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From: JOHN PITTELLI <jplily-at-yahoo.com>
Subject: Re: New Member - Michigan
Date: Tue, 5 Oct 2004 10:28:03 -0700 (PDT)
Reply-To: tanks-at-rctankcombat.com



What tank are you building and what are the dimensions
of the turret? I have the smallest turret and I could
send some detailed photos of my set up. Let me know.
John" Long Range Gunnery" Pittelli



--- Jim Neifert <jneifert-at-shaw.ca> wrote:

> Amen, simple rules allow for more fun.
> 
> Jim
> Now if someone could explain to me how to stuff that
> paintball gun and co2 
> tank into this turrent, along with paint balls,
> servo's I would be happy, 
> and I even made the turrent a little oversized.
> 
> ----- Original Message ----- 
> From: "Frank Pittelli" <frank-at-rctankcombat.com>
> To: <tanks-at-rctankcombat.com>
> Sent: Tuesday, October 05, 2004 7:11 AM
> Subject: Re: New Member - Michigan
> 
> 
> > Steve Edwards wrote:
> >>
> >> I wondered about this after watching  a 1/16
> battle (the little guys that 
> >> shoot IR beams). There was a lot of "unrealistic"
> tactical maneuvering 
> >> going on; struck me as "gaming," and reminded me
> of the differences 
> >> between laser-tag and paintball.  I haven't seen
> the "big boys" go at it 
> >> yet though, so I couldn't say if those tactics
> translate.
> >
> > The first time you see a battle, I think you'll
> agree that there is 
> > nothing "unrealistic" about our battles.  The
> tanks move across the field 
> > just like their full-scale bretheren, with turrets
> facing towards the 
> > enemy at all times to protect yourself.  We fire
> on the run, angle guns to 
> > gain more distance, dig in behind barriers
> whenever possible, retreat 
> > facing the enemy when necessary and crash through
> trees and underbrush to 
> > surprise the enemy.
> >
> > More importantly, when a paintball hits a tank,
> you not only see the hit, 
> > but you hear it and feel it.  The shooter and
> shootee both get a shot of 
> > adrenaline and all your senses work overtime to
> figure out how to 
> > make/avoid the next hit.  (You get even more of a
> burst of adrenaline when 
> > the paintball goes whizzing past your ear ;-)
> >
> > The 1/16 scale LED game is interesting (especially
> on a nice field like 
> > the one in Danville), but it can't compare to the
> action and physical 
> > demands of a 1/6 scale paintball battle.
> >
> >>
> >> IMO it makes some amount of sense to have a
> limited speed scale (heavy / 
> >> medium / light) but only if the scoring of
> frontal hits were adjusted as 
> >> well -- ie a Sherman sould be faster than a
> Tiger, but the Tiger's 88mm 
> >> should likewise be able to score a frontal hit at
> double the range of the 
> >> Sherman's 76mm. Tallying of hits could be made
> easier by using different 
> >> color paintballs for heavy / medium / light guns.
> >>
> >
> > It's interesting to note that you only included
> WW-II tanks in your 
> > example.  Try formulating such an approach for 100
> years of vehicles 
> > ranging from pre-WW-I to Desert Storm.  Clearly,
> any rule based on scale 
> > specs would result in nothing but M1A1s on the
> field, since it is faster, 
> > stronger and more powerful than any other tank
> ever built.  Most scale 
> > clubs limit themselves to a relatively short time
> period in history to 
> > reduce such problems, and we'd rather have lots of
> different vehicles on 
> > the battlefield so that everyone can build their
> favorite.
> >
> > Also, scoring hits only at certain ranges
> according to scale gun specs 
> > simply won't work on a competitive battlefield. 
> It's difficult enough to 
> > get a group of grown men to agree that a paintball
> actually hit a vehicle 
> > in some circumstances (it bounced, it splattered
> on the ground, that was 
> > already there, etc.)  We follow the lead of the
> human paintball game ... 
> > it there's paint, you're hit ... doesn't matter
> how it got there or from 
> > whom.
> >
> > Simple rules make fun games.
> >
> > Frank P.
> >
> > 
> 
> 
> 



                
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