Frontplayers play as force multipliers and midplayers plays as force equalizers. Some say there are also backplayers I call them mislimmers. Their task is to hold objectives and they can do sk milsim play.
(Milsim success; no shots fired to gain objective / Hollywoodism success; inefficiently waist paint regardless of the objective)
You are playing upfield around the 50* or further up. Your task is to draw fire and collect information for your team. You are playing in the crossfire and granted freedom of movement only when a lane is temporary directed of your position. Your task is to survive. If you give information of your locations for too long the opponent will reach and flank you. You must make a decision to push up stay or fall back in order to be a force multiplier.
- Push up if you have the momentum but be assured your mid players can keep up. Sacrifice yourself if the act can ensure advantageous ground for your team.
- Stay to prevent opponent from advancing without flanking you.
- Fall back to slow down the opponent and keep him second guessing if it is safe to move.
As fronplayer your tools of engagement should have as short barrel as possible in order to keep you tucked in safely behind a bunker as you are in crossfire. You will survive and pin opponent down in between shots or paint of a lane from you by snapping out from another level.
You are playing mostly behind the 50*. Your task is to interpret the intel gain from the front and direct frontplayers where to apply their attention. You are mostly on a safe distance to have free movement to either side. You must utilise shade of cover in order to preserve the element of surprise when relocating yourself.
- When pushing up you must protect the front players flanks.
- Only reason to stay put and give away your location is to protect the front player from getting flanked.
- You should always relocate to a more favourable spot when searching for weak spots in opponents lines.
Mid player can have a 14 inch barrel, good for mixed play. You have more freedom to move behind cover and if needed to block of the other side of the field with bunker ahead of you or if a teammate is already covering that side. Your main task is to seize opportunities and communicate them to your team.
Teese two must know how to play each tactics since the distance for effective range is so small one must utilise whatever advantage there is to seize when the game develops. Especially important when ”leapfrogging”.
This should be the general or a sniper who can direct the trops either to pin opponents in a desired spot or direct troops to flank them. The engagement is mainly conducted by mid- and frontplayers. Backplayers are sk. defence players.
Paintball is an proactive sport and defensive strategies are designed to loose.
However sometimes one might get pinned down with no point of retreat why one must be good at staying alive. Other times a vantage point can be of enormous value why it must be defended by all cost (”thermopylae”).
If a general is in play, his weapon should be the map and walkietalkies. He utilises his XO and group leaders (midplayers) to the designated locations of engagement. He calculates the resources and divides them where needed.
If it is a walkon game there is no general and some leaders might emerge to inspire noobs to move smarter on the field. A pro player should give noobs a chance to enjoy the game rather than turning them away from this sport. This is why and the pro player are good back players. Lets noobs to explore the frontlines for themselves and if they lack the know how, teach them. It the noobs are decimated the pro player can as backplayer still turn the tide as the last line of defence for his team.
A sniper has a com and has a ”birdseye view” of the field or can otherwise read the game play and communicate the development to head quarters (HQ). HQ utilises the sniper s intel and locates him where force multipliers are needed,(aplies on large fields). On smaller fields the sniper can be intelligent enough to be self engaged. A sniper might have a longer barrel in order to stick it thru tight vegetation to be effective and yet be protected by the twigs and leaves.
*50 refers to half way up to the effective range of a marker (the ball still brakes when hitting the target, beyond this range it only bounces).
On a tournament level the entire field is as long as the markers effective range limit is reached.
At scenario ball each battle is measured according to the effective range of a marker, the play area may be ginormous and engagement can be sporadic here and there or there can be a dense ”thin read line” where action is divided.
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