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Paintball Assault Tactics
Successful paintball assaults require that teammates take on two
very different
roles – suppression and invasion – to accomplish one goal.
01. Suppression
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Suppression is not a tactic meant to eliminate the enemy, but
instead to distract them and shake them up, so they fail to
notice your side’s invading team. Paintballers must be very good
at concentrating and controlling their fire if they are to be
good at suppression.
A suppression team should consist of more than one person. They
should realize that their job is not to get the other team’s
players out. (That is just an occasional bonus.) Their job is to
make the other team keep their heads down when the invading team
is trying to move past them. Suppression fire should be
concentrated on one target at a time, it must be accurate, it
must be steady, and suppressing team players must be willing to
move around in order to keep the enemy feeling trapped.
Two or three suppression players constantly harassing one enemy
position will make the people hiding there so flustered that
they won’t even have the chance to see the invading team sneak
past. Don’t get so distracted by carrying out this tactic that
you fail to see the enemy’s invasion teams come down your
flanks!
Once your invading team is out of danger from one position,
forget it and move forward. Either the enemy will retreat or
they will be eliminated as your suppression team gets behind
them.
02. Invasion
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A paintball invasion team should focus first and foremost on
concealment. The team should be made up of a pretty small number
of players that are good at being quiet, playing tight, and have
patience to pass up shots that will give away their position.
This tactic requires you to get to a position where maximum
damage can be done, rather than to get a nice shot on one enemy
player that didn’t see you coming.
Once the invasion team has made its way downfield and is in a
position to take out multiple targets, or get the flag, or
whatever the objective is, they should do it with full
intensity. Paintball guns are not a quiet way to do anything.
Once you fire, people will know where you are and it is up to
you to do as much damage as possible before getting taken out
yourself. If your damage is bad enough, you may find that the
other team is too shocked to mount a counter-attack, and you can
make a hasty retreat. But, that option will only present itself
if first you unload a bunch of paint into the other team.
Paintball Scenarios
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1 |
Fly your
Flag |
Put up your flag and
defend it for 1 minute |
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Game: |
Two opposing teams will
fight to put up their flag. Once up they have to defend it for 1 minute,
during this time the opposing team may try to take down their flag or replace
it with their own. Players have multi-life but after being shot, he must
return to home base before continuing the game. Pellets – no limit. Winner
is determined by whose flag stands raised in the 10 min game play. Good
for first time players to get used to the game of paintball |
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2 |
Storm the Fortress |
Capture the fortress
by eliminating everyone in it |
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Game time 15 mins. Defending
team is given time to fortify |
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Game: |
Defending team has less
pellets then attacking team. Player has only one life.
Winner is determined by defending team that is able to hold out till all
attacking team members are eliminated or vise versa. Or the most player
left alive. |
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3 |
Search and
Rescue – Hostage Situation |
Search and Rescue the
Hostage. Rescue team must reach and touch hostage (hostage must not be shot). |
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Game: |
Game time 20 mins. Both
teams have a hostage which is a member of the opposing team. Teams are given
time to hide and fortify. Each team has to mount a rescue party to retrieve
their kidnapped member. No pellet limit. Each team to nominate a medic who
must attend and physically touch the shot person who can then resume in
the game. If the medic is shot then they must leave the field by the shortest
route, return to the commencement place and start again. Winner is determined
by completing the mission or until all members are eliminated. |
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4 |
Body Guard |
Body Guard team must
successfully bring their client to a designated point. |
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Game time 10 mins. |
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Game: |
Terrorist team is given
time to place sniper positions. Terrorist team mates are 20% of the Body
Guard team strength. Pellets have restricted amounts to every player. Winner
is determined by completing the mission or until all members are eliminated. |
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5 |
Bunker Hill |
Take down 5 flags. |
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Game time 10 mins. |
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Game: |
A small hill with defending
bunkers, 5 flags for the attackers to grab. Winner is determined by acquiring
all 5 flags. |
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6 |
No Man’s
Land |
Be the last one – shoot
everyone down |
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Game time 10 mins. |
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Game: |
Total Chaos. Everyone is
for himself. Last one stand is the winner. Player only has one life. No
pellet restriction. |
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7 |
Mercenary |
Same as Fly Your Flag. |
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Game time 10 mins. |
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Game: |
Here there will be 3 teams.
Two teams going for their flags, the third team setup as sniper. The third
team cannot win, they are they to create more challenges. Third team has
only one life, the other two teams can revive their lives by returning to
home base and starting again. No pellet limit. |
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8 |
Predator |
Predator hunts the Prey |
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Game time 10 mins. |
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Game: |
Two teams, the Predator
team and the Prey team. The prey team starts out with a few more players
than the predator team. If a member from the predator team shoots a member
of the prey team, the prey team member will be converted onto the predator
team. If a predator is tagged by a prey team member, then the predator is
completely eliminated from the game. |
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