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- Dec 25 2008 02:35 PM
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- Sir, watch this...
- 31 years old
- March 27, 1982
- Leadership<br />Communications<br />Paintball<br />Gaming
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Posts I've Made
21 May 2008 - 05:12 AM1.) First and foremost view him as an asset, not a threat. Continue to train him and show him examples of good leadership. If you can convince two or three of your players to "play for him" give him his own team, under your leadership. If not, ask him to recruit 2-3 players that he will lead and work with, under your direction. Help him develop and train his team members, and learn what it means to be a commander. Give him enough slack to try things and make mistakes, but have him under your wing enough to help out and show him how to succeed.
You will find that after a little while, you will be able to give him a mission and direction and he will autonomously go and accomplish it with little supervision, thus saving you from having to over-supervise.
If even after this he continues to try and challenge you for the top spot (which is seriously bad form), I would reccomend that he branch off and start his own team (especially if he recruited instead of had members assigned). If he does so on good terms, you can become sister teams and practice together, fight larger battles together, and compete against one another. I am with you on not giving it up however, as true positions of leadership cannot be freely taken or given, but must be earned.
my two cents.
09 January 2008 - 02:04 PMPlatinum hit it right on the head. A team is the lowest team element in the U.S. Army Organizational structure. It is the smallest element element of command and control on the battlefield (or in our case, paintball field.)
A standard infantry fire team typically consists of 4 members: The Team Leader, a Rifleman, a Grenadier, and a Automatic Riflemen. In SpecOPs-eze, its close to a Commander, Dagger, Saber, and Broadsword. Well rounded and highly flexible, the fire team and team leader are typically where things actually get done.
Team size can be larger or smaller dependant upon your situation, however you shouldn't have less then 3 or more then 5 or 6 (Special Teams Excluded).
After Team is Squad, which consists of two teams plus a Squad leader. (9-12 soldiers) 3 squads plus special troops make a platoon (about 40 soldiers) and 3 platoons plus a headquarters make a company (approximately 130 soldiers). Most Paintball games are the squad level, so don't worry too much about the last few numbers.
For your specific implementation of a fire team, break your group of 8-9 down into 2 different fire teams. Try to balance the talent and capablilites between them, adjusting based on what you would like them to do. Put someone in charge of each of the teams of 4, and explain to them what you would like thier team to do. (Remeber K.I.S.S Keep it Simple and Stupid) If you have 8 people, fill in the shorter team so it is 4 and 4 instead of 5 and 3. If you have 9 people, use your judgement, leaning to the team that is more critical to the success of the operation.
It should look like this:
Squad Leader (you)
Team Leader 1
Team Member, Team Member, Team Member
Team Leader 2
Team Member, Team Member, Team Member
As the squad leader, you manage and direct the teams in respect to the overall goal. Each team leader is responsible for managing his team members in support of your direction. Don't be afraid to shoot, don't be afraid to tell the team leader you are things he needs to do with his guys, but remember that your job is both teams. It's the team leader job to lead his guys and the immediate battle. (I.E. The team you are with is in a paint exchange war. The team leader focuses on pinning the enemy and watching for flankers. You focus on bringing the other team to break the stalemate while making sure the committed team fights into a position to make it work.
Specialized fire teams are when you get into the Sniper, Demolitions, Recon, Machine Gun, Anti-Armor, etc. These vary widely based upon need and I won't get into them here. Just make sure they have what they need, someone competent is clearly in charge, and they understand your plan and directions.
Probably a little more detailed then you were looking for, but that is the information I figure you would need to successfully implement fire teams.
31 October 2007 - 11:10 PMLogistics also includes what, and who is used where.
Also particular to scenario is special props and equipment that have bearing and potentialy game/tide changing effects but they are either unrenewable (props or once per game air strikes)or slow to renew reasorses (rockets, satchel charges, fuel cards for tanks or air drops) that the logistical value versus the stategic value of what you are trying to accomplish with it. Example being a demolitions expert is allowed to carry 6 rockets onto the field per insertion, if he shoots all six in the first five minutes but your "army" fails to gain ground this is a logistical waste, especially if a mission comes up to either destroy a building or a tank arrives that you no longer have the resourses to destroy the waste becomes more apparent. This can be remedied by a tactical instruction to demolitions experts to save one rocket for the above mentioned circumstances. Utilizing intelligence gathering players to time the use of scenario resources to the optimum. Nothing is worse than using your once per game air strike to attack an area of the field only to garner only 2-3 eliminations. On the case of renewable once again sometimes the game has a mechanism for aquiring reasorses. Now you are forced by logistical need to adjust stategy to accomidate.
It isn't always a consideration but often in scenario it is.
I agree with you that all of those things are very important to consider. However, in the strict warfare sense, your terminology is slightly off. Logistics deal with the providing of resources to the battlefield. The beans and bullets if you will. So the logistical characteristics of would deal with providing Air, Paint, Rockets, flags, fixing bunkers, etc. This occurs as all three levels of warfare, but is one of the main focuses of the operational (Getting supplies from port to the front) and strategic level (getting supplies from the US to Iraq).
What you described is a very important principle of battle, but actually the correct term for it is "Economy of Force". While logistics is concerned with getting you the rockets, the economy of force principle deals with making sure that your limited resources are used in the best manner to achieve your objectives. I.E. don't shoot all of your rockets in the first five minutes. The economy of force principle applies to all combat forces, including weapons, ammo, players, air strikes, special weapons / abilities, etc.
Once again, you make a very valid point. Just wanted to tweak the vocabulary a little.
23 October 2007 - 11:14 AM[...]Lenear hasn't been around for awhile[...]
I'm still around. Still trying to finish that leadership book. I look on the forums for places where I think I can be helpful. Sorry if it feels like I disappeared, the move to Baghdad took me offline for a bit.
I'll try to be more active in the future
19 October 2007 - 01:40 PMAgreed. Good Follow-up Posts. Welcome to the forum