Chapter 4. Individual Weapons
Primary Weapon The selection of a personal weapon is perhaps the most important decision for any paintball player. Whatever the weapon, it is imperative that each member of the PLI has a thorough understanding of how their weapon operates and how to field strip and handle minor problem with the weapon. Proper maintenance is imperative not only for functional reliability, but also for safety. There are three major classes of weapons in modern paintball. The most popular weapons today are semi-automatic. These weapons combine firepower and ease of operation. They also involve less movement to operate. This can be an important consideration when dealing with a tactical ambush. Semis also allow the user to lay prone with minimal movement. Pump action weapons are considered by many to be more accurate than semi-automatics. This is due to the closed bolt design of a pump gun. As a result many snipers choose to use a high-end pump gun. The advent of the select fire and full auto paintball gun completes the evolution of the military side of the sport. It is now possible for a paintball squad to carry a mix of weapons just like the modern military. By utilizing a full auto weapon as a Squad Automatic Weapon (SAW), the firepower of a squad becomes very formidable. The biggest two drawbacks to the full auto are the cost to feed the weapon paintballs and the cost of the weapons. In addition, some fields will not allow full auto fire. The best weapon for a player is the one with which he or she feels the most comfortable. The PLI recommends that each five man squad carry a mix of these weapons. Ideally a five-man squad should carry two semis, one pump, and two full autos. This allows a massive amount of firepower and allows one man to operate as the squad “sniper”. The members choice of weapon should be based on their assignment in the PLI, experience level, economics, and personal preference. Each member of the squad should have the proper tools and equipment to take care of their weapon. It should not be necessary for two players to leave the field when one weapon goes down. The PLI will maintain a stock of seals, lock-tite, and small, frequently lost parts for members’ use. This should be a last resort of members to use and is intended to be an emergency supply. “The sword is the soul of the warrior. If any forget or lose it he will not be excused.” Sun Tzu Secondary Weapons All members of the PLI should carry a secondary weapon. The reasoning behind this is simple. Most scenario games incur a penalty anytime a player leaves the field. This would include leaving the field to fix a problem weapon. By having a secondary weapon, members are still able to function even with a serious primary weapon malfunction. The PLI does not require any specific secondary weapon. There are many available from Splatmasters and GZ2000’s at the low and cheap end to the Sydearm of Airgun designs. The PLI recommends a semiautomatic pistol type weapon that is entirely self-contained and can be ready to fire out of the holster. The M2 Combat Harness utilizes a drop down pouch to hold a Daisy Eagle.68 pistol. This pouch also has areas for CO2 Cartridges and extra magazines. A similar method should be used on the sidearm of your choice. Members should be familiar with the proper care and maintenance of the weapon. Suggested Secondary Weapons: 1. Splatmaster $60-$65 Requires cocking before each shot (out of production) 2. Splatmaster Rapide $100 Semi Auto, requires attachment of clip (out of production) 3. PGP (Basic) $120 Pump action, heavy. Questionable accuracy. 4. PGP (Semi) $300 Semi auto modification. Very accurate. 5. Daisy Eagle.68 $80 Semi auto, Lightweight. Inaccurate. 6. Sydearm $600 Semi auto, light, accurate (basically an Automag pistol) 7. DSDS $120 New Semi auto or pump, light, accurate. 8. Nelspot $100 Pump action, medium weight, inaccurate. (out of production) All members should maintain a supply of extra spare parts for their secondary weapon. Secondary weapons should be carried loaded and charged in the holster for instant, easy access. Squad Automatic Weapon With the advent of the full automatic paintball gun, it has become possible to carry more firepower than ever before. Ideally, two members of a squad should have the ability to go to full auto fire. Full Auto Paintball Guns 1. Tippman F/A 2. Tippman Pro-Lite (modification) 3. Angel pneumatic 4. ATS AT85R or TS 1 5. Brass Eagle Rainmaker As the paintball world accepts full-auto weapons, others will become available. Generally, full auto weapons require more maintenance than a normal paintball gun. It is also recommended that members attempt to purchase select fire weapons until full auto fire becomes widely accepted (it will in time). The use of a single SAW can allow a squad to assault or withdraw with suppressive aimed fire that was formerly not available. Many semi autos now boast a cyclic rate of fire of 10 to (optimistically) 26 balls per second. The real difference is the ability of a full auto weapon to fire with less movement by the member and subsequently better accuracy. Additionally, the level of fear invoked on most players when they hear full auto fire makes the weapons indispensable. In the military, the machine gunners firepower is accepted to be as great as the rest of the squad combined. Although paintball SAW gunners do not have quite that much power, their rate of fire, accuracy, and terror incurred on the enemy make them very valuable in the field. SAW gunners should have a second primary weapon off the field to use in the event of a problem with their weapon. SAW gunners should also maintain a well-stocked tool kit complete with extra parts. In