| The FrontmanThe most aggressive spot on the field is | | | | bunker he's on. He also has to be accurate with his |
| the Frontman, also known as the 'Pointman.' He is in | | | | shots in order to be most effective when eliminating |
| the front and sees the most action, makes all the | | | | the opposition and protecting his teammates. |
| dangerous moves, like bunkering and attacking the | | | | The FloaterFloaters often begin playing the middle of |
| enemy flag; his is a very high profile position. From | | | | the field, and move up or down the field as needed to |
| the start of the game, the Frontman moves as far as | | | | assist other positions. Also called a 'roamer', he |
| possible off the break—he spends most of the | | | | begins with no set position on the field. Because he is |
| game in the enemy's end of the field! | | | | a type of mid player, he becomes an immediate |
| The Frontman's primary job is to move up the field and | | | | backup in case a key player gets hit, giving the team |
| position himself to accomplish the team objective, | | | | flexibility. Floaters can play offensive or defensive |
| darting from bunker to bunker. He must be a fast | | | | positions, depending on the need. They can move |
| runner and able to respond to any fire, as he is closer | | | | up the left or right flank to protect the Frontman during |
| to the enemy than any of the other players. In ideal | | | | a charge into enemy territory, protect the flag if the |
| situations, the Frontman is supported by a position | | | | enemy breaks through the team's defenses or even |
| called 'the Lockman,' (or Floater) who covers him with | | | | defend the Frontman if he's captured the enemy |
| fire and takes over his position in case he gets hit. | | | | flag. |
| Because of his position on the field and the dangerous | | | | The floater must be able to assume any position on |
| proximity to the enemy, the Frontman is unfortunately, | | | | the field so he must be a highly skilled player or at |
| usually one of the first players to get hit; however, he | | | | least have some experience playing other positions. |
| should be backed up by several of his teammates... | | | | It's highly recommended that this player have a clear |
| the Lockman, Sniper and even the Backman. A | | | | view of the entire field so he can quickly recognize |
| natural team leader, the Frontman should also be an | | | | when one of his teammates are in trouble. The |
| experienced player, someone who can make last | | | | floater must be fast and in great shape; he may be |
| second decisions about changes of his position or the | | | | needed at different ends of the field in a moment's |
| enemies', and predict the moves of the opposition | | | | notice. Basically, the floater roams the paintball field |
| before they happen. The best Frontmen are thrill | | | | plugging up holes; he may even need to move into a |
| seekers and they take the most chances. They | | | | sniper position if one of his teammates goes down. |
| aren't afraid of getting hit—they will be where the | | | | If the Frontman finds himself all alone when he |
| most paintballs are flying around. The Frontman will | | | | decides to take the opposing flag, the Floater must |
| cover a lot of ground on the field and do the most | | | | move swiftly up the field to assist his comrade. |
| running, so he should be well conditioned for this. | | | | As the Floater must be ready to take on other field |
| The Frontman's paintball marker should be ultra light, | | | | positions, his paintball marker should be versatile |
| small and easy to wield, taking into consideration how | | | | enough to handle short and long range shooting, but be |
| much diving, rolling and sprinting this player will do. | | | | small and light enough to move quickly with. Any |
| Despite his frequent close encounters with the | | | | Tippmann marker equipped with a Flatline barrel is a |
| opposition, the Frontman generally fires the least | | | | great choice. This barrel is extremely accurate and |
| amount of paint and therefore uses the least amount | | | | can shoot very long distances, however is still fairly |
| of air; so he can also use a small size air tank. | | | | short (14 inches!), keeping your marker small and easy |
| Another name for the Frontman position is the 'Tape | | | | to wield. |
| Runner'. In Capture The Flag type games, the Tape | | | | The SniperThe Backman often takes the sniper's job, |
| Runner/Frontman is the player who will actually | | | | but sometimes there is a designated sniper position. |
| 'capture' the flag. This player is often called on to | | | | His job is to pick off key players from the opposing |
| bunker someone, or even to sacrifice himself for the | | | | team and provide cover fire for teammates in front of |
| good of the team. As the tape runner, he should get | | | | him. The sniper will stay in the back field as long as |
| as far up the field as possible as quickly as | | | | he has the best vantage point to make the most |
| possible, secure a bunker and find a key vantage | | | | accurate shots. Having the best view of the field is a |
| point to shoot down the opposition. This will give the | | | | key element in the sniper's game plan, so the sniper |
| mid players an established spot to take over so the | | | | position should move accordingly to keep finding more |
| Frontman can move in—closer to the opposing | | | | advantageous spots to shoot |
| team's Backman and flag! | | | | from—remember—your targets are always on the |
| The BackmanThe Backman defends the team flag | | | | move, too! |
| from capture by the opposition, as well as protects | | | | The best gear for a sniper is obviously some type of |
| other players by playing, as the name implies, in the | | | | sniper paintball gun - something with a longer than |
| backfield, where he remains the entire game. Players | | | | average barrel (16-18"+) and maybe even some type |
| such as the Frontman and the Insert/Floater are | | | | of optics/scope to better hone in on specific targets. |
| further up the field. The Backman also spreads | | | | How powerful your scope is should be based on the |
| plenty of paint, which keeps the opposition from | | | | size of field you're playing on. Scenario games |
| moving and shooting. The Backman also | | | | may have much larger fields and more powerful optics |
| communicates with the front players to update them | | | | may help to make longer shots or to seek out the |
| on the movements and position of the enemy and with | | | | opposition from farther away. Speedball fields are |
| the other players (mid-players or Floaters) to tell them | | | | much shorter and a less powerful sight (like a Red |
| when to take over for the Frontman if he is eliminated. | | | | Dot) would work fine if you even need anything at all. |
| The Backman's primary responsibility is protecting his | | | | Precision shots are what the sniper is all about, but |
| attacking teammates, who are further up the field. | | | | remember their other job is to provide cover fire for |
| He is responsible for most of the cover fire for his | | | | the mid and front players - so they should carry |
| teammates. In his position, he fires rapidly and often | | | | enough paintballs to be able to do this. The sniper |
| so this must be considered when choosing a paintball | | | | doesn't move quite as much as the other players, so |
| marker. The marker and gun barrel he uses should | | | | carrying more ammo is not as much of a problem. |
| be designed to shoot fast and accurately, and as the | | | | Decide on which position you like to play based on |
| most frequent shooter, the Backman must be able to | | | | how much you like to move and shoot during a |
| carry a lot of paintball ammo. Some Backmen even | | | | game. If you're an 'up front, in your face, get the job |
| do well with sniper paintball guns; the lengthier barrels | | | | done' type of person, perhaps the Frontman is the |
| on these guns help with shooting distance and the | | | | position for you. Remember, though these players |
| scopes on these guns help with accuracy and | | | | shoot the least, get shot at the most and do the most |
| targeting. | | | | running/moving during the game..... they're also the |
| Because the Backman is constantly shooting, a | | | | player who sees the most action and excitement. If |
| harness or backpack that can carry many rounds of | | | | you're a more calculating person, don't like to move |
| paintballs should be used. He should also carry a | | | | as much or if you prefer the thrill of picking your |
| large air supply so he doesn't run out of firepower. | | | | target for precision shooting, the Sniper is the job for |
| When a team is being put together, a Backman should | | | | you. If you love all the positions, stay in the middle of |
| be chosen that is experienced with shooting and game | | | | the field and be ready to take over whoever gets |
| strategy. A Backman may need to shoot with his | | | | shot as the Floater. |
| left or right hand, depending on which side of the | | | | |