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 Brocks Tactical Corner

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Brock
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PostSubject: Brocks Tactical Corner   Fri Apr 06, 2012 4:05 pm

Intel Drop
Source File Decoded
Intel Location:Berkeley University

Winning on your First Day Out

Created by: Jean-Manuel (jm.maries@ags.fr)
Edited by: Martin Guerrero (gmartin@alumni.eecs.berkeley.edu)

NOTE: [ ... ] will mark additional comments by editor.
Introduction to Article:

So you've done it. You've listened to the advice of so-called friends and here you are, looking forward to the first game and not quite at ease, wearing the same pro grin you had when your mother was running after the schoolbus with your scarf and bonnet. Cheer up, with your first game, you might as well win it.
How to Win on your first day out

A. Get aquainted with the marker

I won't deal with safety matters nor with how different markers work. Listen carefully to what the site managers will tell you. But if they don't explain to you how to use the marker, if they don't tell you never to remove your goggles even and especially when you're hit or you have fog on them, turn around, go away and never come back on this field, it is ran by clowns. [Remember to use your barrel plugs as well!]
Now you have a marker and feel an urge for shooting some paint. Be patient. It's a wild horse and you need to know it before the ride. Check the inside of the barrel, it must be clean and dry, otherwise your paintballs will fly like superman after too many whiskies.
[NEVER look down the barrel of a gun, unless the barrel has been removed or unless you have removed the C02 source. If it is dirty, borrow a squeegie to help clean out the barrel.]

If the marker is a pump gun, try out the pump a few times so you'll know the strength require to cock it. Pull the pump all the way back, push the pump all the way forward, and shoot. Don't try to shoot too fast, the ball won't have enough to drop into the barrel, or the marker won't cock well.

Shoot a few rounds to different targets to check out the how the paint flies, to see how fast it dives and which parts of the marker you should look at to aim. Don't hold the marker as if it were a pistol. Let the tank rest against your soulder. [if it is a bottom line setup.]

B. Walk the field

You don't need to sketch a map, nor to have a satellite take a picture of the surroundings. Look where the stations are, and where the central line is. The central line is the place where the opposing teams will most probably meet, the farthest you can run on the whistle before looking like an ice cream cone. Check the main shelters such as big rocks, big trees, barricades, ditches and rigs, and crawlers paths. This will give you an idea of where to look for hostile aliens from outertown.
A good shelter is not a underground bunker complete with cushions and stereo. It must protect you from your opponent's paint while allowing you to look around. Because if your main concern is only to stay clean, you might as well stay in the club house listening to heavy bubble gum music on your radio.

Look for a series of shelters that will allow you to move forward. You are going to move forward, aren't you?

C. Be friendly

You came on your own and know nobody. Trouble is, you won't win the game by yourself. You need teamates, you want teamwork. Go and talk to the other players. Ask them if they've already played, if they know each other, if they know where they are going to on the whistle, where do they come from, what are we here for and what is the meaning of all this. Ask them if they've split into sub-groups and about what they want to do. Then try to fit in.
If they have no plan nor organization, try to spot who has come with who, and assign each group to a portion of the field. [with an objective?] "Would you like to go on the right side, all four of you? Great. Tom and Jerry, do you want to go behing those big rocks and watch the center? Perfect. You'll be protecting the four musketeers left side then, remember to tell them about anything you see. And you, do you mind if I join in? Thanks, we'll go on the left side. You two more to the center, and me and you by the tape. What's your name? Cindy? Nice, same as my goldfish. Ok Cindy, we stick together..."

That's it. It didn't look like you were, but you gave orders and set up a structure that is not perfect, but way better than the messy bunch you'd have been without. Everyone knows where to go, what to do, and thus feels more confident. Easy, isn't it?

D. Switch to stealth/dangerous mode

Now you've organized the team, Cindy's looking at you starting to find you attractive, show yourself trustworthy. You're a cold blooded gremlin remover. When moving, novices make two common mistakes. First one is going behind a shelter and staying there for the rest of the game, sometimes the end of the day when they're deaf. Second one is walking at a steady pace, never stopping but to frantically shooting distant opponents, but besides from creating new breeds of colorful birds, the results of such shooting are otherwise very limited.
To move properly, you must go from shelter to shelter. Go to the one you spotted before the beginning of the game. Look around, try to see where the closest opponents are. If you don't see any, look for another shelter further along, rush behind it, and start looking around again. See, you don't move and look at the same time. You look, move, look again, move again. If you do both at the same time, chances are you'll imprint the shape of your ear on an innocent tree that wasn't fast enough to get out of your way.

Within a group, there must always be at least someone looking around. Don't switch off altogether your anti-hostile radars. The first shot would take you by surprise, changing your pack of hounds into a bunch of fleeing chickens. Those of you who are in front look around, then signal to the others they can move on. By the way, they musn't come behind the same shelters. You'd make a bigger target while still covering the same angles.

This technique is very easy to learn, and very efficient.

