* smoke bomb: a bomb that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position
* A hand grenade is a hand-held bomb, made to be thrown by a soldier. The word "grenade" has a Spanish origin in the word granada ("pomegranate"), in reference to the general size of early grenades, and because its content of shrapnel pellets reminded them of the seeds in a pomegranate. Grenadiers were originally a class of soldier specialized in throwing grenades. Some grenades are designed to be fired by a grenade launcher.
More smoke grenade definitions:
Smoke grenades are canister-type grenades used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, or a screening devices for unit movements. The body consists of a sheet steel cylinder with a few emission holes on top and at the bottom to allow smoke release when the grenade is ignited. The filler consists of 250 to 350 grams of colored (red, green, yellow or violet) smoke mixture (mostly potassium chlorate, lactose and a dye). Another type of smoke grenades are the bursting kind. These are filled with white phosphorus (WP), which is spread by explosive action. White phosphorus catches fire in the presence of air, and burns with a brilliant yellow flame, while producing copious amounts of white smoke (phosphorus pentoxide). These double as incendiary grenades (q.v.).
Smoke grenades are sometimes used in paintball, though these are not necessarily of military grade.
This website sells a large variety of smoke grenades at reasonable prices. They have Pull Pin, Fuse lit, Flameless Electic ignition, M-18 Smoke grenades, and hand flares.
Most Fields will allow the Pull Pin and the Flameless Electric ignition because they are "Cold Burning"
Rap4 Sells different smoke grenades. 2 are fuse lit, one is 9v battery ignition, and one is pull pin.
RAP4 Smoke Bomb,
RAP4 Military Smoke Dynamite,
Orange Smoke Grenade Can,
50mm Smoke Grenade.
The RAP4 Smoke Bomb and the RAP4 Military Smoke Dynamite Are "Hot Burning, most feilds will NOT allow this.
3 Min. Smoke Grenade(Large)
3 Min. Smoke Emitters
At some paintball fields, they only allow "Cold burning" smoke Grenades. After each website i pointed each out. "Cold burning" means that there is no flame. Meaning that you will not light leaves or something else on fire. Now this is not always true, at NJ Nam '07 there was 3 fires using cold burning, but that was because the grenades heated up so much(this does not usually happen).
Also, smoke grenades get hot. I have melted my gloves by picking them up, and throwing them back.
How to Use
With smoke grenades its a lot like poison gas in WW1. The wind controls it. So before throwing, you want to observe which direction the wind is blowing. Throw it upwind of the enemy, so it travels down to them. This way it will cover more area.
Most players experience with smoke has been a disillusioning one. Few players will see the need for smoke, because in their personal experiences, it has never worked effectively. It's a poor workman who blames his tools. The reason why many players have never SEEN smoke work effectively is that it was rarely USED effectively. It doesn't work right, because it isn't being used properly. Most smoke generating devices are either slow burning candles or in military grenade-type configurations. For the purposes of this article, I'll just call them smoke devices or simply smoke.
First, a word on safety. Many smoke devices not only generate smoke, but they also generate heat. There are a few cold smoke devices, but they are not the norm. When using smoke, players must first consider the fire hazard. Many fields do not allow players to have hot burning smoke, because of this factor. The solution is simple. Players hand their smoke to the referees who are supervising their group. The players can then request smoke and the ref can place it in a position where it will not start a fire, but still be effective. Also, you should NEVER pick up a smoke device when it is discharging smoke. I have seen players pick up smoke devices and toss them back at the opposition. These players are risking severe burns, if you really have to move the smoke (not advisable--again due to the fire hazard) just kick it out of the way. After you read this article, you won't have the need to remove the source of smoke used against you, anyway. You should also try to avoid being close to the smoke device. While not toxic, the smoke can lead to temporary respiratory problems. Long term exposure can lead to serious health problems. Players throwing smoke should endeavor not to throw it near other players, for that same reason.
Smoke is used to obscure the opposition's view, to screen friendly movement from opposition observation and to deceive the opposition.
Obscuration. If the opposition cannot see you, then they cannot shoot at you, or move on you.
Screening. If you want to move players from one side of the field, to the other, you want to do it so the opposition will not observe the movement and be able to react.
Deception. Most players assume where there is smoke; there is action (or at least the potential). Deploying smoke to make the opposition THINK that's where the action is can divert attention.
Big games, and scenario games are ideal settings to use smoke. However, small rec-days are good for smoke too. I remember one game where we were playing across the width of a rectangular field. Both teams could clearly see, and easily hit, each other. At the starting horn, the other team rushed to the center of the field, dropped smoke and disappeared into the bush. We had a hard time locating them on our own; however they helped out by shooting and eliminating several team members.
CONDITIONS THAT AFFECT SMOKE
Wind. When deploying smoke, you must ensure that the wind (if present) will move the smoke into the desired area. Also the wind speed directly affects how long the smoke will stay in the desired area. The stronger the wind, the less time the smoke will linger. If you deploy smoke in an area where the wind is strong, you must adjust any tactics (that the smoke is meant to support) mainly because you will have less time to accomplish your task.
