Paintball Media Magazine June 2026 | Page 84

While it wasn’ t a true comeback, the Red forces were reinvigorated at halftime. When the final game section started at 1:00 p. m., both teams were ready to leave it all on the field. AMS charged up the middle of the field, ready to lock in another decisive battle line. HRA stretched East to avoid a spawn trap. AMS handily completed multiple missions. Working behind airstrikes, HRA managed missions of their own, including deciphering coded text and sneaking their commander to a frontline position. Knowing that the day was lost, HRA sunk the rest of the team’ s points into airstrikes to allow the Red players to finish the day battling at the front. AMS’ s final mission, an infiltration of 20 players to a specific building, was stymied by Red’ s Strike Harder record for the most airstrikes, including three in the final two minutes. By game over, air, ammunition, and energy were empty.
The game was a lopsided win for Lowe, Tobin, and AMS. Their plan was well executed, their team was motivated, and their actions were deliberate. AMS incorporated teams well and didn’ t rely solely on the commanders’ teams. This win was systematic and well-deserving of the Balance of Power trophy.
HRA’ s Sunday plan to make a futile situation silly by tanking the score for airstrikes was also a success: HRA got back into the fight, not on a truly serious level, but by letting the players advance and engage on equal footing, it allowed HRA to simply enjoy the fight. In this way, Balance of Power XI reminds us of something important: scenario players show up to have fun. Whether it’ s the fun of being part of a well-planned win or knowing that your commander lost harder to get you to the front, enjoy the battle.

PbM

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