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Tactics and Stuff

Tips and Tactics for Stock Class Paintball

With the growing popularity of stock class, I decided to include this in my site. I learned most of these tricks playing way back in 1984, because "Stock" was pretty much all we had. Newer players never had the chance to play this way, many "cut their teeth" on field rental semis. It's surprising how many players never even played with a pump. In my day you gradually worked up. A "stock" marker first, then a pump and then a semi. Not so anymore.

So I decided to pass on a few things, to give you an advantage over your peers. (At least the ones who haven't read this article.)


To tell you the truth, there are no bad stock class markers. All the manufacturers have gone out of their way to develop and manufacture the best marker they can. Selection is only limited by your budget.


Okay, you own a PGP or a P68 SC, I'm going to tell you how to get all you can out of these great little paintmarkers.

  1. User Installable Devices.

    • You'll need a better twelve gram plug. Fourteen turns with a standard Sheridan plug doesn't cut it. Pick up a Fasst Change, and make your life easier.

    • Also, to make reloading quicker, get a tube extender. Some tube extenders also allow you keep a tube in the paintmarker for an extra 10 rounds.

    • Another necessary mod is a rear plug velocity adjuster.

    • All three (Fasst Change, tube extender and velocity adjuster) are available form TASO, and are VERY affordable.

  2. Machinist work.

    • Take the hammer and bring it to a machinist, and have him turn it down in the centre to lighten it. For the reasons why, keep reading (it's 3).

  3. Custom Shop Ideas.

    • Performance tuning is a good idea, you want to squeeze all the shots you can out of a twelve gram. At first I was a little sceptical about the performance difference, but the difference is really quite phenomenal. All these mods can be done (and very well, I might add) by Palmer's Pursuit Shop. They've been working on Sheridan based paintmarkers for over 10 years.


  1. Get, or have made, a lighter hammer. You can get lighter hammers for Nelson based paintmarkers. Sheridan based paintmarkers must have the hammer lightened by a competent machinist. Don't try doing it yourself. (It's not that it's dangerous, the main reason is because the hammers are made of tempered steel. If you do it yourself, you're going to be filing until the end of time.) Other non-Nelson/non-Sheridan hammer systems may have to be machined. Most people, who know, will tell you that the Nightmare (by Brass Eagle) is a "gas pig". The hammer is too heavy. Lighten the hammer and you'll have a very gas efficient paintmarker.

  2. What's the big deal about lightened hammers?

    • First the dynamics behind it.

      • When the paintmarker is fired, the hammer (under spring power) strikes the valve and opens it, allowing a measured amount of CO2 out and kicking the ball out of your paintmarker.

      • Well, it doesn't stop moving. The spring in the valve, closes the valve (sealing it up) and it pushes the hammer away. The hammer spring forces the hammer back against the valve.

      • This is called "rebound".

      • If the hammer is too heavy (as most hammers are) the weight allows the hammer to strike the valve harder when it rebounds (kinetic energy and all that). Some paintmarkers, because of heavy hammer rebounding, will use CO2 for another half of a shot. So for every two shots, you're loosing one shot of CO2, and that extra "rebounding CO2" does nothing but go out your barrel (your ball is gone by the time the hammer rebounds).

      • A light hammer won't rebound hard enough to reopen the valve. This is due to the fact that the lighter something is, the less kinetic energy it has, compared to something heavier travelling at the same speed.

      • When having your hammer turned down, don't take off too much metal and ruin the hammer. (Do it with an EXTRA hammer. That way, if the hammer is rendered unusable, you still have a hammer for your paintmarker, and you can still play.)
I've suggested lightened hammers to Glenn Palmer, via e-mail on the InterNet. I don't know if they're considering it. If enough people badger him about it, maybe he'll start making them. Pester Carter Machine, too. Squeaky wheel gets the oil, you know.


Officially, shoulder stocks are allowed in stock class rules, according to the Stockgun Player's Association (SGPA). (Well, actually, there just isn't a rule against them.) They are an excellent way to help you improve your accuracy. A shoulder stock helps stabilize the paintmarker when you're firing.

Durty Dan Sez:
I strongly recommend a stock for any stockgun that doesn't readily fit in a holster.


If you have a Nelson based stockgun chances are, you'll have to rock it forward (barrel down) to drop a ball into the chamber. On Sheridans, you have to rock them back (barrel up) to drop a ball. (If you don't have to tilt your paintmarker to load, you don't have a stock class paintmarker -- cheater.)

Be that as it may. When you have the paintmarker to your shoulder it is sometimes awkward to tilt the paintmarker. Here's a trick, as you pump, drop (or raise) your shoulder, instead of tilting the paintmarker. (On Sheridan paintmarkers, drop your shoulder slightly. On Nelsons, raise your shoulder.) You'd be surprised how well it works. Also, it's easier to keep your sights on your target.


It's kind of hard to "play the trombone" when you're on your stomach. Instead of moving the pump and holding the paintmarker still, do it the other way around. Your weight is usually on the arm supporting the pump, it's easier to shift your weight off of your shooting arm and shove the paintmarker forward.


Have an area on your harness, or paintmarker, where you can have immediate, non-fumbling access the desired tube or twelve gram. You should have enough paint and 12 grams in this area to last you for most, if not all, of one game. When you're just about ready to reload, or change, pull out the desire tube or twelve gram. Don't wait until you actually need it. Don't empty your paintmarker, or use the last shot out of the twelve gram before grabbing a tube or 12 gram. Also, and this is VERY important: NEVER DUMP A SPENT TWELVE GRAM UNTIL YOU HAVE A FULL ONE IN YOUR HAND. If you have no air, and you're fumbling around for a 12 gram, you're going to be in big trouble if someone rushes you.

