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Paintball is a game whose participants use gas-powered CO2 or compressed air powered markers to launch marble-sized gelatin capsules (paintballs) containing a vegetable oil-based dye, which can come in many colors and variations, such as white, orange, yellow, green and glow in the dark. Among the most common of the many variations is a version of capture the flag, in which two teams of players attempt to seize each others' banner without being struck by a paintball. Another common game is total elimination where one team wins when all members of the opposing team are eliminated by being struck by a paintball.
The first paintball game was played in New Hampshire in 1981 by Bob Gurnsey, Hayes Noel, and Charles Gaines, who used "markers" (also called guns) built to tag cattle or trees. The first tournament with a cash prize was held in 1983.
The game of paintball Paintball
Penn State University Paintball Player at the 2004 NCPA College Paintball National Championships
The rules of paintball vary by location and game variation. In general, a player is "marked" and must leave the field of play if he or she is hit by a paintball that bursts and leaves a colored splat. Many venues do not count a player as marked if the paintball does not break, or if it breaks in flight, say, by coming through brush, though a common exception to this is if such "brush splatter" coats the player such that determing legitimate hits would be impossible (brush splatter accumulation totalling larger than a US quarter is a common gauge). Some games require the player to be hit multiple times or in specific areas (such as the torso) in order to be "out".
U.S. and Turkish security forces paintball exercise in Turkey
Many venues employ referees to enforce the rules, verify hits, and ensure safety. Violators of game rules or safety regulations are usually thrown from the game or even ejected from the venue.
The basic equipment includes a paintball marker, sometimes called a gun for its physical resemblance to a firearm. Paintballs flow from a hopper into a chamber. Upon the press of a trigger, pressurized gas (usually carbon dioxide (CO2) or compressed air flows from an attached tank and propels the paintball out the barrel up to 300 ft/s (90 m/s), depending on venue rules. Some hoppers have battery-run agitators that prevent ball jams, which keeps the balls flowing more consistently and helps to maximise the rate of fire.
Players must wear a mask and goggles (some models have double-paned lenses known as "thermal lenses" which reduces fogging significantly) and carry a marker plug or barrel cover to prevent accidental firings between games. Most players wear long sleeves and pants or even special clothes designed by paintball companies; this eases or nullifies the pain of getting hit, which can sting, bruise, or, very rarely, break the skin (which usually happens in areas of naked and thin skin where the skin presses against bone, like the knuckles). Wearing padded clothing to inhibit paintball breaks is considered at the very least unethical, and is considered cheating at many venues.
Paintball games
Locations/Fields
Woodsball
Woodsball is the oldest and most common style of paintball played. Most woodsball fields are large enough to hold dozens of players on each team and sometimes have some pre-made bunkers along with the natural cover. Woodsball games are generally longer in duration than other formats, and rely on entirely different tactics. Whereas speed and rate of fire are key elements in a speedball game, woodsball relies much more on concealment, large-scale maneuvers, and patience.
Speedball
Speedball Paintball Gun is much faster and usually played on a much smaller field. Many speedball fields use hard bunkers and are generally sized for teams of 3 - 10. Since the opposing teams are much closer together with more cover, there is a lot of movement and a lot of "bunkering", or running up to an opposing player's bunker and eliminating them from a close distance. Woodsball is usually considered to be more teamwork oriented.
Scenario
Scenario paintball games are often larger-scale re-enactments of historical battles involving hundreds of people, such as the Battle of Normandy, or modern day scenarios such as storming a building and rescuing hostages. Scenario games can last hours or sometimes days, and bigger games often have player re-insertions at set intervals. The most common field for Scenario games is Skirmish Paintball in Jim Thorpe, Pennsylvania which holds several scenario games every year, including The Battle of Stalingrad and the aforementioned Battle of Normandy (also called D-Day) which is increases in size every year and continues to be the largest scenario game in the world.
Duel
Duelling is a simple game between two players. The hopper is generally removed and each player loads one paintball into the marker. Standing back-to-back, they walk apart until the referee (or a chosen player) yells "turn" or "fire". The players quickly turn around and fire at their opponent. The scenario repeats itself if both players miss each other.
