Tony Asbrock
Ian Asbrock
Neild Bingham
Tim Bishop
David Boles
Coty Bucy
Johnny Bucy
Darren Clark
Shelby Claude
Tony Claude
Charles Cole
Chris Demartini
Dallas Dixon
Billy Goodman
Travis Lawson
Matt Listovitch
Jordan Luckett
Nate McSweeney
Craig Mercer
Clint Springer
Daniel Tenpenny
Van Tenpenny
Jimmy Vandenburgh
Rusty Webb
John Vass
Mike Young
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.
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:
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.