Gravity is your friend. As my buddy Hugh says, "Gravity: It's not just a rule, it's a LAW." Tip your paintmarker to drop a spent twelve gram and he other way to insert a twelve gram. The same is true for reloading.

Also, if you find yourself in the unfortunate situation where you have to reload BOTH air and paint, air takes the priority. The paint is no good without air and you can always "fake someone out" by just shooting air.


Move when your opponent fires. It's a stockgun after all. You and your opponent have to cock for every shot, take advantage of that. When your opponent is taking time to reload/change, use the time to move on him. Also count his shots. If you can tease him into shooting around 15 shots, you can take more chances moving on him. The reason for this is that after 15 or more shots, velocity is greatly reduced (if he doesn't change 12 grams). Chances are, unless it hits your paintmarker or mask, the ball is going to bounce when it hits you.

Watch for "wiggling" elbows; this flapping motion of the arms is usually an indication that your opponent is frigging with something.


In Stock Class, you have to make every shot count. The reason for this is simple, you have limited paint and limited air, immediately available in your marker, to work with. Due to this fact, you have to spend a lot of time on the shooting range. Know where you have to put your sights when you've gone through about half of your CO2. Know how many good shots you can get out of a twelve gram. (Velocities at or lower 230 fps usually bounce on targets over 25 feet away. Unless you're playing indoors, where most of your opponents are 25 feet away, or less.) If you can hit a 9 inch pie plate, at 100 feet, 9 out of ten times, it'll be easy to hit an opponent's paintmarker or other hard area, when you're low on CO2. There are very few hard spots on the human body (fewer on some than others). If you are accurate enough, it won't matter if you're on the last shot your twelve gram will give you.


It is VERY essential in Stock Class. Not only is it good to have an extra pair of eyes and ears, but it gives you more firepower. You'll really need someone to cover you, when your reloading or changing, it's just good sense.


Sure, in Stock Class, skill is essential for the game. You have to be a good shot and a quick thinker. You can also take more chances. Mainly because your opponent can't sends tons of paint your way when you move. For the same reason, pointmen (players out front) can be a little more relaxed. They don't have to anticipate multiple impacts from an opponent who manages to get the drop on them. Also, the first shot usually misses (but don't count on that).


Pick up your spent twelve grams and drop them in your recycling bin. The metal can be recycled. In some areas, recyclers pay for scrap metal, save them up all year and turn them in for money (to buy more twelve grams).

Durty Dan Sez:
When playing Stock Class you will notice that it takes less time in the morning to get set up. The paintmarkers are more player friendly . (While some are technologically ADVANCED, they are not technologically COMPLICATED.) You don't have to carry that much paint and air. Sure, twelve grams are not as economical as constant air, but the money you save on paint will more than make up for it.

Stock is fun, and it's the purest, most original form of paintball, the way it was meant to be played. I hope this helps you become that much better at it.

This article belongs to Durty Dan


Created by: Martin Guerrero (
From the Bay Area Paintball Page
( )
Created: 6-26-1999
Updated: 6-28-1999

You find yourself leading a team of recreational paintball players for the very first time. Initially you might set up a strategy where you divide your group into four squads. One squad to defend the base, and the other three to spread out and attack -- one squad to the left, one down the middle, and one to the right. You'd attack, get good position, knock out a few enemies, and retrieve the flag and return the flag safely all the while making sure that no opponent gets past your impenetrable skirmish line.

Sounds like a good plan, right?

Well, yes, potentially, it might work. But what if the opposing team puts an overwhelming number of paintball players on one side, and just obliterates that side. Because your skirmish line is trying its best to adhere to the line, you might not react fast enough. The opposing force skillfully maneuvers its overwhelming force squad and either obliterates the rest of your line, or positions itself for an attack on the flag. Your defense, lacking teamwork, massive concentrated force, and coordination is left helpless. Your team becomes the victims, rather than the attacker. You are reacting, rather than acting. You are on the path to losing the game.

So what went wrong here? An evenly spread out skirmish line is an invitation to a breakthrough. One way to achieve the breakthrough is to use a coordinated attack using overwhelming massive force. However, the group must work together, and the leaders must have good vision to be able to move this massive force in any direction they wish.

To achieve successful massive force attack you need:

  1. Good planning

    Before the game starts, you might want to scout the field for potentially good obstacles, and find at least one good place to attack. Divide your squads efficiently, but not evenly. Perhaps you might combine two squads to become the overwhelming massive force you can use. You can use your force like a giant warhammer which can be sent to engage and destroy the opponent.

    Yes, this may leave other sections vulnerable to attack. However, with massive force, the opponent may be caught off-guard, and trying its best to react to you. It may allocate resources to try to defend your concentrated force. If any opponent gets through, your other forces will be the blockers, slowing them enough so that your warhammer group can get the job done.

  2. Teamwork, coordination, communication

    Simply putting people in an area, may not be enough. General paintball techniques like not putting two people behind a barricade should still be followed. People within the group should practice working together, using appropriate small scale tactics like advancing with the aid of cover fire and constant communication among members. Flanking techniques and other techniques to get a strategic advantage should be used.

