Sorry, kids. No second Tactics post this week. This is the second one. Blogger ate the first one--a very rare occurrence because the auto-save only saved the first para--and it disappeared into the cyberaether. I know, it's the modern equivalent of the dog ate my homework--but it did!
(That's an excellent question, btw.)
The point is that your game plan helps your team and players maintain their focus. They have roles to fill, jobs to do and things may change around them their goals don't need to. The game plan is a bright spotlight burning away the fog of war as it keeps your squad on track, united behind a single purpose.
So what exactly is a game plan?
The Game Plan identifies the breakout primaries; it can also identify the running lanes and sequences in which those primaries are taken; it gives shooting lanes OTB for every player with a gun up; it chooses the push or attack side and typically commits the Home shooter to the push side. While it is true that most of the action covered in the game plan occurs OTB it also provides for the push or attack. It commits players to that attack so that in combination with the players understanding of how to play paintball and practice on a specific layout they have everything they need to know to stay on track.
Here's a sample game plan: player A takes the snake OTB, player B trails the snake runner slowly enough to put accurate paint back on the opponent's Home shooter. Player C, your Home shooter, shoots a lane denying the opposition a run at the snake while players D & E take up short postions intended to control D-wire movements upfield. Since A is making a risky run B is assigned the role of countering the primary gun laning at the snake runner while C keeps the opponent out of the snake. the push will come up the snake wire with the Home shooter focused on containing the opponent on the snake side of the field until he moves out of the Home to add his gun to the final push. And D & E aren't playing purely a defensive role they are focused on keeping the opponent from challenging the push with matching corss field positions.
Before I get into the two basic breakout concepts I want to take a minute to explain a couple of other terms that will come up during the series; Strongside & Weakside. With an uneven number of players the side or wire that sees the committment of the "extra" or odd players becomes the Strong side. The wire left with two players is the Weak side. It is worth making that distinction OTB as the Strong side is invariably the push side as well. (By push I mean point or path of the primary attack. For example a heavy push up the snake wire.) Tuck those away for future use.