Gauntlet
Gauntlet, like Duel, is one-on-one, however it does not have the same restrictions on ammunition, and players generally start on opposing ends of the designated play area (similar to most team games). Gauntlet games have become more popular as a quick filler in larger play scenarios between, for instance, players awaiting re-insertion into a Scenario game.
Tournament
Tournament is played by the same rules as normal paintball, but in a competitive environment. There are a set number of people on each team (commonly 3, 5 or 7), and modern tournament play is primarily speedball. Due to the competitive nature, most tournament players use high-end markers capable of higher rates of fire. The major leagues are National Professional Paintball League (NPPL), Paintball Sports Promotionsâ„¢ (PSP), X-Ball and Millennium and consist of a whole circuit of paintball tournaments, however smaller regional and locally-sponsored tournaments are very common.
X-Ball
X-Ball Paintball Marker is a faster, more aggressive tournament format designed to give paintball an extreme sport turn. It was created by Richmond Italia and has its own sports league, the National X-Ball League (NXL). Teams of up to 18 players field up to 5 players at a time, scoring a point each time they take the center flag to the opposing side of the field. The team with more points at the end of the match wins, with final scores like, 10-5, 20-18 or 15-2. Recently, the NXL world championships were broadcast nationally on ESPN2.
Games
Capture the Flag
The classic schoolyard game, with a paintball twist. Teams start on opposing sides and attempt to acquire the opponents' flag while protecting their own. Victory is achieved by being the first team to hang the opponents' flag on the designated location at or near their own starting location.
In tournament play, a team successfully eliminating all opposing players, losing none of their own players and successfully hanging the opponents flag within the alotted game time is said to have "Maxed" the other team (that is, they have acheived the maximum points acheivable in the game).
Center Flag
Similar to the above, except there is only one flag hung at the center of the field - both teams are trying to acquire the flag and hang it on the designated location at the opposing team's base.
Elimination
Teams play until one team is entirely eliminated.
Predator
Game play begins with a single player known as the predator versus a group of players known as the humans (typically 5-20 players). The predator player can only be eliminated by two hits to his torso. The predator, however, "converts" the humans to his team via any normal eliminating hit (not limited to the torso). Upon being hit, the converted human announces "Hit!", and then has 10 seconds in which he must find appropriate cover (as he is now a predator and, thus, the enemy of his former teammates) and wipe-off his "conversion hit" (one of the very rare times a 'wipe' is not only ethical, but necessary). Converted players require only one Paintball Gear torso hit to be eliminated from the game.
The game is won by the predator by converting all the opposing players (which gets easier as more predators are "created"). The game is won by the "humans" by eliminating the predators.
Markers
Electro-pneumatic
An Electro-pneumatic firing system is controlled electronically. This allows for firing of the marker with less effort than it requires to click a button on your mouse. It also enables markers to have several different firing modes such as 3 shot bursts, 6 shot bursts or even fully automatic. However, virtually all tournaments and paintball fields only allow semiautomatic mode (1 trigger pull, one shot). Because of this, some high end markers ship with a control board only allowing semiautomatic, and for fully auto modes the board will need to be replaced. Others rely on LCD screens to indicate that a non-semiautomatic mode has been selected. Many newer electropneumatic markers incorporate an ACE system, or anti-chop eyes which use lasers to detect whether or not a paintball is in the breech when the trigger is pulled in order to prevent ball chopping. This system is usually made in two systems, either reflective (in which the laser bounces off the ball), or break-beam, in which the laser hits a receiver at the other end, the beam being "broken" if a ball is present. The latter being more efficient, and used in higher end markers. Examples include the Bob Long Intimidator Series, the Dye Matrix and DM5, various WDP Angels, the AKALMP Excaliburs and Vikings, Smart Parts Shockers, Impulses and Ions, and Eclipse Eblade Autococker.
Mechanical
The action is controlled solely through mechanical means. Many mechanical markers have a hammer which when cocked is held back by a catch connected to the trigger (trigger sear). It will also have a spring trying to push the hammer forward. When the trigger is pulled, the catch is released and the hammer is allowed to slam in to the valve. This diverts the flow of air from the tank, through the bolt and into the paintball, propelling it out the barrel. Excess air not used to propel the ball is then used to recock the hammer. This type of marker is called a blow-back design and is the most common approach used. Common examples of blow back markers are the Kingman Spyder line of markers, and the Tippmann 98 line of markers.