  3. Good leadership/vision

    You may need to leave a leader or two behind in the back. This person sees the whole field, and becomes the tactician of the group, directing people to plug in holes, help find opponents, and direct the entire group. People in the back can help give cover fire as well, helping teammates.

  4. Mobility

    One common mistake is becoming too static -- some people just stay behind one barricade, and just stay there. You get bogged down, and are unable to use your overwhelming force properly. You lose any advantage you may have had.

    Using overwhelming force properly requires mobility as well. The people in the massive force group should be able to change directions in a moments notice. Even within the group, a subsection of the force may need to remain mobile to get better positional advantage, such as a flanking the opposing force.

    In one game I played in, one of my teammates got the flag, and some of us supported him by pushing to the right. The opposing team, using its massive force well, went to our right as well. My teammate who had the flag did an interesting move by doing an end around all the way to the other side. Unfortunately for us, the opposing force saw our move, and directed their main massive group to go after our flagbearer.

    The opposing team did a good job by using massive force as a unit, with leadership able to guide the group to achieve their goals. They acted as one, and a paintball team which acts as one is an unstoppable team.

In conclusion, instead of setting evenly divided skirmish lines, consider using overwhelming massive force (OMF, or "oomph") to bear on an opponent. Getting a numerical and positional advantage on a section of the field will help give your team a strategic advantage. But of course, you still need good planning, teamwork, communication, coordination, good leadership, and mobility. A team which successfully incorporates these can be one unstoppable team.


Created by: Jean-Manuel (
Edited by: Martin Guerrero (

NOTE: [ ... ] will mark additional comments by editor.

Introduction to the Tactics Series:

I happen to write strategy articles in France. Well, posting something every day has two drawbacks: 1) I don't have enough time, and 2) it takes time to practice, to understand and to put into action something you read.

Ok. There you go. I'll start with some tips:


1. Nothing is more important than safety: yours, the ref's, your team's, your opponent's, the spectator's.


1. You must know your marker, the common failures. It must work perfectly. Have some tools.
2. Check your marker before walking onto a field.
3. Check the screws during the game.
4. Keep your barrel clean and tight.
5. Know how many balls your hopper contains, how many shots you get from different bottles, the weight of your bottles when they are empty, and how much CO2 you can put in.
6. Use antifog lenses [if possible. If not, you may want to spray anti-fog material every so often]
7. Use a stopwatch, look at it regularly.

[ Paintball Guns:

b) First time with you paintball gun? Get acquainted with it. Ask the field owners how to use it, ask whether it is a pump gun, or a semi, ask players around you (or your friends or family), about the gun.
c) Learn how to handle common problems:

  • PROBLEM: The Ball Doesn't Shoot Straight
    POTENTIAL SOLUTION: A ball may have broken in your hopper or in the gun. Use a squeegie to clean out the excess paint from your barrel (be careful when doing this! Safety first! Never look down the end of the barrel), or clean up your hopper.
      a) Bring a squeegie with you on the field. Accidents happen on the field and you will want to maximize your effectiveness.
  • PROBLEM: The Velocity won't go down even if I adjust it.
    POTENTIAL SOLUTION: Liquid C02 may be getting in your gun. Try shooting a few clearing shots with the gun upside down (so you don't waste ammunition). In general, try holding your gun in such a way that the liquid C02 will go back into the bottle.
  • PROBLEM: The Gun Doesn't Cock anymore
    POTENTIAL SOLUTION: Perhaps you are running out of air? Try getting more air.

d) During a game, if you can't do anything about your equipment problem, DO NOT GIVE YOURSELF UP! You can still be a very useful force in the game.
e) Bring the necessary tools to adjust velocity in your gun.
f) Extra Barrel Plugs would be ideal

Paintball Goggles:

a) If you have a choice, try getting a thermal lens to prevent fogging. A thermal lens is essentially a double paned lens.
b) You may also want to look at how much face protection the mask offers.
c) Buy an antifog spray and use once every hour or so. If you wear glasses, don't forget to spray on them too. Its useless having very clear goggles but have your glasses fog up!
d) You may also want to consider getting a small fan for the goggles to help them clear up.

Guppies/Extra Paint Loaders:

a) Close the lids VERY WELL. Make sure the Guppies are strapped securely.
b) Make sure you fill each guppie all the way. If there is not enough paint, you will hear a jiggling sound when you run. Worse, you increase the chances of a ball breaking in the guppie. You DO NOT want to put "contaminated balls" (covered with paint from a broken ball) in your hopper as the accuracy of your shots will significantly go down.
c) Don't position the guppies to the side of you. Even guppie hits count.



1. Choose obstacles that will protect you while allowing you to look around and to shoot back. Don't bury yourself somewhere.
2. Keep ready to move any moment. Don't stay in uncomfortable positions -- your limbs will get "sleepy".
3. Always look for a retreat route, and make sure it stays clear of opponents/ opponent paint.
4. Be a small target. Watch your marker, your legs, your hopper, your butts.
5. Stay in the shade, beware of [shadows]
6. Look around, even if you have to expose yourself to do so. Try to locate your opponents and your teammates.
7. Look by the side of things rather than over them, and move slowly: movement will catch the eyes of your opponents.
8. When you are in a hiding position, don't move.
9. When an opponent looks your way but doesn't seem to spot you, freeze.
10. When you attack, stay low. When you explore, stay high.
11. NEVER position two persons behind the same shelter.
12. NEVER immediately go to a spot where one of your teamates has just been shot. If you do have to take his job on, do it from a different shelter.
13. If you are in the center (between the side limits), don't be the farthest of your team -- you'd be shot by all of your opponents.
14. When you are behind a "solid" shelter (barricade, wall...), don't stay against it, but a little back, so you will be able to move out already aiming, instead of having to go out, and then aim.
15. Also, protect your legs. A good position is to sit with your legs against the barricade.
[16. Choose a barricade which allows you the greatest field of fire.
17. When a ball barely misses you, MOVE! Don't give that person a second chance to aim again, and this time, get you.
18. Get Kneepads if you plan to be on your knees a lot.]


