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 Classifications
(examples for each class given):
- 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
- Extra-Heavy:
CPS 3000, Monster
XL
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. Mobility
is not as important if walkie-talkies are used.
- MUNITIONS
OFFICER: Medium
or Heavy weaponry recommended. The 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/Extra 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 that 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
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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