Open Bolt
This means the bolt is back when the gun is cocked, leaving a paintball in the chamber at all times. The bolt is the internal part of the marker that the CO2 or N2 travels through to propel the ball. On these blow-back markers (the blow-back mechanism is the most common open bolt mechanism) when you release the trigger sear it allows the bolt to move forward. At the bottom of the bolt is a hole allowing air to travel through it, so when the bolt is released and moved to a certain point the air will travel through it. Most markers, high end or low end, work this way. The other form of open bolt marker is the blow-forward, the most common example of which being Automags.
Closed Bolt
The exceptions to typical open bolt markers are the pumps and Autocockers. On these markers the bolt is forward, or closed, when cocked. Once the shot is fired the bolt moves back allowing another ball to drop in the chamber and then moves back to its closed position. In a pump marker this recocking process would be done by hand. An autococker is very similar to a pump, the only difference being that the autococker has parts called the 3-way, the ram, and the LPR (low pressure regulator), which is used to cock itself. This system is believed by some to improve the accuracy of each shot because the bolt does not move when the air is released. There have been numerous tests on the subject, but the most scientific ones (using machines to fire rounds instead of humans) have shown there is negligible, if any improvement in accuracy and consistency of shots.
Electro-mechanical guns
A hybrid approach, where the mechanical firing of the marker is actuated via an electric coil. This allows for the short light trigger associated with electronic markers on an otherwise mechanical marker. Common examples of this are Kingman markers using their ESP trigger as well as the E-Mag by Airgun Designs.
Paintball Fields
Carbon dioxide
Because CO2 becomes a liquid when compressed, it needs to expand to a gas to be used by the paintball gun. This expansion is not adiabatic and requires energy, causing the tank to cool as heat is used to expand the liquid CO2 into gas. Eventually, under sustained fire, and especially in cold weather, the tank can become so cold that ice crystals form on it. If the CO2 bottle does not have an `anti-siphon' tube fitted, or is shaken while firing, the liquid CO2 may enter the gun. The liquid CO2 then passes through the gun instead of the tank, evaporating and causing the gun to freeze. This occurrence is made obvious by the large clouds of CO2 vapour ejected from the gun upon firing, caused by the liquid CO2 evaporating in/around the barrel. This is known as `drawing liquid'. This can and will cause damage to internal seals and O-Rings, which will put the gun out of commission for some time while it warms back up. *Warning* Never leave a CO2 container in sunlight.
High Pressure Air
When HPA is compressed, it remains a gas. When it expands, it also cools the tank, but at a far lower rate than liquid CO2 because it does not have to transition from liquid to gas. Therefore it is viewed as a superior source of propulsion. However, because these propellants are stored at up to 4500 lb/in² (31 MPa) while liquid CO2 is stored at 1200 lb/in² (8 MPa), tanks for nitrogen and HPA are more expensive at over $100 US. The tanks for themselves can either be filled with pure N2 or compressed air, which is 79% N2. These air sources have traditionally been used primarily by people who play often and have tournament-grade markers, however they are becoming more popular among casual players.
Comparison
Nitrogen is generally prefered over carbon dioxide for a few reasons. Nitrogen will not liquify and leak into the gun, while if the CO2 tank doesn't have an anti-siphon installed, liquid CO2 will leak into the gun, causing damage to O-rings. The solenoids on electronic markers are particularly sensistive to this, and thus many manufacturers will specify to use only nitrogen or HPA with their electronic markers. Nitrogen generally has a more consistent shot than CO2. This is because when the playing area is warm, the CO2 will expand more rapidly from the liquid form, causing the gun to shoot at a higher velocity. But when the temperature is lower, the expansion occurs more slowly causing a decrease in the velocity of the shot. The effect of temperature on HPA or nitrogen, on the other hand, is negligible. However, CO2 tanks are significantly cheaper than nitrogen tanks, which may cost between $150 and $500 US. The CO2 tanks cost slightly less to be filled, than the Nitrogen tanks at approximately $3-4 US.
