This section provides a very basic introduction on how to fight water wars, including basic tips and concepts fundamental to all water wars. See Intro to Water Warfare for more.
- Time and energy spent on pumping a fully pressurized blaster is time and energy wasted. (And also speeds up internal valve deterioration.) Know your blasters; maximize priming, pumping, and efficiency. Information on blaster operation can be found under the Workshop section. Always pre-pressurize air pressure blasters with separate chambers!
- Control your shots! Get a sense of water volume, how much is in the resevoir and how much pressure can be fired off.
- Going heavy will lower mobility. The most powerful isn’t always best. Different guns may hold more water, may not require as much pumping, etc. so know your choices before picking the coolest looking water gun. Remember, you can always carry more than one blaster.
- There are several ways to wield muiltiple blasters. (by using straps or clips/holsters/pockets or backpacks, or just carrying them) While doing is is by no means necessary, it can be an alternative to reloading when running out of water. A secondary blaster can also save you in emergancies if your primary is out of water, pumps too slowly, or breaks.
- Dual wielding is another way to carry and doubles your waterpower while allowing you to cover 2 points at once. Of course, some blasters are not easy to dual wield, pumping becomes tricky on heavier blasters, and one stronger stream is better than two weaker ones. Dual wielding is advisable only for soakfests (for added waterpower) and games that are restricted to light blasters. (for covering two points at one time) In most games where better soakers are available, dual wielding is not practical.
- Most blasters (except those with pressurized resevoirs) can still shoot while being refilled. They can also appear to be empty, but still hold a pressure chamber of water to shoot out to surprise unsuspecting players. Use this to your advantage.
- Learn some tricks to speed up common tasks. For example, to refill with a water bottle, just uncap it and stack it on top of the reservoir’s cap opening and let it pour. The bottle should fit over the reservoir opening for most blasters.
- Another trick is filling water balloons with your blaster. This will be difficult on some blasters but nonetheless, is possible for most. After filling, you may or may not wish to tie it up, depending on the necessity of doing so and whether or not it would be risky. (if you don’t tie it up and plan to throw it immediately, twist the neck up before doing so or most of the water will be lost in mid-air) On-field water balloon filling can catch people off guard if they expect that you’re out of balloons. An introduction on water balloons can be found here.
- Use equipment when needed! Aside from countless .5L bottles I collect, there are Pringles cans for holding water balloons. Some sidearms also fit in your pocket, or are small enough to easily strap or clip on.
Team and Field
- Make sure important positions are maintained, and don’t let the enemy take over the important areas. To prevent blaster stealing, always hold onto your blasters and take only what you need.
- Stay coordinated and orderly with your team/squad. Use hand signals as needed, and keep everyone coordinated. Cover areas that the rest of your team is not covering while in a formation and do not scather unecessarily. A team that moves as a unit is the toughest thing to stop, more so than any individual with a big water gun.
- Know the battlefield. Our fields are usually pretty simple, but there will almost always be something you can’t expect, areas people can see you when you’re going stealthy, special routes to take, etc. Experience in a battlefield pays off.
- Don’t “sneak” into an enemy base with loud footsteps and a motorized soaker. Use common sense.
- Pay attention at all times. In most cases, focus on the nearest, most immediate threat but never lose your sense of everything around you. Always help cover up places that other teammates are not covering when a squad is moving together!
- Learn to dodge effectively. The ridiculous range on your ub3r-l33t over-9000 cannon won’t save you if you can’t aim nor dodge.
- Use cover, but beware; once you are seen, cover becomes somewhat less valuable depending on the situation. It can also impede one from seeing what others are doing. Short-term use of cover can be effective. Dodging behind a tree is easier than dodging out of the way, but always stay on the move to avoid arc shots and water balloons; don’t over-rely on cover on battlefields especially where it is sparse.
- Speed is of the essence, and can make the difference between soaking and getting soaked. Get a sense of general water gun range, and when to step into an enemy’s soaking range to take a shot. Know the risks and benefits of engaging and taking out individuals of another team, and act accordingly.
- In one hit kill games, especially elimination, the 3 very most important factors are team coordination, speed, and range. Cover won’t always help you (cat and mouse shootouts between bushes can get tricky), and trying to hide from the enemy gives them a chance to hide from you. (while staying out in the wide open since you can’t see everything while in cover) Always be on the move! Carrying extra water (i.e. water bottles) is usually unnecessary in quick elimination games. On the other hand, it is very convenient in long-term respawn type games. Always use tap shots at close range where you are certain to make the hit, and use short sustained shots (up to one second) for long-ranged attacks against fast players. Minimize time spent in range of the enemy to prevent them from striking back. Sometimes a suicide attack is necessary depending on the player’s skill (therefore, assess the benefit of eliminating said player even at the risk of your own life), but should be avoided when possible.
- In soakfest based games, range is not always the most important factor. Sustaining shot time and high output are also considerations to look at. However, always use a blaster’s advantage to your favor. If you have something that’ll shoot for 10 minutes without pumping, get in range, dodge the enemy’s fire, and keep a stream on them as long as you can. If you have something high range that takes 10-20 pumps for 2 seconds of shot time, stay out of enemies’ ranges except when attacking. If the shot connects, they’ll probably be drenched instantly. If you need more waterpower but lack access to higher end blasters, try dual wielding.
- Most of this applies to both objective and non-objective based games. In general soakfests, it is important to keep refill sources and hoses defended and accessible. In CTF, the focus moves onto the flag but refill sources and hoses are still important to defend.
- “If your attack is going too well, you’re walking into an ambush.” -Infantry Journal
- “A suspicious mind is a healthy mind.” -Commander of Blood Ravens 1st Company
- “Friendly fire – isn’t” -Unknown
- “The commander in the field is always right and the rear echelon is wrong, unless proved otherwise.” -Colin Powell
- “If you know the enemy and know yourself you need not fear the results of a hundred battles.” -Sun Tzu
- “A leader leads by example, not by force.”-Sun Tzu
- “Try to look unimportant; they may be low on ammo.” -Infantry Journal
- “A good soldier obeys without question. A good officer commands without doubt.” -Commander of Blood Ravens 1st Company
- “If the enemy is in range, so are you.” -Infantry Journal
- “All warfare is based on deception.” -Sun Tzu
- “Aim towards the Enemy.” -Instruction printed on US Rocket Launcher