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TN Airsoft Forums • View topic - Making reinforcement more realistic Discuss AEGs Sniper Rifles Tactical Gear

Making reinforcement more realistic

Place to share ideas on Scenarios for skirmishes.

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Making reinforcement more realistic

Postby Spook » Tue Oct 23, 2007 6:47 pm

Everyone is familiar with 'respawn' rules. Airsofters have been using them for a long time.

At Old Fort, the 5-knot rule has been used with some degree of success.
At Highpoint, the reinforcements come every 15 minutes, or sooner depending on the number of players involved in the game.

If the 2 rule types were combined, and players are made to 'carry' wounded to the reinforcement point (instead of players walking there willy-nilly through firefights), we'd have a more realistic reinforcement rule. Carrying the wounded consists of having one hand on the wounded and taking him to the LZ. The wounded should untie one knot for every 5 minutes he goes untreated.

Also, we should be enforcing the 4 man or more at a time reinforcement rule. If the 15 minutes passes and there are not enough men for a reinforcement, then you don't get them. The CO should be able to call the 'airbase' every 15 minutes and ask if there any reinforcements and detail them to go where they are most needed. Someone at the LZ would then advise the CO of the situation. The "respawn point" now becomes the LZ, both for outgoing casualties and incoming reinforcements.

Finally, instead of being chosen before the game, LZs should be designated by the CO for each side depending on terrain. That means an LZ could be overrun. Anyone there would have to move to the start point where their team began the game.

Recap:

Designatable LIVE LZs
4 man+ reinforcement every 15 min (or as chosen before the game)
You must have enough men to reinforce or wait until they exist
Carry wounded to the LZ
Receive reinforcements at LZ as well

Opinions? Gripes?




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Postby Katana » Tue Oct 23, 2007 7:03 pm

Spook I absolutely agree with the "carry the dead/wounded to the LZ". I am so tired of seeing movement, calling it out, concentrating on the shot, making the hit and then hearing, "What the ruddy hell! I'm out! Can't you see that I'm dead?!?!"

For instance at the highpoint game, the second scenario, the road that leads from the town was being used massively as the route for the dead to head back to respawn. Well, the enemy team (the team occupying the town) sent a group of 4-5 people who were able to walk on the road and wipe our team out almost entirely because we thought that they were either dead or on our team, and didn't give them a second thought.

I think it just kind of takes away from the MilSim experience when you have people walking through the woods carelessly back to respawn who you're supposed to ignore...
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Postby ramborob17 » Tue Oct 23, 2007 7:32 pm

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Postby firefighter702 » Tue Oct 23, 2007 7:52 pm

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Postby manakari » Tue Oct 23, 2007 8:00 pm

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Postby Spook » Tue Oct 23, 2007 8:34 pm

You guys have it down reasonably well at Old Fort. The only thing we don't do there is designate the LZs.

Sometimes, terrain doesn't allow for an 'LZ', so think aid station/field hospital if there is no flat spot. If it gets overtaken though....back to the start point.

I like the idea of having changable LZ/aid stations. That way, if you move up (or back) you don't have so far to go. It's also possible to have multiple aid station/LZ per team. That doesn't affect the return to start penalty if you get overrun though. You STILL have to go all the way back, regardless of the number of established LZs.
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Postby Rockeye » Wed Oct 24, 2007 1:30 pm

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Postby goga333 » Wed Oct 24, 2007 2:00 pm

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Postby Katana » Wed Oct 24, 2007 2:18 pm

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Postby Spook » Wed Oct 24, 2007 3:23 pm

"Political Correctness is a doctrine fostered by a delusional, illogical liberal minority, and rabidly promoted by an unscrupulous mainstream media, which holds forth the proposition that it is entirely possible to pick up a turd by the clean end."
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Re: Making reinforcement more realistic

Postby TheChimera » Tue Mar 22, 2011 12:49 pm

Like the idea, would we use litters (stretchers) to get them back to the LZ to respawn? Or would it be more of a grab the arms and legs sort of deal?
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Re: Making reinforcement more realistic

Postby Spook » Tue Mar 22, 2011 2:24 pm

Most fields don't have stretchers, so a 2-man shoulder carry, 2 live supporting one wounded. Wounding enemy infantry is most effective, because it takes 4 men out of the fight:

1. The wounded man
2. 2 stretcher bearers
3. The medic

Sometimes, it can take out even more. Listening to a wounded comrade scream in pain can be morale-breaking.
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