selecting a SAW gunner, squad leaders should look for members with technical ability, and a level head. SAW gunner tactics will be addressed later in Chapter 5. Individual Combat Tactics. Paintball Assault Weapon Each member of the PLI should have at his or her disposal a Paintball Assault Weapon (PAW). The PAW is a paintball weapon capable of firing a single shot of 25-50 paintballs in a shotgun pattern with devastating effect. The results of a single squad of five men springing an ambush by discharging four PAWs and one SAW simultaneously can wither the courage of even the most stalwart paintball warrior. The PAW weighs in at 4.3 Lb. And is small enough to be carried on each members’ back until needed. Plans for the PAW are available from PLI Headquarters. The PAW operates by loading a Sabot cartridge constructed of plastic cups, loading the Sabot into the weapon, charging a single CO2 cartridge, aiming, and firing. It operates as a large paintball gun by dumping the 12-Gram cartridge into an air chamber which, when opened, fires 25 paintballs downrange. The PAW can be used as a direct fire or indirect fire weapon. It should not be discharged with 30 feet of any player due to the massive firepower. The PAW fires at about 225 FPS and works best as an indirect fire weapon. Some fields will not allow PAW to be used in the direct fire mode due to the possibility of one player getting hit by multiple shots at close range. It is the stated policy of the PLI to abide by local rules. “ It used to be our custom to form regiments of the largest men possible. This was done for a reason, in the early wars it was men, not cannon that decided victory, and battalions of tall men advancing with the bayonet scattered the poorly assembled enemy troops-with the first attack. Now artillery has changed everything. A cannon ball knocks down a six feet tall man as easily as one who is just five feet seven. Artillery decides everything, and infantry no longer do battle with naked steel.” Frederick the Great Paint Grenades Many paintball players deride the use of the paint grenade because they do not understand the dynamics of grenade use. It is imperative that all members of the PLI understand the types of grenades available, how to use them, and when to use them. Types of Paint Grenades 1. Bouncing Betty 2. Squad Buster 3. Pro-Line Explosive Smoke 4. M69A2 Exploding Smoke 5. Chemical Grenades Most paint grenades currently available are the Bouncing Betty or Squadbuster type. They utilize a rubber hose into which paint is forced under pressure. The tips of the hose are then folded over and a plastic cap hold the fold with a small metal pin. These grenades require a hard surface hit to detonate. They can also detonate on a substantial tree branch or be detonated by a paintball hit. On detonation, the paint is forced out of the tubes and sprays in a undetermined and totally uncontrollable manner. The second type of grenade is explosive. A quick pull of the pin results in a 4 to 6 second delay before detonation. These grenades have the added benefit of terrifying the enemy on sight. In addition, they can be detonated in the air above the target with an excellent dispersal. The biggest problem with the explosive grenades is failure to detonate. The player cannot control this problem, but even a dud explosive grenade can be an effective tool for getting the enemy to do something stupid. Imagine your own reaction when a grenade, dud or not, flies into your foxhole! The Chemical grenade uses vinegar, water, and baking soda to create a reaction that results in an excellent "POP" and dispersal with no use of explosives. There is no defense against a grenade once it is thrown. Members must therefore endeavor to keep the enemy from throwing them. Bouncing Betty grenades that fail to detonate can be reused, but never try to pick up the explosive grenades for obvious reasons. Special Weapons Specialized weapons can be used for paintball by the PLI. Types of Special Weapons 1. Paintball Assault Weapon 2. Paintball Assault Weapon II 3. M79 Paintball Assault Weapon 4. M203 Under barrel Paintball Assault Weapon 5. Paint Grenade Mortars 6. Full Auto Emplacement Machine Gun 7. Remote Detonated Paint Mine 8. Paintmore Pressure Mine 9. Paint Mortar (Tippman Ordnance) 10. Paint Claymore (Tippman Ordnance) Each special weapon has an appropriate use. Plans for each are available from PLI Headquarters. Paintball Infantry Weapons Quick Reference Guide Organic Weapons: Weight: Function: Note: 1. Semi-Automatic Paintball Gun 2.5-7 Lbs Primary Armament Standard PLI Armament 2. Pump-Action Paintball Gun 2.5-7 Lbs Primary Armament Sniper Weapon 3. Paintball Pistol 2.5-4.5 Lbs Secondary Arm 4. Full Auto Paintball Gun 3.7-7.5 Lbs Squad Automatic Weapon (SAW) 5. Bouncing Betty Paint Grenade .7 Lbs Pressure Detonated 6. M69A1 Grenade 1 Lb Explosive Detonated Banned at some fields 7. Chemical Grenade 1 Lb Baking Soda/Vinegar Support Weapons: Weight: Function: Note: 1. Paintball Assault Weapon 4 Lbs Shotgun PB Launcher (PAW) 2. M203 PAW 3.5 Lbs Barrel Mounted PAW Limited Range 3. M79 PAW 5.0 Lbs PAW with Stock 3. "Gatling" Gun 15+ Lbs Dual Fire Linked Semi auto Guns 4. AP-2 Light Mortar 7 Lbs Light Mortar/PAW 5. TN Heavy Mortar 30 Lbs Emplacement Weapon No PAW Capability 6. "H" Surgical Grenade Launcher 5 Lbs PVC/Tubing Grenade Launcher Mines: Weight: Function: 1. DC Paintmine Pressure Mine 2.5 Lbs (Filled) Direct Pressure Spray Mine 2. TN Paintmore Mine 8.0 Lbs Pressurized Bladder/Remote or Trip line operated 3. TN Pressure Mine 4.0 Lbs Refillable Direct Pressure Spray Mine 4. M69A2 Explosive Paintmine 1 Lb Explosive Trip line operated |
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