i have to say im looking forward to completing my tank, code name "Project 
Beast Hunter",more on that when i finish mid summer next year. but i want 
to quote the rules here



   1. 
         1. Armament
            1. *Paintball Cannons *
            Only CO2 or compressed air powered paintball markers may be 
            used as weapons.
            
            1. Paintball markers must be fitted with either a muzzle plug 
               or cap that stops all paintballs from leaving the muzzle. The 
muzzle plug 
               or cap must be in-place whenever the marker is not on the 
battlefield or 
               the designated test range. The muzzle plug or cap must be 
painted a bright 
               color so that it is evident when it is in-place.
               
               2. An easily accessible and readily marked on-off valve must 
               be installed in the CO2 supply system that allows the paintball 
marker to 
               be effectively disabled in the field, regardless of the state of 
the R/C 
               system.
               
               3. Paintball markers may be commercially manufactured or 
               homemade.
               
               4. Gas supply components, including the tank, valve, 
               regulator and hoses, must be commercially manufactured.
               
               5. Paintball markers will be limited to a muzzle velocity of 
               250 fps.
               
               6. The maximum elevation of any paintball marker will be 10 
               degrees.
            
            2. *Asset Armament*
            The following table defines the type of armament allowed for 
            each asset:
            
            *Category**Armament**Tank*Single, semi-automatic paintball 
            marker*Armored Car*Single, semi-automatic paintball marker*Field 
            Artillery*Single, semi-automatic paintball marker*Rocket 
            Launcher*One single-shot, muzzle-loaded paintball marker per 
            tube*Infantry*One single-shot, muzzle-loaded paintball 
marker*Support 
            Vehicles*None
            
            *Exemptions*
            1. Models of vehicles that carried more than one main gun may 
               be equiped with multiple paintball markers, provided that only 
one marker 
               fires per operator firing motion.
               
               3. *Offensive Rating*
            Each asset will be given an *offensive rating* based on the 
            asset type. The offensive rating determines the maximum magazine 
size for 
            the asset, using the following table:
            
            *Category**Offensive Rating**Tank (70+ mm Gun)*40 paintballs*Tank 
            (<70 mm Gun)*30 paintballs*Armored Car*20 paintballs*Field 
            Artillery*10 paintballs*Rocket Tube*1 paintball per tube
            
            *Exemptions*
            1. The offensive rating for vehicles equiped with more than one 
               marker is based only on the size of a single main gun and the 
total 
               capacity of all magazines cannot exceed the offensive rating.
               
               4. *Defensive Rating*
            Each asset will be given a *defensive rating* based on the 
            maximum frontal armor carried by the asset. The defensive rating 
determines 
            the number of hits needed to destroy the asset, using the following 
table:
            
            *Frontal Armor**Defensive Rating**70+ mm*4 direct hits*35-69 mm*3 
            direct hits*1-34 mm*2 direct hits*None*1 direct hit
            
            *Frontal hits* are ignored for all Tanks regardless of their 
            defensive rating. A frontal hit is determined based on the 
following 
            guidelines:
            
            1. On turrets that have a front facet or mantel (whichever is 
               largest) that is at least 50% as wide as the widest part of the 
turret, the 
               front facet or mantel (whichever is largest) is the "front" of 
the turret.
               
               2. On all other turrets, the "front" is the region of the 
               turret lying within a 90 degree arc drawn from the center of 
turret 
               rotation that straddles the gun. In such cases, two boundary 
lines will be 
               painted on the turret to mark the frontal area.
             first there is the rating for defense,i know that the rules 
      are made to make the sport fun,but isn't it unrealistic to think that it 
      takes 4 direct hits from an abrams to kill a pz. 4?
       second is the armorment, paintball markers are fine as far as 
      weapons,but what about the other paint ball flinging weapons used in the 
      combat simulation game? like mines, RPG's and grenade launchers?
       ill let you in on a little secret,for your eyes only ok? project 
      beast hunter's original form( what its modeled after) was mounted with a 
      152.4mm howitzer/gun that was able to fire the 53-G-530 round, a howitzer 
      shell able to penitrate one (1) meter of reinforced concrete,at 
      1500meters(the maximum effective range of a tiger) and also fire the 
      53-BP-540B round that can go through150mm of RHA at 2000 meters.
       so is it fair to make any shot from this a one hit kill? NO! im just 
      saying that i should have an advantage that is ballanced by equal 
      disadvantages.
       as such i am using a paintball grenade launcher( 6 shot revolver 
      drum firing 5 rounds from each shell means i have 10 less paintballs that 
i 
      could have if i used a marker) the advantage : even if one ball misses, 
it 
      is a one shot kill at close range( i know i said no one shot kill but 
wait) 
      disadvantage*s* :
      (1)wide spread means that it is useless to snipe at more that 5 
      meters,which is around where most combat happens. 
      (2) only 6 shots,compared to between 20-40 for most others. 
      (3) here comes another secret,this is vehicle specific but my point 
      still stands : large target due to HUGE inner space needed to fit the 
      launcher,paired with no turret means that once someone gets around me,im 
      dead. 
      (4) loud sound of launcher means shoot and scoot is the only way to 
      survive!
      
      is it possible to either alter the protocal/rule or maybe make an 
      "authentic" league where paint must be authenticish color and rules and 
      regulations are more "pro" like a more complex scoring system and more 
      scale coureses with cardboard 1:6 scale cities and paintball smoke mines 
      for a more real feeling? if not then i might have to take another year or 
      so to make a more conformist vehicle after i finish project beast hunter. 
      just remember,the fun of war is using your weapons unique charectoristics 
      and defendind their weaknesses,not fighting a vehicle with properties so 
      similer to your own that it ends in trench warfare!
      
      sorry for the rant,i just needed to bring it up
      
      
      
<https://lh6.googleusercontent.com/--G-A2jIB1Bk/UnbJdse5BdI/AAAAAAAAAIs/9c7oIa3xx2I/s1600/999645_1673856159336295_1066293168_n.jpg>
      
      

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