1. Go from shelter to shelter. Always know which shelter you want to reach.
2. Move when the wind blows, it will be almost impossible for your opponents to hear you.
3. So, when the wind blows, keep your eyes opened for an opponent who knows that trick.
[4. When moving, try using teamwork, with teammates giving cover fire if necessary]


1. Point your barrel in the same direction you're looking in, so you are always ready to shoot.
2. Practice shooting while running.
3. Learn to shot both right and left handed.
4. When you shoot at a running opponent, shoot in front of him so he'll run into your paint.
5. When you are behind a shelter, don't shoot from the same place twice in a row.
6. Be calm, don't always shoot back when someone shoots at your shelter, but de ready for someone running at you.
7. Don't hesitate to shoot at an opponent you can't see, if it'll make him nervous or help a teammate.
8. Shoot at an opponent when a teammate is moving in on him, even if you know you won't eliminate him, so that opponent will rather look your way.


1. Play with a teammate, in a group of two. (You call that "a buddy" I think?)
2. Never let your buddy down. If you move, tell him.
3. Be smart, but disciplined. Listen to (and ask) a teammate who has a good viewing position. Tell your teammates what you see!
4. Use a code. The main purpose of a code is not to keep your conversations secret, but to summarize long sentences in short words, and to state what has to be said, i.e what is important information.
5. Frequently look at your teammates, thay might have moved without telling you.
6. Never surrender, even if your marker is down. Stay, and pretend it works. You can also be used as a "goat".
7. After each game, review what you have learned, imagine all the things you could teach new players.


1. Know the rules by heart, you'll avoid penalty points [if applicable].
2. Play fair, whatever the situation. Don't go around bragging when you win, don't complain when you lose. And never cheat. It kills the game, it kills the fun. If you rely on cheating to win, you'll never improve. And if you can't help cheating, give up paintball, please.


Wanna improve your game?  Tired of getting outfoxed... out flanked... out maneuvered?   Here's some tips that'll be sure to improve your game.  If you and your gang try these, I guarantee that you'll be a force to contend with out there.  They work for us... they'll work for you.

Some of these are my very own concoctions... others.... well... lets just say I borrowed 'em from here and there.  Either way.... you'll feel like a Field Marshall out there.

If you want to really improve your team game, the addition of 2-way radios is a GREAT way to improve communication on the field.  A bunch of us use Motorola Talkabout radios with earbud and PTT mikes.  We communicate quietly, effectively, and it adds a dimension to the game that makes it  ROCK!!!!

Tips for Newbies
What's a newbie?  Somebody with little or no experience.  Somebody with heart to play the game, but hasn't learned 'field smarts'.  There are some very basic things to survive out there.

Click Here to go to the Newbie Tips page.

Defense Strategies from Rob 'Tyger" Ruben

Click here to go to Defense Strategies

Ambush Tactic #1 
This one is based on the fact that even the most experienced players don't look around much when they are in the middle of a fire fight.

Suppose you are alone moving through a thick brushy area and see 3 to 4 opponents moving toward  your base. Here's what you do, Nothing! That's right, nothing! Instead just stay low and keep them in sight. Let them pass by and then follow them, as they close in on you base but DO NOT ATTACK (yet). Wait until they begin to attack your base then sneak up from behind and get them. One shot per opponent will usually do it. They will be so involved in the fire fight that you can almost always get 2 of them before they figure out they have been flanked. Sometimes you can get them all without them knowing where the shots came from.
If the opponents decide to backtrack in your direction you still have the advantage. Why? Because they are heading back toward a point they safely passed only moments ago and their guard will be lowered because of that.

Ambush Tactic #2
Here is a tactic called "Snake Bite" The object is to push the sides of the field and catch the other team in a cross fire, or out flank them. Squads on flanks moving quick but quiet up the right and left
Squad D moving up the field  until resistance is met and engages.
 The squads on flanks A,B,C start to push toward the middle and surround opposition
As this happens the formation starts to close forming a circle around the opposition, making retreat for the other team impossible. If your team has accurate shooters and no one tries to be the "hero", and  this tactic is executed properly,  this plan is flawless.
NOTE:  Lead man in A and C need to keep watchful eye forward for "tape runners" from opposition.

                          aka  THE FIRING LINE  
Squad A,B,C advance in a line 20-30 feet apart. all abreast.  Any opposition is overwhelmed by a line of firepower which is able to obtain angles on shooters.
Any Squad member who is engaged by the opposition holds him head on while team mates
advance catching him in an Xfire.

                       aka RUN FOR THEIR FLAG   
Each flanking squad moves quickly up the flanks in a tight knit group.  15 feet apart .  Squad D
in middle prepared to shift right or left as action begins.
OBJECT:  AVOID opposition concentrate on their flag.  We give them the middle.  We overrun their base capture the flag. all survivors surround flag and bring it home.  They cant win until they hang our flag with theirs.  They have to kill us all to get their flag. Defense. this is a tuff one for you!!! Are you up to it??


