The “Team Stuff” section of the site is a bunch of old specops stuff I found from back in the day when. Unfortunately the web site doesn’t seem to have any of the old content, but it still lives on in the forum. I would post a link to where the content came from but I don’t think it exists on their web site anymore.

Six Components of a Woodsball Team:

  1. Commander
  2. Mobile heavy gunner
  3. Medium rifleman
  4. Sniper
  5. Light rifleman
  6. Heavy rifleman

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 – 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 – 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.

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 – 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 action more than anyone.