SCO - SQUAD / COMMANDER



Base Position Description
When one dude achieves such a level of respect that his paintball buddies will follow his command into fire, then that team has a chance at legendary status.

The Commander must become a master of strategy – the initial plan is his responsibility. But, he must stay flexible enough to tailor the plan to fit the developing tactics of the battlefield. Perhaps, the toughest part of command is hanging back and letting others "take point." Out front is no place for the Commander and his team makes sure he's securely in the rear. However, great Commanders know that their men need to see them put their asses on the line. So, when the moment's ripe, the Commander doesn't hesitate to get down in the shit with his buddies.

In the end, the Commander is smart, well-liked and he communicates clearly and frequently with his men. He is the brain of the team and the team performs like a dark symphony of mayhem when the Commander is on his game.


Basic
Requires at least one paintball day playing Commander position.

Taking command requires serious cojones. The Basic Commander is stepping up and putting his rep on the line as the leader of a team. He has a lot of learning to do. Hopefully, his men will have his back while he figures it out.

Over time, the Basic Commander will develop a sense of the field, as well as a willingness to send his guys into a tough spot that's worth fighting for. Sooner or later, the Commander will learn that there's no substitute for good communication, including a system of radios.

He'll carry light gear and hold himself back from the heaviest fighting. A dead Commander is a Commander who let his team down, so he stays in the fight without letting himself get taken out.

At first, if the Commander can stay alive and keep his team on the same page, he's doing all right. Hang in there and it'll all come together.


Senior
Requires at least six paintball days playing Commander position.

Woodsballers are cast iron individualists and they don't listen for crap. Except, that is, when the Senior Commander is barking orders. This guy's past virgin status, and he's comfortable telling his guys where to go (without all the "pleases" and "thank yous.")

His team's starting to dig all the winning they've been doing, so they follow their fearless leader into just about anything. By now, the team's getting proficient at radio protocol and the bugs are pretty-much worked out of their system. The Commander has a sitrep right at his fingertips, anytime he wants one.

The Senior Commander's grasp of the tactical situation is getting pretty sharp and he's getting a good feel for when to push and when to fall back. He's also settling into his personal gearkit. Perhaps the Commander is playing light, playing Longbow Sniper or even playing Mobile Heavy Gunner. In any case, the Commander is finding his personal game while he maintains clear command.

The team's really starting to come together and the Commander's beginning to wonder just how much better his team can get. Keep it going. Your team's not far from becoming a local legend.


Master
Requires at least fifteen paintball days playing Commander position.

The team's running like a well-oiled machine and it has a lot to do with the quality of leadership. With many scrimmages, events and games under his belt, the Master Commander can feel the game unfolding under his control. With complete mastery of radio communication, the Master Commander knows exactly where his men are and how much damage they've inflicted on the opposition.

His men turn on his commands like a German sports car. They weave up and down the field, making fluid maneuvers that give them pristine shooting angles on the bunched-up enemy.

As often as not, the Master Command can lead his team to victory over teams two, three and four times their size. It's getting pretty damn ugly for the opposition, and there's bound to be some grumbling among the walk-on muppets.

That's OK. Tell them to throw a dozen more into the pot. Who's up for five-on-one odds?


Elite
Requires at least fifteen paintball days playing Commander position and a special commendation from Team Special Ops Paintball.

An Elite Commander has paintball in his veins. He has seen so much action that his instincts are honed to a razor's edge. He can sense where the enemy is weak and he focuses the tip of his attack exactly where he knows they will break.

His tactical sense is so clear that he can't even explain everything he knows by intuition. He's learned that guts don't equal glory, and he plays a methodical and brutally effective game – never risking a man unless the gain is worth it.

In the end, his command is so clear and so undeniable, that SpecOps Paintball had to award him Elite status in recognition of his skills and experience.