E. Don't play lonewolf

Try to find the balance between your hunting instinct and the uncomfortable feeling of smelling like fresh ham. Feel at ease, Cindy's by your side, and so are Tom and Jerry. You know the principle: "concentrate your forces". Move or have your wingmen move if you are too close or too far from them. If you are going to crawl and won't be able to answer their calls, let them know. And when you meet a prey, share it! Give information about spotted opponents, eliminated teamates or gremlins.
You spot an alien? Let your teamates know about it, and organize the removal. It doesn't mean you have to sit down and deliberate for hours about the best way to do it neatly. It comes very easily. You spot a lone rabbit, some of you pin him down, the others move sideways to get better shooting angles, or if he's really isolated, rush to his shelter and nail him at close range. Look at your teamates through the whole process, so you'll be able to signal them to provide cover fire or to shift or to charge.

If you stumble upon more than one sprite at a time, don't focus each of you on each of them. It will be like that at the beginning, but what you should do fast is determine which one is the easiest target (or the most threatening -- you want to eliminate them first), protect yourselves from his teammates shots, maybe leave one of you to entertain them, and concentrate on the former. You have better chances of winning three 3 on 1s than the same number of 1 on 1s.

Concentrate your forces!

F. Stay calm

There you are. Some careless ignorants are begging you to change their outfit's color. Don't miss your move.
You'll be surprised to see how many of their first shots will miss their targets. You make them nervous (yes, they think that poor you is intimidating) and they'll fire back in panic. Don't make the same mistake. Aim each of your shots, for at least half a second. Remember to be precise if you use a pump gun. Pull, push, aim, shoot, pull, push, aim, shoot... Don't try to go faster than you pronounce the words. Believe me, the first opponent who'll see you will miss you because he'll try to empty his loader in the same burst. But if you take the time to aim, he have to lower his head, or to clean it.

If you shoot from behind a shelter, very well. But if you took the risk to stand (and sometimes you should), please realize how provoking you look to the primitive barbarians ahead. Pretty soon, let's say in less than 3 seconds, they are going to react and shoot at you. Don't try to impersonate the invincible hero. Get down again and keep on asking for information.

If you get pinned down and the opponents are redecorating the right side of your barricade, aim at them through your shelter, then keeping your barrel in their direction, stick it out and start firing, then throw a quick look. Nine times out of ten, your opponent will have put his head and marker back behind his shelter. I know it's surprising, but that's the way it goes.

If you're the one whose head is out, you have the advantage. So if an opponent uses the technique I just described, stay out. Lucky shots happen, but they are rare. Aim at your opponent's marker/hopper/head, and calmly dispose of him.

Closing Remarks:

Be organized, be calm, feel confident. You're dangerous. You're a serial painter, a natural born paintballer, a pump fiction hero. Just remember to be humble enough to acknowledge and analyze your mistakes.
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PostSubject: Re: Brocks Tactical Corner   Thu Apr 12, 2012 9:17 am

INTEL REPORT
DECODED SOURCE FILE:Tactical Paintball

BREAK CONTACT (or FUBAR, as I call it)

Now What do you do?

When your assault didn't go well or your situation has turned R-triple-D, ( Really Deep Dog Doo), you have to do something. Even a bad plan is better than no plan at all. What the military falls back on is one of those Immediate Actions Drills. All services use and practice them. If your are here your practice and execution of the assault I.A.D probably wasn't what it should have been. So lets try to get you out of the mess you have stepped into.

Immediate Action Drill ( Break Contact)

Ok, here is the situation. your patrol or team has run into a hail of paintballs. Your immediate assessment is that you can't stay where you are and survive so you "Break Contact"

To do this and still inflict the most damage possible on the other team while at the same time covering your butt, you need to stay organized. The lead guy starts this cascade backwards by yelling "Break Contact Front!!" or anything else your team has setup before hand. The words are not that important as long as the team knows ahead of time what the words are.

So, lead guy yells he is in a world of hurt and is breaking off. This signals a series of actions from the rest of the team. The team goes immediately into its break contact drill. BUT, before we talk about that, how about an example of what normally happens. I would be willing to bet you have been in this exact situation on the paintball field.

Example of the normal team ( I use the term team loosely)

Other team is firing on guy up front. He yells they are there and starts moving back or gets hit. Rest of the team turns into immediate rabbits and scatters in all directions losing contact with each other and leaving the guys up front that are in the paint storm to go it on their own. Result? Half the team is tagged in the back, the other half now don't know where anyone is and they are easy prey as they are all alone. Basically a complete breakdown of teamwork. Happens almost every time.

So enough of that. Lets get back to the good stuff:

Again, the lead guy starts this cascade backwards by yelling "Break Contact Front!!" This starts the rest of the team, instead of turning tail and running away, firing toward the front and covering the lead guy as he retreats backwards past your teams next man.

The lead guy continues to move back through the team until he get to the back. He stops and start firing in the direction of the opposing team.

