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Field
Manual / Tactics
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Individual / Team
Cover/Concealment
Cover stops the enemy's paintballs. Concealment hides you from the
enemy's view. The use of cover and concealment is an essential part
of woodsball.
- Cover (i.e. bunkers, trees, trenches):
Cover
protects you from enemy fire. Be aware of your position and body,
like knees, elbows, and equipment. Watch out for isolated cover; it
can be easily attacked and angled by the enemy. It is also easy to
locate. When you are firing from cover, try to fire around it instead
of over it. This exposes less of you as a target & will not be
as noticeable.
Example:
From left to right:
Shooter #1. Shooting around
cover is good,
Shooter #2. Shooting through cover is
great,
Shooter #3. Shooting over cover...not
so good.
- Concealment (i.e. leaves, grass, shrubs):
Concealment will help hide you from the enemy's view,
but not necessarily their fire. Try to use natural foliage to keep
yourself hidden from view. Stay behind concealment and look through
it. It will be harder for the enemy to see you. Remember your camouflage
principles and apply them when using concealment.
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Camouflage
Follow these camouflage principles. Remember it’s not one principle
that will help you hide from the enemy, but a combination and only if
used correctly.
- Movement:
No other principle will betray your camouflage more than movement.
The human eye is very keen in detecting movement. Keep still when
in a hiding place. If you have to move under enemy observation, make
sure it’s slow and deliberate.
- Shape:
Try to break up your outline as much as possible. A paintball mask
and marker are easily recognizable. Break up man-made shapes with
the use of scrim, natural vegetation, and burlap.
- Colour:
Camouflage BDU’s will assist you in hiding from your opponent.
There is no need for bright colours in woodsball. Your skin, mask,
and marker will stand out from your environment, so cam them. Be aware
that black is an easy color to detect in a natural environment.
- Shadow:
Uses shadows to assist in hiding from enemy view. Undergrowth creates
useful shadows. It will be harder for the enemy to detect you in shadows
because you will blend more with your environment.
- Silhouette:
Be
aware of the skyline and silhouetting yourself against contrasting
colors.
You should to be aware of your background to help you assist in hiding
and not standing out.
- Shine:
Try
to cam any part of your equipment that shines. Your mask and its lens
will be the shiniest object you have. Try to camouflage them, and
be aware of looking into the sun. You could use a net for covering
your mask, but make
sure you’ll still be able to see.
- Noise:
Noise will help the enemy detect your position or at least make them
aware of your presence. Ensure you keep your equipment noise-free
by securing loose items, using earpieces in radios, and talking in
a low voice. Move slowly when you are approaching an unaware enemy.
- Position:
Be aware of your position in relation to the cover you are using.
Look through and around it, not over it.
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Firing Positions
The type of cover and concealment will dictate the firing position
you use. If you are in tall grass the prone position may be ineffective,
as you may not be able to see. If the cover you are using is small or
low, standing up may not be the most effective position, as you will
be too exposed and present a large target. These are the three basic
firing positions that you will use:
- Prone:
The
prone position is a steady firing position that presents the enemy
with the smallest target. It's a difficult position to move and get
up from. It also is harder to access your equipment.
- Kneeling:
The
kneeling position is a fairly steady position to fire from and creates
a smaller target to the enemy than standing. From the kneeling position
you can move and change positions faster.
- Kneeling and Prone:
The prone trooper is a much harder target to see and hit. Both
are great shooting positions, but go prone if your situation allows
it
- Standing:
The standing position is the most unsteady position to fire
from and makes the largest target. You can move away faster while
standing and can easily access your equipment.
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Moving
Move fast at the start of the game to mid-field to gain field position.
After that move slowly until you have contact with the enemy. Remember
when moving to Stop. Look. Listen. Stay in a low, crouched
walk when moving to make a smaller target. Keep your head up and scan
the ground to your front. Make sure your marker is moving with your
head to help engage the enemy faster. When under fire move fast, stay
low, and stagger your moves.
DO !
When moving with a partner, try not to walk in single file but side
by side. This will ensure that if you come under contact both will be
able to engage the enemy. Keep some space between you so both of you
can't be taken out with a single burst. If you think there is a possibility
of imminent contact you may want to move in a leapfrog formation to
support each other's moves. One player holds the ground and covers while
the other moves. This is the “one foot on the ground at all times”
theory.
DON'T
!
Don’t be afraid to pull back and re-group if what you are doing isn’t
working. When you pull back look for a new angle to fire on the enemy
if you are attacking. While you are on the defense, pull back to make
the enemy have to fight you from a better position or to draw them into
an area that you are better suited to fire from.
Move from cover to cover when in enemy territory. Before you move
be sure to scan the terrain and pick where you want to go.
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Types of Fire
Maintain fire disciple by not firing at the enemy unless you can be
sure to hit them. Know the range of your marker.
When you are firing from a building stand away from windows and stay
back when you fire. This will reduce your line of sight but let you
stay in the shadows to avoid detection and make you a more difficult
target to hit.
Firing from a Window:
Poor:
Not the best way to shoot from a window. Step
back and utilize your cover
Good:
Much better position and much harder to see. Can't
hit what you can't see
Best:
Standing back into the structure maximizes your
cover
When firing from the corner of a building or structure, the first man
to the corner should kneel to fire, while leaning out from behind the
building. The second man to the building will stand above and behind
the first man, while also leaning out. This corner position will provide
maximum firepower for you and the smallest target to the enemy.
Firing from a Corner:
The
Right Way!
The correct way to hold a corner
The
Wrong Way!
Not a good corner position,
the second man is now more exposed
Don’t get tunnel vision when you are under fire. If you aren’t involved
directly in the fight, watch for other enemies attempting to gain an
advantage by flanking you, or new places for your team to move to gain
a tactical advantage.
When you encounter an enemy behind cover, attempt to gain a tactical
advantage by getting an angle on him. Move to his flanks to make his
cover useless while your teammate is firing. This will help eliminate
him or have him abandon the cover. This tactic is called "slicing
the pie".
SCENARIO: 
Contact ahead, and he's hard to see and shoot.
POSITION 1
Stay
here and shoot it out 50/50 style, or...
you or your fireteam partner could move while the other provides covering
fire.
POSITION 2
Your fireteam partner has moved to a favourable position,
and now has the angle on the target.
EXPOSED!
Build the advantage for yourself and create those angles by
"slicing the pie!"
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Squad Formations
The 3 basics squad formations used in woodsball are the wedge, extended
line, and single file.
- Wedge:
This
formation is used when your squad is on the advance and expecting
imminent contact. It is a flexible formation that has good firepower
on the flanks & front. It is a harder formation to control and
will be the main formation while moving. It is an easy formation to
move into the extended line from.
-
Extended Line:

