Meuse Argonne Offensive
October 5th - 7th, 2007
USAGE OF FATE CARDS
by Jeff Redrup & Max Stiebritz
Before you go over the top -- slide your hand in your pocket and let lady luck serve you your fate...
* NOTE: There is even more to this idea but we do not have all the resources right now to implement them. The future could bring us miles cards, surgeons, aid stations, possibly medics who actually work on you in the field and even some stretcher bearers.
Aid Stations
Aid stations will be set up as determined by each combat commander. These will be centrally located.
Fate Cards/chits and Finding Out Your Fate
1. Commander chits will ONLY be used at the beginning. Each unit commander will be given 6 chits. The commander will ask each of his men to pull a chit and when he is hit, now that soldiers fate has been already determined.
2. Buckets will be set up at the aid stations before the event. These buckets will have the 6 same chits as the commander. As men are walking into the line, they can pull a card.
These cards will consist of 2 Black, 2 Red and 2 Green.
Taking Hits
Everyone who has taken a “hit” will have to proceed to one of the “aid stations” to recycle. If you were “captured”, you will have to go around the "live area." There will be NO walking thru the "live area" with your rifle on your shoulder. This way you have now become a replacement.
The reasoning for have the aid stations at the back roads is to give the concept of new replacements coming into the line.
If there are mortar barrages in your line will still recycle. This will enable each side to send mortars before an assault and actually clear out a line of trench.
These are the basic ground rules and how you should react.
1. Black (Means you are dead): You must make one loud scream, lay there and really act dead. You can only move on 3 conditions;
A. Short truce to collect the dead.
B. Another man can come out and get you.
C. If you die near the enemy trenches and get taken into their trenches. You will have to go around the "live area." No walking thru.
* NOTE: If you have become dead you are to be dead and lay still. Not talking to your mates (This is for as long as it takes one of your guys to come out and get you). When you are collected you must proceed to the “aid station” and pull another chit to decide your next fate when you get hit.
2. Red (massive wounds): You should scream in pain, moan, call for your mother and stay on the ground. There are 4 options for revival:
A. Lay there and die, refer to rule #1.
B. Crawl back to your own trenches, then you must be helped by one person to the aid station.
C. You are assisted by another person or a medic (if portrayed) and you both go to the aid station.
D. A stretcher comes and get you.
E. An enemy medics or a CP soldier picks you up.
* NOTE: YOU DO NOT HAVE TO WAIT FOR A MEDIC
3. Green (You are slightly wounded): You can proceed unassisted, but must go to one of the aid stations on your side.
* NOTE: If your wound is not bad and you wish to continue fighting then this is a common sense wound. Has the fever of battle carried you or are you happy to get a "blighty?"
Retrieving A Person:
1. You can walk but must have your arm around your savior (medic or a mate)and proceed back to your trenches and go inside to the "Aide Station."
2. Use a stretcher.
If You Have Been Captured:
1. There may or may not be an interrogation depending on the situation.
Medics (if there are any):
11 wound cards will be given to each. They will have injuries on them. Medics will pull a card when they come up to a wounded soldier and perform first aid as determined on the card.
There is only 1 KIA card, if it is pulled, the medic is dead. A medic can also recycle you or take you to your respective line and a soldier from your line can take you to the aid station.
Remember, this is to only add more realism to our event and it is up to each individual to make it work.
|