Clampitt
New Member
When's the last time you lifted a 17000 lb gun?
Posts: 576
|
Post by Clampitt on May 22, 2008 1:23:50 GMT -5
If I might make a suggestion towards the general safety of those in a night event. I don't know where exactly you intend to do this but I assume it's probably pretty wooded. So my suggestion is to require not only a light of some kind, but also a cheap whistle. Because let's face it, people get hurt, often times doing things they believe they can do (see Tex's avatar). In the woods, we won't be able to see as well so we might not see the blob rolling on the ground. A bright white light however, should be pretty easily sighted. Also, due to it being at night, there will be a lot of yelling anytime anything happens, someone yelling may not be heard over this yelling or people may not understand what's being said. A whistle would pierce through any other noise and likely carry itself farther than someone just yelling.
Those two together easily gain attention, get people moving in the right direction, and help them pinpoint the injured parties location. Almost everyone should have a light anyway, and even if they don't, the 5 dollar LED lights would suffice. At the same time, whistles are fairly cheap, surely under $1 a piece.
Other than that though, I can't think of any suggestions off the top of my head, but it is 0223 hours, so give me a break. The safety concerns were the important thing anyway.
|
|
|
Post by Munin on May 22, 2008 11:47:47 GMT -5
For a night game I would recommend that you stick to the standard CQB 350 fps engagement limit, because you have no idea how close someone is going to be when a firefight starts in the dark. <350 FPS has no engagement limit, so it's the obvious choice. Further, you usually can't see someone more than about 20 feet away anyway (absent good night vision optics), so there's no need to try to bump up your velocity to get extra range, simply because you couldn't take advantage of that extra range to begin with.
|
|
|
Post by Relarz on May 22, 2008 13:28:07 GMT -5
Another note, out of safety, play on clear nights with decent moonlight. That way you have SOME way of seeing without cranking up a flashlight and giving your position away.
|
|
|
Post by Tex on May 22, 2008 13:34:54 GMT -5
Well, that would be plausible for like after a regular event, but we can't judge the weather a month in advance... y'know?
|
|
|
Post by Relarz on May 22, 2008 13:44:06 GMT -5
Well, you can't in MI. You can in Florida.
|
|
|
Post by Nexus on May 22, 2008 20:17:59 GMT -5
You do have the lunar cycle, and you could at least bank on that, and hope for good weather otherwise. Weather is always a risk, and "ops" are generally posted a month, if not months in advance anyways.
|
|
|
Post by MayhemXXXFrosty (AndrewMp5k) on May 23, 2008 1:44:57 GMT -5
Good thing TM is re-releasing their Tracer Unit. Sounds like the rules are as follow; - Red Glow Sticks will be used for Killrags
- Reflective Arm Bands used for different teams
- Guns below 350fps
- Flashlight of some sort requried (in-game use optional?)
- NVG be evenly separated on different teams
- Different Uniforms for each team
Think I covered everything? Also, a couple teammates (3) and I would probably be down for and event like this. When do you plan on hosting this event? And where at? Simply because my teammates and I are in SE Michigan, for an event on the other side of the state, need a month or so in advance to coordinate everything before hand. Does that cover everything?
|
|
|
Post by Relarz on May 23, 2008 2:04:17 GMT -5
We didn't have the red glow sticks for killrags down here. They are all pretty honest about calling hits, and no one wants to get overkilled in the dark, so they called out pretty quick. A couple people were using flashlights in the game, me included.
|
|
|
Post by Tex on May 23, 2008 2:06:48 GMT -5
Yeah, pretty much. But don't really care about the uniforms for the teams, as the bands will be used to dictate them.
Planning on it being here in SW Michi, the Hole in the Wall field actually. Just gotta check with Canto for availability.
|
|
|
Post by Maverick on May 23, 2008 7:23:18 GMT -5
If its at HITW make darn sure you light up the creek areas. That would absolutly suck to take a dip in that.
|
|
|
Post by Great Troub of Troubistan on May 23, 2008 7:48:19 GMT -5
I am imagining it would be costly, and hard to effectively do. (Edit: RIght here I am talking about lighting up a whole creek.)
Also, wouldn't it make more sense for the smaller team to have more of an idea to go then the large team. To me that doesn't make sense.
"Hey, guys. You have like way less men, but you get a headstart, and no clue of where to go."
|
|
|
Post by O'Dwah on May 23, 2008 9:23:21 GMT -5
We didn't have the red glow sticks for killrags down here. They are all pretty honest about calling hits, and no one wants to get overkilled in the dark, so they called out pretty quick. A couple people were using flashlights in the game, me included. That may of worked, but just for safety reasons people should have a red chemlight. It's the same principle as having red kill rags, the person that killed you may know you're out. But others might not, distinguishing yourself from dead or alive can save a lot of people pain.
|
|
|
Post by Nexus on May 23, 2008 10:22:08 GMT -5
I am imagining it would be costly, and hard to effectively do. Also, wouldn't it make more sense for the smaller team to have more of an idea to go then the large team. To me that doesn't make sense. "Hey, guys. You have like way less men, but you get a headstart, and no clue of where to go." I see what you mean, but the smaller "defending" force given the headstart, will have both elements of surprise and ambush. With the cover of darkness, they have the ability to inflict massive "casualties" on the large advancing team. The different team sizes tries to compensate for the attacking disadvantage. In fact, even in daylight situations, the defending team is usually given less men than the attacking team. So I guess I don't see where the problem is. EDIT: Also, if I remember correctly... the smaller defending team, is given ALL of the positions where to defend at game start, so they know exactly where to go. The attacking team is given 1 or 2 places to attack, at any given time. So they are somewhat in the dark... no pun intended.... (yes it was).
|
|
|
Post by bigc on May 24, 2008 11:19:04 GMT -5
If you have never played a night op you will find that your eyes adjust to the darkness in about half an hour. If I remember right, Hole in the wall has some lighting on the field as long as people don't shoot them out.
I used a red chem light at the last night op I was at and it worked very well, another idea would be to go to a bike shop and buy one of the cheap blinking red leds that will clip onto just about anything.
NVGs are a cool idea but be forewarned, on many of the cheaper or older units if a bright light like a Surefire weapon light shines into it the NVGs will/can be damaged.
The op that Tex is talking about will have specific points you will need to reach that will NOT be easy to find, your team will need to be proficient in the use of map and compass or you will not do good in the game.
I am defineatly in.
|
|
|
Post by Great Troub of Troubistan on May 24, 2008 11:44:25 GMT -5
Yeah, my eyes adjust at night in about five minutes. I don't even need a flashlight when I go hunting.
|
|