As this is going on the next guy ( the one who is now up front) falls back in the same way all the time firing in the direction of the attacking team. As he passes his next team mate, that team member starts to fall back in the same way and it cascades back until either the team can move off safely or the attacking team has stopped pursuing.

Loading goes on continually during this time, communication is constant, and each team member taps the shoulder or grabs the team member who is left closest to the attacking team as he passed. This is to let him know its time move back also.

This is an assault in reverse. Think of it this way because as the firefight turns the retreat can very easily stop and go right back the other way and assault again.

Breaking contact this way is a very aggressive drill. It puts a lot of paint in the air and it will take several of the attackers out. Remember. if your team practices these drills the other team will fall apart.

The Rangers. Special Forces, Delta and all highly trained small units use these drills. They work for them and they will work for your team.


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PostSubject: Re: Brocks Tactical Corner   Thu Apr 12, 2012 9:19 am

INTEL REPORT
DECODED SOURCE FILE:Tactical Paintball

Tactical Movement

This is the hardest part of playing paintball and doing it correctly. The paintball team that moves from one point to another, from one objective to another, from one bunker of opposing player or anything to another and does it as a team in a tactically sound way will not be defeated on the paintball field.

Here is the normal way paintball games are played, sound familiar? Teams are picked, and the newly formed team moves to the staging area or base to start from. At that point they are at least on the same team but, as soon as the game starts, this team becomes a group of individuals. Everybody wants to do something different. Everybody goes a different way. No one cooperates (really) with each other. If for some reason a couple players actually do team up they end up lasting the longest or actually win for the rest of the players.

It happens every day a game is played on each and every field.

So what is wrong? Well nothing really. It's all fun and you do at least get to be shot by the other side.

What I am going to attempt to do here is give a couple different techniques to survive and win on the field. These methods can be used for any game. Bunkering, defending, capturing the flag, elimination (my personal favorite), you name it, it works for all.

So let's start with the basics. I say basic but even the basics need practice. I remember my team (we used real weapons and the opposing side shot real bullets back) practicing crossing a road for days. Over and over we did the same deal. Practice, practice, practice, until we did it automatically. Now I'm not even suggesting this is the same but the principles are. Teamwork and tactics rule the day.

First Things First

Teams are organized to work together. A team that does not support and cover each other or that does not operate as a team but as individuals ( the norm) becomes no more than a group of targets.

Strength is in teammates and real teamwork.

Tactical Movement

We start simple. Moving together to an objective. There is a set structure that should be used. The military has proven it over the years and it works.

The squad ( team for our proposes) has a leader and scout and team members.

It can be as small as three or as large as ten.. Hell, even 2 working together is a 100% improvement over the normal game.

The Buddy Team

Buddy team movement training builds on individual movement skills by having two-man teams negotiate the lane together. One player provides covering fire while his buddy moves to the next covered position. The team must maintain visual or audible communication with each other at all times during the movement. This exercise forms the foundation for trust and confidence between small sub team and the full team members. the picture below shows an example individual/buddy team movement . The following is an example individual/buddy team movement exercise.



Ok, Ok, I know this is real army but what it shows is that one team member moves and the other shoots to cover. The team members alternate to allow the covering player to now be the moving player.

This works with teams of players too you know.

There are a couple of special situations that I seem to always get into when I play. (I tend to like to be moving out front).

Lets say your group ( maybe 4) players is moving down a trail. Your guys are staggered on either side on the trail moving slowly and quietly. Your are moving to get close to the other side. Maybe going after a bunker or just moving to contact. ( meaning your team is trying to find the other team).

Well as you move forward all of a sudden you either take fire or better yet you see the other players ( or player) up ahead. If he hasn't seen your them the hand signal is given to drop and freeze as you take a bead on the target presented ( Seems to always be the facemask ) Anyway, the front player either takes this guy out or decides to let him walk away as long as the opposing player has not seen anyone and and your team was not compromised. When the cost is clear, the team continues to move.

What Normally Happens

The guy above sees your team and this is where the practiced tactics come into play. Your front guy yells " CONTACT!! and starts shooting. All team members also start shooting in the direction of the opposing player. If the unfortunate opposing player is not hit immediately AND is not advancing then your rear team members start rushing forward, all the while the front players are laying down paint. As soon as the rear members have leapfrogged their teammates they start shooting and the Now rear players move up. This continues until the opposing player either wets their pants and takes off running or is hit ( multiple times).

What if your team runs into opposing strength?

Then the scenario above is done in reverse. The front players yell contact. Start shooting and retreat to a position a few feet behind their team members who were in the rear. Those team members are shooting at the advancing team. A soon as the retreating team members have passed behind the NOW front players they take up positions and start shooting back at the advancing opposing team allowing the now front players to retreat and basically leapfrog backwards all the time putting maximum firepower forward.. Chances are (unless the opposing team is super good) your retreating team will take out a few of the opposing players and the situation reverses back to advancing. This is quick. Lots of paint Lots of communication. But it works and works real well.

