Post by michaelpower on Apr 24, 2010 1:54:51 GMT -4
When teams are equally divided and one is defending a harden position - a bunker complex - the attacker is at a disadvantage since the hard cover is a multiplier for the defender's forces. Why not really test a defender by reducing his numbers and putting his ego on the line by his own self-imposed time limit.
Designate a fort that a yet to be determined defender shall man and hold. Split all the players into four groups, not teams as yet, with a spokesman for each. Begin a bidding process in time (minutes) on how long a group believes it can hold out in defense against the other three groups who are combined as the attacking force.
For example Group 1 (G1) spokesman begins by announcing that his team can hold out for 25-minutes. G2 undercuts the bid by 5-minutes and says they can hold the position for 20-minutes. G3 bids 15-minutes, whereas G4 passes. G1 also passes and G2 bids 14-minutes. It is G3's turn to bid, but it passes and tells G2 to "hold it." G2 is now the defender and must back up its boast of holding the position for 14-minutes. The other three groups combine as the the attacking force.
The objective for the attacking force can be the complete, or a predetermine majority elimination of the defender, or a physical objective whether a bunker or a flag. The defender of course must hold and pray for the clock to expire. Award a point to each group within the attacking force if victorious. Should the defender win, award it three points.
After a supply check, quickly go into another bidding process for round two. Each group remains unique for bidding, group score, and as a defender. As an attacking force they may mix with each other in any manner they see fit.
Determine before the game starts a total point goal for a group to be declared the over-all winner. I suggest a number which is multiple of "3" starting at "6" as the lowest goal number. If a higher number is desired, then go to "9" or "12". After a few games you will find a suitable game ending score to declare a winner that feels about right.
Military tactics hold that minimum ratio desired for attacking a prepared position is 3-to-1. This of course is not a guarantee for success. The coordination of forces - distracting attack, main attack, and reserve elements - play a large role. So, this scenario provides the attacker the minimum force necessary to achieve a win if used properly.
For the defender to compensate for fewer numbers of fighters he must use his cover in such a way that there is over-lapping fields of fire, over-watch by interior positions of the perimeter positions, and flexible use of a reserve element to act as a fire brigade at the crucial moment. It is key that there is a single take charge individual to call the shots. The defender is going to have to react to the attackers game plan and will need a leader who can not only see it developing but oppose it.
Note: There is not enough emphasis on leadership in the game of paint ball. An endeavor above all others where this is absolutely necessary. This game allows for quick games in a small arena to practice this art.
Designate a fort that a yet to be determined defender shall man and hold. Split all the players into four groups, not teams as yet, with a spokesman for each. Begin a bidding process in time (minutes) on how long a group believes it can hold out in defense against the other three groups who are combined as the attacking force.
For example Group 1 (G1) spokesman begins by announcing that his team can hold out for 25-minutes. G2 undercuts the bid by 5-minutes and says they can hold the position for 20-minutes. G3 bids 15-minutes, whereas G4 passes. G1 also passes and G2 bids 14-minutes. It is G3's turn to bid, but it passes and tells G2 to "hold it." G2 is now the defender and must back up its boast of holding the position for 14-minutes. The other three groups combine as the the attacking force.
The objective for the attacking force can be the complete, or a predetermine majority elimination of the defender, or a physical objective whether a bunker or a flag. The defender of course must hold and pray for the clock to expire. Award a point to each group within the attacking force if victorious. Should the defender win, award it three points.
After a supply check, quickly go into another bidding process for round two. Each group remains unique for bidding, group score, and as a defender. As an attacking force they may mix with each other in any manner they see fit.
Determine before the game starts a total point goal for a group to be declared the over-all winner. I suggest a number which is multiple of "3" starting at "6" as the lowest goal number. If a higher number is desired, then go to "9" or "12". After a few games you will find a suitable game ending score to declare a winner that feels about right.
Military tactics hold that minimum ratio desired for attacking a prepared position is 3-to-1. This of course is not a guarantee for success. The coordination of forces - distracting attack, main attack, and reserve elements - play a large role. So, this scenario provides the attacker the minimum force necessary to achieve a win if used properly.
For the defender to compensate for fewer numbers of fighters he must use his cover in such a way that there is over-lapping fields of fire, over-watch by interior positions of the perimeter positions, and flexible use of a reserve element to act as a fire brigade at the crucial moment. It is key that there is a single take charge individual to call the shots. The defender is going to have to react to the attackers game plan and will need a leader who can not only see it developing but oppose it.
Note: There is not enough emphasis on leadership in the game of paint ball. An endeavor above all others where this is absolutely necessary. This game allows for quick games in a small arena to practice this art.