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Post by Shrek on Dec 25, 2008 3:46:02 GMT -8
This board is to help organize our team in to a more effective combat force on the field. We can set up fire team, tank crew, Command and Control elements. I get this a lot at big games were are we going and what are we doing. The team I played for before the Walkons was created, was Dirty Half Dozen. We had fire teams and role's and battle buddy's. This gave us a little structure. So when we went on the field people new how to work together more effectively.
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Post by Shrek on Dec 25, 2008 4:39:03 GMT -8
Here is some info I found at Milsim Empire forum
There are few Scenario/MILSIM Paintball resources that attempt to define specific roles for the different player types that are needed in our type of game. The problem is that most fail at this attempt because the fail to see what roles are truly necessary and what roles can be added and taken away. CAG Paintball succeeds where they fail, and gives you what we call the Squad Task Organization (STO). This is actually chapter two of our coming field manual so read it over and let us know what you think.
Task Organization General Overview Paintball teams are usually very loosely organized. This is often very problematic because there is usually gaps left open in the duties, and responsibilities left neglected because only two or three players on the team have defined roles in the game. A well organized and trained team will cut down on a lot of the headache and give the team a sense of order and due process. The idea of “Task” Organization is nothing new to us. Most of us just don’t call it that. The truth is we don’t call it anything. Task Organization is simply organizing your team so that everyone has a specific task and role in any given situation. This is what we will talk about in this chapter.
Section I. The Cell The cell is the most basic fighting element on the team. Its manpower usually fluctuates between three to four players depending on the availability. The key is to organize the cell first and then work your way up to the larger organizations. Everyone should know how to operate at the cell level and must understand the organization and specific roles, duties, and responsibilities of each player in the cell. I.A The Cell Leader (CL) The Cell leader is responsible for anything that does or does not happen in the cell. It is his duty to lead his cell by example and that means by leading from the front. He must maintain control at all times making sure that his players are at exactly the right place at exactly the right time to get the job done. He has to be one of, if not the most experienced players on the cell. He is responsible for navigating the team, as well as maintaining security within the cell. His load should include 600 rounds of paint, a radio, a compass, a map, and water. I.B The Cell Heavy Rifle (CHR) The heavy rifle is the primary means of support and security for the cell. He is the one the cell looks to for that overwhelming suppressive fire when they make contact. Usually he is the second most experienced. He should be someone who is in decent to good physical condition and accustomed to carrying heavy loads. His load should consist of 800-1,000 rounds of paint, and water. I.C The Cell Medium Rifle (CMR) The medium rifle is the cell’s tank killing expert. His duties also include grenadier work and keeping a good pace count as to how far the team has gone. He is the only offensive weapon that the cell has against armored attacks. He is a key and needed part of the cell. His load should include 700 rounds, a LAW/RPG marker, at least four grenades, and water. I.D The Cell Light Rifle (CLR) The light rifle is the cell gopher. If you need it he goes for it. “Why?” Because he’s the new guy. Cannon Fodder. The least experienced player in the cell. He should be a player with good agility and speed. His duties include maintaining security. Though this position can be filled or unfilled it is an added gun in the fight. His load should include 600 rounds and water. Section II. The Squad The squad is the next step up from the cell. Depending on your team’s manpower the squad can range from six to twelve players. If you are working with six to eight players you will need to separate yourselves into two elements, Alpha Cell and Bravo Cell. The team leader generally takes control of Bravo Cell as the XO takes over Alpha Cell in order to keep your primary leadership in the game as long as possible. You can add a ninth player into the mix you will just have one cell that consists of five players. But for our purposes we will talk about a ten to twelve man squad. The ten or twelve man squad will consist of three elements, Alpha and Bravo Cells remain the same, however your squad leader takes over the third element which we call the Headquarters or HQ Cell. We will discuss this cell in more detail because there are some new roles that we have not yet talked about. II.A The HQ Cell The HQ Cell is the cell within the squad which contains the command-and-control (CAC), communications, and the heavy gun team. You will see two roles that are new yet familiar, and two roles that are brand new in this cell. II.A.1 The Squad Leader (SL) The SL is responsible for the CAC of the squad. Just like the CL is responsible for controlling his cell the SL is equally responsible for the entire squad. Anything that does or does not happen again falls on his shoulders. As in other words, the buck stops with him. However, the squad leader must know how to delegate his control to the two cell leaders. His load should consist of the same load, and equipment as the cell leaders. II.A.2 The Heavy Gunner (HG) Just as the heavy rifle is the primary means of suppressive fire for the cell this role on the squad level becomes more demanding at times. The HG must be a player that is in good physical condition and used to carrying heavy loads, because he’s going to. The key to playing this position is that this player must have the ability to pour an endless stream of paint down range and have a seemingly endless supply of it. His load should consist of 1,200 rounds or more and water. II.A.3 The Assistant Gunner (AG) The AG is a role that you can use or not. Like the CLR he is an added gun, unlike the CLR he is a major asset to the HG. He is the answer to the problem of the HG’s ammo supply. In essence he’s a mule because on top of his own personal load of paint he carries an additional 600 rounds or more for the HG. His load should consist of 600 rounds for himself, 600 or more rounds for the HG and water. II.A.4 The RTO The RTO is the SL’s shadow. While he can be an added gun to the fight, his primary purpose is to maintain communication with higher. This means his radio is tuned to higher’s frequency, so that the squad leader can communicate with his chain of command. This means that the RTO uses this channel only when absolutely necessary. Basically he’s listening and that is it. It’s a quick way for higher to get a hold of the squad when they need them. The RTO’s load should consist of 600 rounds, a radio and water. II.B Alpha Cell Alpha Cell is the lead element for the squad in movement. This means they should be good at land navigation, and know how to keep a good pace count. They are also the squads base of fire element in case of enemy contact from the front and the maneuver element in case of enemy contact from the rear. II.C Bravo Cell Bravo Cell is the trailing element in the order of movement. Their responsibilities include all of the force protection needs during movement. They take up security positions on all tactical road crossings. They are the maneuver element in the event the squad comes into contact from the front, and the base of fire element if the squad comes into contact from the rear.