Retreating players should tap the front players on the back as soon as they are behind them so they know it time to fall back. DO NOT LEAVE YOUR TEAM MEMBERS OUT THERE. Everyone works together. Everyone pulls back or advances, but as a team.

The other side will just fade away in a hail of paint balls wondering and asking them selves " What the hell happened?"

HOOAAAH!


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PostSubject: Re: Brocks Tactical Corner   Thu Apr 12, 2012 1:18 pm

INTEL REPORT
DECODED SOURCE FILE:Tactical Paintball

Cover, Concealment and Camouflage

The proper understanding and application of the principles of cover and concealment used with the proper application of camouflage protects the team from observation.

a. Cover is natural or artificial protection from the fire of enemy weapons. Natural cover (ravines, hollows, reverse slopes) and artificial cover (fighting positions, trenches, walls) protect the team from flat trajectory fires and partly protect it from high-angle fires that the opposing team tries to drop in on you. Even the smallest depression or fold in the ground may provide some cover when the team needs it most. A 6-inch depression, properly used, may provide enough cover to save the team under fire. Snipers must always look for and take advantage of all the cover that the terrain provides. By combining this habit with proper movement techniques, the team can protect itself from enemy fire. To get protection from enemy fire when moving, the team uses routes that put cover between itself and the enemy.

b. Concealment is natural or artificial protection from enemy observation. The surroundings may provide natural concealment that needs no change before use (bushes, grass, and shadows). The team creates artificial concealment from materials such as burlap and camouflage nets, or it can move natural materials (bushes, leaves, and grass) from their original location. The team must consider the effects of the change of seasons on the concealment provided by both natural and artificial materials. The principles of concealment include the following

(1) Avoid unnecessary movement. Remain still—movement attracts attention. The position of the sniper team is concealed when the team remains still, but the sniper’s position is easily detected when the team moves. Movement against a stationary background makes the team stand out clearly. When the team must change positions, it moves carefully over a concealed route to a new position, preferably during limited visibility. Snipers move inches at a time, slowly and cautiously, always scanning ahead for the next position.

(2) Use all available concealment. Available concealment includes the following

(a) Background -Background is important. The team must blend with it to prevent detection. The trees, bushes, grass, earth, and man-made structures that form the background vary in color and appearance. This makes it possible for the team to blend with them. The team selects trees or bushes to blend with the uniform and to absorb the figure outline. Snipers must always assume they are under observation.

(b) Shadows -The sniper team in the open stands out clearly, but the sniper team in the shadows is difficult to see. Shadows exist under most conditions, day and night. A sniper team should never fire from the edge of a wood line; it should fire from a position inside the wood line (in the shade or shadows provided by the tree tops).

(3) Stay low to observe. A low silhouette makes it difficult for the enemy to see a team member. Therefore, the team observes from a crouch, a squat, or a prone position.

(4) Avoid shiny reflections. Reflection of light on a shiny surface instantly attracts attention and can be seen from great distances. The sniper uncovers his riflescope only when indexing and aiming at a target. He uses optics cautiously in bright sunshine because of the reflections they cause.

(5) Avoid sky lining. Figures on the skyline can be seen from a great distance, even at night, because a dark outline stands out against the lighter sky. The silhouette formed by the body makes a good target.

(6) Alter familiar outlines. Military (and paintball) equipment and the human body are familiar outlines to the other team. It’s pretty easy to pick out a hopper in the sunlight. The team alters or disguises these revealing shapes by using the Ghille suit or outer smock that is covered with irregular patterns of garnish.

(7) Observe noise discipline. Noise, such as talking, can be picked up by enemy patrols or observation posts. The sniper team silences gear before a mission so that it makes no sound when the team walks or runs. Paintball teams need to understand the value of noise discipline. As mentioned in the section on Communication, this doesn’t apply when the rounds, or paintballs, start to fly. I hope this has helped open your thinking just a little. I attempted to modify this to the paintball field, as you may be able to tell this info was originally geared to a slightly different crowd.


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PostSubject: Re: Brocks Tactical Corner   Thu Apr 12, 2012 1:19 pm

