FALL BACK TACTICS
THE PROPER WAY TO RETREAT


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RETREAT ?!?!?

NOT!

Let's try the word WITHDRAWAL. The difference is that a retreat is an every- player-for-themselves scenario. A withdrawal is simply an advance, in the opposite direction. (No, that's not a joke, smarty pants.) When you have to get out, you should still be moving from cover to cover, returning fire and all the stuff you do when you're attacking in the forward direction. Turning and running is for cowards and the unskilled.

You should always try to utilize “Fall Back” tactics. Fall Back Tactics should not be confused with the term "retreat". The fall back tactic is best used on larger fields and fields where there is heavy cover. They are not suited to small open playing areas, small villages, or speedball courts.

Did you ever notice that when the best-laid plans go awry the group falls to pieces? A few players get eliminated and you couldn't pour water out of a rubber boot if the instructions were on the heel? This is where the fall back tactic is best used. This gives you an opportunity to pull back and regroup.

First, you have to grab as much of the field as you can at the first of the game. You'll be falling back and you have to have somewhere to go. Having your back to the rope is no place to start a fall back.

Second, you have to have prearranged fall back rendezvous points or RV's. These can be selected before the game or pointed out as you advance. Label them with a name or number. For example, as you pass a ring of bunkers you point and say, "This is RV point Alpha".

When things start going bad, your designated leader yells, "Fall back to Alpha, now!" The team then moves out as fast as possible (the faster the better) because one of two things will happen. One: The opposition will be momentarily confused and you'll want to take advantage of that. Two: The opposition will pursue, and you want to have enough time to regroup and organize.

There are four fall back tactics.

Durty Dan Sez:

Fall back tactics really come into their own during those big games or scenario games.

FALL BACK AND ADVANCE

When you are reorganized and repositioned, you head straight back at the opposition. Hopefully you'll catch them by surprise and they'll have to fall back.

FALL BACK AND DEFEND

Reorganize into a solid defensive position and wait for the opposition to come to you. This is good for when the opposition is in pursuit of you. With any luck, they'll be running pell-mell after you and run into the business ends of your paintmarkers when they were expecting your butts.

FALL BACK AND FLANK

This is the same as the advance, but you try to go around the opposition in hopes to flank them. This is good when they are chasing you because as you are flanking, they will move past you. Their movement will actually help you flank them.

FALL BACK WITH REAR GUARD

When you fall back, a small group disperses and hides, allowing the opposition to pass them by. Once the opposition has passed, they regroup and come in behind them. If done properly, you will trap the opposition between the main body and the rear guard.

The fall back can also be used to draw the opposition into an ambush, or to take their attention away from a venerable area. This is especially important in big games or scenario games. To draw an opponent into an ambush: the fall back unit would be in the centre of the front line of your troops. They would fall back and the two sides would turn inwards to close in on the opposition as they pursued the fall back element. If you wish to distract the opposition away from a venerable area, the fall back will act as a very attractive target. Once the fall back unit has regrouped, they can further tie up the opposition by engaging them.

Single players can fall back as well. When you are outnumbered, scamper off and hide. When they come looking for you, let them have it and fall back again. After a while they'll either be real cautious or decide that you're not worth the trouble. Any time you can tie up members of the opposing team in fruitless endeavours is not time wasted on your part. By drawing their attention, you distract them from capturing the flag, engaging your team, and preventing your team from capturing their flag.

Running away isn't cowardly, it's crafty.

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