If you are having a tough time figuring out which position you’re best suited for on the team this is the page for you. This information, again, originally came from the specialopspaintball site when they actually had a decent amount of content. The idea behind this list of characteristics isn’t to discourage you from playing one position or another, only to simply guide you into a position that might suit your personality best. For team commanders it would be wise to commit this info to memory when training your teammates to help them work together and also to help you get the best performance out of your team as possible.

Ideal Attributes for Sniper

  • Patient and Disciplined. Few paintballers have the will or the patience to play Sniper. Some games, the Sniper won’t see an enemy player. Other games, he’ll need nerves of steel to allow players to walk within yards of his hide. He’s a meticulous person who loves a job well done.
  • Decent physical fitness. He doesn’t need to work real hard at being a Sniper, but he must be able to spend long periods creeping on his belly without freaking out.
  • Iron-will and giant reserves of stubbornness. To out-wit the competition, he must be very committed to winning (his way.) And, yet, he can’t be a total lone wolf. The Sniper is useless unless he’s part of the team’s larger strategy and willing to take direction from the Commander.

Ideal Attributes for Light Rifleman

  • Aggressive. To run point and make rushes, the Dagger must have a lust for battle. The biggest challenge will be getting him to dial it back and play smart.
  • Excellent physical fitness. This guy is the team runner. He never tires and he’s ready to run the flag after a hard game of assaulting. Usually, he’s light and fast.
  • Good street smarts. A guy with a lot of common sense will begin to see combat patterns (without being able to explain it) and he’ll stalk the field like a mountain lion.
  • Willing to take orders. Hard-core, type-A guys can’t be controlled by a Squad Leader. Too much aggression and hard-headedness in a Dagger just gets him taken out quickly. The commands of a Squad Leader can be the perfect leash for the Light Rifleman – if he’ll accept quality coaching.

Ideal Attributes for Heavy Rifleman

  • Laid back. The Heavy Rifleman will play careful ‘ball. He likes to serve as a backstop for the team. Also, if he’ll be playing defense, he will be the kind of guy who’s proud to do a good job, even if some of the glory goes to the boys on assault.
  • Any level of physical fitness. A defensive Heavy Rifleman can be hefty or fit. A Broadsword that runs with a squad will need to keep up, but he doesn’t need to be a runner, by any means.
  • Methodical. A Broadsword must love to throw paint. He likes to play consistently. Like a guy mowing his lawn, the Heavy Rifleman works through enemy attackers (all with a cherubic smile on his face.)
  • Big-time Team Player. Playing defense and supplying suppressive fire prove that the Broadsword is willing to do his part for the team. If he’s more of an aggressive, glory-hounding player, he’ll prefer to play up-front.

Ideal Attributes for Medium Rifleman

  • Somewhat aggressive. The Sabre is aggressive, but not as hard-core as the Light Rifleman. He needs to have a healthy urge to mix-it-up but not so much that he’s uncontrollable.
  • Good physical fitness. Most any physique, other than seriously hefty, can make a good Sabre. He needs to be able to keep up with the squad, but he doesn’t need to be a sprinter.
  • A good spread of paintball skills. The best Sabres have played a lot of different positions. They have good command of flanking, rushing and assaulting basics.
  • Team players. Since they hold the center of the squad, a Sabre must be willing to let glory slip past to better serve the squad. Guys who can’t be held back from a fight are no good when setting bases of fire and executing on solid squad tactics.
  • Newbies. If a new player is looking to learn fast, playing in the middle of a good squad is the best way to pick up experience. Coaching from the Squad Leader and his bros on the squad will improve his game fast.

Ideal Attributes for Heavy Gunner

  • Hardy. This guy loves to lay it on thick. He’s probably big, both in stature and attitude.
  • Moderate physical fitness. While the HG must lug a ton of gear around the field, nobody expects him to be really quick about it. Your friendly neighborhood football center should do fine.
  • A love of firepower. You’ve got to love shooting paintballs to make it worth lugging the Heavy Gunner package around the field.
  • Happy to pitch in. The HG needs to come hustling to the front when his Squad Leader calls for volume fire.
  • Huge inheritance or a side-job as a porn star. It costs a few bucks to buy and fire the Double-T or other HG gun. Unless the team’s helping him out, he’ll need to drop his other expensive habits to take up the HG addiction.

Ideal Attributes for Commander

  • Quick-witted and experienced on the paintball field. Experience can’t be duplicated. Sooner or later, the Commander must develop an instinct for field dynamics and tactics.
  • Basic physical fitness. The Commander needs to be able to roam the field and get where the action is. He doesn’t need to be an ironman athlete, but he must be mobile and willing to move.
  • Respected among the players. A Commander will be pressuring a bunch of crazy individualists to work as a team. It’ll take respect and a desire to win to get a bunch of paintballers to play like a machine instead of a blizzard.
  • Willing to communicate. Strong, silent types don’t make good Commanders unless they learn to talk. A good Commander doesn’t clutter the airwaves, but he keeps a healthy dialogue going with his Squad Leaders. A team must be LED and that means communication.