INTEL REPORT
DECODED SOURCE FILE:Think Tank Paintball

Communication

The first rule of communication: If you are not moving or shooting, you should be talking. Once you are detected by an opponent, you should be talking to your teammates. This doesn't mean incessant chatter. It means that you are relating any information that you have that your teammates may not be aware of. Since your opponent knows where you are, communication can only help make your team more effective.
Critical Game Information:
Opposition
Number
Location
Eliminations
Distress (gun problems, etc.)
Team
Eliminations
Distress
Location
Movement
Environment
Time
Critical Locations
Game Goals
Cross-talk to your teammates is important to confirming that you have received and understood their message and possibly relayed it to other teammates. This lowers the confusion from large firefights and keeps players focused on the critical messages.
Silence on the field during a firefight is an indication of inexperienced or self-absorbed players. A team should be communicating constantly if they are engaged. More organized teams may use brevity codes to indicate common in-game ideas. This reduces the effects of letting your opponent know what you know. For instance, if a you have a problem with your gun, you may use the codeword "mockingbird" to let your teammates know that you are repairing your gun and unable to fire, without letting your opponent know of your vulnerability.
When you are not engaged, verbal communication should be kept to a minimum to reduce chances of detection. Hand signals, brief conversations, and radios can all help keep your location concealed. If you don't have a critical piece of information to convey to your teammates, you probably shouldn't be talking.
"Smack talk" can be part of a paintball game as well. Taunts, jeers and general noise can have several benefits to your team. First, taunts can disrupt an opponent's game. Intimidation can be a very real factor to inexperienced players. Some players let their pride get the better of them and can be coaxed into unfavorable positions. Second, a player who is loud and vocal draws more attention and fire than a quiet one. This can be valuable when trying to control the firepower game.
Keep the language in your game non-personal and non-profane. Also, do not make accusations of rules violations or hits unless you intend to back them up with facts. If you see a player take a hit, let him know. If he needs a ref, one will find him. Be aware that false accusations can be considered tantamount to cheating (to occupy other players with ref attention) and can get you kicked from a game. Constant paint checks or accusations of cheating are unsportsmanlike and often against the rules as well.
Radios can help a team increase the area they can control, by allowing dispersion of players to greater distances, even beyond visual range. This can increase the information available to a team, which can be valuable if the information allows your team to make decisions quicker than your opponent. Radios are also useful in large games with resurection of players, as they make it easier to find your teammates.
Make sure your radio communication is short and to the point. Distraction from radio chatter lowers situational awareness. Use ear-bud speakers to avoid giving away your position with audible radio sounds.
Radio communication does not dramatically increase their ability to place fires on a given place on the field. There is also the danger in letting radios make your line too thin, where players cannot easily move to support one another. Your radio use should focus on the practical, versus the novelty.

END TRANSMISSION


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PostSubject: Re: Brocks Tactical Corner   Thu Apr 12, 2012 1:20 pm

INTEL REPORT
DECODED SOURCE FILE:Berkley College


GENERAL PAINTBALL TIPS

NOTE: [ ... ] will mark additional comments by editor.
Introduction to the Tactics Series:

I happen to write strategy articles in France. Well, posting something every day has two drawbacks: 1) I don't have enough time, and 2) it takes time to practice, to understand and to put into action something you read.
Ok. There you go. I'll start with some tips:

A. SAFETY

1. Nothing is more important than safety: yours, the ref's, your team's, your opponent's, the spectator's.
[2. REMEMBER: SAFETY ALWAYS COMES FIRST! ]
B. EQUIPMENT

1. You must know your marker, the common failures. It must work perfectly. Have some tools.
2. Check your marker before walking onto a field.
3. Check the screws during the game.
4. Keep your barrel clean and tight.
5. Know how many balls your hopper contains, how many shots you get from different bottles, the weight of your bottles when they are empty, and how much CO2 you can put in.
6. Use antifog lenses [if possible. If not, you may want to spray anti-fog material every so often]
7. Use a stopwatch, look at it regularly.

[ Paintball Guns:

a) ALWAYS USE YOUR BARREL PLUG WHEN NOT PLAYING!
b) First time with you paintball gun? Get acquainted with it. Ask the field owners how to use it, ask whether it is a pump gun, or a semi, ask players around you (or your friends or family), about the gun.
c) Learn how to handle common problems:
Example:
PROBLEM: The Ball Doesn't Shoot Straight
POTENTIAL SOLUTION: A ball may have broken in your hopper or in the gun. Use a squeegie to clean out the excess paint from your barrel (be careful when doing this! Safety first! Never look down the end of the barrel), or clean up your hopper.
TIP:
a) Bring a squeegie with you on the field. Accidents happen on the field and you will want to maximize your effectiveness.
PROBLEM: The Velocity won't go down even if I adjust it.
POTENTIAL SOLUTION: Liquid C02 may be getting in your gun. Try shooting a few clearing shots with the gun upside down (so you don't waste ammunition). In general, try holding your gun in such a way that the liquid C02 will go back into the bottle.
PROBLEM: The Gun Doesn't Cock anymore
POTENTIAL SOLUTION: Perhaps you are running out of air? Try getting more air.
d) During a game, if you can't do anything about your equipment problem, DO NOT GIVE YOURSELF UP! You can still be a very useful force in the game.
e) Bring the necessary tools to adjust velocity in your gun.
f) Extra Barrel Plugs would be ideal
Paintball Goggles:

a) If you have a choice, try getting a thermal lens to prevent fogging. A thermal lens is essentially a double paned lens.
b) You may also want to look at how much face protection the mask offers.
c) Buy an antifog spray and use once every hour or so. If you wear glasses, don't forget to spray on them too. Its useless having very clear goggles but have your glasses fog up!
d) You may also want to consider getting a small fan for the goggles to help them clear up.
Guppies/Extra Paint Loaders:

a) Close the lids VERY WELL. Make sure the Guppies are strapped securely.
b) Make sure you fill each guppie all the way. If there is not enough paint, you will hear a jiggling sound when you run. Worse, you increase the chances of a ball breaking in the guppie. You DO NOT want to put "contaminated balls" (covered with paint from a broken ball) in your hopper as the accuracy of your shots will significantly go down.
c) Don't position the guppies to the side of you. Even guppie hits count.
]

