Running and shooting

Running and shooting can be about as simple as it sounds. Basicly all it it’s about is, well, running and shooting.

Try setting up a sort of shooting range with one target. Something like a square piece of plywood propped up on a tree or a cinderblock, or even nailed to a tree. Make sure to have something to catch the stray balls, like a net because believe me, there are gonna be a helluva lot of stray balls. Then just do some running/walking and shooting exersises. I suggest working on walking first, just to get the hang of shooting while moving at all, then move to jogging, and then full out sprints. Try running parellel to the target and shooting at it as you pass, or try running straight at it. (You can do a crazy war cry while you’re at it. I find that sometimes helps)

Try some different angles of attack. And remember; what you’re trying to work on is to keep you’re gun steady even as you’re body is bouncing from running/walking.

First Shot Accuracy

Nothing is more important in paintball than first shot accuracy. We’ll call it “FSA” for convenience sake. No matter how expensive the upgrade, how technologically advanced the barrel, how reliable the gun, nothing will help more than some FSA drills.

  • Have one of the guy/gals on your team grab a stop watch, or a timer, and set it to 7 seconds. Also, it’s important to have someone to stand there, and tell the shooter if his shots were dead on, or just hitin’ bush.
  • Load 3 Balls into his hopper. (It’s all he/she gets)
  • Have the shooter Stand, Crouch, or go Prone. If he/she’s standing, have him/her stare at his/her feet, if he/she’s crouching, have your hand above his/her head and have him/her stare at it, and the same for if he/she’s prone.
  • When the stopwatch-er says go, he/she will start the stopwatch, and the shooter has 3 seconds to aim and fire his first shot, 2 more seconds to shoot his second shot, and another 2 seconds to shoot his last.

It is important to improve your FSA because normally, if you were playing paintball out in the field, and you were to spot an enemy, and he/she were to spot you, you need to be able to raise your gun, and shoot him as quickley as possible. Some times, spray-and-pray just wont cut it. Doing these drills with your team should greatly improve your FSA.

The Stealth Walk

Well, I’m going to try and explain how to do this practice drill without making it sound too confusing.

Requirements for the drill:

  • At least one friend
  • A little bit of room – About 100ft worth.

To do this drill you’re going to need a buddy…or two. So what you do is you go out to your field…or your backyard, just anywhere that has a little bit of room and slightly resembles the makeup of your field. Then you have your buddy/buddies stand about 100 feet away from you with their backs to you. The object of this drill is to get as close to your friends as you can before they hear you. You’ve got to be stealthy in other words. You’ll know you’re good when you get so close you can tap them on the shoulder before they claim they can hear you coming(you’re supposed to have them raise a hand when they hear you).

Anti-Ambush

In order to successfully avoid and overcome an ambush you’re team will need to practice two things:

  1) Foward player movements
  2) Scouting and awareness

First, your foward players need to be quick. The ability to set records for the 10 yard sprint will come in handy. They will also need to be observant, always looking for things that are out of place, as well as good places to fall back to. The role of a foward player is to draw fire from would-be attackers and maintain the attacker’s full attention while the remaining squad members surround the attackers and attack.

Second, a squad with a good scout can avoid an ambush altogether. A scout does not always have to play point; a player with a good scope on his or her marker can check the edges of a clearing for enemy atackers while team mates cross. If a scout locates enemy units, he or she should be able to get a full assesment of the enemy attack unit quickly and report it to the squad leader. The squad leader then needs to know precisely how his unit will stack up againtst this threat. He or she may elect to go around the threat, flank the threat and wait for more support from another squad, or flank the threat and aquire as many angles as possible then attack and eliminate the threat.

The more a squad plays together, the more they will know about each others playing ablilities. the squad should always point out each others weaknesses; and as a group improve apon those weaknesses. In summary, the best anti-ambush tactic is a well rounded squad: skilled in stealth, speed, and the ability to rely on each other to accomplish the task at hand amid intense battle conditions.

Range Finder

This drill is designed to help your defenders get used to seeing their maximum range. It involves going out to your normal playing field or at least an area similar to your teams normal field.

Things you’ll need

  • 150 feet of rope or twine
  • A pole(like 5 feet of pvc pipe)
  • Your defense

What to do

So here’s what you do. You take your 150 feet of rope and tie one end to the pole and you have one of your defenders stand at a normal starting spot. Give them the pole and tell them to hold it firmly. Then you take the other end of the rope and walk out until you get to the end of it. Let them get used to the distance between you and them. Walk around the field and move to different positions so they get used to what is within their maximum range(assuming it’s 150 feet). After you’ve done this for a little while you can get rid of the rope and let them guess whether you are in range or not and them extend the rope to show them whether they were right or wrong. This way they will quickly learn how to judge if someone is in range or out of range without having to shoot and give away their position.

This drill seems kind of cheesy but it works pretty well at getting used to how far out you can actually shoot. Not many players realize how limited their range really is. In game situations you don’t normally see people as out of range or in range but as a defender this can be crucial.

Running

Running is a good way to build up endurance and strength in your legs. The best thing about running is you can do it practically anyway for free. It’s a good way to get your body used to moving around alot, especially if you have a hard time with running out of breathe out on the paintball field.

If you’re looking to start running, it’s always good to start off slow. Start off with a slow jog for 5 minutes or so and then pick up the pace. If you’re REALLY just starting and you’re not able to jog 10 feet without dying, then you’ll probably want to start out with some fast walking. Once you build up your lungs and heart, you can’t ease yourself into a jogging/running routine.

A good way to start out if you’ve never done it before is to jog for 2 minutes, walk 2 minutes, jog 2 minutes, walk 2 minutes and then end with a good jog for 2 minutes picking up the pace a little bit.

Once you can do that no problem try jogging for longer periods of time until you can get your body to the point where you can jog continuously without having to slow down.

If you have to stop or slow down because you can’t breathe, then you’re going to fast, you need to slow it down. You need to find a pace you can keep for longer than a couple of minutes without stopping. The whole idea is you want to work on endurance…that means keeping your heart rate up and at the same level for extended periods of time not jumping it to 200 for 20 seconds and stopping.

Running can be very beneficial especially if you have problems with your mask/goggles fogging up because you’re overheating. My P.E. teacher in high school always used to tell us “Running is something that it’s easy to get good at but you have to keep at it”. Don’t get discouraged just keep at it and you’ll be surprised at how quickly you’re able to start getting out there and running longer and harder.