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Medic rules ... aka The "Two Lives" REGEN Rules


uscmCorps

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There is in some places, but i suppose that is due to one the hobby not being hugely popular in the UK and the population of certain areas along with getting access to an area to make a site on, means sometimes you have to simplify it to appeal to as many people as you can which means basic rules or site owners that just let you loose and see what happens.

 

'FireKnife'

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And then there are the differing attitudes of players, many times have people said they will play with x rules in theory but never book.

 

As Ive said before I like those type of things.

 

Recently the site I am involved in we've been experimenting with the following Idea;

 

On the first hit anyone can place a Marker on anyone, a second hit they must stay immobile on the ground (obviously) and only a designated Medic (or embedded staff) can place the second "dressing" any more than 2 and you need to be evac'd to the RAP / Field Hospital (Regen) where only directing staff can remove both bands prior to a wait before leaving.

 

Now a unit missing a medic should, ideally have to pull out of the line for, say an hour, to represent the unit being rotated back to Battalion or HQ for reinforcement, replacement and resupply.

 

This was to promote the simulation of a combat situation rather than a simple scenario.

 

Another option tried has been the unit / side has to take a key point (or a secondary objective) to regain the specialist, and the ability to regen on a medic, similar to the "squad leader" spawn from Battlefield 2, however most players when attempted were of the run and gun style of play and used the idea as a means of cheating.

 

 

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  • 5 months later...

It honestly depends on the site. First&Only sites seem to be pretty good, with a no-nonsense attitude and a ruleset that matches.

This. There are different rules at different F&O sites, and they all match perfectly. What works for the mall wouldn't work for the Asylum, and vice versa. Although, down in Cornwall we didn't have a regen, and you could just be medic'ed as much as you wanted - but it was a long running slog of a game through km's of forest/swamp. Walking 20 minutes back to the car park to regen wouldn't have worked there. 

 

[i actually really like the Asylum's meatshielding rule. If you're medicing someone, and they take a round, you both go back to regen immediately. Stops a medic turning airsoft into whack-a-mole.] 

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Was a lot of text here, think i got the essence of peoples concerns. I wont address the concerns now but might later when having played more in the UK. However my opinion based on one game so far in the UK. I think in a CQB environment it is not needed, but can be used. While in a forest skirmish its better with medic rules, as it adds a extra aspect to consider when engaging the enemy.

 

In Norway this is a basic rule and the scenario maker adjusts this rules according to what outcome he wants to achieve. e.g. heal time, amount of heals, medic or team heal, etc. Most hits except knife kill counts as wounded unless specified on specific game. When wounded you have to be healed up before you can get shoot again. Only exception is again knife kill that can be performed on wounded soldier. Think after attending more games in the UK i can try and comment on the strong points of with and without medic as i will get to try out both.

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We use that rule as described by uscmcorps, except that our "bleeding" time is 1 minute. After that minute the hit player can choose to keep calling for help or go back to respawn at any moment.

We've been using orange clothes to mark hit players for a goood while now and it works wonderfully.

 

Also, regarding uncommon hits like "silent" kills. The only difference is that the hit player won't call HIT! loudly. They'll just mark themselves as hit with the orange rag.

Only the kills that are done at touch count as silent. Even if you are called to "take the hit" without a shot, if the attacker is at a distance he virtually took a shot, therefore uncovering his position.

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  • 2 weeks later...

To be fair, my local/ regular site do the "2 lives regen rule" when they run film sims, which works to some extent.

The only difference(s) is we use white rags for both, and the bleed out time is 2 min.
Getting fragged by nades/ pyros is an instant KIA, as is a knife kill. Everything else the 1st "hit" is only incapacitation.

Can it work? Yeah definitely - if you have a good bunch of guys.
The problem we had when I went to the last film sim was people not taking their hits which was a bit disappointing!

 

The only thing I dislike is the fact that wounded players cannot defend themselves/ the medics as well and when you're tying a rag on, if the wounded player gets hit again both the medic and the wounded are dead... even if the "medic" is in cover for example...

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Stirling use medic pins. The medic carries a load of safety pins with a cloth swatch on. To revive you, they have to pin on the safety pin. This gives them an actual task to do, and takes care of trying to tie a rag on. 

 

Only problem is that the team we were allied with never gave us our tags back so we had to stop reviving them as we ran out, which is a massive flaw in the system. 

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On normal games we say you have to bring your own bandages. No bandage, no medic heal. I always carry spares. On bigger games like Berget it is normal to have specific medics that carry a sett amount of bandages. Like others mentioned you also have bright coloured death rags preferably in orange. Very useful to keep the cheater feeling low as it is easer to see you hit someone when they wave a brightly coloured orange death rag.

 

Since the bandage is a tactical advantage people will remember it. Death rag is like protection glasses a must to play on Norwegian games. The clubs normally also sell them both if someone has forgotten.

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