Barrels
Construction
Barrels are manufactured in three types: one piece, two piece, and three piece. The type of barrel is usually irrelevant because the quality of the barrel has a much greater impact on accuracy. It is suggested that one test as many barrels as possible (NOTE: Testing two different barrels from the same manufacturer is *NOT* considered a good test) before purchasing one.
One Piece
barrels are just as described, machined from one piece of material, usually aluminum. The standard paintball size is .68 caliber (0.68 US inches) and these barrels are honed to have an inner diameter anywhere from .68 caliber to .69 caliber. Most one piece barrels have a stepped bore after 8" that increases to around .70 caliber.
Two Piece
barrels are made from two pieces of machined material. The parts are the Front and Back. The Back Cheap Paintball Gun is what attaches to the marker and is machined with a pre-specified inner diameter usually between .682 and .695 caliber. These barrels are machined with varying dimensions to better match the size of the barrel to the size of the paint being put through it. The front is usually made to be the same ID as the largest back the manufacturer offers.
Three Piece
barrels are similar to the two piece with a front and back section. What makes these distinct is the use of sleeve in the back so that the user can select which sleeve ID to ball match they prefer. The front is then screwed on to keep the sleeve in place. Sleeves are generally offered in either aluminum or stainless steel. This type offers the most flexibility in that the user needs only one set of sleeves and a rear for each marker they own. They can also select front sections to make the barrel length they prefer. This type also generally offers the widest selection of barrel diameters, usually .680, .681, .682, .683, .684 ... to .696 caliber.
Specialty
There are few Specialty barrels out there. The two that stand out are made by Tippmann and are called Flatline Barrel Systems. These are made specifically for their Model 98 and A-5 markers although slightly modified versions can be found on guns such as the Autococker. What makes these unique is the slight curve that the barrels are made with and the top part of the inside of the barrel is slightly roughened to induce the spin. This curve causes the paintball to enter an intended backspin as they leave the barrel. Tippmann claims (with strong evidence) that this backspin increases the effective range of the paintball by 50%. Many complain that at long ranges, some of the shots bounce off players instead of breaking (thus not being considered a legitimate hit). However, the flatline Paintball Store is currently the only barrel that can shoot paint that far, and without it, the shot would not get to the target. However, as the paintball travels the extra distance due to the backspin, it continues to slow down and has a greater chance of not breaking on the intended target unless it hits a hard surface such as a paintball marker or a player's goggles.
Specifications
Length
Generally barrels are 12, 14, 16, 18, and 20 inches. Some people have had custom barrels made which may reach up to 48 inches. There is no accuracy nor efficiency benefit for barrels beyond 8" long, however longer barrels generally make less noise than shorter barrels. Longer barrels cause players to "sight in" faster than they would with shorter barrels and thus give the perception that longer barrels are more accurate. Barrel length should not exceed 16 inches as there will be no further reduction in sound nor any gain in accuracy. Barrels longer than this require more propellant to keep the paintball at speed while traveling the length of the barrel after accelerating, and can produce a noticeable decrease in efficiency.
Porting
Some barrels are ported (or vented), which is essentially holes drilled into the front of the barrel allowing the propellant to dissipate, decreasing both the turbulence of the air column following the ball out of the barrell as well as the sound signature of the marker.
Threading
Most modern paintball markers have barrels that screw into the front receiver. Barrel threading must be matched to that of the marker.
Loaders
Also known as hoppers. These devices hold paintballs for the marker to fire. There are many different variations, but the primary feed methods are gravity, agitating, and force-feed. Gravity loaders are a simple, shaped plastic container with a hole at the bottom. The paint is simply pulled down by gravity. Agitating loaders are different, they have some sort of propeller to encourage, or agitate the paintballs into loading. This helps increase the rate of fire. Force feed hoppers can use a propeller or spring loaded system to force balls at the maximum rate into a marker. Some also include other features, which may include information about how many balls are remaining in your hopper, or how many balls you can shoot in a second. There are also clips similar to ones used on guns, these are more expensive, gun specific, and may be able to hold less balls.
One type of specialized hopper is called the q-loader, this 'clip style' loader can hold up to 100 rounds at a time and can unload them all in an instant, allow 35 ball/s players to play at their full potential. Being a forced hopper, it allows you to shoot upsidedown, sideways, anyway you want.
