General Team Overview Thread
Posted: Mon Sep 06, 2010 4:18 pm
The General Team Overview Thread By SEAL.
I couldn't decide whether or not to put this here, or in the tactics section. iSoaker, if you think this should be in the tactics section, then you may move it.
So basically, this thread lists all the main team positions in water warfare, and which blaster works best for the situation. As well as some basic tactics for each position. Edit: I think I'll add position tactics later. Right now, I'm going to take a break! This is the longest post I think I've ever done anywhere, so I don't think we need to make it longer.
Captain:
Overview:
As the name suggests, the Captain is the person who leads the team. Now some people may have different terms, such as General, Commander, Boss, Leader, or whatever. But they all mean the same thing. Above all, Captains should be smart. They must be able to make quick decisions, not buckle under pressure, and they must be strong-willed and confidant. Captains also must be very good strategists. They must be stern, but not too stern. They need to be able to deal with issues such as arguments and such, but also must be likable and charismatic. No one likes a stone wall for a leader.
Qualities for a good Captain:
Calm, cool, and collected.
Brains.
Maturity.
Basically, all the qualities of a leader.
Best recommended equipment:
A good Captain's role is support, not offense. So all you newbies who want to be Captain just because they think Captains get to do the most fighting, think again. Captains should mostly stick around the base, coordinating attacks, drawing maps, etc. So they should always have a pencil/pen and paper on handy. If you're worried about the paper getting wet, I believe that they sell waterproof paper that could be used. As far as blasters go, I'd suggest something in the medium to heavy-ish range. The Captain must be able to defend himself of course. Since the Captain is usually in the base, he/she should probably doesn't need to worry about range much. Something with low range and high soakage would be adequate. Like maybe an MXL mounted on the Captain's desk, and a couple of water balloons.
Recommended blasters:
Flash Flood/Arctic Blast*.
Splat Blaster.
XP Pool Pumper Blaster/Cannon/WW Pool Cannon. (Note: 2 or 3 buckets of water should be on handy with these blasters.)
Monster('01)/CPS 4100.
Aquashock Secret Strike. (ONLY if taking prisoners is allowed, and if your opponents don't know about the 'Secret' nozzle.)
Hydroblitz.
Helix*.
It might even be a good idea to have a squirt pistol at all times for a last-resort type weapon.
Forward:
Overview:
A Forward's job is to just soak, soak, soak. They provide the backbone of the team, and usually do the most fighting. The majority of any good team are Forwards. The best fighters on the team should be Forwards, not captains.
Qualities for a good Forward:
Good fighter.
Good tactical sense.
Strong-willed and willing to stick with their captain 'till death (Err...Soakage! ).
Best recommended equipment:
Medium to heavy blasters for primary, and an ultra-light to light secondary/back-up, maybe 2 or 3 water balloons, and a water bottle or two.
Recommended blasters:
Primary:
CPS 1500/1700. (This is the overall best choice for a primary.)
CPS 1000/1200/2100.
XP 150.
SS/XP 300.
Max-D 6000*.
Vindicator*.
Secondary/Back-up:
Max-D 2000*.
MI Defender w/ 100oz Aquapak.
Hornet.
XP 55.
Sneak Attack*.
Heavy Forward:
Overview:
Heavy Forwards, (Known as HF's.) are basically just normal forwards, except they are more heavily armed. HF's usually provide support to the main fighting force, much like tanks; Low maneuverability but high firepower. There should only be around 2 HF's in a group of 8.
Qualities for a good Heavy Forward:
Strength.
Good fighting skills.
Good tactical sense.
Strong-willed and tough.
Best recommended equipment:
Heavy to extra-heavy primary, light, medium, or even heavy secondary. Ultra-light to light back-up. They could also have a medium to heavy primary, light to medium secondary, and heavy or extra-heavy back-up. There are many different combination possibilities. They should also have as many water balloons and bottles as they can carry.
Recommended blasters:
Primary:
Monster X or XL.
CPS 2000.
CPS 2500/2700.
CPS 3000/3200.
