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Training
Guide: Part VI - Water Combat Team Part II
ASSIGNING DUTIES: Any good water combat team needs specialists
for different duties. There is, of course, a leader whose job it is to
synthesize various information and come up with a plan of attack or defense.
A good team also needs a scout, standard "grunts" and perhaps
a special/heavy weapons officer. Other duties can include a munitions officer
(for ensuring water supply is decent) and a communications officer for
relaying messages, sending signals, etc.
Duties should be assigned based both on the person and their weaponry.
Someone who cannot move too quickly would not make a good scout nor would
someone using a CPS 3000. At the same time, it's almost silly to use someone
armed only with an XP 40 as a "grunt" unless there is really
no one else available.
Weapon Categories:
- Light: SS 30,SS50,
SS MDS, XP 20, XP
40, XP 70, XP 75, SC
400, SC 500
- Medium: SS 100, XP
110,XP 150, XXP 175,
SC 600, SC Power Pak,
CPS 1000
- Heavy: CPS 1500, CPS
2000, CPS 2500, CPS 3000
Assigned Duty:
- LEADER: Can use any weapon type, but leader's role is to coordinate
attacks/defense more than attacking. The leader should be able to quickly
get the information he/she needs and come up with good plans on how to
strike at or defend against the enemy. Brains are more important than braun.
- COMMUNICATIONS OFFICER: Can use any weapon, but Light or Medium
recommended. As a communications officer, one must be able to move relatively
quickly to relay messages, but mobility is not as important if walkie-talkies
are used.
- MUNITIONS OFFICER: Medium or Heavy weaponry recommended. Munitions
officer's job is to watch over the stock-pile of water bottles, etc. for
refilling. As this resource may be a desired target by the enemy, decent
weaponry is recommended for protection.
- "GRUNT": Can use any weapon type though one Heavy/Medium
and one Light weapon combination recommended. "Grunts" make up
the bulk of the special mission force. As such, they need to be well armed,
but not too heavily that movement is restricted. "Grunts" should
also be very familiar with their weapons of choice as well as be able to
move at a good pace.
- HEAVY WEAPONS OFFICER: Heavy weaponry recommended or a good mix
of Heavy/Medium weaponry. The Heavy Weapons Officer is the one who is not
expected to move quickly, but with that level of water power, moving quickly
is not as important. Heavy Weapons Officer's duties really come into play
during assaults or base defense. Their weaponry allows near water-saturation
with just a couple of shots, but their lack of mobility means that they
should be supported by "Grunts" to draw away fire.
- SCOUT: Light weaponry recommended though some can still move adequately
using a medium or heavy weapons. Scouts need to travel quickly and lightly.
Scouts are not meant to directly engage the enemy, rather report their
position to the rest of the group so that a strike or counter-strike can
be made. Scouts should also be quick sprinters and good at hiding.
- MECHANIC/DEMOLITIONS: Light weaponry recommended though some can
still move adequately using a medium or heavy weapons. Mechanics should
carry with them some various tools (i.e. small screwdrivers, scissors,
pocket knife, etc.) and materials (i.e. duct tape, rope, etc.) to be able
to make repairs on weapons in the field or set-up traps/alarms/watermines.
They may also be involved in directly engaging the enemy but are more often
used to cover the rear or supply suppression fire to the "Grunts"
and Heavy Weapons Officers. Their main purpose, however, is repair, maintainance
and refilling the weaponry of the rest of the team and, of course, trap/alarm/watermine
set-up or disarming.
Of course, depending on how many people one has, one cannot always
fill each position. In those cases, different people can be assigned multiple
duties still depending on what weapons they have and what skills they possess.
Training Guide: Part V | Training
Guide: Part VII
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