Tuesday, March 29, 2011

RAP4 User Manual


















Sunday, March 27, 2011

Senarai Kem PLKN


Perlis

1. Kem PLKN Tasik Meranti

2. Kem PLKN Tasoh

3. Kem PLKN Guar Chenderai

Kedah

4. Kem PLKN Beringin

5. Kem PLKN Lagenda Seri Negeri

6. Kem PLKN Rimba Taqwa

7. Kem PLKN Dusun

8. Kem PLKN Damai Park

9. Kem PLKN Rekreasi Belia Baling

10. Kem PLKN Sintok

11. Kem PLKN Bukit Besar

Pulau Pinang

12. Kem PLKN White Resort

13. Kem PLKN Syruz

14. Kem PLKN Sri Impian

15. Kem PLKN Sri Mutiara

Perak

16. Kem PLKN Kg Baharu (L) Air Tawar

17. Kem PLKN Teluk Rubiah

18. Kem PLKN Akademi Kepempinan Segari

19. Kem PLKN Terkok

20. Kem PLKN Taman Kepempinan Gemilang

21. Kem PLKN Jiwa Murni

22. Kem PLKN Sentosa

23. Kem PLKN Tegas Mesra

24. Kem PLKN Desa Rimba

25. Kem PLKN Sinaran Suria

26. Kem PLKN Kendiri

27. Kem PLKN Nilam Ehsan

Selangor

28. Kem PLKN Kuala Kubu Baharu

29. Kem PLKN Millenium

30. Kem PLKN Paya Indah

31. Kem PLKN Temasya

32. Kem PLKN Setia Ikhlas

33. Kem PLKN Geo Kosmo

34. Kem PLKN Princess Haliza

35. Kem PLKN Hill Resort

36. Kem PLKN Jugra Banting

Negeri Sembilan

37. Kem PLKN De Bana

38. Kem PLKN Ulu Pari

39. Kem PLKN PDS Resort

40. Kem PLKN Bintangor (Tangguh Sementara)

41. Kem PLKN Karisma

42. Kem PLKN Sri Perkasa

Melaka

43. Kem PLKN Warisan

44. Kem PLKN Hutan Rekreasi Ayer Keroh

45. Kem PLKN Lagenda Gunung Ledang Asahan

46. Kem PLKN Putra Putri

Johor

47. Kem PLKN Pusat Bina Semangat YPJ

48. Kem PLKN Nasuha Ladang Rempah Ratus Herba

49. Kem PLKN Desaru Gerakhas

50. Kem PLKN PTH Kluang

51. Kem PLKN Semberong

52. Kem PLKN Teluk Sari

53. Kem PLKN Seri Ledang

Pahang

54. Kem PLKN Benum Hill

55. Kem PLKN Pingiran Pelangi

56. Kem PLKN Summerset Resort (Ditangguhkan sementara)

57. Kem PLKN Tasik Chini

58. Kem PLKN Gambang

59. Kem PLKN Cahaya Gemilang

60. Kem PLKN Tanjung Semarak

61. Kem PLKN Indra Pahlawan

62. Kem PLKN Kg Hijrah

Terengganu

63. Kem PLKN Merang Suria

64. Kem PLKN Cheneh Cemerlang

Kelantan

65. Kem PLKN Latihan Etnobotani Gua Musang

66. Kem PLKN Cancun Park, Mukim Bukit Tuku

67. Kem PLKN Batu Jong

Sarawak

68. Kem PLKN Bumimas

69. Kem PLKN Miri

70. Kem PLKN Junaco Park

71. Kem PLKN Similajau

72. Kem PLKN Puncak Permai

73. Kem PLKN Bukit Saban

74. Kem PLKN Putra Sentosa

75. Kem PLKN Juara Serian

Sabah

76. Kem PLKN Wawasan

77. Kem PLKN Tanaki

78. Kem PLKN San Shui

79. Kem PLKN Sinar Jaya

80. Kem PLKN Bagai Budi Resort

81. Kem PLKN Di Bawah Bayu

Wednesday, March 23, 2011

Paintball Scenario Game Operations

Paintball Scenario Games are not new, but they have become the fastest growing type of Paintball game. Players, field owners, and sponsors have come to recognize the entertainment value of large scale, well-organized recreational games.

This guide is intended to give a description of the most common types of Paintball Scenario Games or PSGs, briefly explain their design and show ways to help you to play. If you have never played in a PSG, this guide may help you to understand what they are all about and maybe help you decide to try one.

