View Full Version : Managing a Rec Ball Team
carrim
12-24-2001, 05:29 PM
I have recently started a paintball team for rec-ball (about 12 people so far). I intend to split them into squads as it growns, the idea is that we would go to our local field field on days when everyone is welcome and just do our thing and get better as a whole. I was just wondering if anyone had some advice on squad types (number of people, type of player etc) and any other advice for managing a large rec-ball team.
Thanks for your time.
Creeper
12-24-2001, 07:02 PM
I'd advise getting two teams of 12 people or more each. That way, you can go every weekend and just play with yourselves (reserve a field, its cheaper and better than normal walk on). It will allow more strategizing amongst your team.
As far as positions go, first get the team and go play once or twice. See what the people like, and divide them as so. If there is someone with experience and respect, have them unofficially "lead" a division (tape runner, back player, etc). It will help in coordination. Just some tips, I'll get back to you on some more later.
Killer_Demo
12-24-2001, 07:35 PM
Anybody on your team use full-auto??? I have some tips if ya do
carrim
12-25-2001, 09:37 AM
Most of my team members are fairly new to paintball, only 2-3 rec-games but they really want to get into it so I decided to start the team. I on the other hand have been playing for a few years and have a phantom (I am what is loosely referred to as a sniper). Anyway, any advice on keeping this team functional and organizing the squads etc. is apreciated greatly.
Creeper
12-25-2001, 10:22 PM
First, as leader, you will need to be everpresent. You must push your players not to be "snipers". Snipers tend to be the most attractive to new players because they are always fascinating and it keeps you in the game for a long time. Becomeing a "sniper" from your first few games in detrimental to one's rapid development. Your phantom will be fine to use as long as you are making eliminations. As far as basic strats go-
You have 12 people. I'd reserve 4 for defense as back players who defend the flag and the rear area. A group of 6, divided into two teams of 3, should be your main force. Another group of 2 should round out your squad as infiltrators.
Back players-
I'd recommend the leader is one. They must be very vocal and aware. A good position for a newer player as long as there is one or more vets around.
Utility-
Well rounded, skilled players. Usually they should take the job of infiltrating the enemy and providing support for the main unit. They should not be used as the infiltrating team if the main team is creating a diversion. They can, however, assume a tactical position to support the main group from the enemy's rear. They should also be able to hold off an attack from a larger force, since they will be instrumental in defending forward positions. They will also need excellent communication to make sure neither is bunkered or taken by surprise.
Main Unit-
Group A and Group B should be relatively equal. They should stay together for the most time, but if engagment occurs, they should each perfrom flanking maneuvers on the enemy. Use them as your main fighting force, and place new players with a game or two of experience here.
Some strategies:
Overwhelm-
A heads left, and B heads right. Utility tails B about 20 yards behind, as hidden as possible. When B engages the enemy, they immediately double back to A's position. They are not to go directly to A even if in view, they should seek to surprise the enemy. Utility should engage the enemy as soon as B disengages, and slowly pull back. As the enemy is syphoned away from the initial area of conflict, the Defense should rush them with Utility and eliminate them. All but a few players should then rush forward to help out the main squad.
Noose-
Utility takes the right tape to the center of the field, while the Main Unit heads center. Defense is centered on the left. Main unit slowly pulls back as enemies advance. Utility takes a tactical firing position on the advanced enemy, and Defense breaks on the left. This should overwhelm the enemies in the "noose".
More elaborations tomorrow.
carrim
12-26-2001, 12:34 PM
I stress the term "loosely" a sniper. I meant that I tend to go in solo and do a large flank of the enemy base, get in range of the enemy base from behind, make sure I am very well hidden and just start taking well-aimed shots once every 20 or so seconds. I will probably end up leading one of the infiltrating squads and just go storming in once we get behind the base.
Compton
12-27-2001, 07:23 PM
I think the best thing to remember is have Fun! Don't get caught up in the tournement hype of making your gun shoot 3000 balls in 1 minute, just have fun. The games become less attracting when people have to spend $60 a day to keep up with the amount of fire.
Now for organizing your group. Make sure your guys can schedule days for playing, my group has the most trouble with this. Once you guys play together you'll learn things to improve on, like don't shoot at the bunker, shoot at the opponent when you can hit him. But when you start to work together things will fall into place from there.
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