So you are at a scenario game with some of your friends, and you’re not really classified as a team yet, but wouldn’t it be cool if you made the leap from regular walk on play with friends to having your very own team? With this article, I hope to give you some pointers and other general information that I wish I had when I helped form the Delta Paintball Team many years ago. So without further a due, let’s get started.

A good majority of new teams start with friends and co-workers with the same wishes of gaining recognition at events, receiving free items from sponsors and all the other cool things that come with it. And while this is something that will come eventually, it is not something to focus primarily on right now. When starting a new team, your primary goals should concern with recruiting a core group of players that will carry the team name on and off the field, setting up some team bylaws that everyone can agree on, and organizing the team in total. Trust me when I say a good team organization from the beginning will save you a lot of headache down the road.

What is the “core” group of players, and why is it crucial to have them?

A core group of players is exactly what it sounds like. The core of the team is usually the group of people who play the most together on the field, and hang out off the field. They know each other so well, that after a period of time, they don’t even need radios to communicate with each other; they just “know” what the other is going to do, this is something that doesn’t come easy as trust is a major factor with that type of play.

Hanging out together off the field is as crucial as playing together on the field. When the guys are hanging out off the field, there is no pressure that comes with paintball, you are just having fun and building trust between the team, which will speak volumes with your team work. If team mates trust each other, they play better together. When one say’s they are watching your back or covering your angle, you tend to believe them over someone who you have never played with before, and it is one less area you feel the need to cover, and allows you to focus on what is in front of you.

Some other ways of building the chemistry a team needs to survive, could be having nights where you all got together to watch a movie, go out to get something to eat or anything similar, build off of other interests that you may share with your team mates and you will see it paying off down the road. This is where the big “national teams” falter, as meeting people and talking to them on the internet can only get you so far, but having personal contact with individuals allows you to judge their character and allows you to get to know them that much easier.

What should be included in the bylaws for a new scenario team?

When a team first starts off, you usually have the person who acts as the team captain, and collects funds for and plans events that your team attends. It is good to get in writing what the title of team captain will require, along with team’s co-captain and treasurer. This will cut down on confusion later on when something comes up regarding the team staff. Other points that should be included in a team’s bylaws should be the team’s structure (such as how many squads or snipers you will allow), the chain of command that will be followed (US Army, Marines, your own custom ranks), team uniform requirements, such as the location of team patches or what have you.

Other things to consider when making the teams bylaws should be how you will allow new members to join, need it be a trial period, or by having a initiation or whatever you decide on. Be sure to also include what will get you removed from the team, this will save a lot of trouble if one member is constantly acting up at events. Another thing to consider is how you divvy out the ranks, or how someone ranks up within your team. Be sure it makes sense that the more active people that have skill have the higher ranks, with the newer and less experienced individuals having the lower ranks.

Obviously, with any new team, the world is in front of you for what you and your team can accomplish if you stay on tract and stick to your morals, but sometimes the darkness of cheating to capture the base, or get the win in general may rear its head with the grandeur of allowing you to become the hero of your team. That’s where the bylaws can come into play, if you make it clear to new and old members alike that this is can get you removed from the team, they just might think twice about it and could be used as an insurance policy to keep that type of player from joining.

So we have team bylaws, what type of organization is now required?

The hardest part to organizing a new team is electing the team captain, co-captain and treasurer. But after this is done, you can start to affectively schedule practices, events you will attend that season and so forth. The team captain’s role off the field is to plan what is to be accomplished at each practice, register the team with the field/promoter for any game the team attends and to oversee everything with the team in general.

The co-captain of the team should focus on assisting the team’s captain on and off the field; this may come in the form of helping run practices, recruiting new players to join and other miscellaneous things that may come up. The treasures sole job should be collecting team dues, money needed for scenario games and so forth. On the field, the treasurer should act as a regular rifleman or whatever rate/style of play they choose.

Another thing that new teams should decide early on is what type of role that they wish to have when playing scenarios. Does your team want to focus primarily on running missions, doing base security, role playing, etc…? There are many little aspects of scenario paintball that your team can focus on, but this doesn’t mean that you only have to focus on one. For example, Team Ragnarok is known for their excellent base security, but also is skilled in espionage missions. The Delta Paintball Team tends to focus on running missions, but can also fill the roles of base security or be run-and-gunners to just name a few.

Teams come and go everyday, but what makes a scenario team stand out from the pack is the sense of brotherhood one can see and feel when dealing with a team directly. What separates scenario paintball from speedball is that there is no pressure when it comes down to it, and its just a game when its all said and done, there is no money on the line, so the atmosphere is more relaxed, well most of the time… And with that you tend to get a lot of characters at scenario games, from clowns to people who wear kilts, you name it, its been done. And that is what makes scenario paintball fun, if you be yourselves and don’t get lost in the hype, your team will succeed, but if you feel the need to be what everyone imagines and thinks scenario ball should be, you will get lost in the crowd.

I hope this article helps you out when you decide to form your own team. Success won’t be seen over night, so don’t feel disappointed if it takes a few games, or even a season or two for people to start to remember you and your team. Keep your eyes on the goals you set forth and they will be accomplished, and soon enough you will start seeing yourselves in magazines, on DVD’s or even generaling scenario games.

Josh Foote
Delta Paintball Team