Hi!
 
 Some good insights here.  Yet your first sentence makes the point of this R/C 
Tank Combat:  "the rules are made to make the sport fun".   It is not about 
realism.  It is not about going out to find the baddest tank ever built, make a 
model of it, and showing up at a battle to completely outclass everyone else.  
The sport is about a game that features tanks in combat, not what type of tank 
is in combat.  :)
 
Mike
 

From: ~D <[email protected]>
To: [email protected] 
Sent: Sunday, November 3, 2013 4:09 PM
Subject: [TANKS] id like to ask counsel for a rule alteration/ re-wording

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.      * 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) disadvantages :
(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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