Posted 22 July 2008 - 01:33 PM
Recon mission: Each player a "sniper"
Movement to Contact: 2 daggers, 4 broadswords
Flanking attack: 4 daggers, 1 sabre, 1 broadsword
Attack on a MOUT area: 4 daggers, 2 sabers
For the most part though, I'd split them into 2 teams of 3 (for versatility and maneuverability)
Posted 10 August 2008 - 02:20 AM
I totally agree!get rid of that sniper!!
ALWAYS TAKE OUT THE SUPERIOR THREAT FIRST!
ALWAYS PLAY FAIR!
NEVER UNDER ESTIMATE THE OPPOSITION!
REMEMBER IT'S A GAME!
Posted 29 August 2008 - 12:29 PM
My friend have you ever been hit from 180feet away (60m) and still your team does't know what hit you and you got out of the game?
Ok. My team:
Team Leader- Assault
Support- 16'' A-5 mod Egrip Rampage 21pbs
The Scout operates with the Sniper depending on the situation
The Light Assault is the Scout of the main branch.
All the team has Radio, flashbangs, paintball grenades etc.
Posted 04 September 2008 - 06:19 PM
RIP Raymond E. Wade
He was my grandfather. He passed away Saturday, September 6th after a lengthy battle with lung cancer.
Posted 23 September 2008 - 05:24 PM
2 Heavies - Etek & Angel 4
3 Mediums - Proto SLG, A5, & 98c
1 Light - A5
1 Engineer / Support - Spyder MR1
+ a heavy on our team means he sits in the back laying massive amounts of paint to get out M's and L's moving.
+ a medium is the guy who ducks and runs out to the side and middle following the light for support.
+ and the light is the guy who runs right up to the opfor to get the job done.
+ a Engineer on our team carries extra paint for the team to use for long scenarios, he usually has a long barrel and doesn't get to to close to the action but has a good enough reach to get a good mark, or get a good enough shot to help us out when we need it... he also carries extra stuff like mines etc. he's a good asset.
This post has been edited by Hurricane: 23 September 2008 - 08:14 PM
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Posted 30 September 2008 - 11:30 AM
huh?! What field do you play on that allows flashbangs? Where do you get them from?
And one more thing: lets stop flaming the sniper position. There are plenty of other posts to do that in. If the guy runs with a sniper, then obviously it works for him.
The Paintball Sniper has already done the first step: convince you they don't exist.
Allied Superior Meritorious Service Medal recipient: D-Day 2008
"There is no "fixing" a Tippmann ... if it didn't work, there is only one reason .... you tried to clean it. Any problem a Tippmann has can be easily fixed by adding more dirt, preferably to the internals, followed by 3 drops of oil." -- Acara
Posted 30 September 2008 - 09:49 PM
This is my general squad movement formation. It can very easily be changed depending on the mission, but we use this one the most because of it's versatility.
1-Point man/ Dagger= Pretty self explanatory. Daggers are quick on there feet so they are the fastest ones to move when under fire. Good to have a fast person there so that they can quickly take cover.
2- Broadsword/ Squad Commander= Our Squad commander just happens to be a broadsword so that is why that position is a broadsword. But it is also good to have a broadsword there so that he can lay done some cover fire for the point man. The commander is there so that he can quickly butts the situation and lead from the front, as opposed to leading from the rear and not being up in it.
3- Hammer= This person is tasked with protecting the top left portion of the squad from a flank attack.
4- Hammer= This person is tasked with protecting the whole right side of the squad from a flank attack.
5- Sabre/ Asst. Squad Commander= This person is tasked with protecting the whole left side of the squad from a flank attack. The asst. Squad Commanders job is to systematically retreat the squad in the event that the Squad commander is hit and taken out of action. After the retreat he is to get the squad to a pre-designated point to regroup with the Squad commander and anyone else that was marked after reentering the field.
6- Rear Guard/ Sniper- This person is put with possibly the hardest job in the event of an ambush. He is to immediatly find the nearest place to his position that he can conceal himself in. The reason for this is because when your squad is ambushed you are on the enemies turf. By setting the sniper up and pulling your squad back to a point of your choosing it then becomes your turf. After the squad is set in on their new position and the enemy ambush squad advances on you the sniper takes up the rear of the enemy and waits for you to begin the attack on the front of the attackers. The sniper takes out the attackers from the rear.
*The point man is tasked with only watching from the immediate front. The 2 and 3 position are too watch the front left/right of the squad. 4 and 5 are to watch the entire flank. 6 is watching the rear and portions of the flanks. This is done because most attacks/ambushes are going to happen from the front, so you want as many eyes and ears up there as you can.
**Positions 3 and 4 should either be a medic and a demo, or a medic and an engineer. The medic is a must for the center of the squad to quickly respond to any hits. This person should have memorized or written done the number of every squad mate so that the time to getting the wounded back into action more quickly. The demo person would be to destroy enemy buildings without taking any loses are your squad, the engineer would be to repair buildings so that they can be used as a defensive position. It is up to the Team commander as to whether or not he will have a demo or engineer.
if you've ever gotten shot in the crotch, put this in your sig!
blkob on rap4 forums
Posted 30 September 2008 - 10:37 PM
Amen... 'Nuff Said... Over and out.
Posted 01 October 2008 - 09:36 PM
sniper - for watching our week side of the field.
1 broadswoard - long range heavy suppressive fire.
2 sabres - cover/suppressive fire and assisted flanking manuevers
2 daggers - flanking manuevers
"The more you sweat during peace...the less you bleed during war"
"Do you know the binary language of moisture evaporators?"--Uncle Owen
If you think paintball snipers don't exist...you obviously haven't been owned by a real sniper.
Team captain of the ST. CROIX MINUTEMEN
Posted 02 October 2008 - 07:46 PM
The friendly Dagger.
Posted 06 October 2008 - 12:45 PM
For that reason, limiting yourself into a set formation, or a set role will decrease your ability to react to change. Your troops need to be crosstrained so that they are comfortable in any role at any position in the formation. Now, its not a bad thing to have a guy who rolls out as your pointman most often, because he will be good at it (hopefully). But should he go down, you need someone that is going to fill in.
Every man can have have a specialty, and most likely will, but must be able to perform well outside that as mission dictates. For that reason, if you have a sniper, he had better be ready to work as a designated marksman in a firefight. A normal rifleman should have enough rounds to sustain some cover fire. Your heavies have to be able to run and gun with their full combat load. Your medic is just another trigger puller until someone goes down.
As a commander, its your responsibility to put your people where their strengths work the best, but to train out their weaknesses as best you can, and where you cant, work the other strengths in your squad to cover those weaknesses.
In the end, dont know if this has helped at all, but just try to remember not to limit yourself. If you plan things like this down to the last detail, and always think its going to work out this way, it wont. If you let some things run a little loose, you have room to adapt, and that is the true strength of a squad leader in woodsball.
Camo Bandits-"By Force and Valor"