If paintball is not played with the proper safety precautions, people can be injured beyond mere welts and bruises. This game involves small gelatin pellets flying around at 100 m/s (300 ft/s). Therefore, players are required to wear masks. These completely cover not only the eyes, but mouth, ears and nostrils of a person. Some masks even feature throat guards. The lenses are made of a strong plastic designed to stop paintballs. These lenses come in many different varieties, including thermal; the thermal lens prevents the lenses from fogging up by acting as a double layer.
Common accessories
Drop forward
Attached to the bottom of the gun, drop forwards essentially help mount the air tank into a more conveniant and more comfortable position, allowing the tank itself to be used as a stock. They may also offer an on/off switch mechanism which is an added safety feature. These have becoming increasingly popular and are practically standard on many modern guns.
Remote line
A remote line is a cable or tube hooked up from the gun to the tank, which allows the user more freedom of movement while handling the gun. They may get caught in trees and shrub, and if hit, is considered an out. A technique to avoid such issues with remotes is to thread the line into your sleeve and down your shirt to the tank. Remote lines are not frequently used by tournament players.
Pod
Pods are simply rigid tubular plastic containers which hold paintballs. A normal pod holds about 140 paintballs, however, smaller sizes are available. Standard pods use a plastic top and a spring to open them quickly and with less effort. There are variations, for example, Dye Lock Lid pods which use a simple locking mechanism to ensure they won't open accidentally, and are covered in small plastic bumps to ensure better grip. Some pods are made of or lined with a refrigerating material, used to prevent paintballs from becoming a large, sticky, unusable mess, as paintballs exposed to heat for an extensive amount of time will often melt together, or leak, hindering perfomance.
Harness
Harnesses Tippmann Paintball Gun hold pods full of paintballs. With larger games, rates of fire can be extremely high, and therefore players will need a higher quantity of paintballs to last the duration of the game. Harnesses are also known as packs, or pod packs.
Harnesses for Speedball or Tourney ball tend to be a bellyband with hoops in the back for the pods. Harnesses for woods ball follow a more military look with pockets for maps, radios, and hydration pouches. The players in the above pictures are using the Speedball type harness.
Squeegee
Squeegees are used to clean out a broken paintball or other debris that is blocking the barrel. Most squeegees are a hinge-mounted rubber disc on the end of a plastic rod of sufficient length to reach the full length of the barrel. The rubber washer end is inserted sideways into the barrel, pushed to the bottom and subsequently withdrawn with the rubber disc rotated 90° (so that the disc now touches the inner circumference of the barrel).
For paintball markers with an open breech or removable bolt, a "cable squeegee" may be used - a cable squeegee is a rubber disc is mounted perpendicularly on the end of the cable. The non-rubber-disc end (the "pull end") is inserted through the breech (or through the back once the bolt is removed, whichever is appropriate) and pushed fully in such that the pull end extends out the front of the barrel. Now draw the squeegee through the gun by pulling on the pull end.
A " Battle Swab " is used commonly in speedball, for extremly quick cleaning, where a double ended stick with soft absorbent fur is shoved down the length of the barrel to remove any performance hindering paint or shell. The swab often has a bendable rubber section in the middle so that it can be folded over and stored in a pocket.
Regardless the design, as the squeegee is withdrawn, the barrel is perfunctorily cleaned to allow continued use of the marker. A more thorough cleaning is recommended when time allows.
There is no such thing as a perfect paintball. Paint generally changes during different temperatures and humidities. If a paintball is larger than the barrel, it will break inside and cause horrible accuracy until it is cleaned. Because of these reasons, most professional paintball players (Such as Dynasty, Naughty Dogs, Infamous, etc.) use a very large bore barrel (.693-.696) regardless of the size of the paintball. Many people claim that accuracy increases if the paintball is the same size as the barrel, but there is no hard evidence to back up this claim. Paintballs are generally made out of gelatin and filled with water soluble dye. They also have seams where the gelatin is melted together (Note: Don't pick up paint off the ground and put it in your gun, these are generally swollen or dirty and will break in your gun, then your out of action until you clean it). Also, never leave your paint in your car, not even your trunk. This causes expansion due to the heat. A good trick to keep your paint good is when you buy your paint, leave it in its air tight bag; this keeps out moisture. Then place it inside a cooler. This keeps it at a good temperature. And as a final note, some people believe that frozen paintballs shoot better, but this is unproven and dangerous.