Unlike Tournament play, there are really no losers in a PSG. No matter who won the scenario, both the victors and the vanquished go home satisfied. The thrill of victory in a PSG is real, but there is no loss of honor or respect in being on the losing side. Being there and enjoying the camaraderie and friendships of players from distant fields makes all the players winners.

PSG Themes

PSGs are one of the most rewarding experiences Paintball can provide. The first thing to understand about them is that they are a FUN fantasy event. PSGs can't be compared with real war or combat. War is a terrifying and horrible experience that forces Man to face his fear of death and commit actions that take human lives. The only fear that should be felt in a PSG is not having enough money to buy more paint. BIG difference!

If the theme of PSG sounds too military or war-like, don't take it too seriously. The technical limitations of Paintball prevent any realistic simulation that could be used to duplicate actual events. Think of it this way, it is like staging a re-enactment of the Japanese attack on Pearl Harbor using squirt guns- everybody gets wet, nobody gets hurt, and you might even learn something.

The critics of history based PSGs don't understand that the theme is a creative tool that the writer of the scenario game uses to set up certain situations. It allows characters, locations, and movements to be applied to the groups of players. The game, as played out, can be applied to almost any place and time- past, present, or future. The theme can however, allow prospective players a mental headstart on the game.

The most popular themes are Science Fiction and Action movies, TV shows, and historic or military events. The most popular reasons for attending a PSG are the type, producer, location, play date, field fee & paint price, and finally- the theme, as depicted in pre-game advertising.

PSG Types

There are many different kinds of PSGs. But there are a few things common to all types that help create a successful event for both the field and an entertaining experience for the players. Planning and preparation are the key factors of a good PSG. Writers start with a theme for the game and an accurate map of the playing field. These are used to set the boundaries of Who can do What and Where they can do it. A common feature of almost all types of PSGs are Hospital and Medic Rules. These special PSG features enhance the player's game experience by providing a method to return them to the game after elimination.

PSGs can be placed into two main categories, Single Day and 24 Hour.

Single Day PSGs

The most common type is the Single Day PSG. Good for both large and small fields, they are relatively easy to set up and run. The Single Day's advantage over the 24 Hour is the shorter time investment for the field and the players. They are usually 8 to 12 hours long and are normally played in daylight only. Single Day PSGs can be divided into 2 main variants, Mission Oriented and the Big Game.

Mission Oriented PSGs

The best type for small fields, Mission Oriented PSGs divide the day into a series of mission time periods. The total group of players present is divided into two equal groups and a leader is selected. Each mission begins in the break or assembly area with the 2 team leaders being given a map and written mission orders for the next game. The teams will have to perform opposing mission assignments within a specified time. When that time expires, or the mission of one team is accomplished, the players return to the break area and receive the next mission. The game can be played with the teams assuming alternating offense and defense roles, with the defending team entering the field first.

The advantage for this type is that it offers the producers excellent control of the overall PSG through the use of written mission orders for each game, selected areas designated and prepared in advance, and set times for each mission and breaks. A typical Single Day Mission Oriented PSG will allow up to 12, 30 to 45 minute missions with 15 minute breaks between the missions.

Mission Oriented PSGs rely heavily on the use of prop objects placed on the field before the game. The field is usually 'seeded' with props like ammo boxes, document envelopes, a dummy, or unusual items like a balloon tied to a tree or a cooler full of soda. Placing these objects on the field in advance reduces the task of running the props out to their correct position before each mission. During the course of a mission, the offense team is tasked with locating and returning an object to the break area while the defense team acts to prevent that from happening. Other type missions include setting up ambushes, attempting to capture or eliminate a specific enemy player, or the classic downed pilot rescue.

The Big Game

This popular Single Day Big Game format is great for large fields and is best characterized by its simplicity. Often arranged as an annual event, some are run as benefits for local charities. Usually the scenario aspect of the game is not as detailed as a 24-Hour PSG or as structured as a Mission Oriented game. A Big Game normally will run for 6 to 8 hours and usually ends with a climactic battle.

The Big Game starts with each side being given control of half of the field, with each half containing several strategic areas that must be defended from capture. Usually, these areas will include the HQs, an ammo dump, a village, or a fort. The object of the game is to control those sites for a length of time to score points. Props, such as dummy missiles, ammo boxes, or drums are used to provide movable objectives for special mission recovery. Pyrotechnics, sound effects, and staged events are used to spice up the action.