Don't focus too much on what's in front of you. If you can't see along one direction, tell others to do it for you. Ask yourself, if you can see them (opponents and/or teammates), can they also see you?
When the firing starts, all surprise is lost and coordination becomes more important. Tell your mates what you intend to do (and what you want them to do) so they won't waste time having to ask you.  Don't leave them in the dark about what you can see.
When you spot an opportunity, get ready to go full blast for it. Quick reflexes based on situational awareness gives you a massive momentary advantage (SURPRISE!). Knowing the right timing (when to do what) is an invaluable skill. Also, be ready to create an advantage (distractions, bluff, speed, etc.).

Do it either silently or quickly because in-between won't work-- slow AND noisy kills. Work with available cover if you can, but RUN FAST as much as possible if you really have to move. At full speed you can cover 5 meters (15 feet) in as little as 2 seconds, just be sure to STOP as gracefully as possible (if you hurt yourself, you hurt your team). If you have to stop moving, pick a protected spot -- or don't stop until you're out of range. SHOOT, THEN MOVE. Even if opponents know
you're in the area, don't let them know exactly where you are at any particular time.
Once you learn how to read the terrain (ambush areas, movement routes, weak spots, etc.), begin considering how your opponents might use it against you. If you spot an opponent moving in your area, ask yourself where he'll stop and where he'll go to next. If you're moving to another location,
you should be looking where you might be spotted from and where you'll go after you reach your
next destination. A lot of players have picked a spot where they have nowhere else to go -- thus
neutralizing themselves.
Frontal attacks are costly in terms of time, ammunition, and teammates. One defender in a good
position can hold up, eliminate, or otherwise neutralize up to five opposing attackers, unless one of
those attackers goes to a flank position and hits the defender from the side or behind. A buddy pair
works because they can split up momentarily to hit an opponent from two different angles. Two pairs
work even better against multiple opponents. If you're being outflanked, move to another
position -- you can't shoot effectively in two different directions.


These elements are needed to make any offensive tactic work.
Contrary to popular belief, the point man's job is not to absorb the first hail of paintballs. His job is to communicate. He must be observant to conditions accurately. The pointman should not engage
opponents if he makes contact, only relay information back to you or your group leader. He should move in spurts, stopping every twenty or so yards to orient himself as to what is ahead. He should be able to move quickly and choose the best terrain to move through. in the end, he will  make the best choice as to the best possible route.  It's important that he has a good eye for routes that can provide cover without slowing the momentum of the group.
Orient yourself on the field using the clock. Is there an opponent at 10 o'clock or 2 o'clock? That's simpler and less confusing than saying, " there's a guy over there behind that tree" A raised fist from the pointman is the signal to stop. Moving your raised fist in an up and down motion once or twice is your signal to move. A sweeping motion to the left means go left t, to the right means go right. Simple. Keep the field chatter to a minimum. Concentrate on what's ahead of you and what the pointman is doing.
How many people does it take to get a guy hiding behind a tree? One, if you're a good shot , Two if you're smart. Effective crossfire is achieved by creating several angles of fire forcing your opponent
to move himself into a vulnerable position. Don't only shoot straight ahead of you shoot at an angle
across the field. Work in teams. Identify a target then work on getting him out. He can't shoot at two
people at once. Have your teammate move to a better position and create another angle of fire. When he moves and he will, he's yours. If he doesn't move, then you only have to keep his head down until someone else can get a bead on him. Make sure everyone knows what your shooting at and call out positions that might not be noticed. Working in this way will help you coordinate your fire so that you can create a weak point in that line.
Again, it's that simple- identify targets, then work together.
Move down the field in a single file line, one behind the other. Stay at least two arms lengths away from the guy in front of you. Nothing matters but moving forward. Watch the pointman. If he stops you stop. be patient. If your opponent is in front of you he will only see the pointman first. Watch for ambushes but don't get fixated on them. Very few people have the patience to complete a successful ambush. When the pointman makes contact, then you will move on-line. In other words form a skirmish line to the left or right depending on the pointman's signal. The trick here is to come up on-line aggressively, firing and moving. The idea is to attack at an angle as opposed to head on confrontation. Your opponent may have already found a good defensive position. Chances are he is behind a good cover. Never run straight in the direction their guns are already pointed.
You want to force them to turn in your direction away form their cover. This should have a somewhat disorienting effect on them. It's important that you always move forward. A moving target is more
hard to hit than a stationary one.  As you eliminate forward positions, begin to move into those spots. Then gradually begin to move laterally across their front. By now you should have momentum. Now is not the time to be bashful. Call out the positions to your teammates. Make sure each position is secure before moving up. Once you've built some momentum, you may find yourself closing with them very quickly. Don't expose yourself needlessly. At this range it's hard to miss. You are essentially firing and maneuvering.
Pick the position you want to move to first then move to it. Signal to your teammate that you're
moving up so he can take your position once it's vacant. These types of tactics are devastating when used by a group.  Skirmishes stall when there is no movement. Taking the initiative with an aggressive action automatically gives you the   psychological and tactical edge.

