Glossary A
Articles containing information regarding Glossary A
- Advance Signal
An advance signal is a verbal or visual cue used to tell teammates that it is time to push forward, coordinating movement so players advance together safely.
- Aggression Timing
Aggression timing is the skill of choosing the exact moment to push, challenge, or attack, based on opponent distraction, weak angles, or openings in the field.
- Aim Point
An aim point is the exact spot a player targets when firing, chosen to hit an exposed opponent, lane a gap, or control a key area of the field.
- Air Transfer Chamber
The air transfer chamber is the internal space in a paintball marker that holds regulated air right before it is released to fire a paintball.
- Ambush Position
An ambush position is a spot on the field where a player stays hidden and waits for an opponent to move into their line of fire, allowing for quick, high-percentage eliminations.
- Anchor Position
The anchor position is a stable, defensive role where a player holds a strong bunker and prevents opponents from advancing or gaining control of key areas.
- Angle Control
Angle control describes how a player uses position, height, and bunker edges to manage lines of sight and shot paths so that some parts of the field are visible and others are blocked.
- Anodizing in Paintball
Anodizing is the process used to color and protect aluminum paintball marker parts, providing durability, corrosion resistance, and customized designs.
- Anti-Chop System
An anti-chop system is a feature in many paintball markers that prevents paintballs from being cut or broken by the bolt when they are not fully seated in the breech.
- Apex Shot (Apex Barrel)
An apex shot is a paintball fired with intentional spin generated by a specialized barrel tip, allowing the ball to curve left, right, upward, or downward to reach hard-to-hit targets.
- Approach Path
An approach path is the specific route a player chooses when moving toward a bunker or objective, designed to minimize exposure and maximize safety during movement.
- Arcing Shot
An arcing shot is a paintball fired at an upward angle so it travels in a curved path, allowing players to hit opponents behind cover or at longer distances.
- Arrival Zone
The arrival zone is the exact area a player reaches at the end of a move, such as the final steps into a bunker, where they are most vulnerable to incoming fire.
- Attack Lane (Pressure Lane)
An attack lane is a shooting lane used to support a forward push, helping open space for players to advance by pressuring or eliminating opponents blocking the route.
- Avoidance Move
An avoidance move is a quick action a player takes to dodge or avoid incoming paint, such as leaning back, dropping low, sliding, or shifting to the opposite side of a bunker.
- Marker Air Flow Path
The air flow path is the route compressed air takes through a paintball marker, moving from the tank through the regulators and internal chambers before firing the paintball.
- Paintball Air System Overview
A paintball air system is the complete setup that stores, regulates, and delivers gas from the tank to the marker so paintballs can be fired safely and consistently.
- Paintball and Airsoft Comparison
Paintball and airsoft are separate shooting sports that both use protective gear and projectile markers, but they differ in ammunition, marking, typical equipment, and how hits are confirmed.
- Paintball Marker Air Efficiency
Air efficiency in paintball describes how many usable shots a marker can fire from a single tank fill at a given velocity and playing temperature.
- Paintball Safety Check
A safety check is a routine inspection performed before, during, or after games to ensure a marker, mask, air system, and player behavior meet all safety requirements.
- Paintball Shot Accuracy
In paintball, accuracy describes how close paintballs land to the point a player is aiming at, and how reliably those shots can be repeated over distance.
- Team Arm Band
An arm band is a colored band worn on a player’s arm to show which team they belong to, making identification quick and clear during games.
Video Reference
Articles that reference this category
These articles elsewhere in PaintballWiki include topics from the Glossary A category in their related references.
- Back Player
- Ball-Detection Eyes
- Blind Spot
- Body Position
- Break-Range Limit
- Breakout (Beginning Of Point)
- Breakout Shooting Lane (Breakout Lane/Breakout Shot)
- Breech Seal
- Bunker Run
- Bunkering (Rundown)
- Chopping Paint
- Chronograph Station
- Clear and Safe
- Closing Distance
- Clutch Move
- Combat Slide
- Compressed Air
- Control Bunker
- Corner Bunker
- Crawl Route
- Cross Move
- Crouch Walk
- Curved Shot Path
- Cutting the Field
- Danger Path
- Dead Man Walk
- Dead Player Rule
- Defensive Anchor
- Diagonal Shooting Lane
- Direct Line Angle
- Drawing Fire
- Drift Shot
- Drop Shot
- Dwell Time
- Edge Clip Shot
- Elevation Change
- Elimination Count
- Engagement Line
- Engagement Threshold
- Engagement Window
- Equipment Rental Station
- Escape Move
- Field Boundary
- Field Depth Control
- Field Heat Map
- Field Layout
- Field Paint Only
- Fill Station
- Flanking
- Forward Pressure
- Front Player
- Gap Control
- Goggle System
- Gun Call (“On Me” Call)
- Gun Dominance
- Gun Down Position
- Gunfighting
- Hard Stop
- High Line
- High Wrap
- High-Angle Shot
- Hold Fire
- Hold Point
- Hot Gun
- Indicator Call (Physical/Verbal Communication)
- Jog-and-Shoot
- Jolt Shot
- Jump Out
- Keep Low
- Key Bunker
- Lane Shooting / Zone Shooting / Containment Lanes
- Leapfrogging
- Lob Shot
- Long Ball
- Marker Sound Signature
- Mask Fogging
- Mask Press
- Move Window
- No-Man’s Land
- No-Talking Rule
- Non-Engagement Move (Stealth Move)
- Obstacle Line
- Open Lane Space
- Overexposure
- Overshooting Rule
- Paint Drop-Off
- Point of Contact
- Pressure Move
- Profile Management
- Running and Gunning
- Shadow Movement
- Sliding Contact
- Strong-Hand Side
- Structural Lane
- Stutter-Step Move
- Sustained Pressure
- Terrain Cover
- Timing Control
- Top Peek
- Trap Angle
- U-Turn Move
- Upper tape control
- Vantage Point
- Vision System
- Walked Field (Studied Field)
- Weak-Side Shooting
- Wedge Position
- Window Shot (Tight Angle)
- Wrap Technique ('Wrapping' a Bunker)
- Yaw Drift (Paint Drift)
- Yield Call
- You’re Out Call
- Zeroing
- Zig-Zag Route
