Make your own luck.
At this year’s Paintfest I sat in the bar the night before
it all started with Ainsley, Owner of Lucky 15’s Elite Paintball team, and we got talking to a
few guys from team South Coast Reapers about all things Paintball and one of
the things that we took note of was how they, as a young inexperienced team,
struggle to work out any game plans when they play the CPPS airball tournaments.
So I asked if Planet Eclipse sponsored team Lucky 15’s could help in some way.
So I asked if Planet Eclipse sponsored team Lucky 15’s could help in some way.
Luck is important. But a good plan is essential. |
The Lucky 15’s are the best current team in the UK. I don’t
think anyone will argue with that statement. They have done it all themselves,
learnt on the job, trained hard and honed their skills to be where they are
today. They have a huge talent base of young hungry players with a few experienced
players guiding the missiles. They have very kindly tapped away on a keyboard
and given you a glimpse behind their curtain to see what they do to make things
work. If you are a new / inexperienced team or even up and coming (or higher),
you could do a lot worse than to grab a brew and have a read below.
Huge Thanks to the Lucky 15’s for doing this, the first in a series of Lucky 15's tutorials……
In this first installment of our guides to implementing
strategy we will be outlining a simple framework for constructing effective
game plans. A game plan is simply how a team wants to play the field and
organising its players to achieve this. This goes beyond simply where players
go on the break to the jobs they’ll do during the point. A well-thought-out
game plan will facilitate teamwork and ensure organised play on the field.
Given this, the discussion and careful construction of a game plan should form
a large part of the preparation for a tournament. This article will detail a
simple framework around which game plans can be constructed, using the CPPS
2019 Tomahawk Open layout as an example throughout.
For us a game plan typically focuses on control. We will set
up to control the field so that; 1) the opposition’s front players cannot reach
dangerous spots where they can kill players and apply pressure. And that 2) our
own front players have enough time to break down the field and move into these
dangerous spots themselves. Clearly there are instances where a control-based framework
is not optimal, often due to the clock or score, but we find this to be a very
reliable starting point and thus is the framework we discuss in depth here.
This strategy, as with all good game plans, requires us to
assign players different jobs. On the Lucky 15s we divide our players to either;
front players, to push downfield and reach dangerous spots as quickly and as
safely as possible, or back players, to control the field and prevent the
opposition’s front players from doing the same. On the 15s we typically like to
play with 2 front players and 3 back players. This is important as it gives us
a foundation around which we begin to structure a game plan. We know we will
typically have 3 back players, who between them have the job of covering zones and
communicating, and 2 front players who have the job of getting downfield.
To construct a game
plan around this control-based framework we typically follow an approach
that can be divided into three steps; 1) identify dangerous spots 2) identify
dominant bunkers which can most easily prevent the opposition from reaching
dangerous spots, and 3), organise players so that all the zones are covered at
all times.
Step 1: Identifying dangerous bunkers:
This is a crucial first step to coming up with any game plan
for two reasons; firstly, it gives front players a target bunker each point,
this will help your front players stay aggressive. Too many times we see
players dig in at a spot that can’t meaningfully impact the game when they can
move into dangerous spots and win the point from there. Secondly, identifying
dangerous bunkers highlights which bunkers you want to keep the opposition out
of.
Every field has dangerous bunkers, sometimes they’re god
spots that straight up win you the point and other times just let you draw guns
and apply pressure. Typically, the dangerous spots are ones that can shoot
multiple bodies. Furthermore, for these spots to be useful in a game plan they
also need to be consistently reachable and easily protected. You don’t want to
plan your whole strategy around reaching the oppositions bag 1, this won’t
happen on a consistent basis and it’s such an over extension a good team will
likely just run the player down.
Now we know what these dangerous bunkers typically look like
we can hopefully identify them. On the layout below we have highlighted the
most dangerous spots and their shots on our case study layout.
On this field we highlight the bag 4, the snake 50 and the
oppositions snake 1 as dangerous spots.
The bag side is pretty simple, the bag 4; has good shots on
the snake side, is reachable in a typical point, and easily protected by multiple
back spots. Why not the bag 5? Well the bag 5 has very similar shots but is
much harder to reach and harder to protect, probably isn’t worth the risk for a
front player to work hard and make a move that doesn’t make them more of a
threat.
The snake side is a touch more complex. Here we highlight
two particularly dangerous spots, and the potential utility of the second is
heavily dependent on the players success at the first. We found by crawling up
pretty wide you could reach the snake 50 unseen. This means you could catch the
players in front of you off guard. If you hit these shots (just one reason why
drills are so important) you will have created an opening for yourself to crawl
to the oppositions snake 1 at which point you can pretty much win the point
with the number of excellent infield shots.
