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#1 User is offline   Ignis Deus 

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Posted 12 September 2007 - 11:57 PM

Attached File  trapped_in_the_house.JPG (105.79K)
Number of downloads: 73


Ok, here is the situation. You are playing a 4 on 4 match and one of your guys are out. You took enemey fire and retreated back to a fortified position inside a small shed with a window on every side and two on the top floor. you have one guy on top and two on bottom and your completely surrounded taking heavy fire. How do you get out of this? Above is a quick layout i made in paint.

This post has been edited by Ignis Deus: 13 September 2007 - 12:01 AM

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#2 User is offline   ^!) 

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Posted 13 September 2007 - 12:37 AM

Send another to the top floor to take the other window.


....shoot from those upper windows, and get them out.
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#3 User is offline   Fontain 

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Posted 13 September 2007 - 04:01 PM

Send one more guy to the toop floor and pin down 2 of the enmey positions have one guy go and bunker or charge one of the pinned downed positons.He should make it there if he does have him flank aorund and assult the other enemy positions with cover fire from the guys in the shed.When thing clear out some have an other guy move out of the shed and repeat untill the enemy is gone.

If the guy who goes to bunker is killed then the other 2 guys just hold up inside.
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#4 User is offline   kook 

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Posted 13 September 2007 - 04:04 PM

Smack yourself on the forehead for trapping yourself.

This post has been edited by kook: 13 September 2007 - 04:04 PM

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#5 User is offline   IProLiteIPopper 

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Posted 14 September 2007 - 03:57 AM

Situations like these can be difficult to manage, especially if we consider where a particular circumstance gave the OPFOR an advantage to eliminate a single teammate during an exchange. What I need to know now is whether or not you were pressing into an area wide lined where roughly the OPFOR was supposed to have been. If this is the case, as I'll address the possibility later in my post, then it was somewhere in between the time of no contact and 1 minute past contact that he was eliminated.

Now, it'd be my guess that you're squads manuever was more tight-nitched, closer infact to the formation of a Diamond, Wedge, or unassembled "clump" and that when contact was made, the OPFOR was in a paced skirmish line. I say that because its the only real way for a squad of equal capacity and formation to find a gap in you're line and hit it out. Perhaps when you were pressing forward in a staggered line formation, the break uneven of you're seeking cover or a position to return fire at once fire was taken, is where the teammate was eliminated because the OPFORs first shots fired were at him. If ambush is instead the factor and one was eliminated because of this, it is likely the OPFOR either baited you or initiated contact once they thought an advantage was gained. In any of these cases, what we have evidently highlighted is the OPFOR's ability to surround you, despite some severe firelanes that would've hampered or broke up they're attack coming from the occupied shed.

It's likely that you're move to the shed had initiated a chase or that one was already in progress. You never did break contact, they only followed you. Whats possible is during you're move into the shed, the OPFOR broke up after taking return fire or knowing the strengths of an occupied building, decided to surround it just on oppertunity. However, whats more likely is that you were surrounded to begin with.

Progress of Events:
So, the OPFOR spreads out, surrounding you're position. Either on ambush or standard contact with the OPFOR, between 0 second and 1 minute, a teammate is eliminated. The elimination, following with a closing pincer, forces you to withdraw to a nearby shed. Because you were surrounded to begin with, the OPFOR closes around the barn to either thwart whose on the second floor or discover another entrance to infiltrate the structure or mount a new firelane. Either reason or way, the OPFOR has isolated you're position from escape.

Now, you're struck in the Barn. Taking fire from all four sides, you've got an opponent on the hill to you're right, one in the trail to you're left, one ahead of you at you're 3 o'clock covering the second and first floor window and entrance, and a fourth covering the rear window. Handling this situation can be tricky, but what you need to establish now is advantages.

Refer to the attachment I gave you and read this as we go:

Section 00, highlights territorial locations of you're opponent, where he could feasibly go before having no LOS, or what area's he can put you into check with. Right now, you're in check. Box Blue A, shows the opponent in the 3 o'clock zone.

