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Tips & TacticsAt-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


Copyright 1998, 1999. R.G.

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