SF Coy Structure

Topics and things concerning this game.
Hornet85

Post by Hornet85 » 29 May 2007, 22:07

befor you guys take this to far maybe its a good idea to close this forum so the russians cant read every thing? 8)

Crapgame

Post by Crapgame » 29 May 2007, 22:32

hornet, only allied players have access to this forum part...

Hornet85

Post by Hornet85 » 29 May 2007, 22:37

then ther is a bug in the forum bekus i wher in here today in school with out login in to my acount...

stoffi
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Post by stoffi » 30 May 2007, 00:04

—Are you sure you weren't logged in from before..?

I know it sounds obvious, but could it have been like that, perhaps..?

Otherwise it would be very bad to discuss any details further, as you said.
B5 NATO, Special Forces
B6 General Conrads Mercenaries
B7 Milos Tigers, Mechanized
B8 NAF, Mechanized

Hornet85

Post by Hornet85 » 30 May 2007, 03:51

no i never login on the forums when i use a public computer bekus i never remember to logout :oops:

So yes this is bad but it only hapend this ones we can hope

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|LK|
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Post by |LK| » 30 May 2007, 19:25

Configuration of BOB team:

LK - leader
Hicouri - engineer
Zod - support
Metal - (Medic)
Hustin - Medic
Breakiron - (Medic)
gOOn - (Medic)


()= wait of the confirmation of modification.


Why there is so many medics ?
There is no medics limit in rules, so more we have men with this speciality, more we can support hits = less risk to explode the group and less returns to HQ.
And if you say: That's not milsim ...
...all soldiers and especially SF have a minimum of knowledge in first aid so ... for me it's realistic.

Medic is just a Rifleman with "first aid bonus" so i think it would be a great advantage for us if the maximum of riflemen have "medic" competence.

What do you think about this ?
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whitefeather

Post by whitefeather » 30 May 2007, 21:08

I think that you guys may need to be split up to guarantee that each squad has enough medics. Just hoping that you would be willing.

stoffi
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Post by stoffi » 30 May 2007, 21:11

Yeah, but LK... that would mean that your squad could heal itself 40 times!

Each medic is allowed 10 dressings (bandages); once they're used up, he must return to HQ in order to resupply.

I really doubt that this many medics will be allowed per squad.
B5 NATO, Special Forces
B6 General Conrads Mercenaries
B7 Milos Tigers, Mechanized
B8 NAF, Mechanized

whitefeather

Post by whitefeather » 30 May 2007, 21:17

the biggest thing is that all squads have an equal distribution of roles, which I know our CO's will do a good job of taking care of.

TAC Explorator
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Post by TAC Explorator » 30 May 2007, 23:00

It will be one medic in a squad not 4 or 2 medics... Maby a larger squad can have more then one medic.

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Post by (DFH)Mr Browneye » 31 May 2007, 23:22

And when a medic have been healed they can´t heal others for 60 min.

stoffi
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Post by stoffi » 01 Jun 2007, 00:03

"A medic may apply a field dressing to himself, but then loses the ability to heal others for 60 minutes".

Taken from rules.

http://www.berget-events.com/b5/rules.php
B5 NATO, Special Forces
B6 General Conrads Mercenaries
B7 Milos Tigers, Mechanized
B8 NAF, Mechanized

whitefeather

Post by whitefeather » 02 Jun 2007, 17:18

structure any time soon?

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Majk
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Post by Majk » 02 Jun 2007, 20:04

Don't worry about medics and engineers. Each soldier in SF have all skills, but you will only be alowed 3 bandages/soldier and you are not capable of disarming bombs or handle highly complexed elctronics. But you can disarm and adapt mines and pickpocket all locked doors. During the first 24 hours your Respawn will be mobile. I will go through all these specific rules on location when we meet.
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Game Management, Berget 6-12
CO/Game Master SF, Berget 3 & 5
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dirtykalle
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Post by dirtykalle » 02 Jun 2007, 20:11

Configuration of 1./FschJgBtl 451:

DSS = Leader
MadJack = Rifleman(+Radio Equipment)
Stamperl = Gunner
Dirtykalle = DMR
J.M. = Rifleman(+AG-36)
Babyface = Medic(+AG-36)
Ricksen = Pointman

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