Homemades, like APH's and CPH's.
Secondary:
SC Power Pak.
CPS 1500/1700.
CPS 1000/1200.
Aquapak Devastator.
Vindicator*.
Blazer/Expedition*.
Back-up:
Tarantula.
Hornet.
Max-D 2000*.
Or something heavier, if you try a different combo.
Supply Officer:
Overview:
A Supply Officer, is kind of like a medic I suppose. They provide water and maybe towels, if they're allowed. Supply Officers run around on the battlefield, assisting those in need of water/towels, and guarding the armory/stockpile when not in the field. Smaller wars don't really have or need Supply Officers, but bigger wars usually have 3 or 4.
Qualities for a good Supply Officer:
Must be willing to help others.
Strength wouldn't hurt either.
Best recommended equipment:
Supply Officers are mostly defensive/supportive players. They should have as many water bottles as they can carry, (A backpack would help.) and a certain number of towels (If any.) depending on the rules. They don't usually do much fighting, unless on defense, (Protecting the stockpile/armory.) so they should probably have a heavy blaster when on defense, and a medium blaster when in the field.
Recommended blasters:
Defense:
CPS 1500/1700.
Monster X. (And maybe an MXL, for a turret gun or something.)
Any type of high-powered homemade, such as Supercannon II.
CPS 3000.
Monster('01)/CPS 4100.
Support:
CPS 1000/1200/2100.
Vindicator*.
Blazer/Expedition*.
XP 150.
Max-D 6000*.
Field Mechanic:
Overview:
Field Mechanics are another less-common sight in most smaller battles. Their role is kind of unique. They set up traps, disarm enemy traps, and supposedly repair broken blasters in the middle of a battle. Which is kind of hard to believe. With the amount of time it takes to open up a blaster, find what's wrong, get the materials to fix it, then fix it, and screw it all back up, the battle would be over already! Unless you're a very serious team who fights over a course of a few days or even weeks(Or even a whole day.), your Field Mechanic's main job will be just taking care of traps and maybe fixing minor problems with blasters. There should probably be only 1 Field Mechanic on the team, or maybe 2 in bigger wars.
Qualities for a good Field Mechanic:
Good mechanical mind.
True love for blaster tech.
Best recommended equipment:
Field Mechanics should always have a tool belt, with various basic equipment such as screwdrivers, rubber bands, and different materials for setting up traps and such. They should only have a somewhat-light to medium sized blaster for defense.
Recommended blasters:
XP 150.
Lightning/Piranha.
Equalizer*.
XP 310.
Max-D 6000*.
XP 95.
Scout:
Overview:
The name tells the tale, Scouts are the ones who go on ahead and check out the enemy, making note of the number of opponents, weapons, and hopefully do some eavesdropping. There are usually no more then 2 Scouts on one team.
Qualities for a good Scout:
Silent and quick.
Good memory.
Best recommended equipment:
Scouts have to move quickly and quietly, so noisy clothes don't help. Avoid soccer pants, squeaky shoes, and other particularly loud garments. I suggest (Camo preferred.) sweat pants, and any shoe that doesn't squeak. Ordinary T-shirts don't usually make any noise, so you don't have to worry much there. Also, binoculars and walkie-talkies if available. They should carry light to light-medium-ish blasters with maybe a concealable squirt pistol in case of capture. (If it's allowed.)
Recommended blasters:
XP 270.
XP 70.
Max-D 5000. (Only if you don't plan on ambushing anyone.)
Steady Stream*.
Pulse Blaster.
Note: An asterisk next to the blaster name means that the blaster is still available today.
*Sigh* That's it. Now there are a few other positions that different people have, such as: Grunt, Sniper, Vanguard, and a few others that I can't think of now.
I don't like to make too many categories, so I put Grunt in the same category as Forward, and Vanguard in the same category as Heavy Forward.
"Sniping" (I prefer to use the term "Ambushing".), is something anyone can do. There doesn't need to be a certain person for this job, although Scouts can be sent out to soak the enemy leader.