Now we’ve identified the dangerous bunkers we know which
bunkers we want our front players in, and which bunkers we want to keep the
opposition out of. This lets us focus on step 2, identifying bunkers to control
the field.
Step 2: Locking down the field.
In this second step we want to identify the bunkers from
which we can reliably keep the opposition out of dangerous spots. These bunkers
should ideally be able to see multiple gaps before the dangerous spots and slow
the opposition as they move from spot to spot. These bunkers should be
relatively easy to gunfight and communicate from. They should also be easily
reachable, if not on the break, then soon after, otherwise a good front player will
already have pushed downfield by then.
For this layout we identified the snake can, the bag tower,
and the brick as excellent bunkers from which we could control the field. These
bunkers could see multiple gaps before dangerous bunkers on both sides of the
field (as shown in the figure below). This means if one player gets put in,
they can ask one of the other back players to switch and cover the zone for him.
Furthermore, brick had also some very reliable bounce shots on the bag side,
meaning any lost dominance could quickly be re-established, severely limiting
any movement on that side. Paintball performance did a great breakdown of our
Mustangs using these bounce shots to cover for the bag side tower being put in.
These bunkers were also very easy to get to, the snake side can and the bag
side tower were reliably makeable on the break and it was extremely easy to
make it to the brick very early in the point.
With a careful look at the figure above you will notice that
it becomes difficult to control players once they’re in the snake. This has
been a fairly common trend with snake sides this year, especially when the
corners have been weak, and is something to pay attention to when walking the
field / training. As mentioned earlier, a smart player could crawl into the 50
uncontested by crawling wide and blocking themselves out. This will become
important in step 3, organising our players.
Step 3: Organising our players.
This is where we put the game plan together. We now have a
good understanding of the field, we know which spots we want our front players
to reach, and which spots we can use to prevent the opposition reaching these
spots. We just have to make some decisions about setting up our back players to
control the field.
How your team chooses to set up form here is completely up
to your team. But we on the Lucky 15s chose to organise our players for this
layout in the following way. We always had the snake can looking snake side.
The plan on the bag side was a touch more sophisticated. We put the bag tower
heads up on the break but as the point developed the bag tower and the brick
would work in a pair. Between them they would communicate so that one player
would always control the bag side and the other would help the snake can control
the snake side.
We chose to set up this way as for a several reasons; 1) we
always wanted two guns snake side as a move into the snake 1 opens up a pretty
unpreventable move into the snake 50, one of the spots we deemed especially
dangerous, whereas a move down the bags usually didn’t result in the opposition
being in such a dangerous spot. A player in the door was one move away from
being dangerous while a player in the bag 1 was three moves away from being
dangerous. It’s worth highlighting that given the snake 1 to snake 50 move is
so uncontrollable it was very important to deny the snake on the break with
good break shooting. Something we will discuss more in our next article on
breakouts. 2) both the tower and brick can easily control both sides, so if one
gets put in the other can cover for them if a switch is called quickly enough,
this increases control by working as a team and not having to engage in risky
gunfights. 3) Both the bag tower and the snake can are reachable on the break, so
playing these heads up initially means we have control on both sides from the
break, therefore there is less pressure for the player to get to the brick
right away. And 4) having at least one of our players shooting cross-field at
all times isn’t a bad idea as it also prevents players running through the
middle.
This was a fairly complex game plan that relied on our
team’s ability to communicate to make sure all the zones were covered, and so we
would not recommend this for newer teams that struggle with this level of
communication. Instead newer teams might just want to set up with a simpler
approach that doesn’t rely on great communication. For example, put the bag
side tower always on the bags, the snake can always on the snake, and brick switching
back and forth depending on the situation, paying most attention to the more
dangerous snake side when at full strength.
So that’s it, that’s the framework around which we typically
design our game plans, a framework that has worked for us with few exceptions. In
summary you want to identify the bunkers that are going to give you the biggest
headache, set these as a goal for your own front players and come up with a
strategy of how to deny these from your opponent. We recommend following a three-step
framework of: 1) identifying the dangerous bunkers, 2) identifying all the
bunkers that can watch zones to stop players reaching these bunkers, and 3)
organising your back players in such a way that all the zones will be covered
at all times.
We hope you enjoyed the read at that you learnt something.
If you have any questions let us know in the comments or on the Lucky 15s Facebook page.
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