by Phantom Fury Airsoft » Wed Feb 04, 2015 3:47 pm
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I wanted to cover a item/action from the player handbook that is not used very much but will be VITAL for this event.
Page 4 Section IV-6: Heal – Rags
I really like Heal-Rags, if used properly it helps to maintain a more consistent level of engagements and stops the respawn surges of new troops every 10 minutes (not very Milsim)
Here is what is posted in the handbook - TWO white heal rags are OPTIONAL for every player during the event for the Day Game portion. These allow you to respawn in the field with an assistance from another teammate (wrap around your arm & tied off). If you happen to find yourself in an unsafe situation, you are allowed to move yourself to the nearest suitable/safest area to be healed. Suitable choices of material would be long tube socks, torn white t-shirt, long fabric, towel, etc.
Let’s cover this in more detail so both sides understand the mechanics.
This is a 5 hour event in the field. Maintaining your squad’s safety and security is JOB #1. With the exception of RECON you should always be in close proximity of your squad. So unless you have already been healed twice, your entire squad has been wiped out, or your squad is out of Heal Rags, you should not have to walk back to respawn.
Scenario: Your squad is engaged and you get hit.
1. You yell HIT … very LOUDLY and multiple times if necessary.
2. You place a death rag on your head and call for “Medic” (Alpha Medic / Bravo Medic)
3. Depending what’s going on, your squad may be engaged and cannot heal you right away. That’s fine, continue to call medic until someone on your squad (hopefully the SL) recognizes you and then you stay in your position with a death rag on and in a Non-Threating posture waiting to be healed. There is no time limit, so use your best judgment, it may be faster to walk back to spawn.
Items to Consider:
1. Just because you are wounded and waiting to be healed does not mean you will not get shot. Stay low and keep you head down. Moving on your OWN should happen as a LAST resort, e.g. unsafe situation (player’s discretion).
2. A fellow player can drag you behind cover (simulated drag, one hand needs to be on the wounded)
3. A medic is not automatically bullet proof. In fact both the medic and wounded will likely take fire. This is where being smart come in. Remember JOB #1, don’t go to heal the wounded in the middle of a fight unless it can be done safety or at least with cover from your squad.
Short Story:
Carry 2 HEAL RAGS, they are an ESSENTIAL part of your gear. Bring them or buy them at the market place, 2 for $2.
Questions? Better to ask now.
I think that covers it … unless Riddick has anything to add.
Improvise, Adapt and Overcome