At-Night
Firefights
GAMEPLAN
Identical to the day-time water wars but held at night. Darkness
adds many twists to an otherwise simple game.
NO
LIGHT, RIGHT?
The first obvious problem with night time water fights is the
lack of light. Darkness makes it easier to hide but harder to see
one's targets. Of course, this problem is partly overcome through
the use of flashlights. However, even those sources of light do
not provide as much view as full sunlight. The advantage of this
is that flashlights can be used to momentarily blind an opponent,
allowing one to drench them before they can return fire. Unfortunately,
they can do this as well.
UNDER COVER OF DARKNESS
Keeping flashlights off and letting one's eyes adjust to the
ambient light really lets one approach an opponent more effectively.
At night, without light, one's only other real giveaway is sound.
Avoid stepping on leaves, twigs or other objects that tend to rattle
or crackle. Of course, it is easier if one can see where one is
stepping. The other option is to step slowly and lightly in order
to minimize noise. The main problem with approaching under cover
of darkness is that a well pointed flashlight will not only point
out one's position but also result in temporary blindness, potentially
giving the enemy first shot.
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THINGS TO BE CAUTIOUS OF
No sunlight means getting sprayed by cold water hurts a little
more. That price is also what makes winning in night battles much
more satisfying. The lack of light also makes it simpler for one to
accidently trip over objects on the ground, etc. One should always
try to watch one's step while looking for one's enemies. |
KEEPING TRACK OF TIME
A time limit should really be set with a common meeting point for
all players involved. This is important just in case someone does get
hurt or lost in the dark. Anyone not showing up at the designated time
and place should be looked for by the group.
ARE YOU AFRAID OF THE DARK?
The following sections discuss 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 nothing. One must be wary when using such tactics since these can
turn even the most experienced day-time (but inexperienced at night) 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 harder 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, one will not likely be noticed. Movement
in the darkness goes almost completely unseen unless there is
artificial light or the moon happens to be particularly bright.
If one is not heard, one will not likely 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 while they muck about looking in vain for
something that was not there.
- yelling
- given the terrain, a yell or war-cry during an attack can make
it appear that there are more people attacking than there really
are. Not only that but the sheer loudness of a yell in contrast
to the silence usually associated with the night can make any
untrained or inexperienced person panic and become disoriented
for awhile, allowing for an unresisted attack to succeed.
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I SEE THE LIGHT
Flashlights are often used by those who do not wish to travel in complete
darkness. The main drawbacks to flashlights are 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 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 will have difficulty seeing. This pulsing does
not affect the user of the flashlight as much since one is typically mentally
prepared for a change in lighting conditions since one is in control of
the light.
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 lighting 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.
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