C. POSITIONING

1. Choose obstacles that will protect you while allowing you to look around and to shoot back. Don't bury yourself somewhere.
2. Keep ready to move any moment. Don't stay in uncomfortable positions -- your limbs will get "sleepy".
3. Always look for a retreat route, and make sure it stays clear of opponents/ opponent paint.
4. Be a small target. Watch your marker, your legs, your hopper, your butts.
5. Stay in the shade, beware of [shadows]
6. Look around, even if you have to expose yourself to do so. Try to locate your opponents and your teammates.
7. Look by the side of things rather than over them, and move slowly: movement will catch the eyes of your opponents.
8. When you are in a hiding position, don't move.
9. When an opponent looks your way but doesn't seem to spot you, freeze.
10. When you attack, stay low. When you explore, stay high.
11. NEVER position two persons behind the same shelter.
12. NEVER immediately go to a spot where one of your teamates has just been shot. If you do have to take his job on, do it from a different shelter.
13. If you are in the center (between the side limits), don't be the farthest of your team -- you'd be shot by all of your opponents.
14. When you are behind a "solid" shelter (barricade, wall...), don't stay against it, but a little back, so you will be able to move out already aiming, instead of having to go out, and then aim.
15. Also, protect your legs. A good position is to sit with your legs against the barricade.
[16. Choose a barricade which allows you the greatest field of fire.
17. When a ball barely misses you, MOVE! Don't give that person a second chance to aim again, and this time, get you.
18. Get Kneepads if you plan to be on your knees a lot.]
D. MOVING

1. Go from shelter to shelter. Always know which shelter you want to reach.
2. Move when the wind blows, it will be almost impossible for your opponents to hear you.
3. So, when the wind blows, keep your eyes opened for an opponent who knows that trick.
[4. When moving, try using teamwork, with teammates giving cover fire if necessary]
E. INDIVIDUAL TECHNIQUES

1. Point your barrel in the same direction you're looking in, so you are always ready to shoot.
2. Practice shooting while running.
3. Learn to shot both right and left handed.
4. When you shoot at a running opponent, shoot in front of him so he'll run into your paint.
5. When you are behind a shelter, don't shoot from the same place twice in a row.
6. Be calm, don't always shoot back when someone shoots at your shelter, but de ready for someone running at you.
7. Don't hesitate to shoot at an opponent you can't see, if it'll make him nervous or help a teammate.
8. Shoot at an opponent when a teammate is moving in on him, even if you know you won't eliminate him, so that opponent will rather look your way.
F. BE A TRUSTWORTHY TEAMMATE

1. Play with a teammate, in a group of two. (You call that "a buddy" I think?)
2. Never let your buddy down. If you move, tell him.
3. Be smart, but disciplined. Listen to (and ask) a teammate who has a good viewing position. Tell your teammates what you see!
4. Use a code. The main purpose of a code is not to keep your conversations secret, but to summarize long sentences in short words, and to state what has to be said, i.e what is important information.
5. Frequently look at your teammates, thay might have moved without telling you.
6. Never surrender, even if your marker is down. Stay, and pretend it works. You can also be used as a "goat".
7. After each game, review what you have learned, imagine all the things you could teach new players.
G. THE RULES

1. Know the rules by heart, you'll avoid penalty points [if applicable].
2. Play fair, whatever the situation. Don't go around bragging when you win, don't complain when you lose. And never cheat. It kills the game, it kills the fun. If you rely on cheating to win, you'll never improve. And if you can't help cheating, give up paintball, please.
[3. SPORTSMANSHIP]
Closing Statement for Tactics 01:

That's it for the first time. It isn't the most interesting part (in my opinion), but it is important. Anyway, I'll give you more precise tips of specific situations some other time. Next week I think.
jean-manuel
team Les Tontons Flingueurs
France
http://www.ags.fr/ludis/


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PostSubject: Re: Brocks Tactical Corner   Thu Apr 12, 2012 1:21 pm

INTEL REPORT
DECODED SOURCE FILE:lBerkley College


Tactics II: "A Pair beats a Single Card"

Created by: Jean-Manuel (jm.maries@ags.fr)
Edited by: Martin Guerrero (gmartin@alumni.eecs.berkeley.edu)

NOTE: [ ... ] will mark additional comments by editor.
Introduction to Article:

(* My purpose is not to give lessons about teamwork. I think that magazines already covered the subject. I know that most players don't belong to a team, and don't participate in competitions. But when they will, they'll need to know the basics, which is what i'm trying to get through to them. *)
Only Rambo thinks he'll win alone. You won't. Especially if I'm standing in front of you, ah ah. You'll need help, and the best way to have it available is to have a buddy at hand.
You don't like maths? You'll like this: 2 > 1 + 1

Start working as a single group. Once you feel at ease wuth your buddy, you'll collaborate with other pairs, until you form a team. Right now, lets say it's only you (Bart) and you buddy (Ernest).