Rabbits, when spooked run around in a circle. If the predator is a little slow taking up the chase, the rabbit will end up behind him. This will only work if you begin your circle OUT OF SIGHT of the opposition.
Deer will run a ways and stop. In this case, when you are being pursued, once you are out of
sight, line up your sights on where your pursuers will come at you. When they come into range let them have a few, and run some more.
Quail will go unnoticed until you are right beside them, then they take off. This makes a lot of
noise, and unless you have nerves of steel you'll have a load in your pants. The best way to make this work is to wait until the opposition is really close. If you leave too much room they will have time to
react. This will scare the fight out of them.
Some animals will charge directly at the predator. This throws the predator for a loop as they
anticipated and escape in a direction away from them. Like the grouse this works best if you wait until they are almost on you. This also works if you're cornered and in full sight of your opposition.
Some animals will absolutely not move, no matter how close you get to them. Unless they are
directly threatened, or sense their discovery, they will remain absolutely motionless. Most times the predator will pass them by, allowing for a back shot.


1. Don't stop in one place for to long. It's hard to regain momentum once it's lost. And it  makes you
    an easier target.
2. Stay calm when you're eliminated.
3. Don't take the game to seriously. After all it's only a game.
4. Don't ever take things for granted. A little paranoia could keep you in the game longer.
5. Don't turn your back on the opposition. There is nothing honorable about getting shot in the back.
6. Don't get tunnel vision. Look at the whole field not just who you're shooting at.
7. Don't forget to look over your shoulder now and then. It's not fun to get MERCY KILLED
8. Don't get intimidated, especially by the type of equipment a player uses.
9. Don't bother shooting a player if a teammate is already pounding him. Try to get an angle on him.
10. Don't get cocky! There is always someone younger, better, faster, and stronger than you. You
      just haven't met him or HER yet.
11. Don't dismiss luck.
12. Don't be a bad loser. The only thing worse than a bad loser is a bad winner. Don't be EITHER!
13. Don't limit yourself to tips found here. Learn something every time you play.


To perform the spirit walk, you must push the toe of your shoe down into the ground cover and then slowly push it forwards. Doing this you will be using your shoe as a bulldozer, clearing a spot for your foot to rest in.
Use bare patches whenever possible. A well worn path is better than a twig strewn forest floor.

Pick your feet up. Not only will contact with the ground make noise but brushing your feet through high grass and low bushes will make noise too.
Use background to cover any noise your movements will make. Move when the wind blows, or use the sounds of paint battles to cover your sounds.
Rain is the stealth players best friend.  (of course you couldn't convince Sacha or Brett of that)
It's better to go around branches than it is to push through them.
Keep your loaders tube etc. away from your legs. They'll rattle when you walk.

If you take short steps your balance will be better. If you feel something that will be noisy
under your foot you can pull back. Crawling makes way too much noise.

Travel a short distance, stop , look , and listen, before you start moving again.

Some Basic Tips and Tactics
                                                    by Gerry Gibson  (Agg Assault Paintball Team 1998)

A common mistake that I see very often is players leading with their gun. In other words, the first thing that the opposing player sees is a gun coming around the corner. This telegraphs your position and allows the other player a chance to prepare for your impending doom, as he/she knows just where you are going to appear. This applies in the woods as well as an urban field. If you are in a hidden position, and are not under fire, you MUST acquire a target before you can engage it. Simply put, look before you shoot. The exception to this would be if you are already engaging a player and you need to force his/her head down. You cant hit what you cant see. Look for a target, once you have one, engage it. When you bring your gun up, and then look around for an opponent, you present a large target which can be seen clearly from across the field.

 To properly look around a corner (or a tree or barricade), or to locate a target, use the "quick peek" technique. This is done while keeping as much of your body behind cover as possible, and exposing only a small portion of your head, quickly looking out from behind your position. If your teammates are under fire, and you dont have a target, use this technique to locate the opposing team members, then communicate their position, or look for an opportunity to engage them.
 An important addition to this technique is to not look out from the same place twice. Often times, an opponent will see you look out, then set up and wait for you to reappear in the same place. When you do, SPLAT! Change the location of your peeks by changing positions, i.e. kneeling, crouching, or standing, or by alternating sides of a barricade.

 If you are behind a barricade, and know where your opponent is located, set up before your shot. From behind cover, bring your gun up to your sight plane, and roll your upper body out from behind the barricade. As you appear from behind cover, your weapon is already sighted, and you are on target quicker. Thi avoids lag time in bringing the weapon up from a resting position and allows you to immediately engage your would be attacker.  This exposes only as much of you as needed to complete an accurate, controlled shot while remaining as protected as possible. SWAT teams all over world use this method, called the "Cyrillian Roll". It is effective if you are standing, kneeling or prone.

 A word of caution for paintballers, however: be aware of your hopper. As you complete this maneuver, or any shot from behind cover, your hopper sticks up 6-10 inches from the top of the gun. A slight canting of the weapon as you roll may expose less of the hopper. Enough of a cant however, MAY impede the performance of your gun by causing a misfeed or a failure to feed. Practice with your weapon, and be aware of how it may perform under a situation as described above.

A final note: if you own a gun, you should own the tools to work on it! An allen wrench and/or a screwdriver is all that is required for most paint guns. Buy them, take them with you, and know how to use them. Time spent asking for help for minor problems that are simple to fix is time away from your play, and the player that helps you. Let me emphasize that I am always ready to help anyone with a mechanical problem when I can. However, no one knows your gun like you do, and if you learn to work on your gun off the field, problems on the field are easier to handle.