And for all of you living in the US, Happy Labor Day!
~SEAL
I couldn't decide whether or not to put this here, or in the tactics section. iSoaker, if you think this should be in the tactics section, then you may move it.
So basically, this thread lists all the main team positions in water warfare, and which blaster works best for the situation. As well as some basic tactics for each position. Edit: I think I'll add position tactics later. Right now, I'm going to take a break! This is the longest post I think I've ever done anywhere, so I don't think we need to make it longer.
Captain:
Overview:
As the name suggests, the Captain is the person who leads the team. Now some people may have different terms, such as General, Commander, Boss, Leader, or whatever. But they all mean the same thing. Above all, Captains should be smart. They must be able to make quick decisions, not buckle under pressure, and they must be strong-willed and confidant. Captains also must be very good strategists. They must be stern, but not too stern. They need to be able to deal with issues such as arguments and such, but also must be likable and charismatic. No one likes a stone wall for a leader.
Qualities for a good Captain:
Calm, cool, and collected.
Brains.
Maturity.
Basically, all the qualities of a leader.
Best recommended equipment:
A good Captain's role is support, not offense. So all you newbies who want to be Captain just because they think Captains get to do the most fighting, think again. Captains should mostly stick around the base, coordinating attacks, drawing maps, etc. So they should always have a pencil/pen and paper on handy. If you're worried about the paper getting wet, I believe that they sell waterproof paper that could be used. As far as blasters go, I'd suggest something in the medium to heavy-ish range. The Captain must be able to defend himself of course. Since the Captain is usually in the base, he/she should probably doesn't need to worry about range much. Something with low range and high soakage would be adequate. Like maybe an MXL mounted on the Captain's desk, and a couple of water balloons.
Recommended blasters:
Flash Flood/Arctic Blast*.
Splat Blaster.
XP Pool Pumper Blaster/Cannon/WW Pool Cannon. (Note: 2 or 3 buckets of water should be on handy with these blasters.)
Monster('01)/CPS 4100.
Aquashock Secret Strike. (ONLY if taking prisoners is allowed, and if your opponents don't know about the 'Secret' nozzle.)
Hydroblitz.
Helix*.
It might even be a good idea to have a squirt pistol at all times for a last-resort type weapon.
Forward:
Overview:
A Forward's job is to just soak, soak, soak. They provide the backbone of the team, and usually do the most fighting. The majority of any good team are Forwards. The best fighters on the team should be Forwards, not captains.
Qualities for a good Forward:
Good fighter.
Good tactical sense.
Strong-willed and willing to stick with their captain 'till death (Err...Soakage! ).
Best recommended equipment:
Medium to heavy blasters for primary, and an ultra-light to light secondary/back-up, maybe 2 or 3 water balloons, and a water bottle or two.
Recommended blasters:
Primary:
CPS 1500/1700. (This is the overall best choice for a primary.)
CPS 1000/1200/2100.
XP 150.
SS/XP 300.
Max-D 6000*.
Vindicator*.
Secondary/Back-up:
Max-D 2000*.
MI Defender w/ 100oz Aquapak.
Hornet.
XP 55.
Sneak Attack*.
Heavy Forward:
Overview:
Heavy Forwards, (Known as HF's.) are basically just normal forwards, except they are more heavily armed. HF's usually provide support to the main fighting force, much like tanks; Low maneuverability but high firepower. There should only be around 2 HF's in a group of 8.
Qualities for a good Heavy Forward:
Strength.
Good fighting skills.
Good tactical sense.
Strong-willed and tough.
Best recommended equipment:
Heavy to extra-heavy primary, light, medium, or even heavy secondary. Ultra-light to light back-up. They could also have a medium to heavy primary, light to medium secondary, and heavy or extra-heavy back-up. There are many different combination possibilities. They should also have as many water balloons and bottles as they can carry.
Recommended blasters:
Primary:
Monster X or XL.
CPS 2000.
CPS 2500/2700.
CPS 3000/3200.
Homemades, like APH's and CPH's.
