Guns of the Pukin Dogs

Tony Asbrock
Tippmann Model 98 JT Excellerator WGP Autococker

Ian Asbrock
Triton Dragun

Neild Bingham
PGP Modified PMI-1 PT Enforcer PMI Trracer SA
F-2 Illustrator Diamond GT BECC (air cannon)
WGP Sniper Tippmann A-5 PT Extremes E-Rex
Tim Bishop
Skirmish SI F-1 Illustrator PMI Piranha  Shocker Turbo

David Boles
WGP Autococker Palmer Typhoon AGD TAC 1

Coty Bucy
Palmer Typhoon Spyder TL F2 Illustrator Black Widow

Johnny Bucy
Brass Eagle Blade
CCI Phantom WGP Ranger Sniper
WGP Autococker WGP Autococker Palmer Typhoon

Darren Clark
Tippmann A-5 Tippmann A-5 Tippmann SL-68 II
Pump gun Maverick Pump PGP
Shelby Claude
Spyder Pilot Tippmann A-5

Tony Claude
Tippmann A-5 Tippmann A-5

Charles Cole
Tippmann Model 98 Game Face Vexor Tippmann A-5

Chris Demartini
Tippmann Model 98 with Psycho Ballistics E-bolt kit Tippmann Model 98 with Psycho Ballistics E-bolt kit Tippmann Model 98 Custom
PMI Piranha PT Extreme Spartacus Brass Eagle Tigersharks
Unknown Nelson based clone Line SI Bushmaster Spartacus

Dallas Dixon
Tippmann Pro-lite Tippmann A-5 AGD E-mag

Billy Goodman
Nelspot 007 Nelspot 007 with TAG barrel kit Nelspot 007 with Wintech parts Line SI Bushmaster Pointman
Wintech pump with Bushmaster parts AGS Bloodsucker Brass Eagle Tigershark PMI Piranha pump
Patriot semi-auto F-1 Illustrator Kingman Spyder SE Kingman Spyder Compact 2000
The Mike gun - Spyder project Spyder Compact The Slut Gun Line SI Promaster
Line SI Promaster (night) Line SI Promaster Tippmann .68 Carbine The Gun from Hell
CGW - The Coolest Gun in the World The Catgun BECC jr. PT Extremes
Tippmann Model 98 Custom WGP Autococker PT Extremes

Travis Lawson
Diamond GT

Matt Listovitch
Tippmann A-5

Jordan Luckett
WGP AAutococker Micromag

Nate McSweeney
Tippmann A-5 Tippmann Pro-lite

Craig Mercer
Spyder TL with Boo-yah grip frame, Pure Energy regulator, LP mods ACI Hornet Nelson based pump
Clint Springer
Tippmann A-5 Smart Parts Ion
Daniel Tenpenny
Tippmann A-5 The Devistator A-5
Van Tenpenny
Southern Comfort The Vulcan Palmer Blazer Dye DM5
Jimmy Vandenburgh
Tippmann Model 98

Rusty Webb
Tippmann A-5

John Vass
Tippmann Model98 Custom Palmer Blazer
Mike Young
NSG Splatmaster NSG Splatmaster Rapide Comp Nelspot 007 Tigersharks
Vulcan NW Spitfire Steve - modified Bushmaster pump
Wintech pump Wintech pump on a wooden tock CCI Phantom
PMI Piranha Sidekick semi-auto Tippmann .68 Special
Model 98 Custom Clovis (modified Spyder)

SCENARIO GAMES: TAKE AND HOLD THE AIRFIELD FOR 45 MINUTES

SCENARIO GAMES: TAKE AND HOLD THE AIRFIELD FOR 45 MINUTES

The photos on this page were taken at Wayne’s World of Paintball in Ocala, Florida during several different 24-hour scenario events. After doing a number of these, I can say that large scale scenario games are definitely what I prefer to play. There’s a certain sense of adventure in big scenario games that has slowly disappeared from the rec-ball scene over the last decade. The games are usually held on relatively large fields, offer a multitude of smaller styles of games within a game, and more opportunities to make an impact. In scenario games, a player can successfully use styles of play that are simply ineffective in recreational or tournament ball. They also offer a chance to meet and play paintball with a bunch of really cool people. Many of the scenario regulars I’ve met are people burnt out on “regular” paintball and are there because they want a unique playing experience. Overall, they tend to be a lot less concerned about absolute victory, and much more interested in how the game is played. This results in a great attitude toward the game, and lots of fun.

To put it mildly, scenario games are all about variety,  and with 24-hour events, offer a LOT of playing time. The scenarios of the game can be based on anything from historic military battles to science fiction stories. A lot of them are what is referred to as “mission oriented”. The format is somewhat reminiscent of military war games, in that both teams have a number of “missions” they must accomplish, and points are awarded accordingly. Missions may vary from holding a strategic point for a given period of time, to destroying an objective, to recovering a specific object. In most cases, the elimination of opposing players does not count for points. Rather than having a direct, simple objective like recreational games, scenarios are more complex, and require a consideration of strategy for success. Many times two opposing platoons on different missions may see each other and choose not to engage in a prolonged battle for fear of not getting the assigned mission accomplished in the given time. At the same, the most massive exchanges of paint I have ever seen have taken place during scenario games which involved hundreds of players. Successful scenario players (and teams) pick and choose when and where to expend their resources.

