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Walking Tank Proposed Rules
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Posted by: Dale "Head_Hunters" DuPont on October 31, 2003 at 12:49:16
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Hey, WE are building some "Walking Tanks" that you just push around. Nothing like a workout... Got 3 local fields to Consider giving the idea a try and trying different rules to see what works and what doesn't. One field wants to give it a try during open play as he is building a scenerio field this winter and wants to give his local players a 'Taste' of what scenerio play is like as part of his marketing and promotion. Pondering the Proposed Rules. Need your ideas.
Max Weight limited for ease of pushing more than worrying about running over anyone. Shouldn't hurt any more than ME stepping on them.. Easy assembly and disassembly for hauling on top of a car rack, pickup bed, etc. No $50 insurance fee required. CHEAPER in a BIG Way. We might be worrying about too many tanks than enough tanks if it catches on. Rotate supporting infantry into the tank as the driver and gunner get pooped out. And it can be used tactically like a REAL tank instead of the "ring around the rosy" on the one way roads seen at most games. Tanks can maneuver and fire at each other with their Nerfs. Even at the Regular Road Limited TANKS. It can stop and fire. It ain't any Faster than the guys it is shooting at. They can run, fight, surrender, or die. It can guard an objective. Dealing with the tank is part of the mission. Could be used on smaller fields not suitable for regular tanks or a field that doesn't want the expense to bulldoze roads. Even open play as mentioned. With the new RPG Nerf Rocket rules, the tank could ALSO be used to clear out fixed emplacements from a distance. This sport can actually have some TRUE Artillery.
We thought using standard paintball grenades could even things up. Also help SALES of grenades.... A Grenade mark ANYWHERE would disable it for 5 minutes unless a tank crew member exited the tank and wiped off the paint to "REPAIR IT" within that 5 minute limit. We HAVE Played with this rule and it seems to work..... Kind of forces the tank to move with supporting infantry or take their chances. Becomes a tactical game real quick. A Grenade mark on the Side Kill Plates would be a grenade kill. If they couldn't finnish the tank off within 5 minutes it could resume play. A second grenade hit ON the kill plate would be required to kill it. Otherwise the 5 minutes starts over. Debating how / IF we want it killable by small arms and HOW we would do it. A bell inside a box with a very small hole (3/4") facing in 1 to 4 directions off the top? Near hits might make it ring and cause debates. The size of the hole could be varied to make it easier or harder to kill with small arms fire. For example made 1 1/2" in diameter to even up the sides if one side had NO RPGs or Tanks. Only a few grenades. An all or nothing electroic switch that sets off a buzzer/bell/siren and/or light? A RPG hit ANYWHERE would be a kill. We HAVE Played with this rule and it seems to work on the small, ATV, 4 wheeler sized tanks.....
Egg Timer and Modeling Clay to stick on plywood? Egg Timer on a hook to put on the netting? A claymore or anti tank mine could be used to disable or kill a tank per the same grenade rules. What about a kill plate on all four sides? To simulate a REAL Tanks armor and vunerabilities? Smallest on the front where the Heavy Armor is. Somewhat bigger on the sides, and Biggest on the Rear where real tanks are most vunerable. What about a Tape line dividing the "vehicle" from the "turret" area. The grenade paint hit NOT on a kill plate would disable the turret only or the mobility only. To complicated or more REALISTIC. We are visualizing a LOT of light netting in our construction that would make it easier for tank occupants to see where the hits are. Seems to have two schools of thought. From the producers point of view the simpler it is the better. They have enough going on and refs can handle just so much stuff. From the new scenerio player it IS confusing enough. Simple is a good strategy. Run when you see a tank comming.... From the experienced players point of view we are looking for a more tactical and fluid game. More realism. Better simulations in hardware and the more realistic tactics used to use and counter. It requires experience, thinking fast on your feet, taking iniative, leadership, and of course, a RPG and a couple of grenades come in handy too.... But we will NEVER get bored. No two games are alike. Even the sequals of the same game. What do you guys think?
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