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Old January 6th, 2012, 21:23   #16
medhatboy
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The medic wears a white armband with solid read cross and can not heal himself. His is worn on the opposite arm for clarity. Makes for a great sniper target .
According to the Geneva Convention, knowingly firing at a medic wearing clear insignia is a war crime.

At least thats what they taught us on basic training.
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Old January 6th, 2012, 21:54   #17
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Sadly the enemy in todays world could give two shts about the Geneva Convention haha
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Old March 13th, 2012, 23:11   #18
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I like the idea ok having to use the medic to tag a guy back in......gives it a more milsim feel and plus you have to actually use tactics and it forces you to work as a team better. Im hoping to plan a few games in the not to distant future and im going to use medics. I will keep it simple though so that its easier to do and hopefully people will obey the rules.
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Old March 13th, 2012, 23:39   #19
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The wounded not moving is a nice idea (but give a bleeding out time so eventually you have to get respawn) Would bring things like dragging the 'wounded' behind cover to the medic.
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Old March 13th, 2012, 23:44   #20
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Or can the wounded say be able to crawl to the medic once the medic is in position and calling the wounded.....as long as they had to crawl slow?? about the time waiting thing for severity and waiting longer due to the wound.....the medic could have a timer maybe?
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Old March 14th, 2012, 00:26   #21
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Medic rules MUST be simple .. or they will just be ignored by the players..
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Old March 14th, 2012, 00:46   #22
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Ya i agree....make it to complicated and people will get confused and loose interest and not even follow it.
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Old March 14th, 2012, 03:25   #23
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Originally Posted by Brian McIlmoyle View Post
Medic rules MUST be simple .. or they will just be ignored by the players..
Yup, rules have to be made for the lowest common denominator, i.e. simple or people won't follow them
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Old March 14th, 2012, 09:34   #24
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If your medic rule "state machine" has a lot of complexity and transitions between states, try your best to A) convert it to a linear progression and B) allow for a simple physical object to allow the player to mindlessly track state without having to memorize which state he is in.

Allow for a quick 15-20 minute skirmish to get everyone to play-test the system and get trained on it before starting the longer game.

For example, at a recent game everybody was given a lanyard clip with a short piece of rope attached to it. The rope had 6 lightly-tied knots on it to track the state of your health in the game. Get hit by a BB? Wait for a medic, medic unties a knot. No medics available? Go back to base, untie a knot, get back in the game.

It was really easy to remember and everybody had it down after a minute or two. You could imagine variations on this theme to track more complex states of woundedness by simply marking the rope with some paint along the knots.
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Old March 14th, 2012, 09:47   #25
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Real life medic rules are self aid buddy aid then medic aid. Also if someone is shot a medic would not treat them on the "X" where they were wounded as not to get shot themself. Unless you guys have actual medical knowledge having a realistic medic aspect to Muslim will be difficult I have thought of some cool medical scenarios as objective for came where medics or 1st aiders can be used but that's about it
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Old March 14th, 2012, 11:05   #26
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If you want to add realism, remove the 'time factor' and add procedures that take time to do it. The job of the medic will be much more fun if he actually have to do something in 2 or 5 minutes than just sit and wait. List every procedures on a list you give to medics. Player won't have to learn them all but just follow their list (or cards).
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Old March 14th, 2012, 13:59   #27
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In modern contexts.. as RK says the process is

self aid.. on the spot

Buddy Aid ( often involving evacuation to cover , and then application of first aid intervention)

and then Medical intervention..

Any medic rules I have ever used involved the idea of Buddy Aid..

Action on Hit .. Fall where hit .. get out your death rag.. .. you are wounded.

you may call out "wounded or help or medic"

to recover.. you Buddy must come to you.. and evacuate you from the location out of engagement.

Your Buddy then Ties onto you your bandage ( around an arm ) you are now "fighting wounded" and can get back into the game.

Action on Hit when "Fighting Wounded" fall where you are hit , and get out your death rag. you may not call out

If a buddy comes up to you .. you must state "i'm dead" you may then go respawn ( if not under fire )

in both cases is no one comes for you in about 5 minutes AND you are not in an active engagement area ( no shooting going on near you)

you may then "bleed out" and go respawn.

Summary: fall when hit. and get out your death rag.. On first hit call for help.. you buddy can extract you.. and tie on your bandage.. and you are back in

on second hit, fall where hit , get out your death rag..

On any hit you must wait minimum 5 minutes before respawning .. and you may not respawn if you are in an active engagement area.
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Old March 14th, 2012, 14:26   #28
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We use a variation of what Brian has spelled out. Only difference being that the "bandage" is a piece of red and white rope with 3 to 5 knots in it. Each person carries their own "medic rope"(just like you would carry your own pressure dressing in an IFAK). When hit, any one can come and heal them by undoing the knots, then tie the medic rope around an appendage.You are then back in the game. If you loose your "medic rope", well, you are dead. We will sometimes have a dedicated "medic" who carries extra ropes for a second heal, after which you are then truely dead.
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Old March 14th, 2012, 14:33   #29
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