Dealing with opponent in Box Blue A: Taking this guy out is going to be tricky but it can done. A switch from the original 2 1st floor window cover to 1 2nd floor window cover can even the odds but it needs to be done quickly. Move one of you're players to the front entrance into the corner left of the doorway. Have him in conjunction with the 2nd floor player, put fire on the guy to you're 3'o'clock. He's the closest out of all four players -- its feasible that he can be eliminated much quicker. From the corner, you're also still controlling the original position at the window, so the player thats just been moved is'int loosing anything directly.

How to work this out quick: "Okay, bob, go to the door and get a shot on this guy." -OR- "Okay, bob, go to the left corner of the door and take some pot shots at this guy."

Plausible questions: "Where is he?" Good answer: "Follow my shots in." -OR- "He's over x___".

The other player on the ground floor needs to be aware he is now exposed. Stack him in the other corner opposite of bob -- this puts him in less danger and gives cover. Now, both windows are covered from a speedball close in and additional firepower has been regulated against the first closest player. In addition, you're third can also help out.

How to work this out quick: "Okay, teh, go to where bob was but by the corner of the window. See if you cant hit the guy were shooting at."

With three guns on one, a shot should push through whatever foilage is protecting that closest player. You'll be taking a lot of fire on this manuever, so if you can't end the closest player be ready to take on the rushers, as you're setup to do that well. If you've eliminated the closest player, good job! If not, switch to the next closest threat. But keep them suppressed and always change up what you got. Do not stay static, as players can rapidly disseminate and prepare for that.

Dealing with the player in Box Magenta B:

This player, whose on a hill, has an extremely good advantage. Although, by you're diagram its possible he's much closer. There's no height advantage for this one, but numbers, and this ones going to be a sore one. A thing I thought of a moment ago here, was that this guy could shoot through one of you're windows and hit the guy opposite of whose closest to him. Same with the guy on the trail to you're left. Whichever one you choose, Box Magenta B is going to be rough. Don't engage his attention -- you want absolute suprise in that you're going to stack additional firepower against him. You might also try breathing a bit -- such as manuevering a player outside the entrance a bit to get a new angle on him.

The disadvantages is that you're two bottom players will be exposed from the window left side and the entrance, something the 3rd on the 2nd floor can't really deal with. But, you want that 3rd guy up there. You cant have him going up and down ladders or staircases with his deadzone facing a rushing opponent.

So, have the 3rd guy move down the shed on the 2nd floor to where he can cover the doorway, just in case its rushed. The bottom 2 need to stack the right window, without being seen, or one needs to prepare to exit the shed briefly to put down a side door shot on the hill guy while window works him into distraction.

How To Work This Out Quick: "bob, teh, stack that window and take the guy on that hill. Dont let them see you." -OR- "bob, go back to your window and fire on hill. teh stay at the entrance. once bob fires on hill, flank the hill with fire."

If plan A is in motion, both players are firing on the hill position together, forcing that player to withdraw or dig in to defend himself. If the players have identified him and got him static, it's only a matter of time before one of these shots meets its mark. If you've worked suprise well, you may have caught him off guard. In any case, the other team is not going to let you get away with one or two eliminations. Make sure to check the windows and entrances often. If a rusher closes in, step away from the window, take cover, and make that guy you're priority because he's closer. Chance to hit and break is increased subsequently.

If plan B is in motion, both players are firing on the hill position together. Now, with this new angle, hilltop guy has to change something up. He's going to be calling for help or firing on you're exposed player. Make sure you're exposed player can eliminate this guy or make the call to flank outward and eliminate him before he realizes whats going on.

If you're plan was to eliminate the guy on Orange Box D instead of Purple Box Magenta, then the same issues work out. The only danger is if hilltop guy closes in. He is technically the closest and thats why we prioritized him over a player whose likely further away, because that much closer, and the players almost always inclined to rush. Taking Orange Box D as a follow up or start is optional.

Taking this guy out will require IDing his position. Recon by fire, or a quick head poke out to bait a shot is the only way, if he has'nt been firing. Handle him the same way we handled the guy on the hilltop, but be ready for him to close in or have already shifted if hilltop and front has been eliminated. Infact, you should practically expect them to close in within two minutes of shed occupation. Two minutes being at most.