A. MOVING

1. Caterpillar

You have to move fast, the field is big and you don't know what's in front. One of you moves forward to a shelter, watches around, and signals the other that the path is clear. Lets say you're the one behind. Don't go behind the same shelter as your buddy! You'd make a bigger target. Stop 5 meters behind, take a quick look, and when you think you've check the surroundings enough, signal your buddy to move further.
The faster method is to move past your teammate.

In either case, don't move more than ten meters at a time, and always go behind a shelter. While moving, and when you arrive, stay low and still. The one behind is the one who must stand and keep ready to provide cover fire.

2. Line

Both of you are almost at the same level. Actually, one of you will be closer to the tape, so he's only vulnerable on one side. The other, who's more to the center, should be somewhat behind (5-10 meters). The "tape man" looks mainly forward, his "wing man" has to take care of the center. But remember you want to move up the tape. Don't go to the center where you would be vulnerable from both sides.
3. Crawler/Coverer

The one up front is on his belly, crawling. He doesn't see much of the field, but hopefully, he's not being seen either. He needs someone to "be his eyes". So his buddy is behind him, way behind (20 meters), standing, walking slowly and from cover to cover, sometimes shooting a few paintballs at a bush that might be sheltering an opponent. The "coverer" wants the opponents to look at HIM, and to forget about the crawler. In case of a paintfight, the crawler will hear a lot but still won't see much. So he'll need the coverer to tell him "11 hours, 10 meters, behind a palm tree".
Which also means that, when you see someone far away, coming at you, standing, shooting lots of paint, beware of crawlers!

4. Goat and hunter

We used that tactic four years ago, in a 5 man tournament. On one game, we had two guns down, including mine. So I'd run in front of a more stealthy teammate. When I got shot at (and missed), I'd drop and pretend that I was dangerous. My teammate could move sideways and remove the opponent.
So don't surrender, even if you're out of paint/CO2/gun/girlfriend.

B. SKIRMISH

1. He's home alone

Ok. You were moving forward, you fell upon a guy whose intentions seem unfriendly. If he's alone, with no help close, dispose of him fast. One of you "sticks" him, the other moves sideway to get a better angle.
O (O opponent)
== (X you and your buddy)
. ( . paintballs)
. / (/ move)
. /
. /
. X
X
Another solution is to run at the opponent inside his "dead spot":
0
==
. ^
. |
. |
. |
. --X
X
Once you've shot him, don't immediately go further than your opponent's shelter, drop behind. There might be another opponent around.
2. They're a pair as well

The most common mistake is "you take care of one, I take care of mine". It's easy to understand that 2 against 1 will normally win, but who can tell the outcome of 2 "one against one"?
Quickly decide which one you want to nail. You don't have to deliberate:
look who's your buddy shooting at, protect yourself from the other's paint, and soon enough, you should be in a 2 against 1 situation. Be move, be aggressive. YOU are the hunters. Les the others feel like rabbits.

a) Simple fire power

0 0 . <-this one is in trouble
== . ==. and shouldn't be able
. . to last long
. .
. .
. .
. .
== ==.
X X
*splotch he's out*
next move will be something like:
0 . ..
==. .. ==
. ..
. ..
. X
. |
. |
==. == |
X /
b) Confusing move

0 0
== ==
. .
. .
. .
. .
. X
== == /
\ X /
\ /
----------------
c) When dealing with barricades and two right-handed opponents

Right handed players tend to shoot by to right side of their barricade (your left). If they are within easy running range, look at what you can do:
(D) (C)
O O
.=== .===
. .
. .
. .
. .
. .
=== ===
X X
(A) (B)
When both (D) and (C) are shooting at (A), neither can see (B), who can try a run to (C). It has worked dozens of times.
Closing Remarks:

Remember, you must be aware of whats going on. If you dive and keep your head down each time some washable paint is flying at you, you'll never be the dangerous hunter you'd like to be. Stay calm, keep your thoughts clear. You're at least as dangerous as your opponent, so don't be afraid of him. Feel like a pro, you'll act like one. Do unpredictable things, keep the edge. If you lose it, if you're the one who's being pinned down, try to regain it. Aim at your opponent through your shelter, move your marker out and shoot. If this doesn't work, try from a different place. And once you have your opponent face to the ground, don't let him raise his head. Get him.


