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
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