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Tactical Rules for 28-29 JAN

Safety:

Do not discharge your weapon toward another reenactor if the distance between participants is
less than 7 paces. Please use verbal BANG signals to indicate gunfire.

No main gun round may be fired if friendly dismounts are in front of the gun, It may not be fired if
enemy combatants are within 500 paces of the front of the gun.

Do not aim your weapon(s) directly at another reenactor, aim slightly high or at the ground in
front of them.

No combatant may attempt to capture any vehicle. No vehicle assaults are allowed. Only tank
crews and umpires may approach within 10 paces of an armored vehicle in the field.

Between scenarios, unit commanders will make sure all weapons are unloaded before leaving
the tactical area and report that status to an umpire. This includes crew served weapons.

Paramedic! will be reserved for actual emergency situations. When


shouted, all activity with in earshot will cease until restarted by an umpire
after the emergency is cleared. If it will take more then 5 minutes to handle,
head umpire will consider a temporary ceasefire of the whole tactical to
prevent one side gaining an advantage from the hold on action.

No dismounted individual will approach closer than 10 paces from an


armored vehicle while the tactical is running. Umpires must contact the
vehicle and wait to be told either by radio or visually to approach before
moving to the vehicle.

In buildings, blank fire can only be shot from within the building out of a
window or door, No attacker will fire back at point blank range into any
structure. Combatants in buildings will not fire at each other. An umpire will
resolve the combat.

No hand-to-hand combat will be allowed. Once opposing forces close to


within 3 paces of each other, an umpire will determine casualties and a
winner. Losing surviving combatants will move directly back 20 paces before
reengaging. Casualties shall retreat as well and act in accordance with the
rules for dying.

When an umpire calls for a ceasefire, all combatants will stop firing their
weapon and repeat the command loudly until all activity has stopped. No
weapon firing will occur until the umpire says fire.

No fires shall be started without permission of the organizers.


The emergency phrase is KILL KILL KILL! shouted loudly and repeated
until all nearby participates are echoing the phrase. When heard, the
participant shall make safe his weapon, repeat the phrase loudly, and make
a slashing motion across his throat. This phrase is used when risk to life and
limb is possible or actual.

Artillery:

Fixed artillery crews will develop a range card. On this card 2-3 Target
Reference Points will be designated. These TRPs must be physical objects in
their range. A tree, rock or manmade marker will serve as a TRP. When a
crew fires on a TRP they are more likely to hit then if adjusting off a known
point. This will be represented as follows:

Crew declares target and fires. An umpire with the gun rolls a ten-sided die.
The die roll is modified for how close the target is to a TRP.

1D10:

On a TRP: +5
Within 50 paces of TRP: +3
Beyond 50 paces of TRP: -2

The modified die roll is the number of casualties taken among combatants
within 3 paces of the impact. If the unit reacts to the firing gun by going
prone on the ground, casualties are halved.

Tanks or other vehicles fired upon are destroyed on a modified die roll of 7+.

If the gun wishes to fire again at the same target location, it can do so as
soon as the results are determined and the gun is loaded.

To fire at a new target it must wait 1 minute as the new target is acquired by
the gun crew.

Infantry:

Kills are taken on the honor system. Umpires will not call people dead, but
will note and report to their commander any super soldiers who
consistently refuse to die.

When dead, a combatant will lie down and stop shooting. He will then move
back 20 paces and remain dead for 10 minutes. If his unit is advancing, he
may stay where he is as long as the unit moves at least 20 paces forward.
Dead will never move closer to the enemy. If a combatant is killed while the
enemy over takes his unit position, he will retreat with the unit and keep
moving 20 paces past where his unit stops their retreat.

Any unit that is successfully flanked by a group of at least half its strength
will have to retreat until 20 paces past the forward most flanker.

Any unit enveloped (double flanked) with forces that are at least half their
strength is destroyed. And must retreat until 20 paces past the forward most
flanker and all are dead.

Armored Vehicles:

Armored vehicles are treated slightly differently than infantry.

Armored vehicles can be destroyed in two ways: Antitank artillery rounds and
handheld AT weapons.

When a kill is scored on an armored vehicle it must immediately move back


300 paces and shut down for 10 minutes. No weapons may be fired during
this time and the vehicle is considered out of action.

Rules for AT artillery are listed above.

A handheld AT weapon fired at an armored vehicle from 10 paces (minimum


distance Infantry must stay from vehicles) will count as a kill. The
panzerfaust will be driven by compressed air, and the projectile must hit the
armored vehicle to score a kill. The umpire will rule on the nature of the kill,
e.g. mobility kill v. total loss.

It is essential that crews follow the safety guidelines for the main gun listed
in the safety section.

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