View Full Version : experimenting

yamaha cow
01-18-2007, 12:23 PM
ok ive been on a woodsball on team for 3 years know we are amazingly well and have a field sponshor ship. there is a total of about 15 of us but there or 3 of us that want to start up a speeball team we all have upped ions so we sorta have the gun part down(dont dis them). but ive played it a total of like 3 times and it was fun but at that time my team mates didn't want to that. but as i said we do know is there a website we can visit where i can find some tips or can u give us some. oh yah and are field just made the speedball field where we would play they have had a few tourneys on it and we wathced them thats where i got some of them to think about it. and realized it could be alot of fun. like some info we need is like the positions and what the positions do. and some like things that we could use to practice with. or do to practice. THX guys:) :) :D :cool:

01-18-2007, 01:57 PM

Front mens job is to get to foward bunkers and get the eliminations while if they can eliminate backs first. They are light fast and have to shoot with both hands. The usually rely on snap shooting and getting paint out in fast short burst. Most fronts prefer lighter setups and less paint.

Back men are the backbone they relay commands/information, tell positions of both teams, are the "eyes". The backman also is the heavy gunner keeping the other team down they hold the most paint have the most Consistant not the fastest fingers. They have larger air systems and are generally not thinking about the weight of their setup. They only move n the clean up phase. Backs have to unselfishly be support allowing fronts and mids to move up and get eliminations. Backmen occasionly have to play cleanup when they outnumber the enemy but are the only ones left

Mids are the chain links that rely information. They usually only exist in 7-man and up teams. They must be able to replace either fronts or backs who fall in the game. We use ours to eliminate enemy fronts and cleanup after the game is ending. The mid is a hard an undefined roll to play.

yamaha cow
01-18-2007, 02:02 PM
thx dude that helps alot!!!!

01-18-2007, 02:12 PM
I added more

yamaha cow
01-18-2007, 04:32 PM
thx that helped alot do u know of any drills that that u do or ur team does.

01-18-2007, 05:48 PM
if your really serious about learning alot of stuff and learning about good drills to do I would pick up a copy of dynasty dysected. I got it about a year and half ago just to fill my cart to get free shipping and it turned out to be really good. Shows you alot of drills to do, body position, gun position etc. Its alot easier to learn by seeing somebody do it IMO and thats just what this video is good for.

01-18-2007, 06:04 PM
thx that helped alot do u know of any drills that that u do or ur team does.
Snap-shooting with both your main hand and your offhand. Having a decent offhand shot allows you to shoot accuratly out of either side of a bunker without overexposing yourself.

yamaha cow
01-19-2007, 03:31 AM
thx where did u get teh vid?????

01-19-2007, 03:45 AM

01-19-2007, 02:16 PM
talk to vike about it too. He did it for a while. He'll probably have some good tips for you.

01-19-2007, 04:06 PM
Remember to work all sides of a bunker right left top and bottom when possible...in other words...don't be predictable...you don't want the other team knowing you always pop out right side low everytime you go to lay paint or make a move. Keep them guessing...pop off some strings right side...pop back in cover...pop up left or over the top...anything but don't develop a pattern.

Make it like someone trying to swat a gnat...gnats are fast unpredictable and annoy the person trying to take them out ;)

I play back...and one of my favorite things to relay is "insert bunker here" Weasel...for example Left 50 Weasel...which my team knows is...a guy always poping up the same place everytime...an easy out. (Weasel = Jack in the box - the song is always pop goes the weasel)

El Duche
01-19-2007, 06:48 PM
ME OFF TOPIC: you mean they actually have teams of people who run around in the woods shooting each other??

