Weaver K6 6X38 Riflescope

Weaver K6 6X38 Riflescope


The Weaver K6 6X38 Riflescope is highly regarded for its commanding clarity and simple design used for deer hunting. You will find this scope most appropriate for lightweight rifles because of its convenient shape and size. Compared to other scopes within its price range, the Weaver K6 6X38 is lighter and much easier to operate. The double advantage of portability and user-friendly characteristic is one of the distinguishing strengths that make it particularly suitable for deer and hog hunting. You will also notice that this scope has an enhanced edge-to-edge clarity that makes it uniquely powerful for aiming distant targets. This is the scope you might need if you want to bring targets between 100 and 150 yards within clear view.

1. FULLY Multicoated Lenses

If you have never experienced the uniqueness of the Weaver K6 6X38 Riflescope, the first aspect of difference that you are likely to notice is the quality of the lenses. This scope comes with fully multicoated lenses that help you to achieve optimum edge-to-edge clarity. This feature helps you to get greater viewership than what you would expect from an ordinary scope. You need such enhanced viewership if you are operating in wide open spaces especially during low light. Overall, the great visual effect helps to enhance the quality of hunting experience.

2. LIGHTWEIGHT Construction

This scope comes with an aircraft-grade Aluminum construction that gives it its lightweight construction. Compared to many other scopes on the market, this scope has greater portability that makes it more convenient to use than many alternative products on the market. The Weaver K6 6X38 fits easily on most types of hunting rifles and allows you greater flexibility in the field. Besides, this scope has a shorter tube length that enhances the quality of portability and reduces bulkiness. Many users consider this scope convenient for shooting while in motion because of its relative low weight and simple design.

3. DUAL X Reticle for sharper optics

One of the notable strengths of the Weaver K6 6X38 is the dual x reticle, which explains the scope’s sharp optics. This feature allows for 1/4-inch adjustment of the optics at 100 yards. The results is a highly defined viewership that helps to enhance the quality of results. Many Weaver K6 6X38 Riflescope reviews have acknowledged the surpassing quality of its optics and advanced clarity particularly when focusing on targets that are positioned at 100 yards. Besides, its fast focus feature is remarkably quick and precise, which makes this scope especially relevant for hunting games that require quick and accurate maneuvers.

4. FIXED Power for rugged recoil

Another defining advantage of this riflescope is the fixed power that helps to ensure rugged recoil. Apart from enhancing the aspect of comfort, this feature fosters the aspect of precision and accuracy for the avid shooter. You are able to shoot with a high caliber shooting rifle with flawless precision without compromising on the element of stability. Moreover, this aspect of the gun allows you to shoot for a long duration with multiple rounds without loosing visual accuracy out of physical fatigue. In fact, it is on these grounds that the gun is highly recommended for extensive shooting activities in all types of terrains and varying weather conditions.

5. RELIABLE Magnification

This riflescope was designed with a single-unit magnification that guarantees sufficient clarity over long ranges. The level of magnification you get from this scope is nearly similar to what you might expect from a more superior scope with double the price of the Weaver K6 6X38. Although the magnification helps to bring targets at more than 100 yards within sharp focus, the ideal shooting range is about 100 yards. Remember that the quality of your shots is not just dependent on the aspect of precision, but also on the velocity of the rifle. Therefore, the functional efficiency of this rifle is largely conditioned by the balance between magnification and the velocity of the shots.


Apart from its sturdiness and durability, this scope is constructed with a waterproof body that suits it to outdoor activities during humid weather. The waterproof body protects the internal parts from water and moisture. As such, you are able to continue with the hunting expedition when it is raining and deliver accurate and powerful shots without bothering about the effects of the rain on the scope. The lenses are equally resistant to water and can endure long moments of bad weather without compromising on clarity. This is a gun you would love to carry on a hunting trip in the tropics or other hunting fields that are known for their frequent downpours.


1. Strong and durable construction.
2. Powerful magnification.
3. Conveniently lightweight.
4. High resistance to the elements.
5. Enhanced eye relief.
6. Optimum edge-to-edge clarity.
7. Comfortably lightweight.

Choosing the Right Rifle Scope


These days, most firearm enthusiasts use some kind of optical sighting device on most of their guns. Not just rifles, but shotguns and handguns as well.

There’s a great reason for this. Simplicity. Aiming through a scope or a red dot sight completely eliminates one third of the complexity of lining up iron sights. With metallic sights you are required to line up the rear sight with the front sight and your target. With a scope, you simply have to line up your crosshairs (reticle) with your target. It’s much easier to learn to shoot with a scope than iron sights, and since most rifle scopes also magnify, your target appears closer, and therefore easier to see, enabling you to place a more precise shot on your target. People with less than perfect vision are able to adjust the reticle focus at the eyepiece (ocular) for their particular eyes for a clear, crisp sight picture. Older eyes often have a difficult, if not impossible time trying to switch their focus from a rear sight to a front sight to a target as required without a scope, and it’s frustrating to say the least. Scopes eliminate this frustration.