Vegetation. Trees and thick brush hold smoke, mainly because the wind will be blocked by foliage. The heavier wooded an area is, the longer it will hold smoke. Also, the lack of vegetation will also affect smoke.
Contour. Smoke is heavier than air, so it will gather in lower areas. Smoke will usually go around hills, as opposed to over them. Smoke will also concentrate better on valleys, ditches, and other natural depressions. Confined areas, like buildings, hold smoke quite well.
These conditions will either enhance your smoke deployment, or make it utterly useless. This is why you have to keep them in mind. Sometimes you want the smoke to linger; sometimes you want it to move. I have seen teams deploy smoke, when the wind was at their backs, and follow it along the field as it moved. They effectively used it as a moving wall.
OFFENSIVE USE OF SMOKE
For obscuring, deceiving and screening smoke must be deployed correctly. Smoke isn't just a cool thing --it is an effective tool. Think of it as cover you bring with you. If you can use foliage and terrain to cover your movements, save your smoke. For instance, if you want to screen the movement of players on your left flank, and you have a ridge or valley they can travel through, out of sight of the opposition, you don't need the smoke as cover. Smoke is used when you really don't have anything else at your disposal. Also, smoke will also broadcast your intentions. When you deploy smoke, you are telling the opposition, hey, we're up to something we don't want you to see. Also, smoke is a double edged sword, it hides the opposition from you as well as it hides you from the opposition.
Smoke, followed by a few paint grenades is also a great tactic. The opposition will not be able to see the grenades coming at them, until it is too late.
DEFENSE AGAINST SMOKE
Smoke tells you the opposition is up to something. Most players will move through their smoke towards you. The best defense is to immediately fire into the smoke, as it is usually placed directly between you and them. Also, when smoke is deployed you should pull back slightly (if you can) so you have some time to react to anything that comes through the cloud.
The best defense is a heightened awareness, so you are READY when something happens. Knowing the terrain, where your opposition is, and their numbers will aid you in analyzing why they deployed the smoke to begin with. Perhaps they have too many players on one flank, maybe they have an open area they have to cross to get to you. Whatever the reason, knowing what the opposition is doing before the smoke is deployed will help you determine what they are trying to do once the smoke has been deployed.
Written by Durty Dan
So far, there are only 3 that I would ever recommend for safety factors, and one of them will probably floor you.
EVHill makes the first. It's used for ventilation testing, and puts out insane amounts of smoke. the downside is that they are $30-60 a pop, plus shipping. Mention paintball when talking to them and they hang up on you usually.
The second recommendation is actually the "mammoth" or "cannon smoke" fireworks type. They are made with epoxy/cork endcaps as flame restrictors, just as any other smoke generator, but I have only had 1 small fire started after HUNDREDS of them set off. I buy them by the caseload for my old search and rescue unit They do get hot enough to melt the thin celophane wrapper, but I have never seen the paper labels get discolored, which usually happens around 400*F. These are probably one of the safest to use due to such high safety restrictions on fireworks care of the BATF and USDOT.
Superior Signal makes the PB-200 as well. Made for Paintball use. they come in 2 flavors. Fused, or pullpin. They're odd sized, smell weird, and have to be watched when ignited due to the design of the flame restrictor being a little poor.
thus the end of my recommendations.
As for the USCG Orange canisters; more often than not, I see these fail spectacularly. The ones you see for sale online are generally because they are condemned and/or past their safe use period. The chemicals inside that generate the smoke deteriorate over time. The large majority of them I have ever seen have been duds, or lasted less than 30 seconds. They are supposed to last 3-5 minutes new. The metal "fire retardent" canisters they come can get hot enough to ignite wet grass, and cause severe burns 15-20 minutes after extinguishing.
Military M-18 smoke grenades: I have 1 thign to say.. if I ever see one in use on a paintball field, I will either vacate, or ask the owner be escorted off the field. These are NOT safe for general populace to use. For Honorbound 2007, i set off 2 of them. One of which literally exploded. Both of them burned hot enough to turn wet grass to white ash. I melted the fingerprints off my fingers nearly 30 minutes after they had ceased operation when I tried to pick them up. I received 4 - NEW issue canisters to test after Honorbound 2007, with the same results. All 4 canisters exploded the flame restrictors off the ends. Not one of the canisters was actually thrown during testing.. They were rolled down a paved street to minimize impact damage to the canisters.
When it comes to electric ignition smoke generators, they are actually very easy to make. I modify all my fireworks type smoke generators to be electric ignition by using model rocket igniters in place of the fuses. All you have to do is touch a 9v to the leads, and it lights. It took me a LOT of false starts to get it right though.
Please keep in mind that ANY type of smoke generator with a pull-pin ignition system is required to be shipped hazmat, which is why the cost on them is so frickin high. this is due to the risk of ignition during transit. This is a FEDERAL LAW courtesy the USDOT.
Will Update later, post more links if have them or PM me.
**Top Info Taken from Smokegrenade.net
This post has been edited by Reaper1101: 12 December 2007 - 06:35 PM