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Light Gear Combos

NOTE: Combo pages attempt to describe useful water blaster combinations which have proven themselves worthy in a water fight. The combinations will not list every possible permutation, but will show the ones which I prefer using in battle. Substitutions can always be made based on personal preference.

USAGE: Light gear combinations are intended for small water skirmishes and/or hit-and-run missions where speed and mobility are the keys to victory. Light gear combos can be used in large battles, but the user will likely be outgunned by larger, but bulkier, weapons out there. Snipers may find the light gear combos of use, though snipering requires range to be taken into consideration.

PRINCIPLE: Light, fast running, high mobility weapon and gear combination. Power is often sacrificed for stealth and speed.

BASE-GEAR: Optimal clothing and stuff to keep handy:

  • running shoes
  • wind-breaker
  • sunglasses (for daylight battles)
  • hat with visor
  • small flashlight (for night battles)
  • string/rope and masking/duct tape (for almost anything)
  • one or two small water-balloons (just in case)
  • small walkie-talkie (if available)
  • small backpack (for stuff and weapons if needed)

WEAPON COMBOS:
Ultralight Combos: 2x XP 20/2 x XP 220/XP 20 + XP 40/XP 220 + XP 240 - for small water fights, pistol sized weaponry offers the greatest mobility though small water output. However, the weapons listed perform extremely well considering their size and this combo is even good when running scouting missions so long as one keeps clear of any hostile with a CPS-class weapon.

Light Combos: XP 110 + XP 20/ XP 110 + XP 40/ XP 310 + XP 220/XP 310 + XP 240- larger weaponry for small skimishes or when doing scouting missions. This combo can get the novice to experienced user some soaking tive even in a heated battle but combo really meant for hit and run tactics.

Light(+) Combos: XP 70/ XP 110/ XP 310/SC 500/SC 600 with XP 20/XP 40/XP 220/XP 240 as back-up - good combination for light skirmishes. Not intimidating if seen but weapons pack a good punch. Easy to run with.

Light(++) Combos: CPS 1000/CPS 1200 with XP 20/XP 40/XP 220/XP 240 as back-up - the larger main weapon allows one to engage even more heavily equipped hostiles yet remain more mobile. However, one needs to remember that in large battles, the amount of firepower one has is rather limited so caution should be taken when engaging hostiles with greater firepower.

Light Gear | Medium Gear | Heavy Gear | Sniper Gear

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