Either method is going to be key -- because what my goal all along has been is:

"Eliminate OPFOR's control on escape route."
"Eliminate OPFOR's sentries, guarding escape route."
"Isolate OPFOR to a contained position either behind us or infront of us without reserve."

If you've contained or suppressed the OPFOR enough, now you can begin to breath a little. If you've not eliminated the front player, but hilltop, you can use the right window as an escape or flanking route. If you've eliminated the front player, but not hilltop, you can now use the entrance to escape or flank outward. More prudently, you can still lift the pressure from hilltop with some added space or a change of plans. Either way, the numbers should be about even, or less then so.

If you've isolated Orange Box D and Yellow Box C behind you, good work. But guess what? They've already either moved, are moving together, or already against the barn preparing to snapshot.

Dealing with players who moved:

Utilizing you're 2nd floor story position, you can figure out whats going on behind you. 2nd story should push back to the other window to figure out the rear players position and carefully engage it if its baited or seen. The bottom two players should now be focusing on working together to outmanuever or identify and fire on Orange Box D's player. In any case, don't let the numbers go to you're head. Find the opponent and flank him.

Another idea would be suppressing the rear guy, and stacking both of you're 1st story shed players out the right window to swing around the structure. This is so they can flank Yellow C's player, then move on to finish D.

How To Work This Out Quickly: "bob, teh, move out of the right window to get the guy behind us. I'm going to cover from up top." -OR - "bob, teh, I'm going to keep the guy behind us down. flank the guy to our left."

Dealing with players who are moving together:

If D and C are all thats left and are pack ratting, identify them quickly. These two moving together can make short work of you're setups, especially if suprise is on they're side. You can either: A. Wait inside the shed to ambush them. B. Prod they're location by testing the windows and entrances for knee-jerk nervous fire. Hold a hand out, tip a marker out now and then. Always, for the 2nd floor guy, look down outside of the windows. Or, C. Take everyone, and stack them 2nd floor or in the corner's of each floor.

If they're outside and farther out from the barn, but together, hit them with what you can, but go carefully. Don't follow them into a trap.

How to work this out quickly: "bob, teh, stack the corners and wait for them." -OR- "bob, teh, lets fan out and find them, check the windows and entrance way first. don't go all the way out, just see if they're there before we go."

It might not be a complete solution, but I'm tired now. And I've got to fill my air tanks. :D

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#6 User is offline   Knightwolf16 

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Posted 14 September 2007 - 01:14 PM

Leave on player in the building as bait, have the other two support each other and flank the OPFOR, on player at a time. Of course, after the first shot, they will know you aren't in there.
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#7 User is offline   DVLCHLD 

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Posted 14 September 2007 - 07:39 PM

So there's only three of you and you're trapped in a two story structure. I'm assuming since you say you're trapped that they have at least one guy watching the door ready to shoot anything that darkens the doorway. I would put one person at each of the two upstairs windows and one in a safe corner of the lower floor to watch the door and just wait.
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#8 User is offline   Ignis Deus 

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Posted 15 September 2007 - 11:20 AM

View PostDVLCHLD, on Sep 14 2007, 09:39 PM, said:

So there's only three of you and you're trapped in a two story structure. I'm assuming since you say you're trapped that they have at least one guy watching the door ready to shoot anything that darkens the doorway. I would put one person at each of the two upstairs windows and one in a safe corner of the lower floor to watch the door and just wait.


well, that would work but the only thing is, is that the door is an old storm door with the glass removed. the only other thing there is mesh. they can shoot through that too since its so old. but ill talk to the other guys about that anyway. thanks
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#9 User is offline   Ignis Deus 

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Posted 15 September 2007 - 11:55 AM

View PostIProLiteIPopper, on Sep 14 2007, 05:57 AM, said:

Situations like these can be difficult to manage, especially if we consider where a particular circumstance gave the OPFOR an advantage to eliminate a single teammate during an exchange. What I need to know now is whether or not you were pressing into an area wide lined where roughly the OPFOR was supposed to have been. If this is the case, as I'll address the possibility later in my post, then it was somewhere in between the time of no contact and 1 minute past contact that he was eliminated.