Gun Maintenance
A well-maintained paintball marker will last longer and be more reliable. A paintball marker should be disassembled and checked for problems routinely. For example, it is not uncommon for the O-Ring to break, or for paintballs to break inside the barrel. The latter problem can be solved temporarily when the player is "in the field" by using a pipe-cleaner like tool referred to as a squeege. However, it is important to disassemble the marker after the game, and properly clean out any affected parts with water. After cleaning the marker, it should be lubricated with commercially available paintball lubricant. Do not use firearm oils or lubes, these are petroleum based and will dissolve the internal O-rings and fittings. The player should then ensure that the marker is unloaded before firing several shots to blow out any remaining paint and dry out the interior. Occasionally, more serious problems such as broken parts will occur. In this case, the player should not attempt to provide his own replacement part, but should contact the manufacturer of the marker for an official new part.
An inevitable part of playing paintball frequently is a shot to the mask. If the lense becomes covered in paint, it is important that the player not wipe the paint off, because doing so will cause debris to scratch the lens. The player should get off the field and when he get a chance, clean off his lens using water and a towel or a piece of cloth. A neat trick is to buy a cheap small spray bottle and spray water onto your lense instead of pouring it on. Use only a clean cloth on the mask, paper towels will scratch tyhe lenses. Anti-fog spray is also available, which coats the lense in a temporary fog resistant film. It is suggested that lenses are replaced every season.
Types of players
Players usually fall into two categories: recreational and tournament players. Tournament players take the game seriously, investing in excess of US$2,000 in paintball gear. They also attend tournaments in teams consisting of 3-10 people. The most common tournament team game is "Speedball", where players play on an enclosed field with one or more flags and take cover inflated obstacles known as bunkers. A top of the line paintball marker can cost anywhere from $700 to $1,500 (USD) brand-new. A recreational marker can however be purchased for US$80 to US$300.
There are many types of recreational players, ("rec ballers"). Many, if not most, play games in commercially licensed and insured paintball fields. These playing fields are typically the most regulated, with specific rules and referees.
Still, other paintballers use private property to play. Games on private property generally offer more freedom for players to develop their own rules and style of play. Playing on private property is arguably less safe than playing on regulated fields. Liability can become a serious problem if proper safety precautions are not taken on private property.
Depending on the field you are playing in make sure to find out their own "field rules" and follow them. The following are usually assumed to be common knowledge while at a paintball field.
Barrel plugs/covers/condoms/socks
These are to be in whenever you are not on a field. They prevent an accidentially discharged paintball from leaving the barrel to ensure that no injury is caused by an un-intentional discharge. Forgetting to replace it after leaving a game and entering a safe zone will usually get you a warning followed by removal from the field for repeat offenders. Barrel socks (formerly condoms, but the name has changed for the sake of younger players) are usually preferred because of the reduced possibility of discharging the safety equipment from the marker.
Picking targets
Do not shoot at people who have already been tagged, referees, or anyone who is not wearing a paintball mask. Avoid friendly-fire in team games by knowing who is on your team, usually distinguished by a colored armband in less-organized games.
How to know if you are marked/hit/tagged
Generally if you are marked (hit) anywhere on your body or on anything you are carrying (marker, hopper, pods) and the paintball broke upon impact you have been marked. If you believe the paintball broke before impacting or you cannot see the area to confirm a hit then you should call for a paintcheck (by yelling "paint check"). A referee will come over and make a judgment call. You can still be shot at while you are calling for a paintcheck, so stay alert.
Announcing that you have been hit
If you have been legally hit you announce it (by yelling "Hit", "Dead", or "Out" - confirm which is appropriate at the venue at which you are playing) and raise your hand or marker above your head. You then proceed to a specified location (affectionately known as the "Dead box") for the marked (hit) players, with your marker still above your head. If you bring your marker down or take too long getting off the field players may think you are still in the game and may fire at you. Note: Once you declare yourself hit, you are out, even if you discover after that you were not hit. (ex Paintball Equipment . the paintball didn't break)
The X foot/meter surrender rule
Some fields require if you are within X feet (or meters) of an unaware opponent, you must demand their surrender (by yelling "Surrender!") before you may open fire. If your opponent complies (verbally, see above or by raising their hand or marker), they are considered marked and are out of the match. However, if they attempt any hostile action (such as turning to fire at you) then you may fire at will.
