Paintball Game : Major Tom

This game is a slant on the classic down pilot game - altered with the scenario paintball team in mind.

Preface: Many times a mission team will be searching for a prop or objective, with some clue as to the location, likely to encounter several ambushes along the way - and once the prop or objective is found, the team must hold in place for a while with what ever troops it has left adn then must fight off counter attacks. Major Tom teaches the scenario team how to deal with many aspects of these common situations the scenario team will encounter while on mission. Major Tom is a recreational paintball game designed to be played on at least 1 acre of land, preferable land containing terrain features and not overly open. This game is ideal for 5 to 50 players.

Equipment/Props: two 50' lengths of brightly colored rope, one to three traffic cones, 1 roll 1" neon flagging tape.

Field Setup: The coach takes the two pieces of rope, takes one and wraps it around some trees to create a triangle roughly 10' x 10' x10' - he then walks 450' to 600' away and does the same with the other pieces of rope. lets call these two locations in the woods LZ1 and LZ2.

The Sides : The coach then returns to the players and ask for volunteers to defend. These defenders should represent 30% to 40% of the total players. (use 30% if experience if high, 40% if mixed) The defenders mark themselves with tape using what ever common convention the local event producers use. I recommend a 10" piece of neon flagging tape worn on the front of the face mask to denote the defender team.

Defenders insert : The defenders then are given the traffic cone. They are allowed to pick their LZ to defend. They are then instructed to take the cone their LZ, hide it in plain site within 100' of their LZ. The defenders may be anywhere on the field "pre-deployed" - just not within 200' of the attackers LZ.

The attackers: The attackers start from the other LZ on the whistle. Their mission is to locate the cone, hold in place for 2 minutes and then return it to their home LZ.

Spawn - option 1: No spawn - either team.

Spawn - option 2 : Defenders get a medic - marked with flagging tape on both arms. Once shot, remain still - call for medic. If the medic can reach you in 60 seconds and then count to 10 fast, you are healed. Head shots can't be healed. Attackers hot spawn at their home attackers LZ. If this spawn variation is used, the defenders should never be within range of the attackers LZ. i.e, no spawn camping.

Game ends: The game ends when all attackers are eliminated or surrender -- or-- the cone is returned to the attackers LZ. Coach should keep the game time. After each game, the coach should pointout strong and weak points of the attack, defense, ambush, and team work.

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Game Variations: Use three cones instead of just one. All must be located, held in place for two minutes and returned.

Turn Around -- to repick teams, (and this is my favorite part) -- "if you just defended, you may now go pick your replacement and hand over your tape. The cone is already out there at LZ - hide it in plain site with in 100' of the LZ. You have 2 minutes. now GO" and the attacker can use the LZ the defenders used on the previous game.

RULES : use of radios encouraged. all hits count, but must break on you. check yourself.

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Coaches Tips : Move the LZs around from time to time to play different areas of the field. Memorizing a field and shooting lanes etc can become counterproductive to building skills and teamwork.

 

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