The 'Hidden Surprise' Tactic

Hidden Surprise Assuming a 10 person team. This tactic requires a lot of patience and self-control. Not advised for newbies or itchy trigger fingers, unless they are sent in with the front line.

Objective: Half of the team pushes forward, with a lot of heavy fire. Slowly, fire less and less. Begin'Hidden Surprise' - the ending positions falling back, but still fire at the opposing team. For practical reasons, the front line should be lightly equipped, and the rear have plenty of extra paint. The front line should fall back behind the rear, still firing. The rear should be well hidden with plenty of cover. When the opposing team rushes, the rear line should begin firing. The front line, which is currently behind the rear, should fill in the gaps as needed, and move to the sides as illustrated. One player at least should be allowed free movement behind and to the sides, to allow for any unexpected 'surprises.'

  1. You have the element of surprise on your side.
  2. The free range player in the back can bring stability to either side or the middle.
  3. The sides are well covered, providing the front line with good angles on any opposing players in the middle.
  4. The more aggressive, paint sprayers will be more than happy to move in with heavy fire.

  1. If the opposing team doesn't follow the front line, you're in trouble.
  2. Patience and self-control are difficult when in this situation. One itchy finger, and the whole play is blown.
  3. Works best on smaller fields.

'Encircled' Tactic

EncircledAssuming a 10 person team. The more 'stealthy' players should be sent to flank.

Objective: Seven players form a semi circle to the opposing team. Three players run behind then to the far right, keeping well out of sight to the players. The three players need to creep far past the opposition, then slowly procede towards them. When they are within an acceptable distance, they should open fire. At that moment of confusion, the remaining players need to rush forward, or where ever their intended destination may lie,Encircled- ending positions as according to the second drawing. It is helpful to think of the entire play as a sort of Follow the Leader. Thus you have encircled the opposition, and they will be shot at by both sides. Players must keep the circle; if someone on your team is shot, everyone must compensate by spreading out a bit more, then pushing forwards to tighten the circle.


  1. If you close them in, they will probably panic and start making mistakes.
  2. Once they are surrounded, they will be taken out quicker.
  3. You know where all the players are.
  4. You won't have to be a good aim to shoot them.

  1. You could get hit by your teammates' fire.
  2. Sneaking behind players can get tricky, and if you can't get behind them, you better change tactics.
  3. If one of their players gets loose, the play has to be altered so the player can't do to you what you did to them.
  4. Everybody has to do their part. If someone slacks, the play won't go very smoothly.


A Simple Twist

Simple Twist Assuming a 5 person team.

Objective: Players form a V formation and attack the opponent. The middle player pushes forward when conveinient, until he/she is as far forward as anyone else. Then the right two players begin pushing a diagonal line, up and right, and the 2nd person on the left pushes forward as well. Once in this position (illustrated),Simple Twist - ending positionsthe two right players continue to push, only this time to the left. Other players can push forward, giving the opposition as little space as possible. This works especially well when they are trapped in a corner.


  1. Simple manuever
  2. If a player gets out, you can still perform the play
  3. Good for corner play

  1. Opposition must all be in one clump
  2. If the two right players get out, all you'll have left is a straight line!

Wall of Defense

Wall of Defense Assuming a 5 person team.

Objective: Players form a diagonal line which will stretch from the bottom of the field to the side, thus eliminating any 'surprise' attackers from behind. As the other team becomes eliminated, the team can push forward.


  1. Simple manuever
  2. You know where all your teammates are
  3. Works well on small fields
  4. Sides are well protected
  5. Virtually eliminates being snuck upon from behind

  1. If a person on your team gets out early, you will have to stretch your line more thinly to cover the gap
  2. It is possible to become trapped in a corner, especially on large fields

Stealthy Movement

Stealthy Movement Assuming a 5 person team.

Objective: Players use a basic 'follow the leader' pattern, leapfrogging until they have snuck behind the opposing team. It should be worked heading towards the extreme top (or bottom, depending where you start) until the far side of the field has been reached. They should then begin heading directly downwards. If still undetected, they should proceed carefully to the opposite side of the field, then continue to push after encountering opposition. If players are caught halfway to their positions, they can still push forward.


  1. The element of surprise is on your side
  2. Even if caught halfway, some of the opposing players will still be sideways, and can be caught off guard
  3. Most players don't expect an entire team to sneak behind them

  1. Requires stealth and extreme carefulness. This isn't a manuever that can be rushed. It must be taken slowly
  2. Getting an entire team behind the opposition is extremely difficult
  3. Self-control will be needed to not give away the manuever

Protected Sides

Protected Sides Assuming a 5 person team.

Objective: Players rush to form a straight line consisting of 3 players along the bottom of the field. The two remaining cover the side that was started from. On a small field, the frontmost player on the left can communicate with the lowest player on the right as to where the opposition stands. When the team eliminates at least one of the other team, they can start to close in using a V formation, but standing ground would work well too


  1. Communication relatively simple
  2. No sneaking behind
  3. Works well for small fields, and sparse fields

  1. The farthest person has to really hoof it to get to his/her spot
  2. The farthest person may have to fall back to stay with his/her team should one of his/her teammates be eliminated
  3. Is not good for large fields


You should always have your captain tell you where you should be, because he is the one that should be coming up with the strategies and will place his team in positions in order to accomplish those tasks. Then work from there.

