we once played a paintball game with about 20 on each side with the one hit your out for the game rule,,,,,, first time round it was down to 5-6 a side in no time. game was over in about 25 mins. second time of playing same game , it lasted about 2 hours with only a couple of casualties but painball consumption rose alarmingly( second game was much better BTW) i think we should try a one hit and out game at a training day ( maybe put a time limit of maybe 30 mins on it ) see who has most players/ground at the end of the period.might be interesting.
We found our hit once, bandage then out worked amazingly at Varsity.
Enough of a risk to make you cautious but not so much of a game killer that you could potentially be shot out in the first five mins and spend the next 40 mins in the safe zone.
Then again we worked on combat missions so you were guaranteed six battles minimum and the 'set scenarios' meant that you were pretyt much geared up for firefight from the word go and there wasnt the element of patrolling for miles.
Mainly cos the 'frontline' concept works on a real scale of 1 metre is 1 metre one house is one house rather than this 400square mtere site represents 15k or russia for example.
Works fine when you limit yourself to a set area to game on and have a massive stack of back up scenarios.
We'll probably use the same system for next years games but will look into improvements too.





"I think we are in rats' alley - Where the dead men lost their bones."
They had a good rule at carentan. It worked really well. Medic's could call "sanctury" and drag the injured party out of harms reach if needed be and not be shot. Once the bandage has started to be applied the medic now become's an active player and can be shot. It was fun dragging the injured guys out of harms way, it made for some heroic antic's.
I agree with the squad regen rule...Mininum of 5 players before being allowed back into the game.
Personally i think the sanctuary rule is utter shite.
I was really opposed to it when Josh came up with it.
Its far too silly, medics were not bullet proof and this is to me the wrong angle to take 'filmsim' from.
Bit too much LARP and unrealistic for me.





"I think we are in rats' alley - Where the dead men lost their bones."
Not a fan of the idea either. Once tried something similar when I ran FireFight Reading. It led to some VERY frayed tempers.......

















When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........
Have to agree, I think Sanctuary is a bit pants. It's too LARP-Y and creates immortal players which is just silly. Plus, IMHO, if someone's got a gun they're fair game.....if they're trying to medic someone too then that surely makes them a highly desirable target, no? ![]()

























Gentlemen! as your only "dedicated " Medic player (every game) I am happy to play by any of the rules set for any game, I can see your views of the sanctuary rule, but it did work well at Longmoor, for "keeping people in game".
as for LRP, well we really are doing something very scimilar when we dress up as soldiers and play shooting at each other 
but as i said am happy to go with what rules you wish as games and sites vary, then varied medic rules can apply. I enjoy being in a shite situation for every game! 
the last 2 games (husky and Carentan) I have not even drawn my gun utill shot at by the enemy while treating my wounded, and that has been a lot of fun!
I enjoy playing the different systems/ rules as it makes for totaly different gameplay for me
Doug(Doc)Mac
I agree at longmoor the sanctury rule worked well. Only medics could call it. Players dragging injured players out welcomed the challenge of doing so underfire. And created a tactical challenge.
I cant say it would work in more open playing fields. But the street fighting of longmoor, made it work very well.
but its all good with how CiA run medics.
I think Hit medic, second hit regen works quite well.
I'm not a massive fan of the medic can take your bandage off in the field, as sometimes it can be used as a means of taking the michael. I think if that is an option, than it should be back at a designated aid point (somewhere a bit more accessible than the CP) that way it gives the enemy the reward (albeit short term) of eliminating some1 from the enemy front line,... its up to them to then decide whether to attack that weaker part of the line.
Designated medics is good fun, after doing it at my game, however the other players need to know to NOT shoot the medic if theyre not armed, that defeats the point in doing it. I got hit more times at the pocket game than i have in all CiA games put together, which was fun, but against the geneva convention! hehe
Unarmed medics should be shot, armed medics are fair game.
I'll play for any medic rules though, as long as they're clearly explained, and not prone to misinterpretation. 

