
Squad movement is one of the most important things in paintball, the ability to move your squad from area to area in the most effective manner possible. Without Squad Movement you'd be playing a defensive war the whole game and Defense does NOT win games.
To start off I'll begin by how you place your varying comrades in and around you to use them and their specialties to the maximum effect. There are a few basic types of movement throughout an area, A Single column, a single column is the easiest way, it disguise's your numbers quite well, but it's very long and prone to ambushing and flank attacks. Another way is the double column; this is basically two columns of men, out side by side moving through the forest, this is shorter and has less maneuverability but is less prone to ambush. And yet another is the Skirmish line which is simply a line of men spread out pretty evenly over a wide area of land, this basically to screen the area and look for the enemy before concentrating an attack on the enemies own forces. The use of these lines is all dependant on the situation, although the double column and a slightly more spread out look out of it works the best for me when I have a larger amount of men to move.
Now let's say that you're choosing the Double Column Spread out variety like I do, most of the time. This means you have two columns with space of about 5-7 yards between each column and 3-5 yards between each man in the column. This double column is considered your main Column. In front of your main column is usually a screen of Dagger's clearing the way for the 'weaker' stuff in the Main Column. You can choose to employ Dagger's as flanking protection (Highly recommended if you have the manpower) or simply put a Sniper in the van-guard to watch the columns flanks, either one works.
Your Dagger screen is set-up in a Skirmish line ahead of the main column with about 10-15 yards between each Dagger if you have more than one. The dagger's job is to scan the area for enemies, navigate around dangerous enemy forces, spook enemy ambushes, and of course guide the Squad to the place that they need to be in the right amount of time.
Some 15-30 Yards behind the Dagger I usually place a Broadsword, ready to rock and roll, many people instead place their Sabre's in this position, but I experimented with this one befo9re and found that it works better than using Sabre's. The broadsword provides a hefty base of fire as most of us know, especially since we've all been barraged by one at one point or another, and the whole maneuver relies around the Broadswords base of fire.
Let's say your Dagger screen encounters and enemy force of what 7 Guys, they engage lightly and then move to protect themselves. The Broadsword sees the fire-fight ahead and moves in to lay down some paint on the area. This makes the enemy run for cover. Then the Sabre's come up from behind and flank the enemy. (See Pic. 1) I have found this tactic ten times more effective than simply sending in the Sabre's right away. And as a side-note the Broadsword is also effective at stalling the enemy if they come in really large numbers. His Base of Fire can stall just about any enemy for a least a little while, and give you enough time to move your commander and radio codes as well as heavy equipment back a ways away from the enemy's point of attack.
So that covers the frontal part of your Squad set-up, a Dagger screen followed up by a Broadsword Gunner, and a couple of Sabre's ready to flank at any time.
Now on to the main or 'soft' part of your squad, the main column designed for quick travel, and bad fighting most sacrifice one for the other on large fields with large forces.
Each Squad or Fighting Team should be semi-independent and able to fend for itself relatively well. To do this requires a bit more than simply a lot of people with guns; it requires a few specialists and logistical people as well. That means a radio-man a Unit Commander, a demolitions expert, a heavy gunner, and a medic, (For scenario's that allow it, and for outlaw paintball, where wounds may need to be treated. This creates a slower Main Column and lessens its fighting capability; the only way to overcome that would be to employ more column guards, similar to what we already have placed at the front of the Column. Your column should have all of your unit support personnel in it as well, as your main force of Sabre's and Broadsword's, and a Heavy Gunner on call.
Your column should move as best it could combine all of these elements into a single working mechanism. Remember that this is written for large games with lots of people in them, BUT they can be scaled down a bit for more regular games.
-SPADE- |