COMMAND - Generally the captain of the team. This player can only be eliminated by a headshot or four consecutive shots. Command Players that are marked cannot move from their position and must drop to both knees until a medic heals them. Command players can also be healed by the opposite team and taken Hostage for bonus points. Recommend Gear : Radio, Sidearm, Grenade.
HEAVY GUNNER - The only player on the team who can use a Full Auto configuration marker. All other players are limited to three burst shots or stock semi auto. Also the only player on the team who can carry four full 140 round pods into the game and one full stock (non-tactical) hopper. Smart teams save their paint and use this player for suppressive fire. Recommended Gear : (4) 140 Round pods, Marker equipped with full auto capability.
MEDIC - Protect this player - your life depends on it. Medics can heal up to two consecutive paintball hits on the body at a given time except headshots and sniper shots which take you out of the game immediately. Take three hits and not even a medic can save you. Recommended Gear : Plenty of White Duct Tape for wrapping hits - Bottle of Water with Sport style squirt top, Wiping Towel, Sidearm, Radio.
SNIPER - One shot from a sniper will take you out. Although a sniper can only carry twenty shots a game, they are always waiting in the shadows. Sniper killshots count for more points. Sniper paint will be a different colored fill than everyone else on the field. Snipers who do not use their entire paint for one match may carry over the unused paint to the next match. This position allows for a higher FPS of 285 as opposed to every other position shooting at 250 FPS. Recommended Gear : Very accurate Paintball Gun, Guillie Suit, Scope, Radio.
ENGINEER - Gun hits do not take you out of the game but they do stop you from using your gun until an Engineer comes to clean off the hit. Keep this player in the back where he will be needed most. The Engineer position is also the Counter position to the Demolition player, as an Engineer can fix and close up a breached wall. Recommended Gear : Silver colored Duct tape for repairing guns, Towel for wiping off paint hits, Radio.
ARTILLERY - This is the only player who can use a paintball launcher and launch nades or nerf rockets over the top of the Swat House. Launching however must be done with a paintball launcher or Nade launcher using a 45 degree angle, Hand throws over the top are illegal. This player is also allowed to carry up to five (5) paint grenades and up to five (5) nerf rockets as opposed to everyone else being limited to one (1) paint grenade for each match of play. Nerf rockets can take out players within a 10 foot radius of the striking area. Paint grenades are limited to any paint that strikes players in the vicinity. Players taken out by a grenade or rocket are immediately eliminated and cannot be healed by a medic. Recommended Gear : Radio, Paintball Launcher, or Gun equipped with Grenade Launcher (Note: Butt of marker must be on ground to launch over the top)
DEMOLITION - This player can take down walls in strategic locations with the use of a smoke grenade. Recommended Gear : Cold Burning Smoke Grenades, Radio.
INFANTRY - These guys are the Grunts of the team and are usually found playing the front lines. Recommended Gear : Paintball Grenade, Sidearm, Tactical Paintball Marker, Swat Shield.
NOTE : Teams that have less than ten players for a match may designate players to play up to two available positions. Use this option wisely.
The Tactical Ten Format is a new tactical ten man game originally conceived by Hercules Papadogiannis of the Undertakers with the support and sponsorship of Rap4. The original concept was created to give scenario teams a format to compete against each other, other than capture the flag formats that have grown stale over the years. The Tactical Ten games incorporate true military tactics, simulated military situations as well as incorporating specific roles and positions. The Tacten format finally gives scenario and recreational paintball teams a chance to really earn bragging rights and be recognized for winning as a team, not just seen as part of a side in a scenario game. By capturing elements of scenario paintball, the tacten is an original and exciting format that will soon be played nationally. In addition by creating a limited paint format, the league is more about the players having fun rather than profit, which also gives every team a chance to compete. The original format was first tested in New Jersey on April 2007 at Accurate Paintball located at the Cross Keys Airport but well represented by some of the best scenario paintball teams on the East Coast. Teams that attended and helped perfect the format were the Undertakers - NJ (Referees) M.B.P. Militia - NJ (Referees) Reservoir Dogs - NY, Gods of War - NJ, Hooligan Tactical Squad - DEL, Shadow Group - SC, XIIth Legionaires - NY, Team Wacatta - PA, Cursed Company - NJ. Bragging rights went to Shadow Group for the first games but the scores were close and the competition was fierce. Register your team today and see what it means to play paintball in a competitive but friendly format. Its is as real as it gets.
1. All team rosters may be as large as each team chooses. Only ten men can take the field. No less than five players can take the field for one team. Each player can carry more than one role if a team is playing short.
2. All teams must be in proper uniform. BDU's are recommended however players that wish to wear Speed-ball colored style jerseys must be accompanied by a tactical vest.
3. All markers are .68caliber and also .43caliber - depending on the host fields insurance.
4. All markers must represent a tactical look. Bright colors are frowned upon.
5. All hoppers MUST be limited to Tactical Hoppers. There can be no more than fifty rounds in your hopper. Special hoppers will be available for sale on game day, if you can't provide one for yourself or team mates. Clip feed magazine markers are legal to use.
6. Field paint only. Using outside paint will result in disqualification and not be refunded any registrations or fees they have paid.
7. All players must have a pre-registered fee of $50 for each player.
8. All pre-registered players will have the option to buy a new T68 Gen5 marker for $279.00 - retail value of $399.00 and will be given out at the opening game.
