
|
This
guide attempts to explain the basics to beginers who want to host or
prepare for a large water war. It is based on experience, and
shows how to avoid simple mistakes, keep your team organized, and more.
Intro
Water Wars are growing in popularity, from the Vermin Wars, Dominator
Was, Ops Wars, and just anual soakfests and parties. The first
thing to know is to expect that not all of your team will come, I have
yet to be in a War where as many, or more then I expected came.
Remember if you are a commander to have several plans, when one fails
or is not available to use because of several cicrumstances you will
have extras. There are three sections of this guide, Starting a
war, fighting a war, and commanding a war.
Starting
a War
Many people complain about not being able to have large wars like other
people, in reality its quite simple. Think of everyone you know
who may be interested, many good battles don't have to be
stringent. In fact, make it like a party. The best wars
I've been to where ones where there were friends, food, and
partying. People will want to go if you tell them, "Hey were
going to have this awesome battle next weekend, its going to be an all
out waterwar, and I'm getting Jenna to videotape it, then when we are
done we are going to have a grill out hamburgers and hot dogs and watch
the battle on the TV, its going to be real fun do you think you can
come?" This aproach is much better then the following: "Hey man,
I wanted to tell you something. We are going to have a real big
watergun fight on Saturday next week, if you don't have anything to do
do you think you could come?". Obviously the first sounds alot
more interesting and fun then the second aproach. Tell people
ahead of time, and if they are younger then 15 its a good idea to make
sure their parents know the full details, or that they even know its
happening. If your friends are militarstic or are involved in
lots of camping and outdoor games you could make it a campout with two
teams, and have lots of battles during the night before the main
event. Most of all, do not make enemies, unless someone
challenges you, or bets they can beat you or your team then do not ask
someone to make an ememy team without making sure everyone knows its
just to have fun and not to attack eachother. Pick a date thats
good with everyone, call around, and if they can go make sure they have
transportation. Tell people at least a weak before, nobody likes
being told a day before only to know they just were invited to their
kid brother's friend's birthday party yesterday and can't tell them no
now. If you make it fun, invite lots of people, and stress the
fun of it then you will have no problem starting a major war or fun
battle.
Commanding
a War
The first thing a commander needs to do is getting the warstarted,
andset up. Next you will need to organize your team. It is
critical
that your team has and knows as much as possible about its
weaponry.
One good thing in Vermin War I was the night before our Commander's dad
set up a training area where we got to know our guns (we had just goten
new ones from the old XPs and Classics we had before). Make sure
that
if a combatant is not familiar with their weapon that you explain how
to properly work it. Make sure your team is together, not
necisarily
right next to eachother, but in communication. Basicly Commanding a war
is a very broad issue we cannot totally paste all the pointers here,
but there are so many they exist in seperate articles.
Fighting
a War
When you have been intited to a large water war, or are going to battle
in a large scale soakfest the conditions are much different then your
average battle. The more competition involved the more fun it may
be, as long as it does not get out of hand. Usually if there are
predetermined teams and a rivalry it can get your adreniline
rushing. Not letting your team down, and having fun while not
getting shot is a big priority. One must feel ok with ones
surroundings before they are calm. Always remember that the most
organized team usually wins. If it is your first time and you are
going to a very large battle then make sure you know the rules and
conditions, whether its capture the flag elimination, death match
elimination, or just a huge water war. The idea is not to get
shot, it is so anoying when you have someone on your team who thinks
they are all that because they don't dodge a shot, or temporarily
retreat to reform and blast the other team even more. It may
boost the morale of the individual, but it also boosts the enemy team's
morale, and weakens your teams. Do not run or surrender, these
are worse then wanting to get soaked (which can be suicide in an
elimination game). Yet, sometimes you may need to temporarily
fall back in order to regroup, or even to lead an enemy into an
ambush. Never fight alone unless you know the area, the enemy,
and what your doing. It can be suicide to be running around on
unfamiliar terain with an XXP 175 trying to make a difference in the
overall battle when the enemy is operating in squads (groups of
2-5). If the battle field is very large walky talkies come in
handy if you are splitting up. Being apart of a split force can
be good or bad, one can cover more area and gather more inteligince
this way, but a team is also more susceptible to attack. It is a
good idea to split up to find the enemy, then send inteligence back to
the team commander and have the whole group merge on a section of them
at once. People make a big deal about what kind of weapon to
bring. From my experience I've found it best to bring as many
weapons as possible. This way you can keep some back at the team
base, and use the weapon needed for the perticuler mission at
hand. For the newbie, or even a veteran who has never been in a
Water War it is critical to keep your comrades happy and make sure you
all fight in unison. Never get overly tense, and always have
fun. Don't get carried away, but do whats best for your team.
|
|
|