Ok, I've been thinking on whether or not the medic rule can be played with to help make it a little more dynamic,variable and more influential to game play.
My understanding of how most games operate in this regard is...
1) a player carries a set number of bandages in game
2) when shot/wounded the player falls to the ground calling"medic/Sani"
3) a player from the same side then applies one of the wounded players bandages to a limb, which allows the player to rejoin the play
4) once a player has used their quota of bandages and are hit again, then they are Kia and have to return to their revenue point
There are variables to these rules, but fundamentally, this is how it works.
Now for my idea....
Each team must run a dedicated medic (should volunteers for this role be hard to find, then a medical bag could be used instead, although not ideally)
1) the medic will carry within a canvas bag, one bandage for each member of the squad they are with
2) each bandage will be colour coded, either green, red or black
3) when a player is wounded, they will fall to the ground calling medic etc
4) the medic goes to the wounded player and randomly takes a bandage from the canvas bag
5) the medic unravels the bandage to reveal its colour and applies it to the limb of the wounded player
Each colour denotes what type of wound the player has sustained
Green = flesh wound. The player,once treated can rejoinder play
Red = serious wound. Once treated the medic must take the wounded player back to the nearest regeneration point where the bandage will be removed and replaced in the medics bag. Both player can then return to the game.
Black = fatal wound. The medic will still apply the bandage however, once dressed, the medic reads the player their last rights and sends them back to ha or a near by regeneration point.
Medics and wounded will be protected whilst carrying out the above and can't be fired upon.
The hope is that these rules will promote caution within the squad as there is a random chance they could receive a fatal wound at any time. Also the speed at which a medic would be available would be determined by the amount of wounded needing care at any given time. So it wouldn't always be a quick fix and back on your feet. A player could have to wait a while to be healed. This would also have the benefit of creating a realistic battle scene as players will be lying across the battlefield for longer. It could mean that the use of tactics would be far more influential in deciding the outcome of a battle or firefight as be too aggressive and take too many casualties and the assault could stall and fail.
well, that's the basis of the idea. Let the feedback commence. Thanks
My preference is for simplicity over complexity every time - less to go wrong, less of a headache for organisers, less confusion/argument. We have played games with a dedicated medic - bloody hard job which often means rotating/delegating (yes, there are some players who love being medics. I say 'some', I mean a few!). And we have also taken the other tack of the medic bag being the medic, as you suggest. The trouble is it all goes to pot when the medic is shot/lost or the bag is lost, or the group gets split up. It is certainly workable for the shorter 'mission' type games where everything can be brought back to cohesive position before starting the next mission/game but not really for bigger, all day, non-stop games. I'm not dismissing your suggestions though and they would certainly make for a very slow and careful scenario where life preservation is more important than emptying a mag at someone. Which I like. Indeed, I'd like a game with stretcher bearers and field hospitals. And nurses of course.
Here's what we use in SA - combination of trauma cards and different medical supplies:
this type of rule could work with rifles only games but even the simple extension of the medic rules that were used on those games confused some people.
the simple answer is try and see , set up a game and use you'r rules , well maybe not simple
armoury
m1a1 Thompson,sten mk2,mp40,stg44,sterling,mk2 bren gun,lee Enfield no4 mk1,Mauser Kar98, Walther ppk,smith and Weston m10 and Mauser m712
Give me a big enough hammer and a place to stand and I could fix the world.
i'll kill a man in a fair fight or if i think he's going to start a fair fight or over a woman or.......
a problem shared is a problem halved ,but an advantage shared is no advantage at all
if a job's not worth doing then its certainly not worth doing well
It ain't broke but doesn't mean it's right. I love you idea Jonny and if the game was more of a role pay game, it would work a treat, buy for some reason 'and I've tried' the heavy role play ww2 game just doesn't seem to be a popular platform. I'm never experimenting again with WW2, I've got a working style that ...well works. Doesn't mean your idea wouldnt mate
Heer Schmidt
Do believe it would work in one style of game rather than another mate. Just got to decide what works best for you to use. But the main problem with the medic rule as it is is the the player not buying into the five minute then take the kia rather than just going back to Regen, and I admit I have done this myself, as it does not give the game mechanic it's advantage or disadvantage as players are often returning into game too quickly I think that Josh has gone a lot with his no man goes to war alone guideline but again we the players must do all we can to play the game within the organisers rule set whether or not we think it's not the best of ideas.
So again mate go with what you are happy with if it's doesn't work then at least you find out that way rather than not trying it and never knowing.
My thought was in order to promote fair play, the medic could be a non biased marshal and would bring the element of control to the game. Players wouldn't need to either remember the rules nor decide how to follow them. The medic / marshal will clearly direct them on the correct actions to follow. Could "bleeding out" be dropped and instead be replaced by the need to be attended to by the medic there would be little difference in time out of game between the serious wound and kia as it's about occupying the medic and reducing the ability of the team to get men back on their feet, thus slowing progress. I'd like the idea of having to pull out of an attack due to casualties and and not just regening to create a never ending line of replacements and having the satisfaction of re pulsing attacks through clever defending. So many fire fights take part in games with only 3 or 4 participants on either side. This restricts the possibilities for using any tactics as you just don't have enough men to deploy. Teams would have to deploy bigger squads to take objectives and so encourage more variety of tactics employed. This would also reinforce the rule of no man goes to war alone and encourage greater team play