Special Ops Paintball: prophet_subgenius - Viewing Profile - Special Ops Paintball

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prophet_subgenius's Profile User Rating: ****-

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Group:
Members
Active Posts:
539 (0.18 per day)
Most Active In:
Commander (434 posts)
Joined:
20-April 06
Profile Views:
740,692
Last Active:
User is offline Dec 11 2008 02:07 PM
Currently:
Offline

My Information

Member Title:
Colonel, Team Slack Attack
Age:
39 years old
Birthday:
August 25, 1974
Gender:
Not Telling Not Telling
Location:
Susanville, CA

Contact Information

E-mail:
Private
Website URL:
Website URL  http://

Previous Fields

Brigade Name:
prophet_subgenius

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Posts I've Made

  1. In Topic: How to order a sniper

    30 July 2008 - 11:27 PM

    cool
  2. In Topic: the use of inititive

    10 July 2008 - 04:01 PM

    View PostSaifoda2, on Jun 23 2008, 04:28 PM, said:

    HAR DE HAR HAR!. That's about all I can say.



    That was the intent
  3. In Topic: Squad A-T tactics

    10 July 2008 - 03:59 PM

    Most GOOD tankers I have met playing paintball have learned that tanks alone are vulnerable and use screening forces who specifically look for AT weapons, so conceal it. Most AT weapons take a little longer to fire than the average marker making you vulnerable so try from a safe location/distance. Tankers are used to there tank causing some small bit of intimidation and trust that if you are moving up to engage the tank you must have AT therefore look to move up on the tank by appearing to move away from the tank. Many fields have areas that tanks cannot go, usually because most paintball tanks don't have the true all terrain abilities of real tanks. use this in your favor by ambushing the tank at natural choke points on roads and between sections of the field (cuts in burms, bridges, corners, ect) They will probably be watching but thats because they are so vulnerable there. Also invest in a GOOD constant air/hp powered at weapon. Many fire off of a single 12 gram of co2. The Alias MKX on HPA out shoots and shoots consistantly the weak little made from PVC 12gram launchers. Pheonix gave you a good scenario, but you can improve upon it. Know your rules of play regarding tanks, in his scenario with normal tank rules a tank can be immobilized temporarily by grenades and killed by launchers, simulated munitions ect. so squad A with no launcher throws grenades at the beginning of the engagement immobilizing the tank and givving your launcher in squad B a better chance.
  4. In Topic: Dagger/Commander

    10 July 2008 - 03:42 PM

    It depends on what your team asks of its commander. Are you expected to make the teams decisions on the field? Are you expected to be the "team Captain" and take care of everything off the field? How does your team play? Are you a charge in and smash the other guy or read and react. How good is your team, can you give direction and trust theteam to carry it through no matter what, or do you need to get in there and counter what the enemy does to you?


    A commander can play anywhere as long as he can communicate and control the team. I start at the back because I like the option of seeing and making (usually) small adjustments and manuvreing to expidite the end of the battle.
  5. In Topic: the use of inititive

    20 June 2008 - 10:37 PM

    The first sign of exhaustion for me is loosing all ability to spell. Fortunately I issue verbal commands at that stage of the day, as well as having my subordinates trained to understand advanced jibberish.

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Comments

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  1. Photo

    tomcatsharpshooter 

    08 Dec 2007 - 11:51
    your signature very nice akroma ahhhhh
  2. Photo

    Maverick_07 

    27 Nov 2007 - 14:20
    Truly this guy deserves a medal, for being so cool. :ghillie:
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