Dead Man Walking
While this is a legal move on most fields, it is a move that can gain many enemies for the day. The act of "dead man walking" mean that a person that has not been shot stands up from his/her bunker and begins to walk down the field in a manner as if he/she was out. The catch is that the player has never called themself out or plugged the gun. The player will then "backdoor" the opposing team. While legal, it's offensive to many players
Safety
Safety while playing paintball is strictly enforced. This means wear only paintball-specific goggles and facemask at all times while playing, even if you are out. Under no circumstances should you remove your mask while on a live field!
If you find your mask is covered with paint, sweat, or dirt, and you cannot see well enough to safely get off the field. Stand with both hands in the air and yell for assistance. A ref or another player will lead you to a safe area.
If your mask falls off during a game go to your knees and cover your eyes with your arm or hands while yelling "BLIND MAN" over and over again. This is the universal term for a on-field emergency. Players will come running to help. Do not be surprised if you are pushed down or otherwise covered by players and/or refs. If you hear "Bling man" yelled during a game yell it also to get the word out while putting you marker in a safe state (on the ground, put a barrel plug in...) and look for the emergency. Obviously assist if you can.
These General Strategies are designed to be used in friendly play where the players are not professional paintballers. Keep in mind that these strategies work best when the other player is not an expert paintballer.
Basic Shooting
A paintball marker essentially fires a projectile around roughly 100 m/s (300 ft/s). Because the barrel is usually smooth-bore and the paint is not a solid gel slug, getting any amount of consistent accuracy from a gun is fairly difficult and takes not only tuned equipment, but honed skill. As such, a basic rule of thumb is to use a marker to 'pin' your enemy, an act which entails shooting quickly and steadily at his/her position. This encourages him/her to hide behind their cover completely, giving you the opportunity to advance without fear of being shot. Ultimately, this brings you close enough to get an accurate shot and eliminate your opponent. To fire for best effect fire 2-4 rounds 'aiming' (really just pointing, as with a shotgun) at the desired target. If you don't hit them, you should be able to establish the direction your shots are drifting (the rounds should Dye Paintball be relatively consistent in their inaccuracy). You can then simply compensate for the natural inaccuracy and "walk" your fire toward your opponent. If your opponent is hiding behind a large, hard object (tree, rock, etc), it is sensible to err on the side of shooting wide of the object (and the opponent), and walk the fire *toward* the opponent, as opposed to splattering the cover object with paint, alerting the opponent to your attempts at shooting them (use the silence of the missing rounds passing wide to your advantage).
Cover
Utilizing cover is one of the most important aspects of paintballing. "Cover" can be anything from a tree, to a bunker, to a steep embankment. Different fields have different kinds of uses for cover. Every form of cover provides basic protection, but in woodsball, cover is often used for concealment and camoflauge. Such stealth is a far rarer luxury in speedball fields where objects can only be used for very short amounts of time and only for basic protection.
"Cover" can also mean laying down supressive fire in order to aid team mates. Both speedball and woodsball require the use of covering tactics in order to achieve victory. In order to advance and attack a position, players need to have as few enemies shooting at them as possible. To make this happen, other team members can fire at the enemy while the attackers make their move. If the covering fire was sucessful, the enemy will have been supressed, making the attack easier.
Flanking
Flanking is a very important tactical maneuver in paintballing, as it negates the effects of cover. Essentially, it entails one 'flank', or side of the field, being overrun by another team. This allows them to attack their opponents from the side, preventing them from taking effective cover and most likely eliminating the team. It is usually difficult to repel a dedicated flank charge, provided it is done quickly and skillfully. It is best to alert your team to a flanking maneuver while withholding the information from the opposing team. This can be done by telling your teammates of the intention to flank before the game begins. Be alert. This tactic can easily result in failure as well. When one flanks, the one charging must charge quickly and fearlessly, having lost all fear whatsoever of being hit and moving ferociously against the opponents. His teammates must support him in the charge or it is made vastly more difficult. They can do this by providing heavy covering fire or providing a distraction that forces the opposing team to turn their attention away from the flanker.
