buryako
"strategy"

BURYAKO


As I have said, for the purposes of this series Strategy is used when talking about the team, Tactics are used when talking about the individual player within the team.

I will not tell you how to play, what I will suggest is the way you should play. What's the difference? It's really quite easy. Telling you how to play is to suggest specific actions for specific situations. How to take a bunker, how to play against opponents when you are outnumbered, and the like. The way you should play is defined, at least for the purposes of Shi-Tamajutsu, is the general actions you should take. This is the foundation for all your actions, movements and how you react to the opposition's actions and movements.

There are five elements:

  1. Kasai - Fire,

  2. Tsuchi - Earth,

  3. Mizu - Water,

  4. Kaze - Wind and

  5. Kuuki - Air.

I have called them this so they are easier to remember. You can also use them as a code of sorts.

KASAI - FIRE

When you have superior numbers, you should use the Fire element to overwhelm them. This is a complete and total offensive. Like fire, you rush in and consume everything in your path. This element, however, is only used when it absolutely has to be used. It requires a lot of energy, like Fire does, and if you will allow me a small pun, it will "burn" you out.

TSUCHI - EARTH

This is used when your numbers are more or less equal to the opposition's. However, the Earth element is used only when you do not have the opportunity to advance. This is the defensive element of paintball. Like the earth, you must not be moved. You neither advance nor withdraw. You want to create a situation where you are safe from opponents' fire and yet you can inflict eliminations on them so that you can use the Fire element.

KAZE - WIND

The Wind element is used against superior numbers. This is the basis of guerilla tactics. It is a hit and run approach. You are illusive, unseen and difficult to catch. Like the Wind, your attacks should be like a fierce storm. It should come without warning and dissipate with no trace. It is important to note that Wind element strategies only work when the situation is in your favour. You must utilize surprise and speed. You also absolutely require the room to evade your opposition.

MIZU - WATER

This is the basic offensive when numbers are equal and you have the opportunity to advance. This is the main element of tactics and it is used the most. Due to the fact that this is the main element, it will have to be explained in greater detail that the others.

Water that is still becomes stagnant. Running water retains it's strength. Water that is moving does so constantly. It may pause, momentarily, but only for the shortest of instances and then it moves on.

There is always an easier way. There is a way to flow around things with little effort. Water flows to where it wants to go, on its own terms and conditions. This is how you should play. Basically:

Water Leaves the High Places Dry and Seeks the Hollows. In this I mean that a player should flow around obstacles (even opponents). Go where there is the least resistance.

Water Turns From Strength and Flows Towards Emptiness. It is no use in attacking your opponent head on. The best advantages comes from attacking the flanks or from the rear. Water surrounds, it is deflected by an obstacle and finds the easiest path.

The Flow of Water is Determined by the Shape of the Ground. Your movements are also governed by the terrain. Terrain also includes the time you have available to complete your task.

KUUKI - AIR

This is the element of knowledge. The knowledge of how to read a situation and know which of the other elements to use.


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Purei katai! Purei hayai! Purei seefu!
(Play hard! Play fast! Play safe!)