Dream Ranch is located on High Point Road in Albertville, Alabama. They allow quail, pheasant, duck, deer, and hog hunting. Lookout Creek Farm is located off County Road 137 in Valley Head, Alabama. This scenic valley between Lookout Mountain and Sand Mountain offers quail, turkey, pheasant, dove, duck, rabbit, and deer hunting.

Fall hunting includes deer, duck, and geese seasons, as well as dove season in the north zone. Quail season runs November 10-February 28. Rabbit and squirrel season runs October 1-February 28.

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Which Is The Best Deer Blind Urinal For Your Hunt?

A deer blind urinal is a tool that is used mainly by hunters. Deer are very timid creatures, which are capable of picking up the slightest sounds. Therefore, it is important that a hunter does everything he can to remain quiet and unnoticed.

There are a variety of blinds, like duck or deer blinds. Different blinds are used for different situations. Some blinds are easy to construct while others require a little more effort.

These blinds are not allowed in all hunting areas. Therefore, it is important that you find out the rules and regulations of the particular area before you begin your hunting trip. However, it is advisable that you opt for a place that does allow blinds or you will just have to sit under a tree and wait for your prey. Sitting out there in the open could minimize your chance of ever catching anything.

People who have used these deer blind urinals have seen an improvement in their hunting.

Blinds are made up of a number of features, therefore it is essential that you know a bit about them. These devices have very sophisticated structures; it is built in such a way that it conceals the hunter more or less completely.

Blinds are like little tents, but they are spacious enough for two people to fit inside comfortably.

The material used for these tents are usually fabrics is camouflage print. This allows the tent to blend in well with its surroundings. Animals are smarter than you think. If even a small part of these tents are left unsealed; it may alert the animal of danger and cause it to run away.

Deer blinds are of three types. They are:

* Tree blinds- as the name itself tells us, these are structured to suit trees. Most hunters prefer to sit in trees and wait for their prey. This is so because being so high up gives a hunter an added advantage. Animals least expect to be attacked from a tree top.

* Permanent- these are used very often by hunters. They are built on water and are quite easy to construct. As sounds made on water are hardly ever heard, a hunter using these does not have to worry much about scaring away their prey.

* Portable- as the names suggests these can be carried around and used as and when you require them.

According to what type of hunting you plan to do and the area in which you plan to hunt, you pick your deer blind urinal. Hunting Product Services can supply you with reliable blinds and hunting accessories.

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Sport Hunting Should Not Be Banned

Hunting for sport of food is a relaxing, exciting and educational experience for hunters of all ages. There are many claims that this type of hunting has no beneficial results and therefore should be banned. However, there are many who do not understand the true purpose for hunting and therefore do not realized that sport hunting should not be banned. Education is lacking when an assumption is made stating hunting is only recreational and leaves damage without good.

Many benefits come from hunting not only to the hunter, but to the natural world as well. Without the hunter, many breeds of animals would become overpopulated and eventually die off from starvation due to the excessive numbers and lower food percentage per herd. Not only would there be an overpopulation of many animals, but there would also be a vast area for disease and inner-herd killings. In nature, it is survival of the fittest, those that are weak and old will be the first attacked, even by their own kind.

Hunting offers benefits to the hunter as well. There are the benefits of education, by watching and studying the animals, the hunter will in turn learn how they associate among themselves, their patters for breeding and migration, and their tendencies of behavior. Therefore, the hunter will not only benefit by this knowledge within his hunt but also an understanding of what animals to harvest when hunting. Sick or deformed animals often give the hunter a sense of sympathy when hunting. It is unlikely that this animal will live very long and may possibly spread its disease or deformities to the other animals or when breeding. It is easy to see why sport hunting should not be banned when taking the information from this perspective and applying it to the natural order of life.

This type of hunting also provides excitement and a chance for a relaxing connection with nature. During a hunt, the hunter is often sitting in silence and connecting with nature. This opportunity allows for the hunter to take in his surrounding and learn the area around him. Knowing the vegetation and the growth rate of the area crops is an important step to being a good hunter. This knowledge comes through conservation of the land being managed for hunting. Through this land management, the plant life and animal life become more abundant and prosperous.

Sport hunting should not be banned for lack of knowledge on the part of protesters. There are many environmental benefits to the vegetation and wildlife. The health of the animals and the life cycle that produces from healthy wildlife is important to hunters proving to produce larger, stronger wildlife without damaging their chances of survival. Hunting also brings benefit to humans through the control of the wildlife and the predatory animals that would turn to the neighborhoods when overpopulation occurs. These dangerous animals are wolves, bears, mountain lions, coyotes, and bobcats. Hunting wildlife keeps disease among wildlife at a lower rate and ensures better survival.

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