This formation is used when your squad is on the assault or sweeping
an area. It produces maximum firepower to the front, but has poor
flank firepower. It is a more difficult position to control when
on the move. It will be the formation to use when assaulting or
flanking an enemy position.
- Single File:
This formation is used when your squad is moving through difficult
terrain like woods, or at the start of a game. It is an easy formation
to control and is used when speed is a priority but not security of
your squad. It has excellent flank firepower but poor firepower to
the front and rear. It is difficult to move to other formations when
under contact.
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FUNDAMENTALS OF A GOOD ATTACK
The aim of the attack is to close with and eliminate the enemy force
through movement, firepower, aggression, and speed. Here are some fundamentals
of a good attack.
- Initiative:
As an attacker you must seize and hold the initiative from the defender.
You do this by maintaining momentum and keeping the enemy off balance.
As the attacker choose the location of the attack, limit the defenders
movement, and pick the type of fight you want to fight. You want to
have the enemy reacting to your actions. Always be ready to exploit
his weaknesses as they arise.
- Concentration of Attack:
Your attack must use all resources that are available to concentrate
your power on the enemy. Concentration doesn’t just include number
of players but also firepower to help suppress and eliminate the enemy.
The key is to pick the right time and place to launch your attack.
Concentration will depend of such factors as terrain, movement, number
of players available, and defense frontage.
- Surprise:
As the attacker you choose where the attack will be made. Be original
and don’t always attack the most likely place. If you see it then
it is fair to say that the enemy will see it too. Look for areas that
the enemy has forgot to defend or is defending lightly. A diversion
can be used to hide where the main attack will take place. This is
where concealment terrain will help you stay out of enemy observation.
Speed can be used to surprise the enemy, as he will be unable to react
fast enough and might be caught off balance trying to restore his
defense.
- Security:
The
flanks of your attack must be secure, so the enemy can’t outmaneuver
you.
A firebase may be effective in this role depending on terrain
- Flexibility:
The attacker must remain flexible to be able to change plans to meet
unexpected developments and changing situations. Be aware and ready
to exploit any weakness and make sound and timely decisions. Having
a reserve force can help provide this flexibility.
- Simplicity:
Make a plan and keep it simple. This will help by making it easier
to execute and be able to react with little loss of initiative.
- Movement:
Move fast at the start of the game to mid-field to gain an advantage.
At times the speed of an attack can win you the day.
- Depth:
Having depth in an attack will help in maintaining pressure. Use firebases
to deny enemy movement. Take and secure objectives that will make
the defense impossible or harder to defend.
- Balance:
Don’t put all your eggs in one basket. A balanced attack will be better
able to react and take advantage of an opportunity.
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Types of Attacks
- Strong Side:
The attacker puts a majority of his force on one side of the field
and pushes towards the enemy’s defense. A few players are put on the
opposite side to provide flexibility and draw the enemy’s strength
so they have to cover both sides.
2. AMBUSHED! A team
member goes down!