Other tactics
In general, just about any small squad infantry tactic can be adapted and put to use in recreational paintball situations.
A brief note
Tournament (Speedball) Paintball plays very differently than recreational paintball. Tactics and strategies can be further accessed at websites such as Special Ops Paintball, or through DVD's such as Dynasty Dysected.
Advanced Strategies and Tricks
One trick all professionals and some amateurs try to learn is called 'Snap Shooting'. This is basic in theory, complex in learning; the idea is to be able to step out of a bunker, shoot paint at someone, and duck back into your bunker without getting shot. For more information on snap shooting, read this article on paintball.com
Tournament formats
Spyder Paintball
History
Tournament Paintball has been a part of paintball from nearly the beginning, however the modern tournament has been developed in earnest within the past 15 years. Tournaments, while once held in the traditional woodsball fields, have quickly made the transition to speedball fields, generally utilizing inflatable bunkers. The most widely-used bunkers are made by Sup'Air. These bunkers are easy to inflate, deflate, and move about the field in order to change field configurations between matches or tournament stages.
Format
The most common tournament formats are with teams of either 3, 5, 7 or 10 players per team, with two teams per field per game. The object of the game is to pull and hang the flag (usually placed in the center of the field) on your opponent's starting bunker or base. Points are given per game: Eliminations are worth a certain amount, as is pulling the flag, and finally, hanging the flag. Depending on the format, a perfect score includes eliminating all opponents, pulling the flag from its original position and hanging the flag.
Organizations
Current professional and semi-professional leagues, such as the NXL (National X-Ball League), NPPL (National Professional Paintball League), PSP (Paintball Sports Promotions], NCPA (National Collegiate Paintball Association), CFOA (Carolina Field Owners Association) and the NEPL (New England Paintball League], regularly hold high-class, well organized events. These aren't the only leagues, however, as most regions in both the USA and the globe have leagues. The Millennium Series, the former European X-Ball League, the Centurio Circuit, the XSPL, and many more leagues exist and draw large amounts of teams and fans.
Paintball-like alternatives
- Airsoft is a sport similar to Paintball, but uses a different type of projectile and gun.
Marker brands
- Air Gun Designs
- Bob Long
- Dragun
- Dye
- Eclipse
- Indian Creek Designs - Indian Creek Designs
- Kingman Group
- Palmer's Pursuit
Discount Paintball - Sheridan (unofficial site - Sheridan is a out-of-production brand)
- Smart Parts
- Tippmann - Tippmann
- WDP
- Worr Games Products
Leagues
- National XBall League
- NPPL US National Tournament League
- PSP US National Tournament League
- NCPA - National College and High School Association and League
- Centurio Circuit - Eastern European paintball league
- New England Paintball League
- UK Paintball Sports Federation
- UK Paintball Association (PA)
- FACE FULL - First Worldwide Paintball Magazine
- UMass Amherst Paintball Club
- Drake University Paintball Club
Misc
- Facefull - Paintball magazine
- Extreme Paintball Connecticut One of the longest running paintball fields in the northeast United States, Waterbury CT.
- Much more information can be found at Warpig (World and Regional Paintball Information Guide), an old and fairly unbiased site for paintballers.
- Automag Owners' - One of the more popular Internet Paintball chat sites; AO was originally formed as the official forum for AirGun Designs, though it has expanded into much, much more.
- PbNation.com - The largest internet paintball forum. Over 120,000 paintball players discussing every imaginable aspect of the game.
- Paintball Ratings and Competitions International Paintball product review and news magazine.
- Paintball 2Xtremes General Paintball magazine.
- Paintball Games International - International Paintball magazine.
- PBReview - Field and equipment reviews, by players, for players. Another large forum with over 100,000 paintball players discussing every imaginable aspect of the game.
- Online Paintball Museum
- History of Paintball
- Multilingual Paintball
- Paintball Gun Maintenance
- A-5 Owners Group - An independant and informal web forum and archives for Tippmann owners
- A new form of joining recreational paintball with competition (portuguese site)
- PB - A quickly growing paintball . Angel Paintball Gun
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