
Heavy weapons on the paintball field are actually a very important and rather fun factor to the overall outcome of any battle that you'll ever enter. Although some battles have different needs and therefore will Require varying types of heavy weaponry, for example; a mine is almost useless if you're not playing outlaw or Scenario games. But even on small fields grenades and fully automatic or fast shooting weapons can be a definite moderating influence.
To start off our Heavy Weapons Article we'll start with your most basic heavy weapon; The Auto Rifle. Or a Double-Trouble Gatlin, or any other fast shooting gun, it can even be a tourney one if you have one. I've Also seen people get two of the same guns, connect them together and use them and once even saw THRRE of them put together... But don't ask me how to do THAT! For this we'll use the Double-Trouble Gatlin (DTG) as it's Spec-Ops.com's choice of Hammer weapon. The DTG is basically two A-5's connected together, which means that you can then shoot double the amount of paint that you'd normally be able to shoot from a single A-5. That's large increase in paint, and it scares the hell out of people experienced and new.
As a Hammer you'll want to stay back a bit not too far that it takes to long to get to any chosen hotspot, and not to close that a Sniper might be able to take you out. Because if you as a Hammer get taken out and you're lugging around that badass gun and LOADS of paint your team probably just experienced a 25% loss of firepower and available ammunition on the battlefield, NOT good. So be sure that you're not taken out but are still able to lend a couple cases of paint to wherever you're needed. It will basically play out like this. You'll be staying back a little ways alert and wary but resting a bit because running around with that huge pack is tiring and tough work. While you're paintball style chillin' which is more like a heightened alert state while at rest. Your Commander will be back at the CP receiving a desperate call from Squad Bravo begging for more firepower, they're pinned down by a large OpFor of about 4 Saber’s 3 Broadswords, 1 Dagger and what seems to be 2 Snipers in their immediate vicinity. Their whole squad is pinned down and unable to move, they have only 3 grenades and are already running low on paint after repeatedly attempting and repeatedly FAILING to suppress the enemy and advance ahead.
Being shocked at such a large and robust enemy force attacking Bravo, he checks his map to find that the OpFor is less than 1/2 mile from your current position, and only about 1/8 a mile away from YOU, the nearest Hammer. Seeing this on map he draws up the basic movements and calls you the Hammer. Getting the call you get out your own map to check the coordinates nodding while receiving the message and quickly and expertly copying down the numbers and stats that your CO is constantly sending you. With an "I'll be there in Five" You both cut the current line of communication and gather your immense pack. With a grin you set off for the firefight that Bravo is in and begin wondering how this one will turn out like.
After a short hike you begin to hear the continued fore of a fast firing weapon, being around them so much you recognize the distinct sound of an Angel and try to get an Observer on the scene to check it all out. Contacting your CO once more he informs you that two observers where on the area at one point, both taken out, but he confirms that there IS an Angel involved in the fire-fight. After hearing the shots getting continuously louder you finally arrive on scene and sling out your DTG, without bothering to take aim your fingers work the Firestorm Crank almost magically sending a stream of paint at ripping though the air. The once confident and excited enemy is now running and diving into bunkers trying to flee from your constant barrage of paint. Seeing that the coast is clear you yourself look for good cover an move to it all the while keeping up the paint barrage. Your Saber’s start pooping up like Groundhogs now noticing that the paint is now coming from THEIR side.
By now their automatic skills kick in and they with the Dagger start moving forward. Encountering only hunched over enemies covering in fear at the enormous amount of paint they eliminate them quickly and then span out checking for the sniper rumored to be in the area. Another, MISSION ACCOMPLISHED thanks to a Hammer and a bunch of paint!
Now on to the second type of heavy weapons; TRULY heavy weapons; Mines and grenades. Grenades are much more useful and practical then mines so I’ll go over them first.
Grenades are an amazing lifesaver and taker on the paintball field. When you're hunkered down and under heavy fire all you got to do is reach for a Big Boy, Little Betty, or Pod Rocket, pull the little white thing Expose yourself for a second to get a good toss and toss the grenade. I recommend that most front line players carry three grenades of any type, but probably F-Bombs. F-Bombs are the best grenades out there and I strongly recommend them. If you got to take a bunker or pillbox fully manned by three men and a Hammer, then you're not going to take it by trading fire with them. So thinking quickly you reach into our vest and pull out the orange Big Boy that you just ordered from Spec-Ops.com a week or so ago. Taking time you shake it up a little and pull the white pin. Exposing yourself while your buddies are drawing fire you arc the grenade perfectly and it sails gracefully into the manned pillbox, shouts of 'OUT' Come quickly and the three men leave the pillbox guns held high, heads hung low. Grinning you realize that that little grenade just saved your life and entire advance of the day.
Now if we go to Mines. Mines are a bit more impractical but are still pretty fun and effective to use. They work well with Base Defense and ambushes if you know that you're going to bag a large enemy force. Simply set them up and watch the paint fly.
Enjoy Using Heavy Weapons at your next game!
SPADE |