Secondary:
SC Power Pak.
CPS 1500/1700.
CPS 1000/1200.
Aquapak Devastator.
Vindicator*.
Blazer/Expedition*.
Back-up:
Tarantula.
Hornet.
Max-D 2000*.
Or something heavier, if you try a different combo.
Supply Officer:
Overview:
A Supply Officer, is kind of like a medic I suppose. They provide water and maybe towels, if they're allowed. Supply Officers run around on the battlefield, assisting those in need of water/towels, and guarding the armory/stockpile when not in the field. Smaller wars don't really have or need Supply Officers, but bigger wars usually have 3 or 4.
Qualities for a good Supply Officer:
Must be willing to help others.
Strength wouldn't hurt either.
Best recommended equipment:
Supply Officers are mostly defensive/supportive players. They should have as many water bottles as they can carry, (A backpack would help.) and a certain number of towels (If any.) depending on the rules. They don't usually do much fighting, unless on defense, (Protecting the stockpile/armory.) so they should probably have a heavy blaster when on defense, and a medium blaster when in the field.
Recommended blasters:
Defense:
CPS 1500/1700.
Monster X. (And maybe an MXL, for a turret gun or something.)
Any type of high-powered homemade, such as Supercannon II.
CPS 3000.
Monster('01)/CPS 4100.
Support:
CPS 1000/1200/2100.
Vindicator*.
Blazer/Expedition*.
XP 150.
Max-D 6000*.
Field Mechanic:
Overview:
Field Mechanics are another less-common sight in most smaller battles. Their role is kind of unique. They set up traps, disarm enemy traps, and supposedly repair broken blasters in the middle of a battle. Which is kind of hard to believe. With the amount of time it takes to open up a blaster, find what's wrong, get the materials to fix it, then fix it, and screw it all back up, the battle would be over already! Unless you're a very serious team who fights over a course of a few days or even weeks(Or even a whole day.), your Field Mechanic's main job will be just taking care of traps and maybe fixing minor problems with blasters. There should probably be only 1 Field Mechanic on the team, or maybe 2 in bigger wars.
Qualities for a good Field Mechanic:
Good mechanical mind.
True love for blaster tech.
Best recommended equipment:
Field Mechanics should always have a tool belt, with various basic equipment such as screwdrivers, rubber bands, and different materials for setting up traps and such. They should only have a somewhat-light to medium sized blaster for defense.
Recommended blasters:
XP 150.
Lightning/Piranha.
Equalizer*.
XP 310.
Max-D 6000*.
XP 95.
Scout:
Overview:
The name tells the tale, Scouts are the ones who go on ahead and check out the enemy, making note of the number of opponents, weapons, and hopefully do some eavesdropping. There are usually no more then 2 Scouts on one team.
Qualities for a good Scout:
Silent and quick.
Good memory.
Best recommended equipment:
Scouts have to move quickly and quietly, so noisy clothes don't help. Avoid soccer pants, squeaky shoes, and other particularly loud garments. I suggest (Camo preferred.) sweat pants, and any shoe that doesn't squeak. Ordinary T-shirts don't usually make any noise, so you don't have to worry much there. Also, binoculars and walkie-talkies if available. They should carry light to light-medium-ish blasters with maybe a concealable squirt pistol in case of capture. (If it's allowed.)
Recommended blasters:
XP 270.
XP 70.
Max-D 5000. (Only if you don't plan on ambushing anyone.)
Steady Stream*.
Pulse Blaster.
Note: An asterisk next to the blaster name means that the blaster is still available today.
*Sigh* That's it. Now there are a few other positions that different people have, such as: Grunt, Sniper, Vanguard, and a few others that I can't think of now.
I don't like to make too many categories, so I put Grunt in the same category as Forward, and Vanguard in the same category as Heavy Forward.
"Sniping" (I prefer to use the term "Ambushing".), is something anyone can do. There doesn't need to be a certain person for this job, although Scouts can be sent out to soak the enemy leader.
And for all of you living in the US, Happy Labor Day!
~SEAL