Scenario games are unique in the equipment allowed.  Most allow for such items as radios, multi-shot cannons, ghillie suits, multiple guns, armored vehicles and more. Role playing scenario games also have the addition of characters with special abilities like demolition experts who can destroy structures, combat engineers who can rebuild structures, medics who can heal the wounded, or spies who can infiltrate the opposing team.

SCENARIO GAMES: TAKE AND HOLD THE AIRFIELD FOR 45 MINUTES

One of the new experiences for a lot of first time 24-hour scenario game players is night play. Night play can be fascinating, fun, and down right scary. Engagements generally happen at much closer ranges at night, and most game operators require lower shooting velocities because of that. Paintchecks are difficult to perform at night and players are expected to be on the honor system. As a general rule, any hit is an elimination, whether it breaks or not. The use of nightvision equipment is becoming more prevalent in 24-hour games. As a relatively inexpensive counter-weapon, some players use huge million candle-power spotlights. Night play takes some getting used to, but is one of the facets of the game that draws players, including myself, to 24-hour events.

Most 24-hour events include several scheduled stand-down times for meal breaks, although players can leave the field at any time. A typical game might run from Noon Saturday, to Noon Sunday, with 1 hour breaks at 6:00 p.m. and 6:00 a.m.  A re-incarnation rule allows eliminated players to return to the field on given time intervals, such as on the hour and half hour. If a player chooses to leave the game on his on accord, he still has to wait for the re-insertion time.

The following suggestions are the result of some of my personal experiences:

  • Find out ahead of time about allowed gun velocities.  Many fields require lower velocities at night. It’s a good idea to make sure your gun is capable of being adjusted through the necessary range. Some guns will require a spring change or other modification just to operate properly at lower night velocities. Having a back-up gun chronoed specifically for night play helps.
  • Take a back up gun or guns (if you can) – it’s no fun spending time on the sidelines working on your piece. It’s much easier and less frustrating to pick up another gun and go, then work on the down gun during a meal break. And even if your gun is the most reliable in the world, your friend’s gun may not be – so have a spare chronoed and ready to go if you can. Along those same lines, kind of back-up items are nice to have along, such as spare parts, clothes, etc.
  • Take a flashlight – although a flashlight is a dead give-away at night, it’s still handy to have one if you have to walk off the field, find something you’ve dropped, etc. I usually attach one to my gun so it’s easy to find.  I end up taking a lot of laughs from people who make remarks about how ineffective it will be while playing – but that’s not what it’s there for – it’s a safety device and should be considered a necessity for night play.
  • Take all of the stuff your local rec-field may be supplying for you.  Often with hundreds of players showing up, scenario game organizers can’t afford to have such things as paper towels, or cold water on hand. Think of it as a camping trip in the deep woods and take everything necessary. This could include an awning to provide shade, a portable table, and chairs to set up in your campsite, which especially comes in handy for working on equipment off field.
  • Make preparations for playing in the rain, and enduring the rain off field. Despite the best efforts of meteoroligist, the weather is still largely unpredictable. If you have special gear for playing in the rain, don’t leave home on a long trip without it. Again, a shelter such as an awning comes in handy for keeping you and your equipment dry during showers while off field.
  • Consider having your group invest in radios, but keep radio chatter to a minimum – use it on an “as needed” basis. FRS radios are getting to be relatively inexpensive and are the most popular types on most fields. They are awesomely useful in large scale games, especially if you get separated from your unit. However, too much radio traffic can bog you down quick. Avoid casual conversation since it ties up the frequency. Also, using a simple earplug keeps unexpected radio noise from giving away your position.
  • Don’t overweight yourself with equipment – most people don’t consider how much equipment they are carrying since they’re used to playing in 20 minute games where the harness comes off after it’s over, but when you’re on the field for hours at a time anything can and will become heavy, and this effect multiplies if you try to over-supply yourself for a 24 hour game. Most scenario games have a re-incarnation rule that allows you to return to the field on time intervals. Use the times you get eliminated to reload, swap tanks, etc. or make an agreement with friends where you bring in re-supplies for each other after you get eliminated.
  • Pace yourself – trying to go the whole 24 hours is simply not wise for some people (especially us old guys). Pick and choose your play time. For instance, in the middle of the night there may be no action on the field, which would be a good time to get some rest and be refreshed in the morning. (On the other hand, it’s also a good time to score points for your team since opposition is low.) Also consider things like the drive home, how far it is, and how apt you’ll be to doze off on the road and kill somebody if you tried to stay up the whole 24.
  • Consider taking a source of drinking water on the field if you think you’ll be playing for long periods in hot weather. With medics to heal your wounds and put you back into the game, it’s easy to be on the field for several hours at a time. A Camel-back style set-up works well and with it’s drinking tube can be accessed without removing your face mask, which is an important feature to include on any on-field drinking device.
  • Consider making extra vehicle keys if several friends come to the event with you. It always seems someone needs to get back into the vehicle but the guy with the keys is out on the field. This is also a good safety precaution in case you loose your keys on the field. Along those same lines, keep all of your valuables (money, wallet) and other keys locked in the vehicle. Trust me, it’s just no fun to search a huge field for a lost wallet.
  • Take fake props. Often, role-playing type scenario games rely on props for points or accomplishing an objective. Taking something like an old circuit board from a computer, or odd looking object can give you something to barter with off field, or something to bait an ambush on field. In general, players will not know what is a “real” prop, sometimes until the game is over.
  • Play for your team – if it’s a mission oriented game, try to accomplish the mission and help the team win. Despite the number of people you personally eliminate, it’s sort of anticlimactic when you’re team loses the game because there were players more interested in their own personal agenda or kill talley. Be willing to work with others on your team. One of the things that makes large scale scenario games so fascinating to me is seeing so many people working together for a common goal. In every one I have played, I honestly think the winning team was the also the best organized.
  • Have fun!!!   Go with a good attitude and expect a good time and that’s what you’ll find.
  • and finally, don’t shoot guys with cameras – they are there to record the game and the chance of your smiling face appearing in a magazine will greatly diminish if you even accidentally shoot one of these guys.. (my apologies to Hollywood)