You don’t use a seven ounce claw hammer to pound in sixteen penny nails, or a baby sledge hammer for finishing nails.

Magnumitis sinks its ugly claws into greater numbers of hunters every year. Cartridges and scopes get more powerful annually, and uninformed nimrods often use these combinations for whitetail deer where almost all shots are well under a hundred yards. Magnum cartridges and powerful scopes account for more missed and wounded game than standard loads with appropriate scopes. More does not mean you can shoot any farther. Bullets go faster and optics magnify more because they sell. Manufacturers will make anything they think enough people want. Pink scopes? Start a petition. Square main tubes? Have enough people phone. This is fine. Some people might call this progress. But use the right tool for the job.

The average deer rifle used to wear a 3-9 scope, and for good reason. Three power is low enough, with a large enough exit pupil and field of view for close shots in most applications, and nine power gives you plenty of magnification for longer shots. A major percentage of people now want to choose scopes for whitetail deer with top magnifications of fourteen, or twenty, or even more. This is, more often than not, a mistake. Less is more. Use the kiss principle. Bells and whistles like giant turrets, lighted reticles, and bubble levels are often a waste, particularly in lower priced offerings. To have them in a scope costs more and gives you a less usable, less reliable, and more complicated product. You have enough to do without troubling over how to work your scope. Quality scopes have quality attributes that can be relied on.

Not only does higher magnification subtract from your exit pupil size and available light, the low end of a high magnification scope is much too high to take a very close shot. Your scope on a whitetail rifle should almost always be kept at its lowest power. If that power happens to be five or six, many times your deer, only yards away, appears as a hairy patch through your scope, or your field of view is so narrow you can’t find him, or it’s so dark you can’t make him out.

Just as those bold Navy pilots, it’s prudent to know how low a scope goes, not how high. Low is more important in most cases. You can always shoot far with low power, or have time to turn the scope up, but you can’t shoot close with high power because your field of view (FOV) is too small and exit pupil is small.

I might be getting ahead of some folks with my descriptions.


CS:GO Cross Hairs


Given its team-oriented nature, CS:GO naturally rewards those who are better-organized than their opponents. Having a good cross hair is eseential for good aim. I personally use crosshairtools.com to customize my crosshair. Those familiar with the professional and competitive Counter-Strike: Global Offensive scene know that in every highly-skilled/successful 5-person team, there are certain roles players fulfill in order to best advance the common cause. While in less success-focused settings (such as in a regular match-making situation) these roles aren’t as clearly defined as they are on the professional level, most more or less experienced CS:GO players find themselves gravitating towards one or more of these roles. Here’s a closer look at some of these roles and some advice to go with it.

Quite possibly the most popular role is that of the Lurker. The reason for the popularity of this position is its appealing nature. Pro players tend to be highly skilled at lurking, and the shady/stealthy nature of this play-style is naturally attractive to most CS:GOers. Seeing their heroes single-handedly win rounds as lurkers makes the position still more attractive for rank-and-file players. The Lurker is a loner in the sense that he takes things into his own hands, his primary goal to flank opponents and to take them by surprise. Someone who is good at lurking is a real nightmare to play against, and he will keep the entire opposition on their toes at all times, popping up in the most unexpected locations, claiming his kills and then moving on to pop up elsewhere. A good Lurker helps his team far above and beyond simply killing opponents: the information he generates is also immensely important. A truly good Lurker also knows exactly when it’s time to ditch the sneakiness and to stop trying to outplay the opposition in favor of simply falling into line and helping out his teammates.

If/when you find yourself playing against a skilled Lurker, make sure you let your teammates know what you’re up against and watch those flanks.

Crucial for the success of every CS:GO team is the Strat Caller, who is essentially the captain of the team and who is charged with devising and calling out the strategy he deems most appropriate for a given situation. The role of a Strat Caller in a professional team goes above and beyond strategy though: he is the one directly impacting the morale of the team, by exuding confidence and giving everyone a sense of purpose in pursuit of the common goal.

In match-making situations, Strat Callers tend to emerge naturally. A Strat Caller is a must, especially if you find yourself on the T side, so don’t try to antagonize a team member who takes the role upon himself. It’s not a matter of being bossy, it’s a matter of basic efficiency…

Nerf Guns

As a kid, I strapped a Nerf gun to my bicycle so I could dive bomb the neighborhood kids, while traveling—I imagined—at five times the speed of sound. As an adult, I’ve carried a foam-firing blaster to no fewer than three jobs. But a funny thing happened last year: I realized my old guns weren’t any good anymore.

They hadn’t worn out. (Well, most of them anyways; my Sharpshooter II was toast.) It was just that toy blasters had evolved when I wasn’t looking. Now, they shoot farther, faster, and lay down more fire than ever before. You can buy a freaking fully-automatic Nerf machine gun now. I clearly needed to up my game. But how to arm myself?


