Two sites I used for reference.
http://www.fuldagap.com/RulesTanks.shtml
http://genkillpaintball.com/tankrules.shtml
These are some rules I came up to make the game more fun. I tried to take into account safety, playability and realism in that order.
TANKS- Broken into three categories- If you look at any countries’ tanks the larger the tank the more armor and larger main gun. Main guns will be chronoed under 230 fps.
Main Battle tank (MBT) - Large tanks- Over x feet in width and length. (I’m not a tanker so won’t comment here). Will be designed by having a white diagonal stripe on the team color flag/ plates. This will allow players/ refs to id the type of tank.
Light tanks (LT) - smaller tanks i.e. golf cart size-
Single player walking tanks (WT)-
AT Weapons-
AT Guns (ATG) or recoilless rifles (RCL)- nerf launcher mounted on wheels (ATG) or tripod (RCL) with a gun shield. Now for realism RCLs normally do not have gun shields. But since they are normally dug into a prepared position and most fields don’t allow this the gun shield gives protection. Also gives the tanker a target to hit. ATG/ RCls are normally eliminated by either destroying the gun (least common method) or eliminating the crew. The builder will decide on the size of the gun shield. Bigger means more protection from marker fire, but give a larger target for nerfs. Unless noted ATG will refer to both ATGs and RCLs. Chronoed like the tank main gun.
Nerf launchers (LAW)- Any man portable launcher that is a min of 36” long. Will be marked with a red band of tape on the muzzle. Can destroy tanks or bunkers. Limited to 150 fps. This will give a max range of 50-60 yds. And an effective range of 25-30 yds. Well within a tank’s MGs. Since we limit the range of LAWs there is no need to limit the number of LAWs.
Grenade launcher (GL)- any man portable launcher that doesn’t qualify as a LAW. Can only destroy bunkers.
Bunkers- Only designated bunkers (See Fulda Gap rules- Orange diamonds mark the designated bunkers) may be destroyed by nerf fire.
Elimination- For the purpose of these rules I am using the two nerf rule to destroy a tank. First hit disables it and second hit eliminates it. When referring to a tank’s main gun it also includes ATGs.
MBT- LAWs may only eliminate from side or rear hits. Main guns may eliminate from any hit.
LT- Any hit from any AT weapon counts
WT- One hit from any AT weapon eliminates the tank.
Bunkers/ ATGs-One hit from any nerf eliminate it and all occupants/ crew.
Capture of ATG- If the crew is eliminated but the gun isn’t destroyed the gun may be remanned or captured. One member of the gun crew will use a white towel to show they are out of play and is allowed to stay near the gun to maintain control of the gun from loss/ damage. If captured the gun is in play until it is eliminated, re-captured or x minutes. If eliminated or time elapses the capturing unit will assist in moving the gun off the field of play.
Fun rules- Just ideas that could add fun.
88mm Flak AT gun- A large AT Gun placed on the field that can be captured by either side. The gun cannot be moved. Whoever captures it will need to bring an air source and nerfs. One hit from this gun eliminates ANY tank. The gun is captured as above with the exception of a crew member needing to stay with the gun. The nerfs and air source goes with the team.
Heavy Machineguns (HMG)- A marker on a tripod or co-ax gun on a tank. Fires different color paint. Three hits on a bunker/ ATG will eliminate it. A gun shield is optional. The effect only works if the marker is mounted on the tripod. Can eliminate players same as field paint.
Now I didn't go into detail on each rule. Just a general idea. Remember that most fields will discuss rule changes in Dec/ Jan. This gives them time to inform refs etc. So make it known to your fields soon.
Let the flaming start.