Now, it'd be my guess that you're squads manuever was more tight-nitched, closer infact to the formation of a Diamond, Wedge, or unassembled "clump" and that when contact was made, the OPFOR was in a paced skirmish line. I say that because its the only real way for a squad of equal capacity and formation to find a gap in you're line and hit it out. Perhaps when you were pressing forward in a staggered line formation, the break uneven of you're seeking cover or a position to return fire at once fire was taken, is where the teammate was eliminated because the OPFORs first shots fired were at him. If ambush is instead the factor and one was eliminated because of this, it is likely the OPFOR either baited you or initiated contact once they thought an advantage was gained. In any of these cases, what we have evidently highlighted is the OPFOR's ability to surround you, despite some severe firelanes that would've hampered or broke up they're attack coming from the occupied shed.

It's likely that you're move to the shed had initiated a chase or that one was already in progress. You never did break contact, they only followed you. Whats possible is during you're move into the shed, the OPFOR broke up after taking return fire or knowing the strengths of an occupied building, decided to surround it just on oppertunity. However, whats more likely is that you were surrounded to begin with.

Progress of Events:
So, the OPFOR spreads out, surrounding you're position. Either on ambush or standard contact with the OPFOR, between 0 second and 1 minute, a teammate is eliminated. The elimination, following with a closing pincer, forces you to withdraw to a nearby shed. Because you were surrounded to begin with, the OPFOR closes around the barn to either thwart whose on the second floor or discover another entrance to infiltrate the structure or mount a new firelane. Either reason or way, the OPFOR has isolated you're position from escape.

Now, you're struck in the Barn. Taking fire from all four sides, you've got an opponent on the hill to you're right, one in the trail to you're left, one ahead of you at you're 3 o'clock covering the second and first floor window and entrance, and a fourth covering the rear window. Handling this situation can be tricky, but what you need to establish now is advantages.

Refer to the attachment I gave you and read this as we go:

Section 00, highlights territorial locations of you're opponent, where he could feasibly go before having no LOS, or what area's he can put you into check with. Right now, you're in check. Box Blue A, shows the opponent in the 3 o'clock zone.

Dealing with opponent in Box Blue A: Taking this guy out is going to be tricky but it can done. A switch from the original 2 1st floor window cover to 1 2nd floor window cover can even the odds but it needs to be done quickly. Move one of you're players to the front entrance into the corner left of the doorway. Have him in conjunction with the 2nd floor player, put fire on the guy to you're 3'o'clock. He's the closest out of all four players -- its feasible that he can be eliminated much quicker. From the corner, you're also still controlling the original position at the window, so the player thats just been moved is'int loosing anything directly.

How to work this out quick: "Okay, bob, go to the door and get a shot on this guy." -OR- "Okay, bob, go to the left corner of the door and take some pot shots at this guy."

Plausible questions: "Where is he?" Good answer: "Follow my shots in." -OR- "He's over x___".

The other player on the ground floor needs to be aware he is now exposed. Stack him in the other corner opposite of bob -- this puts him in less danger and gives cover. Now, both windows are covered from a speedball close in and additional firepower has been regulated against the first closest player. In addition, you're third can also help out.

How to work this out quick: "Okay, teh, go to where bob was but by the corner of the window. See if you cant hit the guy were shooting at."

With three guns on one, a shot should push through whatever foilage is protecting that closest player. You'll be taking a lot of fire on this manuever, so if you can't end the closest player be ready to take on the rushers, as you're setup to do that well. If you've eliminated the closest player, good job! If not, switch to the next closest threat. But keep them suppressed and always change up what you got. Do not stay static, as players can rapidly disseminate and prepare for that.

Dealing with the player in Box Magenta B:

This player, whose on a hill, has an extremely good advantage. Although, by you're diagram its possible he's much closer. There's no height advantage for this one, but numbers, and this ones going to be a sore one. A thing I thought of a moment ago here, was that this guy could shoot through one of you're windows and hit the guy opposite of whose closest to him. Same with the guy on the trail to you're left. Whichever one you choose, Box Magenta B is going to be rough. Don't engage his attention -- you want absolute suprise in that you're going to stack additional firepower against him. You might also try breathing a bit -- such as manuevering a player outside the entrance a bit to get a new angle on him.