9. Each player will need to also pay a fee of $10.00 each game day. This covers insurance, all day air and field costs.
10. All paint will be the most affordable price around and will be graded “A”. Ranging from $50.00 a case of 2000 balls.
11. All teams may equip their team with all of the following tactical items: Launchers, slingshot launchers, paint grenades, cold burning smoke grenades, grenade launchers, tactical vests, paintball mines, early detection systems, GPS, radios, laptops, laser lights, lights, night vision, binoculars, swat shields - (1 per team), White Duct Tape for Medics, Silver Duct Tape for Engineers, video surveillance and any other tactical equipment that is used by the military and can be simulated for paintball play. All equipment used must be pre-examined by the field staff prior to use in the game.
12. All players except the Heavy Gunner must use a tactical 50 or less round hopper. All players may only take two (2) full 140 round pods with them on the field, except the Heavy Gunner who is allowed four (4) 140 round pods.
13. Supply Case: Players will be allowed to fill a supply crate (provided by league) for each game where they will be allowed to fill it with any extra equipment that they can fit in the supply case. This supply case will drop in at their base in the final five minutes of the match.
14. Item's not allowed on the game field are: real fire arms, knives, real explosives, toxic substances, matches, Smoke grenades that are not cold ignited, drugs or alcohol. Anyone found with any of the above items will be terminated from the league events and future events, and will be arrested.
15. Wiping paint after being shot is illegal. No cheating will be tolerated. You will be asked to leave the field and given one warning. Second time you will be terminated from the league without a refund.
16. Gun hits are not counted as kills, but you may no longer use the marker until your Engineer if still in play wipes the paint off and repairs the marker by putting Silver Duct Tape around the barrel. Players may carry a back up pistol. The option is yours.
17. A team medic will be able to heal up to two consecutive hits at a time within two minutes of the first hit, and heal a marked player on the spot by wiping the paint away, squirting simulated peroxide on the hit with a water bottle and then wrapping the hit with White Duct Tape. This allows a player to stay in the game after being hit. If the medic does not complete “the heals” within two minutes of the first hit, the player is eliminated from play. Players that are hit may take a leaping step within a “reasonable range” to a nearby bunker for cover. Marked players that take more steps than necessary will be eliminated by a referee for “traveling” Marked players however can be dragged or carried to cover by their teammates to any place on the field if an unmarked teammate is providing support . Marked players cannot use the marked body part after they are hit until a medic heals them. Players must switch shooting hands if they are hit, players must limp if hit in the leg and being carried or helped to safety by another player.
18. A player may be healed an unlimited amount of times so long as they do not take three consecutive hits or a head shot.
19. Head shots, Grenade hits and Nerf Rocket vicinity hits are not healable. Players taken out by any of the above must immediately advise the scoring judge upon exiting the game if no referee is present to escort them off the field.
20. All medics heals and engineer repairs will be tallied at the end of the match. Tape that has fallen off a player or gun during play will not be considered for points as the medic or engineer did not do a proper job.
21. Each of the following positions must be filled by a team and each player within that position must be aware of the rules governing their position:
22. All players registered, as a special role will have special marked armbands to mark their position. Players caught removing their armband to change with another player during the match will be eliminated.
23. Each game will be one 15 minute match. Players will flip a coin to determine what side of the field they want to play from.
24. The game objective is elimination format with a specific mission to be completed during the game. Players will also have the ability to modify the game during play in that they may want to capture the other teams commander for extra needed points.
25. Each match will begin every half hour starting from the hour with a fifteen 15 minute window. The game schedule will be posted ahead of time. Teams not ready when the whistle blows will be short players. The games must go on. If you're late to the field you will fall behind on your team's objectives and may find your side of the field overrun.
26. A Long Horn Blow will signify the start of the match. At the ten minute mark a short horn blow will indicate the final five minutes of the match and the supply crate being made available for each teams use. A long whistle blow thereafter will indicate the end of the match. A computer time clock will be on location.
27. Players that hit referees with uncontrolled bonus balls may be eliminated by the referee at that hit referee's discretion.
28. Sniper Challenge: All players on a team will select two players to compete in the sniper challenge. The snipers will fire at static knockdown targets. The combined score of these players will be added as a bonus to the final score of the team for standing.
29. Team Swat House Challenge: Limited to two runs per team, the best time from this run will be added to a team total final standing score. Players are timed while running through a Swat House, where they must use their combined team skills to demo a wall, run through the swat house eliminating static targets, clearing rooms, locate the injured hostage, heal him with the medic and then exit the Swat House.
30. Team Swat House Challenge: Demolition player must hold the smoke grenade against the wall and then ignite it before the breach wall goes down.
31. Team Swat House Challenge: If tape does not stay on while hurt player is running out the swat house the run gets +10 seconds.
32. Team Swat House Challenge: Two players must carry the hostage with a stretcher out of the swat house.
33. Grenade on Shield: Shield is eliminated from play. Any players with paint on them are immediately eliminated. If the shield took nade hit but no paint on players, any players immediately behind the shield are not immediately eliminated but must call for medic and cannot move except to return fire from their knees. These players can still be healed by a medic if he reaches them in 2 minutes.
VIEW TEAM SWATHOUSE CHALLENGE VIDEO
VISIT THE TTPL FORUM
Copyright 2007 - Hercules Papadogiannis & Theo Mavromihalis, Esq.