Don't worry about how the enemy is going to kill you, worry how you're going to kill the enemy. Forget and you will end up fighting phantoms that don't exist, and your enemy has already won.

If you realize that your team has a weak spot while walking the field, don't tell anyone then, (because your time is limited) just reposition yourself a little closer. This way you can move to plug up a hole left when a player dies or to cover a flank attack; but still stay close to your original position so that it is still posible to accomplish the goals that your captain has given you. If you lose that game, or you feel insecure about the set-up, tell your captain and/or your team about your problem setting up in that game so that you can fix it by next game.

What you should do when you walk the field:

  • Look for the position you will take first (according to where you think the enemy will be).
  • Know what your personal objective will be in order to win the game.
  • Try to figure out where the enemy will set up and position yourself accordingly to be able to eliminate their offensive plan.
  • Find the position that you will advance to after the first, or possibly fall back to if needed.
  • Know where you can set traps for the enemy.
  • Get an overview of the field, new field or not.
Speedball Tips - Paintball Tactics and Tricks

SpeedBall Tips and TricksWith the exponential rise of speedball's popularity in the paintball world, more and more players are trying to master this form of paintball. In this high paced game, players start out usually within shooting distance of each other, and attempt to advance up the field, usually to capture a flag and hang it in a set location. I, personally, have been playing speedball since my first game in early January of 2001. Thoughout the past year, I have been honing my speedball skills and playing regularly on a tournament paintball team.I find it somewhat difficult to concentrate well in a speedball game when so many paintballs are whizzing right by me, so I try to follow a few important guidelines when I play.

General Guidelines

Tip: Keep moving. A good speedball player should always be moving from bunker to bunker, especially when the opposing team does not have a clear view of you doing so.

Explanation: The primary objective of this technique is to attempt to trick the opposing players. If someone thinks that you are still in "bunker A", they will keep an eye out at "bunker A", and try to keep the player that he thinks is there. However, if you are at "bunker B", you know your opponent's location, but the opponent has no idea where you are. While the opponent is attempting to keep an eye or fire upon "bunker A", you can easily attempt to eliminate him without him shooting back at you (until he finds out where you are, that is).

Tip: Communicate with your teammates. Communication is one of the key and probably the most important factors in speedball. Always talk to your teammates. Your teammates should be extra eyes for you, so you can get a better understanding of what is happening on the field.

Coordinate your team.Explanation: Teammates must always communicate to be successful in a game of speedball. Eliminations of opposing team members or your team members will affect you. Ask which players are being eliminated, and make sure to alert your team when a fellow player or an opposing player has been eliminated. If an opposing player in front of you has been eliminated and you do not know of it, you may not advance to a better bunker, that you normally would move to if it were safe. If your teammate who is guarding your right flank is eliminated, and you do not know it, the opposing team may move down that flank without your knowledge and easily eliminate you. By knowing where all the opposing players are located on the field, you can avoid being shot unexpectedly, and know where you can advance to gain a better position on the field.

Take Cover in Well Protected Bunkers Tip: Stay in one bunker, and do not go out into the open for long periods of time. One of the key concepts of speedball is the presence of bunkers, which hide the player's body from being shot. Use bunkers at your advantage, and stay at one or another. Going out into the open for a long period of time is one of the worst things a speedball player can do. Speedball is a fast paced game, and unlike in a dense forest, it will be easy for the opposing team to spot and tag you.

Explanation: This one is pretty self-explanatory if you have ever witnessed or taken part in a game of speedball. The only times you want to stay out in the open is when you are moving between different bunkers. Although I advise to usually stay in bunkers, do not be afraid to run to other bunkers. Many new players are afraid to move from bunker to bunker. The chances are, when you are running to a bunker, you most likely will not be hit, contrary to how it may look. When you do move from bunker to bunker, however, I would highly recommend running or if moving up, possibly crouching and slowly walking forward. Have your team practice covering each other and learn to make your way down the field in coordinated steps.

Keep an Eye On the Entire Field Tip: Try not to develop tunnel vision. Tunnel vision is a state where you only comprehend what's happening in a certain place that you're focused on. If you develop tunnel vision, you will only a small portion of the field and not be aware of what is happening around you. Make sure you don't only focus on a certain opponent's bunker or objective, or you may find yourself being eliminated out of nowhere.

Explanation: Many new players develop tunnel vision and it is something that is not easily avoidable. You must always make an attempt to recognize activities going around you on the field, and not just on activities happening in a certain area. After playing more speedball, it will be easier to keep yourself from getting tunnel vision and having a larger recognition of what exactly is happening around you. However, do not mistake having an objective as having tunnel vision. There is nothing wrong with having a small battle with an opponent two bunkers ahead of you as long as you recognize your surroundings and other opposing players.

Other Small Tips
Do not wipe paint if you get hit, you won't become any better at the game.
Play hard and never loose motivation. If the odds are against you, try your best and you may prevail.
Practice snap shooting (popping out of your bunker for a small amount of time, shooting some paint at your target, and quickly going back into your bunker).
Watch your flank and look for any openings in the opposing team's flanks. If you can get into the opponent's flank, you will probably be successful in eliminating a few of them by surprise.
Try to play better teams and players than you, it's a great way to hone your own skills. Have fun, don't cheat, and play safely!

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All these articles as of 10/24/02 have been writen by others than the BUSHMEN Team. They own these articles.