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