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Post by redknight on Mar 23, 2010 2:52:10 GMT -5
We had working radios at Durabond II but the communication system being used put people on different frequencies who should have been able to coordinate with eachother. I think that TFI has a great idea with the squad morale system. I have never been treated by a medic at one of their games so I don't know if the medic system works well or not, there is never a medic around when I need one. I did like their idea of limiting heavy weapons such as SAWs as well as DMRs or sniper rifles to one per squad. It made the game much more balanced instead of having the typical squad of support gunners or snipers which I have seen at a couple of rec games.
My understanding of the casualty repalcement system at durabond was that for simplicity you could basically hitch a ride with a squad that was deploying as long as you acted as a part of the unit and stayed with them until you got to your own squad. I have to say it worked very well in that regard. I was pulled from sniping to run with a recon team and with a full squad a few times while I was lounging around at our base.
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Post by Task Force: Iris on Mar 23, 2010 16:20:01 GMT -5
Here is our Squad System:
Prior to the Game: People are put into squads upon request, or, if they don't have a request, they are assigned to a squad.
Day of, for Briefing: Squads are called to muster. This way you know who is in your squad and you get a chance to meet the guys that you will be working with for the day.
In Game: Squads must stick together. If a soldier is hit and a dead card is drawn or there is no medic present her heads back to the HQ. Once he arrives at the HQ he is instantly respawned but must remain at the HQ until his Squad comes back. A squad comes back either on their own, by a Commanders Orders or after taking 66% casualties. At 66% casualties the squad must immediately do a fighting fall back to their HQ or Surrender and put their kill rags on and head to the HQ to be respawned.
We have used this at two games and it worked both times. At Durbond II we had a problem with Squads not coming back for long periods of time. To correct this we will be implementing the 20min rule. If a player sits at the HQ for 20mins then the CO will call his squad back.
The reason we do this is to create attrition. In to many games we've been to the play stalls to a stalemate in one area with neither team giving way. The 66% rule forces squads to fallback thus creating attrition. You no longer have a constant flow of troops to the front line. It make the CO think about allocation of resources and where he really needs troops vs where he wants troops.
As stated by Tex and Rob communication is Key. If you want to run this system you need to have good reliable communication. If you're a Sgt or RTO and Command is on the Horn you need to answer no matter how hot it is. At the MILSIMs we attend communication is very strict. If you are a Sgt, Plt CO, or RTO and Command is trying to get hold of you and you do not answer a penalty card is removed. We were not that strict this year.
I would say this about squads though. Keep squads to MILSIM let Rec be a google. Let strict squad formations be a mark of MILSIM Rec hosts will find it far to large a head ache for a Rec Game. My team put 5-6 months into Durbond II.
If you have any questions just ask.
Cheers,
Guardian ~ TFI Event Organizer
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Post by Andrew on Mar 30, 2010 0:18:33 GMT -5
I loved how Durbond 2 was run the medic and squad system worked great.
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Post by bluecwsoldier3 "Blue" on Mar 31, 2010 11:14:51 GMT -5
I like what I am hearing, I love squad based events, it adds to the realism, and makes it easier to keep things organized assuming the squads stay together. The problem is, I put work into organizing my team (FRAAG) into 4 man fireteams before the event but we get the event and as the event progresses other "Squad Leaders" come into respawn, and take my squad members out on their missions. I have run into this so many times. I explain to my team, that when they respawn they are to radio me to get my location, and then move to that location with any other FRAAG team members, but in the end when I am left with 2 other squad members and I radio other people from my squad only to find out what's going on and I find out that they moved out with another SL because his mission is "important". It really doesn't matter how many times you tell your guys to come back to a certain spot, if there is a different SL, or even in some cases the actual team CO there saying to follow him, most airsofters do not have the discipline to return to their original squads. They simply go off with another SL. So I think for a squad based system to function completely efficiently EVERYONE on the event team must be on board, that means that random SL's can't go and form a new squad out of people at the respawn because they have an "important" mission.
When I was at Black Anvil, had a great time, but one issue I had, was that my team was spit into different squads and placed in groups of people they did not know. I had the largest team on my side according to the MiA roster for the event, but my 3 fireteams were split into different squads. I planned things for my team, organized them into fireteams, based on the strengths and weaknesses of the members, I have also drilled my team, and been the one to put them through practices together. It was hard for me to not be able to lead the team I have spent countless hours shaping into battle together. Based on my experiences I feel that if a team comes to an event with organized squads or fireteams they should be left intact, for the sake of cohesion in the unit. I don't mean to sound cliché but combat is about brotherhood, and the better you know your brothers the better you will be able to fight. Keeping a team intact strengthens them, assuming they are a well organized team. If a team plays well together, has practiced and drilled together and comes to an event with their own team command structure keep it intact.
I like the explanation of TFI on how this should work with a 66% Rule. The other possibility is that you have not just the one rally point such as HQ, but perhaps 3 or 4 other known rally points near key positions, depending on the field size, so that as respawn takes place Squad members can radio their SL and ask what Rally point he is closest to and then move to that point. Which will make it so that the squad does not have to walk the whole way back to HQ, which in some cases could be through enemy lines.
Something to think about as an important addition to adding communication is having unique distinctive radio call signs for each squad, instead of radioing Squad 2 or Squad 5, that are assigned by the team leader on the event.
Sorry about the massive post, but if you can't tell, I am pretty passionate about team organization, and effective leadership. I will be leaving soon for basic, and then this fall after I finish basic, I will contract with my University's ROTC program. So I have spent countless hours studying military organization, and how Platoon's function, because the plan is in 2 years I will be leading a platoon in the Army.
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