I'm kidding. I sorta forgot how much fun I have on a speedball course since the last two times I played were in the woods. People who don't play often have a small problem with me shooting them until I see a ball break:undecided: It's not much fun either since ROTC limits me to one hopper. which will get me through one firefight. I'll shoot at least one person and if it turns into a gunfight I get a little too trigger happy. luckily they don't understand the concept of leaning out from a tree and jump out from behind it. the other fun one is using my gun as a mobile bunker. they don't have enough time to stick their gun out ot get a shot off. Man I love my Etek. I feel a little dumb with a silver gun and a yellow invision though:( I'd rather have one of my testes cut off with a dull spoon than use rental gear. not that there's aything wrong with it, but a silver gun and a yellow invision work better. /OFF TOPIC
As far as positiions go if you are doing a three man they tend to stick together at a location. typically in a triangle shape with a front and the two backs very close behind. that gives them two guns to lane paint and a third to try and get field position. if you start playing five man you typically have two backs, a mid and two front players. The two backs keep the other back men from shooting at your front players and help the front players get up close and personal. the mid helps keep other players tucked in so the fronts can get people out. typically a person or two gets shot off of the break and that really hurts a team if they lose a key player like a front or one of the backs. if a back goes out the front is pretty much by themselves and won't last too long if they get moved on. If you have somebody who's really quick and likes to get up in somebodys face, almost to the point where a person gets a barrel in their back then they would be good for a front. a mid needs to be somewhat fast and they typically give some fire support and make sure that the other team can't move out of the bunkers that they are currently in. A mid needs to be a little fast, but as long as they can run in a straight line to a bunker in the middle of your side of the field they'll do just fine. backs typically camp in a corner and shoot lots of paint to keep people pinned down with their heads tucked in not able to see your player running up the field about to put a few balls into their face.

the one thing to rememeber though is that usually when a player gets eliminated they get eliminated in a fight that they don't typically do. Backs will typically get out when the fight gets up close and a front will tend to lose a fight at a distance. make sure that you and your teammates are well rounded and can hold their own in a gunfight at any distance. i'm pretty bad far away, not bad at a small distance, and i tend to get pretty lethal when the range is less than 15 feet. /CONTRIBUTION that surrender rule pisses me off. RANT WARNING: the refs look at me funny when I tell them they're ruining the game for me. It wasn't as bad as one of the refs explaining to people who have never played centerflag that the game can be won without a shot being fired. I cane out and told the guy that he was quickly losing favor with me. not to mention somebody left two pods which had clearly been there for at least a day since it rained the night before and they were kinda muddy. I was like "oooh free pods!!!! practically skipping to get them and he was like, "I'll let you use them." i was like, " I found them." then he got into the I own the place routine. I was always a fan of the finders keepers rule. not to mention the fact that I don't hold many plans of going back there unless it is madatory. If he wanted my repeat business he woulda let me keep those pods. /RANT

man i got off topic again. where was I?

Damn I made one helluva long post. sorry for the off topicness and then the rant. it's been marked accordingly so you can skip past what you want to. I think this might also be my longest post to date.

01-20-2007, 11:45 PM
I personally haven't seen tournament-style woodsball, so I am no help as to what habits you want to lose from that.

However, there is one key thing that all players on the field must have. The ability to Communicate. Communication is imperative when you're playing speedball, because you can't always have your eyes everywhere, but you're going to try your best to do so. When you can't, you have your team mates to give you what they know.

With that in mind, no matter what position your playing, always talk, scream, rather. Despite what you may think, it's hard to hear when you're concentrated on the game, and listening for where shots are coming from. Make sure you're heard, just yell the position of an opposing player or two a few times, make sure it's heard, but also make sure they're not moving.

This brings me to another key thing in speedball. Pinning the opposing team down. Essentially, you want to "accurately hurl large amounts of paint in the direction of a player." It sounds stupid, yes, but is important especially when you're moving. Of course, you don't have to be ripping a full 15BPS the whole game, otherwise you're going to run out of money (paint).

Which means you have to learn to 'run and gun.' But you also have to be ambidextrous, or "amphibious" as our famous basketball player would say, "I am amphibious." Being able to shoot left and right handed is important. As mentioned, it allows you to cover the left and right side of your bunker, but it also gives yourself the advantage of being able to cover both the left and right side of the field, should it be necessary.

