How to Choose a Position in a Nerf War
How to Choose a Position in a Nerf War
Nerf wars require tactics, blasters, and good positioning to win. Being in a position you aren't good at is one of the worst things that could happen to you in a Nerf war. Here's how to choose a position that suits you.
Steps

Determining Your Play Style

Find out what your play style is. Are you a machine gun-toting heavy? Or a silent but deadly assassin? Play some less competitive games and find out which one you do best at. (Not a college hazard game or an official game.) You can also ask someone about what they think.

Choose your role. Once you've played for a time, decide your basic role in the team. Pick one of these roles: Soldier: Main force of an attack/defence, might use a Dart Zone Spectrum, Nerf Stryfe, Alpha Trooper, Scout: Uses a Mediator, Villainator, or Alpha Trooper. runs around bothering the enemies. Marksman: Stays at range in combat, uses Max Stryker, modified longstrike, or modified Longshot. Support: Gives cover fire, uses a Worker Pheonix, modified Nerf Rapidstrike, or full-auto Stryfe or Spectrum.

Choose a specialized role. Some roles don't have well-defined "trees," and are often combined with other classes. However, this doesn't mean they should be ignored. Some more specialized classes are: Medic. Medics support their teammates by healing them. Medics tend to use smaller weaponry so they can have a blaster out while they heal a teammate. Only choose this class if your games have rules on reviving. Engineer. Engineers unjam blasters and help make traps to assist in defending territory. However, they also use close-range blasters like the Rough Cut 2x4 to help deal with ambushes. Engineers can also have experience with modding (skills like special awareness, soldering, and modding knowledge are important) if you're doing a longer mission where disassembly of a blaster to change a catch mechanism, replace a LiPo battery, or put in new motors. Explosives Expert. Explosive Experts handle crowd control. They mostly rely on grenades, but also use weapons with missile launchers like the Demolisher 2-in-1 or the Tri-Strike. Only pick this class if your game has rules for grenades. Shielder. Shielders use plastic sleds or shields to help protect their teammates from darts, and as such, often only have a pistol like the Firestrike or Hammershot. Most games have rules on shields and shield users, so check out those rules before you use this class. Multi-Class. Multi-class players act within two or more roles, such as an assault-heavy. They tend to use more versatile weapons and act as a generalist. Tank: Must need extreme armor, might use the Nerf titan or a modified Vulcan, as their rate of fire is ideal Spy: A spy can infiltrate the enemy base. They might use pistols or melee weapons (ONLY USE FOAM MELEE WEAPONS THAT FOLLOW YOUR GAMES RULES).

Mess around. If you want to lay down the more effective weapons for something more fun, you can choose to do so. These options drop most of the effectiveness for the sheer humor of doing something stupid. Knight: Drop the blaster for a sword and shield so you can run around and hit people with what is essentially a pool noodle. Jolt Master: Use all of the Jolts you can purchase. Reload New York style (drawing a new blaster rather than conventionally reloading). You can also buy X-Shot Micros if you want a bit more power.

Choosing Weaponry to Fit Your Role

Choose a primary blaster that suits your role. Make sure that you are comfortable using it and can shoot accurately with it. For example, a heavy might use a modified Rapidstrike or Hyperfire, while a Shock Trooper might use the Dart Zone Pro Mk.III.

Equip yourself with a secondary blaster. After you've chosen a primary, select a secondary blaster. It's not essential that this follows your role, as the secondary you shoot best with is probably better if you're caught reloading. If you want to add a little bit of extra firepower, choose a special weapon for your position. A heavy might want a missile launcher like the Demolisher or Tri-Strike rocket launcher. Have a Jolt-esque with you at all times, no matter what position you play. These blasters are useful for when you need to reload or if you have a jam, but the low capacities mean that they are pretty much limited to emergencies.

Stick to your position. If you're a sniper, then don't charge out like a madman, and don't camp if you're an assault trooper.

Start a Nerf war. Get to play now you know your position!

What's your reaction?

Comments

https://chuka-chuka.com/assets/images/user-avatar-s.jpg

0 comment

Write the first comment for this!