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PostSubject: Re: Brocks Tactical Corner   Thu Apr 12, 2012 1:21 pm

INTEL REPORT
DECODED SOURCE FILE:Berkely College

Tactics IV: Beginner's Most Common Mistakes

Created by: Jean-Manuel (jm.maries@ags.fr)
Edited by: Martin Guerrero (gmartin@alumni.eecs.berkeley.edu)

NOTE: [ ... ] will mark additional comments by editor.
Introduction to Article:

Back after a week on a tournament. Very few beginners there, but there are a lot around the world. How do you know one when you see one? Look into this...
Beginner's most common mistakes

A. Wrong positions

A beginners first concern is usually to protect themselves rather than being a threat to their opponents. They choose the thickest bush or the deepest hole available and settle down right in the middle of it. They don't see anything and are unable to provide information or cover fire. But they think they're in a great ambush position.
Those who go further go too far and have to dive behind a tree which roots they decide to closely examine. They don't even shoot back to improve their situation, nor ask for help. And when hit, they'll wait for the incoming paint to stop pouring before they stand up and walk away, which means they'll get out wearing two or three layers of bright colors.

Choose your first shelter before the game starts. A good shelter is one that will provide you with reasonable cover, while allowing you to look and shoot around. So you must be within range of your opponents, but not too close so you can still move behind your tree/barricade. If the shelter you're behind is so small that you can't stick your head out, make sure you'll have a teammate behind you to pin down your opponents at times, so you'll have openings.

B. They can't look

Usually, if you see your opponent before he spots you, you've won. But beginners think that if they stick their head out, they'll be an easy target. So they never look around. Those who decide to use their eyes focus them in one single direction. To concentrate on such a wide area, they close their ears to all noises, especially those coming from their sides.
Don't be afraid to look around. You need as much information as you can get. Of course your head will be a target, so look by the side of your barricade rather than above the top of it. If you decide to look above the top, don't do it for more than one or two seconds. It'll take that long for your opponents to: 1-spot you, 2-aim at you, 3-shoot at you and have the paint travel.

C. They Don't Move!

They don't move enough. If you're not useful where you are, don't stay there. For instance, deciding to stay behind to "protect" your base is ALWAYS a mistake: if the rest of your team breaks through, it means they would have done better with you among them and anyway, there are no opponents left to protect your station against. If the rest of your teams gets beaten, it means they'd have done better with you among them, and when your opponents arrive to your base, boy will you feel alone... Another example. Look at a newbie who's being shot at. He's trying to make himself as flat as possible. As flat and useless as a flat tire.
When you're in a position where you are easily pinned down, with no close help at hand, there are only three things you should think of doing:
Going away as fast as possible
shooting back
Yelling for help and indicating your opponent's location. Yell, if they're shooting at you, it means they've spotted you, so don't be affraid to give your position away.
Another wrong -or lack of- move. When a beginner spots you, he focuses on you and become blind and deaf to anything else. Most of the time, he won't even imagine that you, sly as you are, have moved to a place where you'll shoot from a different angle.
When you are spotted (when you shoot at someone, you usually are), be prepared to move so your opponent won't know aither where you are nor from where your next shot will come.

D. Not enough Communication!

Beginners very seldom talk too much. Most of the time, a beginner who talks is a) drunk b) in the dead zone. A beginner keeps his problems to himself (he doesn't ask for help when needed) and doesn't brag about his knowledge (he doesn't tell you about the opponents he's spotted).
The only good reason to be quiet is to remain stealthy. But once you're spotted, there's no reason not to yell, scream. You'll get the help you need, and give your teamates the information they need to kick in. Only exception: be careful when asking for paint, unless it's in your face you want it.

E. They don't shoot

Usually, beginners are very accurate and seldom miss a player who's 10 feet away, aspecially if he is on the same team (told you, they can't look). They imagin that a marker is a gun, and try to nail targets 100 yards away (thus giving away their position). They shoot too soon, and at averything that moves. The opponent who doesn't shoot (yet) will know where to find them (they never move), and will pick them out when wanted.
If you haven't been spotted, your first shot must take your target out. Wait until the flight path is clear, or until the opponent sees you. Be patient, especially when you're defending.

The price of paint being what it is, they think that a ball that doesn't end on an opponent's camouflage is lost, so they never provide cover or intimidating fire.

Sometimes, you have to shoot at opponents you can't see. To help a teamate out of a dear situation, to make an opponent nervous behind his tree, to keep his head down while one of your teamates is closing in on him, to make noise to distract their attention... In my team, we all share the cost of paint because we know that our front players (who use less paint) can only play if someone behind them throws paint, but you need a team to do so.

Conclusion

Beginners make such mistakes because they're afraid of paint. So remember: it's just a game. There are no "kills". There's always another game. I don't like to talk about me, but you know, I was voted 10th best french player, but on a normal tournament's day, I get eliminated three games out of four (I'm one of those players who's supposed to run very far on the whistle to reach that virtual reality barricade...).
Feel dangerous. You have a marker, you have paint and gas? You ARE dangerous. Experiment, try new moves, increase your experience. Try out the moves that have "panache", that are fun. Your play paintball to have fun, don't you?


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