Then there is snapshooting. Being able to lane is important, but so is snapshooting. When it comes to snapshooting, control is important. So is your instinct. If your instinct says to take a shot, do it. Also, never pop out the same spot, sometimes you'll want to pop high, and pop out low. A great way to practice snap shooting is in your back yard. Drive a pole into the ground, or even just use a tree. Set up some sort of barrier, using cardboard, or your trashcan to work as a bunker. Remember, tuck in, you don't have to pop out anything more than a foot to take a shot. Even better if it's less. You can also tuck into your bunker, sup air bunkers are soft, and will compress some when you put weight on it, so tuck your body and marker into the bunker. Pop out the side, then push back in on the bunker. But it is extraordinarily important to keep your eyes open. Don't be so focused that you're not paying attention to the rest of the players.

When you're pinned down, should you be, it is important to listen to the shots. Sounds like a woodsball tactic, I know. But not a lot of people seem to do it. Listen to how the balls are hitting the bunker, from what direction, and if they're speeding up/slowing down/moving around. Little things like these are things you should listen for when you're pinned down. They'll let you know when a person is moving, or is in the process of bunkering you. Also listen to see that someone stops laning you. Unless it's a 1v1, it usually will mean they're laning someone else, it can give you a chance to pop out and shoot your lane.

Moving on, be aware of who's left, on your team, and on the other. Make sure you know where your own team mates are, especially if you are a backman. Not so you don't accidentally hit them, but so you can help them out if they're under pressure. If more than one person is laning them when you start, that means someone on your team isn't being pinned down, let them know that.

Going back to communication, learn the language. Some teams come up with their own code of how to tell positions, some just use the standard. Whether your team comes up with your own code, or if you decided to go with the standard, know it.

Which brings me to the last point, I think. Know the field. You want to know it well, almost by heart. Usually fields are relatively basic, and many share the same designs, but there is always a little kick to it that can always give the more knowledgeable the upper hand. Memorize the field, know the lanes, know wet spots (important with dives and slides), know the minor details of the mirror side that can give you an advantage. Which also comes to say, know the other team. Pay attention to what their bad habits are, and don't let them take advantage of your own bad habits.

I had something else to add, but I forgot. Maybe later.

01-21-2007, 01:11 PM
Ambush Sniper

Like an alligator silently cruising his domain, the sniper slips into ambush position then waits. Some snipers push the envelope of paintball ballistics to fire off long, aimed shots. Others use superior camo and stealth to take targets up close and personal.

In either case, the paintball sniper turns fieldcraft and marksmanship to his advantage. While others attempt to power their way across the field, the sniper outplays the opposition on the strength of his wits. Patience is a minimum requirement and practice is a must.

Even the term "sniper" is controversial among woodsballers. Some claim that, since paintball guns have no real long-range potential, that a paintball sniper is a contradiction in terms. Paintball snipers know, however, that it takes much more than long shots to call yourself a sniper. Victory on the field comes in the wake of stealth and mental discipline Ė attributes that non-snipers know little about.

Dagger Light Rifleman

When you've hammered the enemy's line thin, all it takes is a fast, hard stab to break through. For those times when you need someone bunkered, you call the Light Rifleman to streak through the gap and break their backs.

He is the guts and glory boy -- called for when your team's getting their flank-thing on, ordered on point when you're covering ground, and handed the flag when it's time to make the last run. He's fast and light and he doesn't mind having his butt hanging in the wind.

When it comes to buildings and bunkers, he's the close quarters specialist. His paintgun is short, light and maneuverable and it spends a lot of time getting shoved into dark corners. The Dagger's an action junkie, and it's a good thing, because he ends up in the **** more than anyone.

Broadsword Heavy Rifleman

The use of suppressive fire is one of the greatest advantages that an organized team has over walk-on players. The militaries of the world rely on suppressive fire to advance their squads and to put enemy heads down. Paintball can work exactly the same way.

The Heavy Rifleman unleashes a sustained rate of fire that freezes the opposition's battle line while lighter elements of his team maneuver for advantage. He's the perfect man for defending the flag or hammering on the opposition's base. With an enormous load of paint and a fully automatic paintgun, the Broadsword isn't the fastest-moving member of his squad.

But, when he gets into position, he provides a hefty base of fire that carves a path for his buddies who will be assaulting. Heavy Riflemen don't always score the most kills, but they are crucial to attacks on entrenched defenses Ė the same defenses that can cause a squad to bog down in a frustrating stalemate.

