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Lessons learnt.

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HeadShot
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I was calling marshalls to check out every issue I heard about. They were pretty good about it.

The two guys....one in a grey suit?....were Dutch civilians! They weren't very good at roleplaying though. Have to say, the Germans were very bad at checking our papers. As Dave mentioned when he had to stop the Chemist himself.




 
Posted : 27/04/2007 11:09 am
Chomley-Warner
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LOL, that was G and Rob. They were your marshals! And one of the others (Tinkerbell) was so gobsmacked at what he saw on site that rushed off to try and hire some stuff off Warren!

I deliberately wasn't particularly thorough at searching - thought it would be more exhilerating if they were carrying but got away with it. And stuff needed to be moved really.


 
Posted : 27/04/2007 11:19 am
Old Un
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Yep it was the same reason I didn't intterogate any Dutch caught loitering by the bank .
"What is your mission?" well not much point there really ..better to kill you off and let you get on playing :wink:

Anyway keeping this on track , what I'd like ot do is complile a list of thoughts and what workedand didn't, and then refer ot this list as we plan future games, before we forget it all .


 
Posted : 27/04/2007 11:26 am
HeadShot
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I've kinda covered what worked.

What didn't work (not all these are organisational):

1: Player motivation. Most of them needed very hard kicks up the arses to get them moving from behind cover. Not sure how to instill this into them though. The lack of good tactical movement upon an objective en masse without freezing up or ducking for cover when you see the enemy or come under fire is the bain of every game I've ever played. It worked for my DRWs but only because they were pretty experienced players and seemed to fall into a natural order.

2: Briefing. Too many people not listening properly, the briefing wasn't clear enough. ie- medic rules. At the start of the day people are often thinking about other things, plus airsofters are characteristically poor listeners. We need to be very clear with no confusion, my old voice coach would say 'diction, projection, clarity!'. Are our medic rules posted on the website? Maybe a section on the website detailing our regular rules would be a good idea so people can review before attendance.

3: Ammo rules. Were there any limits? No-one seemed sure. I was asked several times.

4: NCO's. Need to be vetted. Need to be good at it! Some weren't.

5: Medic rules. Possbily need revising to allow moveable regen on bigger sites like PU. Field hospitals that can only be moved and deployed by designated medics would be a start.

6: Marshalling. Is needed and needs to be strong. Assuming that players booking onto our events are a different class is probably right for 80% of them, but the remaining 20% need to be marshalled else they ruin it for everyone.

7: Post game debrief. Always a good idea, only takes five minutes. Even if players are knackered and have long journeys it's a nice way to end the day. NB: I may have missed that you did one because I was trying to stop a chav in pain from fainting.




 
Posted : 27/04/2007 12:13 pm
 Yith
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There was a post game brief... Gadge did it in the safezone building.


 
Posted : 27/04/2007 12:26 pm
HeadShot
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:roll: Bleedin' chavs.




 
Posted : 27/04/2007 12:41 pm
Chomley-Warner
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Tinkerbell (the tall marshall) fell on the Sunday morning - nothing H&S related, he turned his ankle in the safezone :roll: - he was treated with cold compreses and he was able to walk after a while with some pain. Turns out he has a broken ankle, so forgive him for being slow to reach the trouble spots!


 
Posted : 27/04/2007 3:11 pm
Gadge
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I think we should get together, film some common rules, DRW, medics, ebing hit etc and put it up as vidio on the site..





"I think we are in rats' alley - Where the dead men lost their bones."

 
Posted : 29/04/2007 5:15 pm
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