PMI TrracerSA

My son who just turned nine, made out like a bandit at his birthday party netting over one hundred dollars in cash.  He’d been itching to get himself a paintball gun even though he knew I wasn’t going to let hem play on a commercial field until he turned ten.  I decided on the PMI TrracerSA to be his first gun.  Knowing absolutely nothing about the gun in particular I made the choice based on past experience with PMI guns and the idea that if he were to lose interest we wouldn’t have made a major investment.  That being said the following are my thoughts and observation of the gun over the short time I’ve played with it.

At First Glance
The PMI Trracer is one of a growing number of low cost, entry level paintball guns to hit the market recently.  The gun is mostly plastic in construction and at first glance feels too light to be durable.  However the plastic used is not like that used in some Spyder grip frames that is to brittle and can break if dropped wrong.  This appears much more pliable and dense and truly feels sturdy.  In fact, the only parts of this gun that aren’t plastic are the barrel, hammer, and valve assembly.  It comes with a partially integrated bottom line, direct feed ball tube, double trigger, ported aluminum barrel and cocks from the rear.

On Closer Inspection
One of the first things that caught my attention was the rather unique rear cocking mechanism.  It is attached to the bolt and is set by pulling it strait back like many other rear cocking guns. But instead of then staying extended and moving in and out when it is fired, the slide can be pushed back into the gun (or will pull itself back in on the first shot) and is designed to stay unless it is needed.  I thought this was kind of neat.  The bolt itself was also somewhat different.  It has four O-rings, one at the back of the bolt behind the air inlet, two between the inlet and the feed tube and one at the front end past the feed tube.  The O-rings are also unusual.  They appear to be grooved.  I’m guessing this is all to improve the seal against the plastic walls of the body and to cut down on blow-back into the feed tube.  The feed tube is direct, not a power feed.  I rather prefer direct feeds. It doesn’t get in the way of the sight.  The barrel is simple aluminum with porting at the end.  The threads are the same used in most of the Spyder and Piranha paintball guns so upgrades should be easy to come by.  The bore of the barrel is not as smooth as I like (but better the stock Tippmann Model 98) and seems like it might be a little small.  But again there are plenty of aftermarket barrels available and with a smaller bore you could run a honing tool through it yourself (I plan to do just that).  The barrel threads into a brass collier that is integrated into the plastic body.  The fit is tight and secure.  The bottom line setup is a little different.  It uses a standard steel braded line that treads directly into the gun in front of the valve but the ASA adapter on the grip frame is molded into a plastic piece that is attached to the frame.

In The Field
 Out of the box the velocity left some to be desired.  It maxxed out at about 245 feet per second.  I was able to get it up into the 280s with a stronger hammer spring from a Spyder spring kit.  The accuracy is about what I expected with the stock barrel.  But was more than acceptable.  Trigger pull is a little long but all in all the gun performed admirably and it didn’t break any paint.

Opinion
 As a first gun and especially for a kid it looks like a good option for the price.  Its light and easy for a nine year old to handle.  Both my son and myself are quite happy with it.

On Another Note
 Not long after we got the gun it was recalled.  Evidently there was a problem with another gun that was based on this same design. If the Co2 tank was left in the sun and the blowout disk on the tank failed to pop at rated pressure (3000 psi), then the gun itself could blow apart.  PMI made it clear that this had never happened to the Trracer model, but to be safe had me send the gun back to be modified.   All this modification entailed was the installation of an ASA adapter with its own backup blowout disk.