Most paintball games end in a ball-for-ball standoff, so it's amazing that more paintball teams don't employ bunker-busting Heavy Riflemen. If you want to be part of your team's solution to the standoff, grab a big bag of paint and join the corps of the Broadsword.

Sabre Medium Rifleman

The Sabre is the most versatile position on the team. He flanks, he suppresses, he runs point, he snipes and he serves as the team's all-around backbone. He covers any position that has been left empty by a downed comrade. With a balanced gearkit, he carries enough paint for a series of tough engagements, but not so much as to slow him down.

The Light Riflemen pivot off him, the Heavy Gunners tee off his base of fire and the Commander relies on him to anchor the team's position. Even though he can (and sometimes does) pull a flanking maneuver, he more often sets the center and trades punches with the enemy position. While he's keeping the bad guys occupied, his flankers and snipers are moving in for the quick, side-door kill.

Since he spends a lot of time assaulting and trading fire, the Medium Rifleman plays best with a low-profile paintgun that lays flush against the ground. He carries enough paint to justify a full vest and, as with all positions, his radio is his lifeline to the team.

The team couldn't function without the Sabre and his challenge is to master all positions. Because, when it really hits the fan, he's the one who will be holding center and covering for his fallen buddies.

Hammer Mobile Heavy Gunner

Few are prepared to carry the enormous burdens, or the bulging gearkit, of the Heavy Gunner. Few can afford his monster gun or it's limitless appetite for paint.

But for those who have the brawn and bucks, the Heavy Gunner position is like a horseman of the apocalypse on the field. To qualify as a Heavy Gunner, as opposed to a less-endowed Heavy Rifleman, you need to be toting something really, really heavy. . . something like a Double-trouble Tippmann A-5 Gatlin. At thirty rounds per second, the Double-trouble slams the bad guys like Zeus throwing lightning bolts.

You have to see it to believe it.

The fully equipped Heavy Gunner can raise many kinds of hell; he can hammer through any amount of brush, mercilessly pound defensive fortifications to clear for an assault and throw clouds of artillery-like long balls into far-distant clumps of enemy.

Much hated by the walk-ons and much loved by his team, the Heavy Gunner looks, sounds and smack-talks like death incarnate. All hail the king!

Squad Commander

When one dude achieves such a level of respect that his paintball buddies will follow his command into fire, then that team has a chance at legendary status.

The Commander must become a master of strategy Ė the initial plan is his responsibility. But, he must stay flexible enough to tailor the plan to fit the developing tactics of the battlefield. Perhaps, the toughest part of command is hanging back and letting others "take point." Out front is no place for the Commander and his team makes sure he's securely in the rear. However, a great Commander knows that his men need to see him put his ass on the line on occasion. So, when the moment's ripe, the Commander doesn't hesitate to get in the thick with his buddies.

The Commander is smart, well-liked and he communicates clearly and frequently with his guys. He is the brain of the team and the team performs like a dark symphony of mayhem when the Commander is on his game.

01-21-2007, 01:16 PM
lol now that i told you the positions and what they do here are some ways to practice:

Thereís a single, proven path to playing well which is generally disliked, but is necessary for your team to play their best. What is it? Practice. Yes, the 5, 6, 7 . . . well, it might as well be a four letter word! Everyone has a bad practice memory from sports, but donít let that stop you from practicing paintball. Practice is the key to victory; it will improve both your individual skills and your ability as a team. Best of all, itís fun, because youíre still playing paintball!

The first, most important thing that you have to do is practice as a team, so you can get to know each otherís style and so you can trust your teammates. Does this mean hours of boring drills? Not at all! Rocky Knuth, Captain of the Pro team Naughty Dogs, said that his team spends about 20% of their practice time on the field doing drills, and 80% of their time actually out scrimmaging, just playing paintball, against each other and against other teams.

