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At-Night
Firefights - Part II
ARE YOU AFRAID OF THE DARK?: This section
discusses more of the psychology tactics one can use during night time
battles. In the dark, one's senses are heightened making one able to hear
what is usually left unnoticed, see shadows move where once was stillness
and feel the breeze or breathing where once was silence. One must be wary
when using such tactics since these can turn even the most experienced
day-time (but inexperienced night-time) soaker into a quivering mound of
pulp.
THINGS THAT GO BUMP IN THE NIGHT: As stated
earlier, minimal lighting often means that tripping hazzards and such are
hard to avoid. At the same time, however, most people end up relying heavily
on their hearing as opposed to their vision (for obvious reasons). With
this in mind, there are many ways to take advantage of this unique set
of circumstances:
- silence - if one can travel quietly, more likely one will
not be found. Movement in the darkness goes almost completely unnoticed
unless there is artificial light or the moon happens to be particularly
bright. If one is not heard, more than likely one will not be seen either.
- noise distractions - what is heard is what is seen. As sound
is more heavily relied on in the night than vision, by throwing sticks
or rocks to make rustling noises away from one's position, one can make
the enemy go chasing after ghosts or at least not be chasing oneself. This
tactic at night can often frustrate the other group. "I know I heard
something over here...." Of course, if they are talking, one can simply
follow their voices and go in for the soak which they muck about looking
in vain for something that was not there.
- yelling - given the terrain, a yell or wry-cry during an
attack can make it appear that there are more people attacking than there
really are. Not only that, but the sheer volume of sound in contrast to
the silence usually associated with night time can make untrained or inexperienced
people panic and become disoriented for awhile, allowing for an unresisted
attack to succeed.
I SEE THE LIGHT: Flashlights are often used by those
who do not wish to travel in the dark. The main drawback to flashlights
is that while they show what lies ahead, they do not light up the entire
surroundings and they give away one's location quite readily. One advantage
to using flashlights is that the light can be used to temporarily blind
those whose eyes had already adjusted to darker lighting conditions.
One of the most effective ways of temporarily blinding a hostile
one is engaging is not to simply point a flashlight in their face, but
to flick the light on and off at irregular intervals. It takes about one
second or so for one's eyes to adjust to either light or dark conditions.
By pulsing the light source, one will prolong the duration which the hostile
cannot see.
Stationary, bright field lights can be used to slow an enemy's approach
into a base or across a path. While pulsing light tends to blind, constant
light tends to make those who enjoy the shadow avoid an area for fear of
being seen. Areas suggested for being well lit are filling stations. This
gives two advantages. Friendly or hostiles can be readily identified as
they approach. Also, refilling one's weapons with light is much simpler
than trying to do the same in the dark.
ENJOY THE SILENCE: There are times during a night-time
water fight where one may find oneself either alone or with only a couple
of teammates. In order to help establish one's bearings, it is often a
good idea to just stop, lay low or crouch (whichever is more comfortable)
and listen. With enough training and experience, one will soon be able
to discern general noise from movement or noise distractions. By listening
to one's surroundings, one can often determine where the enemy may be,
especially if the enemy is more inexperienced and may be talking or moving
about making a lot of noise. As stated earlier, what cannot be heard is
very difficult to see. If one is quiet enough, one can wait for the enemy
to be basically at point blank range before unleashing a chilling volley
of water their way.
THE AFTER-PARTY: As stated on the previous page, it is a good
idea to set a time when the game is scheduled to end. A common meeting
ground should be designated and all players should meet and greet, weapons
down, at the meeting point to make sure no one got lost or injured in the
field. Anyone not returning to the common meeting point at the designated
time should be looked for. A good idea as well is to have the group do
something relaxing after the water war game. Night time water fights can
really grate one's nerves and all participants will be glad when they can
just relax and not worry so much about what may lie ahead.
At-Night Firefights - Part I
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