The disadvantages is that you're two bottom players will be exposed from the window left side and the entrance, something the 3rd on the 2nd floor can't really deal with. But, you want that 3rd guy up there. You cant have him going up and down ladders or staircases with his deadzone facing a rushing opponent.

So, have the 3rd guy move down the shed on the 2nd floor to where he can cover the doorway, just in case its rushed. The bottom 2 need to stack the right window, without being seen, or one needs to prepare to exit the shed briefly to put down a side door shot on the hill guy while window works him into distraction.

How To Work This Out Quick: "bob, teh, stack that window and take the guy on that hill. Dont let them see you." -OR- "bob, go back to your window and fire on hill. teh stay at the entrance. once bob fires on hill, flank the hill with fire."

If plan A is in motion, both players are firing on the hill position together, forcing that player to withdraw or dig in to defend himself. If the players have identified him and got him static, it's only a matter of time before one of these shots meets its mark. If you've worked suprise well, you may have caught him off guard. In any case, the other team is not going to let you get away with one or two eliminations. Make sure to check the windows and entrances often. If a rusher closes in, step away from the window, take cover, and make that guy you're priority because he's closer. Chance to hit and break is increased subsequently.

If plan B is in motion, both players are firing on the hill position together. Now, with this new angle, hilltop guy has to change something up. He's going to be calling for help or firing on you're exposed player. Make sure you're exposed player can eliminate this guy or make the call to flank outward and eliminate him before he realizes whats going on.

If you're plan was to eliminate the guy on Orange Box D instead of Purple Box Magenta, then the same issues work out. The only danger is if hilltop guy closes in. He is technically the closest and thats why we prioritized him over a player whose likely further away, because that much closer, and the players almost always inclined to rush. Taking Orange Box D as a follow up or start is optional.

Taking this guy out will require IDing his position. Recon by fire, or a quick head poke out to bait a shot is the only way, if he has'nt been firing. Handle him the same way we handled the guy on the hilltop, but be ready for him to close in or have already shifted if hilltop and front has been eliminated. Infact, you should practically expect them to close in within two minutes of shed occupation. Two minutes being at most.

Either method is going to be key -- because what my goal all along has been is:

"Eliminate OPFOR's control on escape route."
"Eliminate OPFOR's sentries, guarding escape route."
"Isolate OPFOR to a contained position either behind us or infront of us without reserve."

If you've contained or suppressed the OPFOR enough, now you can begin to breath a little. If you've not eliminated the front player, but hilltop, you can use the right window as an escape or flanking route. If you've eliminated the front player, but not hilltop, you can now use the entrance to escape or flank outward. More prudently, you can still lift the pressure from hilltop with some added space or a change of plans. Either way, the numbers should be about even, or less then so.

If you've isolated Orange Box D and Yellow Box C behind you, good work. But guess what? They've already either moved, are moving together, or already against the barn preparing to snapshot.

Dealing with players who moved:

Utilizing you're 2nd floor story position, you can figure out whats going on behind you. 2nd story should push back to the other window to figure out the rear players position and carefully engage it if its baited or seen. The bottom two players should now be focusing on working together to outmanuever or identify and fire on Orange Box D's player. In any case, don't let the numbers go to you're head. Find the opponent and flank him.

Another idea would be suppressing the rear guy, and stacking both of you're 1st story shed players out the right window to swing around the structure. This is so they can flank Yellow C's player, then move on to finish D.

How To Work This Out Quickly: "bob, teh, move out of the right window to get the guy behind us. I'm going to cover from up top." -OR - "bob, teh, I'm going to keep the guy behind us down. flank the guy to our left."

Dealing with players who are moving together:

If D and C are all thats left and are pack ratting, identify them quickly. These two moving together can make short work of you're setups, especially if suprise is on they're side. You can either: A. Wait inside the shed to ambush them. B. Prod they're location by testing the windows and entrances for knee-jerk nervous fire. Hold a hand out, tip a marker out now and then. Always, for the 2nd floor guy, look down outside of the windows. Or, C. Take everyone, and stack them 2nd floor or in the corner's of each floor.