War has changed. I’ve found that whether you’re wresting control of the office from nefarious colleagues or dominating friends at the park, a single-shot sidearm won’t cut it anymore. The wonderful part about foam warfare is that you can dodge bullets like Neo in The Matrix. The hard part: so can anyone else. Since statistically, you’re going to miss most of the time, you need a blaster with lots of shots, or one that can pick off foes before they get close. So I went looking for the fastest, most accurate Nerf guns that don’t require constant reloading.

n 1969, a games inventor by the name of Reyn Guyer approached Parker Brothers,
a toy company known for creating board games such as Monopoly and Clue,
with an indoor volleyball game. After reviewing the product, the Parker
Brothers decided to scrap the game and produce the four-inch foam ball;
they created the Nerf brand under their company name. This ball was
sold as the Nerf Ball in 1970
and was advertised that players can “Throw it indoors; you can’t damage
lamps or break windows. You can’t hurt babies or old people.” The
product was a hit and sold more than four million units by the end of
the year.
Following the Nerf Ball’s success, Nerf released a larger version of the ball called the Super Nerf Ball in the same year. In 1972, the Nerfoop
was created, which allowed people to play a pseudo-game of basketball
in their own homes. In the same year, the first Nerf football product
was released, which quickly became the most popular form of Nerf ball.

In 1991, Nerf was merged with Kenner Products, a toy company known for action figures. However, shortly after, Hasbro
purchased Kenner Products and gained the rights to sell all Nerf
products. During this time, Larami Toys was also allowed to produce Nerf
products and had a focus on the SuperMAXX series of blasters.

In 2002, Hasbro purchased out the Super Soaker series and merged it with Nerf.

In 2011, Nerf won the awards for “Boy Toy of the Year” with the Stampede ECS and the “Outdoor Toy of Year” with the Shot Blast from the 11th Annual Toy of the Year Awards, held at the American International Toy Fair held in New York City.

Patent lawsuit
In 2010, Hasbro sued its rival companies Lanard Toys and Buzz Bee Toys for patent violation for Super Soakers and Nerf-brand blasters[1].
Hasbro accused Lanard’s Total X-Stream Air Fire Shot, Total X-Stream
Air Ring Accelerator, and Air Zone Ring Accelerator products of
infringing two patents licensed to Hasbro. Lanard also infringed the
N-Strike Disk Shot set, while Buzz Bee infringed on various Super Soaker blasters.

Hasbro won the lawsuit against Buzz Bee, who was banned from producing any sort of water blaster.

The lawsuit between Hasbro and Lanard was settled after an
agreement where Hasbro would drop charges if Lanard would stop producing
and selling the patent-violating products.[2]

Nerf blaster history
Ball blasters
The first Nerf blaster was made in 1989, nineteen years after the creation of the Nerf Ball. The Blast-a-Ball fired balls
by pumping the carrying handle forwards. Nerf packaged two of these
blasters together, knowing that their products sold well as a form of
game or sport. The product was a success; Nerf released a sequel blaster in the next year, which held more balls than the Blast-a-Ball. Ball blasters became a staple of the Nerf arsenal at that point in time; in more recent times, they would be phased out almost completely.

Arrow and missile blasters
Arrows were introduced in 1990 with the release of the Bow ‘n’ Arrow. The blaster was a huge success. Nerf made a few successors to the popular Bow ‘n’ Arrow over the years, including the Sonic Stinger Bow ‘n’ Arrow and the Big Bad Bow. Other arrow-firing blasters would include the Arrowstorm, Triple Torch, and the fan-favorite Crossbow.

Missiles had less of an impact on the company. Very few blasters, such as the Missilestorm, NB-1 Missile Blaster, and the 1994 Nerf Action Switchfire,
were compatible with missiles. The majority of these blasters received
very negative reviews, possibly leading to their demise and shelving in
favor of arrow-firing blasters.

Dart blasters
The first Nerf blaster to use a form of dart was the Sharpshooter, which fired foam darts that had small fins on its ends. Released in 1992, it proved to be incredibly popular and began Nerf’s production of dart blasters.

Over time, new dart types were introduced. Following the Mega Darts packaged with the Sharpshooter were Micro Darts,
which were smaller and ended up being the most well-known kind of dart.
Even then, other forms of Micro Darts were released, such as the Whistler Dart and the Tagger Micro Dart.

Streamline Darts were introduced with the Longshot CS-6 as the first clip system blaster. These would become incredibly popular with the N-Strike series. These darts featured no suction cup, making them much different than Micro Darts.

In 2012, Hasbro released N-Strike Elite,
a series featuring upgraded version of N-Strike blasters. Along with
the upgraded blasters, the Streamline Dart was given an upgrade as well
in the form of the Elite Dart.
The Elite Dart is meant to serve as a universal dart for all current
Nerf N-Strike blasters, as well as a replacement for the Streamline
Dart, Whistler and Micro Dart.

Disc blasters
Disc blasters were first introduced with the SuperMAXX Disc Shooter in 1998.
The blaster was poorly received, which caused Nerf to drop the idea of
disc blasters. However, 2011 saw the re-emergence of disc blasters with
the Vortex series.