3. Double Tap! Return
fire and seek cover.  
4. The leader gets
the plan out.

5. Execute. Team
provides cover while flank element moves

6. Flankers in position.

7. Bad guy eliminated!

- Frontal:
This can be used where you are unable to conduct a flanking attack
because of terrain or lack of players. Push to your front engaging
enemy defensive position. As you move, attempt to gain a key piece
of ground to make the defenders positions less desirable.
- Use of Scouts:
On the attack scouts will be able to observe the enemy’s defense and
ambushes before your main attack runs into it. They should be positioned
well ahead of the main force but not too far that they lose contact.
Communication is the key for scouts and can be a great asset to a
commander if deployed correctly. Radios are a valuable tool. Terrain
will also dictate how and where scouts are to be used.
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FUNDAMENTALS OF A GOOD DEFENCE
The aim of the defense is to stop the enemy or break their attack
by firing, maneuvering, and holding ground.
- Concentration of Defense:
The defender must be able to concentrate his force at the enemy’s
main effort. This is not only achieved with players but firepower
as well. The defensive position must be able to meet an attack from
all directions.
- Initiative:
As a defender you must ensure that he attacker never gains the initiative.
Don’t think of the defense as a static position. Use maneuvering,
aggressiveness, and counter-attacks to seize and maintain initiative.
The battle should be fought on your terms and on the terrain you select.
- Terrain:
The strength of the defense relies greatly on the terrain the defender
selects. The commander must have the ability to analyze terrain, likely
enemy approaches, key defensive positions, and deployment of his force.
These factors will help determine the success of the defense. Identify
obstacles and bottlenecks that restrict enemy movement like streams,
impassible terrain, and tapelines. High ground will provide observation
and good places to fire from. Look for cover, concealment, and obstacles
inside the defense area and use them.
- Mutual Support:
The attacker should never be able to attack one position without being
covered by fire from another position. Mutual support will depend
on the range of your markers, terrain, number of players, and visibility.
- Depth:
A defense in depth will be able to better absorb the attacker’s momentum,
prevent a break-through, and help in blocking actions. Depth will
help slow the attacker down and identify where his main attack effort
is for counter-attack.
- Movement:
Movement might be limited but be aware of fallback positions. As the
defender you should have all of your fallback positions pre-planned.
- Reserves:
A reserve force is an uncommitted force that is free to deal with
anticipated and unexpected developments. This will provide flexibility
and balance to the defense.
- Concealment:
The use of deception can be a great asset to the defender. Keeping
defenders hidden will not reveal the defense to the attacker and create
surprise. Be creative.
- Use of Scouts:
Well trained scouts are invaluable to the commander and the defense.
They will act as an early warning to your squad’s commander and will
be in a position to communicate when and where an attack is coming
from, and the enemy numbers before they reach the main defensive line.
Scouts should be deployed in 2-man teams when available. If you have
experienced players in the role of scouts, they can also act as a
forward defense of your main line and harass the enemy.
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Types of Defenses
- Mobile:
If you have the numbers you can mount a mobile or fluid defense and
it can be used in combination with a static defense or on its own.
Like the name implies, this type of defense doesn’t stay in
one place. You can have groups as small as 2 — 3 man teams working
together or a larger, well-coordinated force. Their main job would
be to hit the enemy and disengage. They don’t want to get into a battle
of attrition. They should harass the enemy attack and the keep your
opponent off-balance, while still being able to defend an objective.
Once they have completed their tasks, they should pull back to a static
defense or counter-attack to keep the enemy’s attack off-balance.
- Static:
This defense is easier to execute than a mobile defense. Set your
defense around an objective. Make use of cover and terrain to give
you the tactical advantage. Try to get the enemy to attack where it’s
less advantageous to him. Remember to read the fundamentals of a good
defense and apply them.
- Withdrawal:
Don’t be afraid of withdrawing a portion or all of your squad to pre-planned
fallback positions. This should be conducted in a controlled manner
by leapfrogging back to the set position. If the position becomes
non-defensible, pull back and regroup. It is possible to withdraw
to set a trap for the enemy by using withdrawal in combination with
an ambush. This tactic is called a “moving ambush”.
- Ambush:
The ambush can be an effective tactic if employed correctly. It requires
patience and an experienced force that’s able to hide well.
The force can be as little as one man. Locate a likely enemy avenue
of approach and have a force set up well concealed. Look for terrain
that provides you superiority over the enemy, like high ground, bottlenecks,
and open areas with limited cover. Once the enemy moves into the designated
kill zone, spring the ambush.
- Lazy D:
This type of defense is useful if your team is outnumbered and, if
employed effectively, will allow a quick counter-assault on the enemy
base or objective. Place your entire force in a deep ambush very close
to your base or objective and wait for the enemy to move into the
kill zone. Most paintball players will move the bulk of their force
up one tape line. Once the enemy force has been eliminated, you will
be able to move back up the same tape line that the enemy has just
moved down, with little or no resistance.
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