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War Factory - Paintball Contents
PAINTBALL
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    Introduction
    Team Tactics
    Unit Tactics
    Individual Tactics
    Sneaky Tactics
    Angles & Positioning
    Flag Tactics
    Equipment
    Terrain Analysis
    Psychology

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2002
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FLAG TACTICS
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FLAG TACTICS

Grabbing the Flag

Many games use flags as the objective, either with one central flag which must be taken to the enemy/friendly base, or more commonly one flag in each base which must be captured and returned to your own. In these games it is vital to concentrate on capturing the flag and not just on shooting out enemy players - in theory your team could win without a single kill. Frequently a team that is in a sufficiently strong position to take the flag sits tight and slugs it out, and the game ends in a draw rather than a victory. More often than not the flag will need to be taken while under fire from those defending, and there are a number of tactics both individual and group to increase the chance of success.

Watch the Clock

About a minute before the end of the game is an excellent time for a suicidal flag run. If you get shot you won't miss much of the game, and the opposing team won't have much time to capitalise if a lot of people in your team are shot out.

Go Unarmed (possibly)

Leaving your gun behind, (particularly if you have a pump) is often a good idea. You can run faster without it, use both hands to get a grip on the flag, and climb over any barricades etc. When running along you don't have much chance of hitting anyone anyway, so having a gun is of limited use. Rely on the fire of your teammates to discourage anyone attacking you too aggressively. When considering this, think about the following: Is it near the end of the game time? This is a very high risk strategy and it could mean waiting for the rest of the game in the dead zone. Are there enemy very close to the flag? If so you will need to shoot them first because they are unlikely to miss at point blank range. Are there obstacles around the flag which having both hands would be a definite advantage to negotiate? Are there plenty of team-mates around who will compensate for not being able to fire yourself?

Run Through

Don't run up to the flag, stop, grab it and then turn back. While you are stationary you will be an easy target, and you are prolonging the most dangerous stage of the operation. Instead plan your run so that you can go straight through the flag base, grabbing the flag as you go past and out the other side without slowing down.

Flag Team Play

Guard the Flag Carrier

A common mistake in amateur paintball is failing to protect a fellow team member who has made a successful flag grab. They can easily be waylaid on their way back by the enemy, and if they are carrying the flag it will be difficult for them to defend themselves one handed. At least one player should run with the flag carrier, so that if he is shot they can pick it up and carry on, and another couple of players should accompany them at a wider distance and attempt to stop enemy players even getting close to the flag carrier.

Turkey shoot

When someone else is running for the flag and the entire opposing team's attention, this is the ideal opportunity to bag some kills. Opposing players will either chase after him, or stand up and fire without worrying about their own cover or paying attention to you. If you're ready to pick them off, you should get some easy targets.

Initial grab

When games are played with a central flag which must be returned to the friendly base these can sometimes be won by sending one brave soul to sprint for it and grab it at the very start of the game. If you decide to go for this then they should leave their gun behind for faster running. This should be carried forward by a team mate in case they are driven back without the flag and need to continue to play the game in the normal way.




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2002. All rights reserved.
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