I'm not a massive fan of the medic can take your bandage off in the field, as sometimes it can be used as a means of taking the michael. I think if that is an option, than it should be back at a designated aid point (somewhere a bit more accessible than the CP) that way it gives the enemy the reward (albeit short term) of eliminating some1 from the enemy front line,... its up to them to then decide whether to attack that weaker part of the line.
The original intention of the rule was that the bandage removal would be from a fixed aid point, that it would require the player having the bandage removed to lie on a stretcher and all sorts of other complexities.
In the end it was simplified to what we have now. I do think though that the 1 or 2 minute gap between having a bandage put on and having it taken off should be strictly enforced.
Something I tried before, very successfully, was to have an analogue clock at the regen point/aidpsot. Every 10 minute point was painted in blue and players had to wait until the minute hand hit one of these markers before thay could return to the game. This meant you could be "dead" for up to 10 minutes, or only a few seconds, depending on when you hit the regen point. It also meant that people rejoining the game were always in random numbers, so it varied the game considerably and made it far more interesting. People could stay as long as they wanted at regen' (to reload, etc) but could only return when the clock said so.


























When I want your opinion - I'll tell you what it is!
Yeah, similar for Stirling Catterick games....
Team 1 has 10 minutes in which to regen, then there is a 5 minute gap, and then team 2 is out for 10 minutes. But that is for a communal regen point, Heide's would be better for team regen, plus you could stagger the blue zones betweeen the teams

The difference with our games is that we're usually trying to simulate something specific to do with the scenario when considering regen and medic rules.
Hence the regen rules need to be tailored to the scenario... This isn't so true with a generic event... even a weekender.
Using the single point regen system is all great and such, but will tend to give a certain feel to a game, one that may not suit the scenario.
Yes, agree with Yith. I absolutely loath the clock system which strikes me as being very open day! Fire Support used to use it as did Lightfighter (with a watch) but this was usually for communal regen.
The reason why we have a medic who can remove bandages is to give some sort of momentum to a game that usually has huge distances to cover. Airsofters as a rule are far too unfit to trudge back and forth and they soon tire of it (as Arnhem). If players are organised they can achieve a lot by making best use of a medic. And it keeps players in the game for the maximum possible time before retiring to a CP (when they probably want a rest anyway).
Regen points are used to progress a scenario - if things stall they are moved. And they are varied according to the scenario - fixed HQ's, rolling regen, even 'bugger off for ten minutes then come back into the game'.

Has to be said that the Medics on the allied side at Autumn Mist were fecking superb... best I've seen in any game so far. At no point was the role of removing the bandages forgotten...
I did see an occasional hasty removal though... 
i hated the communial regen at shitefighter,
it got insane, as one group left, the previous op4 regen waited for them ,then shot em as soon as they left the regen, just all bollox
i like the way it runs at CIA games fine,
its flexible, the game keeps rolling, and MOST people get a good game, a few do occasionally not like it, but the majority of players benifit from the flexible system used. regens operate to keep the scenario going, not just a free for all 
"Take that you rotton helping of strawberry flan!"
Joseph Porta to "strawberrys and cream", in the sven hassel book ,ogpu prison
My suggestion was made as an addition to the medic rule. The fact that a player could spend seconds or minutes at a fixed regen/aid post could reflect the severity of an injury (ie, a plaster or a full field dressing). If players can't be relied on to time themselves, then a clock is a practical solution. I don't think it's "open day" at all and encourages players to group together when leaving regen, rather than just rejoining the games in dribs and drabs (which is very open day!).


























When I want your opinion - I'll tell you what it is!
I prefer to rely on the players to work well as a team. I've said it before, many times. Surely it's better for a squad to either withdraw before they all die, or regen en masse and re-enter the game as a full squad.

























I agree, at Husky, Doug healed us effectively on the Sunday for a good 45mins to 1 hour before the Germans managed to overwhelm us...then it all went to cock because we all got killed.
Show me a man who will jump out of an airplane, and I'll show you a man who will fight!
General James M. Gavin
CRY HAVOC AND LET LOOSE THE DOGS OF WAR








slightly of topic but in the same vain..... germans,,, where your hit, get out of the way, i am sick of being effed and blinded at becouse you are still getting hit. the blokes behind you using you as cover is the one you should be shouting at, not the one legally trying to shoot him. if your in the line of fire , move . this was a big thing at bolton. but we didnt make trouble over it, its not worth it, but it does seem to happen with a monotenous regularity.