As a new team, you can go to your local field and at least begin practicing and playing together by going to open play. This play together will help you become familiar with each other and it can be a good first step. Next, you might try to find another local team and setting up a scrimmage with them. Donít be overawed the first time you play another team, itís very possible that you wonít win the first time you play, but your team will improve, and thatís what really matters. The first time I set up a scrimmage with another team, my teammates were so intimidated by the other teams matching uniforms and guns that they were joking about shooting me off the break. Itís a difficult beginning step to take, but if you put the effort forth and actually scrimmage with another team before you go to a tournament you wonít have a reason to be intimidated at the tournament and most importantly, youíll play better.

Now that your team has started to play together and get a feel for each otherís strengths and weaknesses, itís important to really focus on some of the nuts and bolts of play. One of the most important parts of playing as a team on the field is communication. Of course, the best way to build good communication is by playing and practicing together, and the longer you have played and practiced together, the better your communication will be. However, that doesnít mean that there arenít some things you can do to help improve your communication in practice. One drill that will help you improve your communication skills is a simple two on two game between members of your team.

There are several different ways you might set up this drill, but the best set up is using a small field, preferably speedball, and a single flag set in the center of the field, also known as center flag format. Remember, the focus of this drill is the building of good communication, so you want to focus on offensive tactics, like advancing using cover fire provided by your teammate. You can find a great example of this kind of teamwork in streaming video, courtesy of Web Dog Radio here.

There are some important things that your teammates will need to know when youíre on the field, and youíll want to keep these things in mind. The most important things here are the simplest; you need to tell your teammates where your opponents are on the field, warn them when theyíre about to get bunkered, and find out when you need to start laying cover fire. The best way to communicate these things is the original way, good old yell power, but youíll have to practice them countless times before they are a fluid part of your game.

So far weíve covered some basic things that can make a big difference in your game and help your team do better in a tournament, but that isnít the most important thing about paintball. Ultimately, win or lose, the most important thing about paintball is having fun; after all, none of us would be playing this if it wasnít fun. A great way to keep this fun in practice is to include some fun drills just for relaxation.

ďThe GauntletĒ is one such drill, which combines quick movement, quick shooting, and accuracy. Itís a fun break, from scrimmaging and it helps to develop snap shooting skills. The drill is very simple, all you need is some targets (empty soda bottles or old license plates work great) and a field to play on. Set up as many (or as few) targets as you want, behind bunkers, on top of bunkers, wherever, and then practice your shooting skills by running through with your gun, trying to hit as many targets as you can while you run. The idea is very simple, and you can even turn it into a competitive game among your teammates by timing everyone as they go through the course, to see who has the best time and the best score on hitting the targets. You can make the gauntlet more challenging by having your team captain or coach call out specific targets to shoot, like ďSprite!Ē or ďCalifornia!Ē as you run up on a group of targets. This keeps the gauntlet from becoming repetitive and forces the player to keep listening to his or her team-mates while running and shooting. You can see the Ironmen make use of both The Gauntlet and scrimmaging on PigTV here.

Donít let this suggestion limit you though; come up with your own drills and see what works best for your team. Just remember to work hard and have fun; the harder you work during your training for the big tournament, the better youíll do in the tournament. After all, you donít want to come home looking like this guy, do you?

01-21-2007, 01:20 PM
^^^^WHAT!!!!, Broadsword, light rifleman???????
pretty good though

01-21-2007, 01:21 PM

he was asking for Speedball stuff, not woodsball stuff or senario stuff bud....

01-21-2007, 02:22 PM
I think you cheated. If you typed that second post (two pages single spaced) in 5 minutes.. well...

That's.. 203.2 words per minute. Which is... a lot, to say the least.

Not to mention that it says "You can see the Ironmen make use of both The Gauntlet and scrimmaging on PigTV here." In your text.

You ought to sight your sources, you're lucky no one here is a representative of Warpig, otherwise you could be sued. I still recommend you site your sources, because right now, you're using it as your own, and thats called plagiarism. Vike should know what I'm talking about, :p

01-21-2007, 02:29 PM


01-21-2007, 02:40 PM
i know i used those sites. Just tryin to help out my buds on spyder forums and give them some good information by answering their posts

01-21-2007, 03:55 PM
Soooommeebody wants a Fasta.. :rolleyes: