What is Scenario Paintball?

The phrase "Scenario Paintball" is a widely used term to describe various types of paintball events. Scenario Paintball is much different than "woodsball" though the terms are used interchangeably at times. Woods Ball is most often a series of games played in a wooded or brushy area with little or no man made structures to hide behind. The most often played games are variations of capture the flag, attack/defend, and one the most popular, "Protect the President".

On the other hand, scenario games are events with themes and a set schedule that last till the event is completed. The 12-hour scenario or "Big Game" is a one day event that will more than likely draw from local paintball players. The 12 hour games normally do not involve night play and with the shorter winter days can be shortened to an 8 hour event.

24 or 26-hour games are large events that pull Regional and National teams making for the larger games. In this format the games usually start late morning around 10 a.m. and run till 5 or 6 p.m. then stop for 1 hour for a food break. After the food break, night rules are enforced. The two major rule changes for night play are markers (guns) velocity or feet per second (FPS) are reduced from 280 FPS to 230 to 250 depending on the event. The second major rule change for nighttime play is that a paintball does not need to break on a player for that player to be eliminated. Any hit on any player is elimination. For an idea of night play read this article from Pbscenario.net ARTICLE.Night play usually ends around 2 a.m. or when the coordinator decides there are not enough people on the field to continue.

The play resumes at 8 a.m. or about 6 hours later. The winning side of the event is often determined early Sunday morning at game on. The side that can muster enough people on the field to run missions/complete missions, defend their base and attack their opponents base, can rack up a huge amount of points.  At times unopposed! Many general kills have come first thing in the morning when an opponent could not get enough people on the field to guard their base.

Over the years a standard set of rules have been developed which most game promoters use. I strongly suggest that you take the time to read the rules of your scenario event prior to playing. Click here to review the most standard set of rules in use today. RULES

There are three other major differences you will find in a scenario event vs. a normal paintball day. You will notice the many of the weapons taking on a military look, many more players in camouflage and individuals in set roles such as Medic. In addition, you will see many more specialized pieces of equipment carried by individuals or used in the game. Below is a short list of some of the specialized equipment, individual roles you will find in a scenario game.

 

Sample Scenario Equip.

Paint Grenades

Law Rockets

Motion Activated Lights

Smoke Bombs (promoter activated)

Mission Cards

 
 
Common Roles

General

Medic

 

Satchel Charges

2-way Radios

Land Mines

Pyrotechnics (promoter activated)

Command Bases

Hospitals

 
 

XO (asst. Commander)

Team Captain

Base Ref

Motorized Tanks

Throat microphones

Handheld GPS devices

Night Vision

Listening Devices

 

 

 
Engineer

Head of Security

 

Both events have themes which can be a serious milsim type event, a fun role playing (RPG) event or fantasy games based on popular movies, books or TV shows. One of my favorites was a series of events was based on Star Wars. It involved a combination of fun role-playing (anyone remember Jar Jar Binks:-0)) and serious milsim missions. In events with role playing special powers or abilities are given to the individuals playing the roles that are in keeping with the event.

In most events there are two sides though some events have had as many as four. Each side is made up of individual teams that have chosen (or been chosen) to play for one side or another. Most event coordinators will try to keep each side balanced with good teams and independent players to ensure a good game. Some of the better known national teams are Mayberry Marauders and Blues Crew. These are traveling teams that attend many of the national events. Most teams have specialties such as military / commando attack, open field / speedball play, night play, snipers, or base guards.

Each side is given missions to complete that have point values. Missions can be as simple as guarding a point on the game map (bridge, bunker, building, etc), a sniper mission, a recon mission (taking a picture of an objective), or blowing up an strategic objective. In many games points are given for General/Commander kills. If the general kill rule is in play, the action will stay hot around the Generals command bunker as teams seek to cash in on the bonus points. Even if there are no points given, most scenario players pride themselves on the number of general kills they get in a game.

At the end of mission play, a break is taken so that each side can reload and air up for the final battle. For the final battle each side does their best to muster up all of their players on the field. The final battle is usually held in a large open area small enough that the teams can see each other but large enough that they will have rush towards each other to be in range to shoot at the other side. Like old style medieval battles, each side charges towards the other in an attempt to take and hold an objective in the center. The winning side will be the one that advances furthest into their opponents territory. For an hour there will be more paint shot and paint grenades thrown than has been shot or thrown in the whole game. It is a wild climax.

When the final battle is completed, the event coordinator will total the points each side received for missions completed general kills, and the final battle. The winning side is announced at the closing ceremony along with the most valuable player, most valuable team and various other individual achievements.