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Post by xxxSPIKExxx on Dec 25, 2008 16:33:51 GMT -8
Its all sounds Good and all but, the 1st thing in my opinion is that we did a full team of players todo any of this only having 3to4 of ourt teamates at a games will not get anything done no matter how hard we tryin my opinion.I do remember the DHD days,back than though we had a study number of players on our team that was allways there during practice and games as well,now if we could apply that to this team we might get some where.
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Post by shifty on Dec 27, 2008 0:30:24 GMT -8
Sounds like we need to have a practice.
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Post by xxxSPIKExxx on Dec 27, 2008 10:44:11 GMT -8
Yes we do and steady players as well
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Post by lumpy on Dec 27, 2008 16:46:49 GMT -8
Spike, not everyone can play as much as you. It would be nice though . I believe we have more than three or four people show up at games. All of the original players that started the walkons are here still playing,maybe not as much as some but still here, how many of the DHD players's are there. Oh ya that team is is no longer here. But like you said that is my opinion .
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Post by shifty on Dec 27, 2008 18:45:43 GMT -8
We could easily have a dry practice and not shoot any paint. The biggest thing is to learn the movements and where everyone should be
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Post by xxxSPIKExxx on Dec 27, 2008 22:56:29 GMT -8
I was'nt pointing at any one person lumpy so no need to be hateful,and there are 4 old DHD players still here thank you.I know that not all of us can play as much as the others,but if we ever want to be a big team and be recanized than we need to firgure something out.I dont know what happed to the team last year and this year but to me we have fallen off the wagon sence we have 1st started out is that not true Shrek?
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Post by Smeed on Dec 28, 2008 19:47:19 GMT -8
Alot of us have had our time of span that we could not make the games we wanted to but it seems as though we have not played as much practice game like we used at hoskings and at the scio field we have settled into playing TAW games and nothing against them they are fun but I would like to expand and make some different venues with the team.
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Post by xxxSPIKExxx on Dec 29, 2008 22:04:14 GMT -8
Same Here Smeed I miss the practice days
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KP
House Shoe
"The object of war is not to die for your country but to make the other poor bastard die for his" -G
Posts: 74
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Post by KP on Dec 30, 2008 17:26:45 GMT -8
Spike I love the idea of a more structured team, How can we practice this ? Do we have a written format for what positions do what? We need to get with shrek and find out what positions each person wants to play.
KGP
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Post by shifty on Dec 31, 2008 15:59:58 GMT -8
First thing we need is to know who has the expiriance and knowledge of the tactics (sound off if you do), then those people need to get together and, with everyone's vote on what position they want to play, organize squads. After that it's only a matter of getting the squads, one at a time, out to the field to run through the motions. That way we don't need to find times that the entire team can show up.
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Post by xxxSPIKExxx on Dec 31, 2008 16:53:21 GMT -8
Like I said befor This alls sounds good But, I belive that we need to find out who is comitted to the team.That means showing up for at least 1 pratice a mounth and aslo making a as many games as possible.I would like to see us as a huge force to be reckend with in "09".How long have we been a team now? Shoot theres still people out there that think we are just some walk-on players not a team.Im glad that we are growing and I hope that we get things off to a good star in "09",I think the best way to show everone that we are a team not to be taking lighty is to have two 6 man squads at the Real-sim game in july and have both teams top the top prices now that would be sweet.
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Post by Smeed on Jan 1, 2009 15:34:15 GMT -8
It isn't about squads showing up to the games because just like the team now not everyone on the squad will be able to make it at the same time what we need to do is be flexible those that do make it to the game need to find out how to fit in and play with the people that are there at the time we need some practices and put out random team members and keep changing so we can all run with each other.
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Post by shifty on Jan 1, 2009 17:36:39 GMT -8
I agree with Smeed, we just don't have the money to enforce rules about showing up to games. It would be great if everyone could play two positions in the squad, that way we can mix and match with who-ever shows up. Also, I don't think we need a super rigid game plan like the Immortals have. There's nothing wrong with that but I think thats more practice then most people are willing to commit to. I think our greatest strength is our variety of players, if we mix that with flexibility and some practice I think we can really improve.
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