Post by 2nd Bat on Sept 4, 2016 12:14:03 GMT -5
These are some approaches we have used at local and national events that work well and add to the emmersive experience we seek in our WW2 airsoft hobby.
When hit players refrain from the airsoft traditional waving "hit, hit hit" then walk toward regen response. Instead they are encouraged to provide a theatrical death and limited to three steps and a fall to the ground. The three steps may give them a chance to avoid falling in hazardous, muddy or the field of fire (kill zone between forces etc). They then must lay motionless for a set period (usually three to five minutes). They then pull out of their first aid pouch a wound card indicating the nature of their wound and gameplay response. These cards are issued out at the beginning of the day and are randomly shuffled. Some indicate a minor flesh wound (you were shaken up but are back in play). Some indicate a serious flesh wound (a fellow team member must sprinkle sulfa powder on the wound and apply your dressing to an extremity)
Some indicate a critical wound which requires a medic to apply the sulfa powder a dressing and you must drink a bottled water before reentering play. The whole time of course moaning is encouraged! The final wound is fatal and requires that you be evacuated to a aid station. Evacuation requires a medic or teammate escort you arm in arm back to the aid station. Neither may shoot their weapons during this process and may be shot while moving. In some scenarios two players may be needed. Once back at the aid station there may or may not be a time delay but there often is a requirement that several players must gather before reentering play. sometimes the water requirement is employed at the aid station.
To facilitate these rules props add a lot. The wound cards ,sulfa powder packets, bandages, medic identification (helmets arm bands,smocks etc) and an aid station sign or banner. We also use replica wound tags.
The wounded or fatal evacuees are not considered regenerated but the player going back in is considered a fresh replacement as such "intelligence " gained in the earlier contact should not be shared or acted upon (hard to police or even realistically expected but a honor goal none the less)
If a wound is not addressed by a teammate or medic within a set time the player is considered to have "bled out" and is considered a fatality. Once fatal by card or not having been treated this "fatality" must remain for a set period and then must (escape and evade) to the aid station. They must stealthily work their way back avoiding all contact and are unable to comment or shoot. In this way you don't have zombies walking through the battlefield distracting others. If they run into friendly troops they can approach and "feint" then be addressed according to their wound type.
If you shoot an opponent and can reach them before their teammates they can be at the very least searched (if wounded or fatal) and captured if wounded). We have SOPs on capture and intelligence (see additional thread)
These medic rules have worked for us. What other variants or thoughts have others tried?
When hit players refrain from the airsoft traditional waving "hit, hit hit" then walk toward regen response. Instead they are encouraged to provide a theatrical death and limited to three steps and a fall to the ground. The three steps may give them a chance to avoid falling in hazardous, muddy or the field of fire (kill zone between forces etc). They then must lay motionless for a set period (usually three to five minutes). They then pull out of their first aid pouch a wound card indicating the nature of their wound and gameplay response. These cards are issued out at the beginning of the day and are randomly shuffled. Some indicate a minor flesh wound (you were shaken up but are back in play). Some indicate a serious flesh wound (a fellow team member must sprinkle sulfa powder on the wound and apply your dressing to an extremity)
Some indicate a critical wound which requires a medic to apply the sulfa powder a dressing and you must drink a bottled water before reentering play. The whole time of course moaning is encouraged! The final wound is fatal and requires that you be evacuated to a aid station. Evacuation requires a medic or teammate escort you arm in arm back to the aid station. Neither may shoot their weapons during this process and may be shot while moving. In some scenarios two players may be needed. Once back at the aid station there may or may not be a time delay but there often is a requirement that several players must gather before reentering play. sometimes the water requirement is employed at the aid station.
To facilitate these rules props add a lot. The wound cards ,sulfa powder packets, bandages, medic identification (helmets arm bands,smocks etc) and an aid station sign or banner. We also use replica wound tags.
The wounded or fatal evacuees are not considered regenerated but the player going back in is considered a fresh replacement as such "intelligence " gained in the earlier contact should not be shared or acted upon (hard to police or even realistically expected but a honor goal none the less)
If a wound is not addressed by a teammate or medic within a set time the player is considered to have "bled out" and is considered a fatality. Once fatal by card or not having been treated this "fatality" must remain for a set period and then must (escape and evade) to the aid station. They must stealthily work their way back avoiding all contact and are unable to comment or shoot. In this way you don't have zombies walking through the battlefield distracting others. If they run into friendly troops they can approach and "feint" then be addressed according to their wound type.
If you shoot an opponent and can reach them before their teammates they can be at the very least searched (if wounded or fatal) and captured if wounded). We have SOPs on capture and intelligence (see additional thread)
These medic rules have worked for us. What other variants or thoughts have others tried?