If they're outside and farther out from the barn, but together, hit them with what you can, but go carefully. Don't follow them into a trap.

How to work this out quickly: "bob, teh, stack the corners and wait for them." -OR- "bob, teh, lets fan out and find them, check the windows and entrance way first. don't go all the way out, just see if they're there before we go."

It might not be a complete solution, but I'm tired now. And I've got to fill my air tanks. :)


Thanks for the advice. I went over it with my team mates and I think we've got it worked out for different circumstances from now on.
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#10 User is offline   CHICKINDUDE 

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Posted 12 October 2007 - 07:24 PM

Ha! Wait for them to run out of ammo (shoot one shot for every 10 shots fired at you) Works every time!
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#11 User is offline   georgia sniper 

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Posted 31 October 2007 - 07:29 PM

View PostIgnis Deus, on Sep 13 2007, 02:57 AM, said:

Attachment trapped_...he_house.JPG


Ok, here is the situation. You are playing a 4 on 4 match and one of your guys are out. You took enemey fire and retreated back to a fortified position inside a small shed with a window on every side and two on the top floor. you have one guy on top and two on bottom and your completely surrounded taking heavy fire. How do you get out of this? Above is a quick layout i made in paint.

first i would take out the dude that has no cover that is right behind the house then i would make the newbe run out in theopen distracting the enemy then while the enemy is distracted i would make a run for it ambushing the enemy :panzer: and taking them out 1 by 1

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#12 User is offline   Orpackrat 

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Posted 01 November 2007 - 11:40 AM

Two up top, one down below, let them run out of ammo, if they lay cover fire, you all lay sweeping fire, rig a grenade to detonate on anyone coming through the door. If possible, have everyone on top, 2 at the windows and 1 aimed at the door (can shoot them in the foot before their close enough to see you), grenade rigged door, grenade ready to drop down stairs.

1 player inside shoots a small burst of paint, he dry fires (stops their paintball flow) and calls to the other two to borrow some paint (voice just loud enough for the enemy to hear but in a tone that sounds like your trying for the enemy not to hear). Tell them your low on paint but you will toss them a few rounds. Toss a pod low on paint near them so the partial pod is heard, and add them to the hopper (act like your trying to stay out of sight). If their not attacking, continue with the low on paint act. Starting with the person who borrowed the pod, and ending with the second person progressively move from shots with a dry fire mixed in, to a bit more dry fire in, and finally some plain dry firing (with a burst of rounds off an on to simulate borrowing paint) to give the impression that your trying to keep their heads down with the sound. If done correctly, the enemy should be about to make a charge (thinking 2 of the 3 are out of paint and they can finally end it in a confusing charge). Wait until they are close enough that theres no where for them to go and open fire. What a surprise, you could win, even the odds, or out number them for a better advantage.
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#13 User is offline   Tu_Padre 

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Posted 01 November 2007 - 12:39 PM

make them come to you, your in a house, they got no cover, just sit there and make them come out of cover, but don't lose attention, you might get bunkered if thier sneaky, lol.

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#14 User is offline   HOUND1 

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Posted 01 November 2007 - 03:27 PM

View PostKnightwolf16, on Sep 14 2007, 04:14 PM, said:

Leave on player in the building as bait, have the other two support each other and flank the OPFOR, on player at a time. Of course, after the first shot, they will know you aren't in there.


this wouldn't work because the flanking force would get lit up as soon as they left the shed. the only way i can see this situation improving is if all three are on the bottom floor. two cover heavy on one flank and one rushes across the open terrain to the nearest cover that protectss him from the OPFOR. this may not work, however, and in that case your screwed. the rest of the game will probably end up as a firefight or you getting bunkered
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#15 User is offline   Mildred 

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Posted 03 November 2007 - 11:00 AM

i would send out a guy to take out the hill with cover from the house once you have the hill then (like the top floor) you have a vantage point to look over the rest of the terrain. after thios keep one on the top floor for the angles and covery fire and the one on the hill for the sdame thing but send the 3rd out to push a flank once he takes out one of the guys you can have the man move off the hill and go the opposite way from him so that he can push flanks on both sides if the two meet up with the last guyh one can shhoot him in the back while hes looking for the other.
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