Smuggler's Blues

Teams:2 Flags:2 (props) Elimination:Special
Team Balance:Even Flag Location:Known Equipment:Unlimited
Length:30 Minutes Objectives:2 Paint:Limited
    Objective Location:Known Roles:None

Summary

Smuggler's Blues Paintball Rules

A ship carrying dangerous cargo is headed toward the U.S. coast. Navy SEALs have been dispatched to sink it with explosives, and must fight the smugglers on board to achieve their goals. This game changes the typical field orientation, with one team trapped in the center trying to reach objective locations at opposite ends of the field. This game was inspired by "Alien Invasion: Mother Ship" from The Paintballer's Almanac. (A great resource, btw.)

Set Up

Props: Two ship's hatches, two target containers, two "explosive charges," six to eight 10-round paint tubes, an area marked as a "helicopter" about 6 feet on a side, and an air horn. (We use ¾-inch PVC for the hatches, rubber tubs with lids for the targets, 3-inch PVC props for the explosives, and a bright surveyor's rope to mark a bunker as the helicopter.)

This game works best on a field with good bunker-style cover that is about twice as long as it is wide. Place the helicopter in the center of the field, the hatches on opposite narrow ends of the field. The target containers are placed in cover mid-way between each hatch and the helicopter, and may not be moved by any player.

Click to Enlarge

Two teams are divided evenly. Blue team is a group of Navy SEALs, Red team are smugglers on board the freight ship. Blue team begins inside the area marked off as the helicopter. Red team is split in half and begin touching the two "ship's hatches" placed on opposite narrow-ends of the field.

Blue players are allowed their normal compliment of paintballs. To represent the less well-armed crew, Red players begin with only 10 paintballs in their guns. Upon elimination ONLY, a Red player may add another 10-round tube to their hopper. (If the player has paint remaining from prior to his elimination, this is left in the gun.) To simplify reloading, place three or four of the 10-round tubes at each hatch with the Red players' spare paint.

Goals

Blue: Destroy the ship by planting explosives on two critical target locations, then return to the helicopter to detonate.

Red: Prevent the explosives from being planted.

Play

Both teams should be given 5-10 minutes prior to game start to organize and plan. Play begins on a standard horn/whistle.

Blue players that are hit are eliminated from the game. To represent the more numerous smuggler crew, Red players that are hit may return to their starting "hatch," wipe off the hit and return to the game up to 3 times.

Blue must take their two explosive charges and plant them inside the target containers, with lids closed. These represent points in the ship's hull that, when the charges explode, will guarantee the ship sinks. Once both charges are planted, Blue players must return to the helicopter and send the detonation signal by sounding the air horn. All Blue players must be on board the helicopter before the signal is sent.

If a Blue player is eliminated while carrying an explosive charge, he must drop it on the ground where he was eliminated. Only Blue players may pick up dropped explosives.

Scoring

Blue team wins if they deliver both explosives and return all personnel to the helicopter before sending the detonation signal. If there are Blue players outside the helicopter when the horn is sounded, the game is a tie. Red wins on any other result.

Tactics

The SEALs must balance their firepower advantage with their inability to replace losses. Splitting the team and sending one group to each target is a typical plan. Try using uneven teams, with a larger "delivery" team and a smaller "holding" team to keep the Smugglers from occupying the target location. Don't let the smugglers get too firm of a defense on the target containers, or it will be very difficult to deliver the explosives.

Smugglers must use cooperative fires to even-out their lower firepower. Smugglers can also afford to take risks that trade players 1-for-1 with the SEALs, since the Smuggler player can return to the game up to 3 times. If one side eliminates the SEALs opposing them, it's usually a good idea to send most players to assist the other side to go for the elimination. If you eliminate an explosives carrier, make sure you defend the dropped explosives to prevent the SEALs from getting their critical item back!

Variations

Like most games, you can simplify the props if necessary. The hatches or helicopter can be anything from a tree to a specific bunker. Just make sure all players know which one is serving as special location. The more complex the explosive delivery, the harder the game is for the SEALs. An elaborate prop might require some careful steps, but makes the game that much more fun.

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