Often this type of PSG will employ a small 3rd force on the field to act with independent goals or as team to ally with. Occasionally this group is used as Terminators. The Terminator has some form of reduced vulnerability to ordinary weapons and must be dealt with through unconventional means such as a paint or smoke grenade.

Vehicles are also very popular with the Big Game PSG. Everything from trucks, helicopters, hovercraft, and Paintball Tanks have made appearances at them. Recently Tanks have grown in popularity to the point that many Big Games are routinely including them.

The 24-Hour PSG

The 24-Hour PSGs are the most complex and involving type of PSG for both the players and the fields. They have been greatly popularized and practically invented by the master of the genre- Wayne Dollack. He and his wife Jackie travel to Paintball fields in their motor home spreading their unique brand of Paintball Mind Game to an eager and enthusiastic audience. (It's almost a cult)

The key to their success with the 24-Hour format is that like a traveling road show, they bring a highly organized and professional system to fields that otherwise would never have attempted to produce a PSG of such complexity. Wayne's effective advertising and skillful game designs have set a standard for 24-Hour games that few can match. One of those trying and succeeding is Viper Enterprises of Texas. Using the same format that Wayne perfected, Viper is striving to bring the Dollack type Role-Playing to Paintball players west of the Mississippi.

A Dollack PSG is a unique experience. Missions go out to both teams by radio, each players gets a detailed identity for them to role-play, audio and pyrotechnic effects are used for atmosphere, and Role-Playing spies play their parts on the field and in the break area. You can truly play the game on many different levels- hunter, sprayer, soldier, or spy. You can get as deep into it as you want. For 24 hours, you are in Wayne's World.

The basic game is played like this- Each team controls a HQ area. Wayne calls in missions to each side by radio every 15 to 30 minutes. The team generals send out squads with mission order cards to complete those missions. If completed, a ref will sign off on the card and it will be turned in for points. At the same time, the Role-Players will be at work having secret meetings, sabotaging missions, selling and trading information and game props, and in general trying to cause the enemy as much confusion and trouble as possible. You just won't know whom to trust.

The 24-Hour PSG divides the day into 3 sets. A day game- from 12 noon on Saturday to dusk, a 1 hour stand-down to set up for the night game, a night game that lasts until dawn, another stand-down for breakfast, and finally a morning game that ends at 12 noon on Sunday. After the game ends, an assembly is held at which the winner of the game is announced speeches are made, and awards and prizes are given out. The December 1997 game- "Area 51" at Wayne's home field in Ocala, Florida, gave away $40,000 in prizes.

This is just a brief outline of a Dollack game. There are many more complex aspects to his PSGs than I can explain here. Lets just say it is worth it.

PSG Players and Their Roles

The General (CO)

No matter what type of PSG you play in, there will be some sort of command structure. If you are lucky enough to be a General, or CO, use your command wisely. Always remember that the individual player is a paying customer of the field and must not be abused by your authority as their leader. Never ask a player to perform any task that you yourself would be unwilling to do. You have a great responsibility to lead the other players in your team by good example. If you are abusive, your subordinate teammates will either act like you or may defect to the enemy and frag you. This really does happen!

If Role-Playing is involved, be very careful of who you trust. Don't accept any envelopes or packages as they may be booby-trapped. Make no mistake about it, in a PSG, eliminating a general or his command staff can score big points. There are enemy players who are specifically tasked with hunting you down, so watch out. Some of them can be very devious. A type of this spy to beware of is the traitor. It is almost certain that some of your own players will actually be an undercover agents working for the enemy, patiently waiting for the best moment to strike.

The Role-Players

In a Dollack game, there are players who show up just for the Role-playing. The Role-Players will have their own game going inside the larger PSG and will have a major impact on the overall outcome of the game. An important point to remember about most PSGs is that Missions win games, but Role-Players can outscore Mission points.

If you accept a role to play, you will be provided with specific goals to accomplish in the game. It is very important that you try to maintain your character's integrity and motives as they were given to you. The Game Director will provide you with certain props and meeting times, so it is important to preserve the continuity of the game by staying in character and not trying to take over the game with your own private agenda.

Other Roles

PSGs offer some form of role to everyone in the game. Some are very complicated, most are simple and easy to do, but all are about the most fun you can have while playing Paintball too!

The Executive Officer,(XO), is the team's second in command. His duties are to assist the General with the running of the team and in the absence of the General, he is in full command of the team.

The Platoon and Squad Leaders are responsible for executing the mission orders from the command staff. When a mission is accomplished, they are also responsible for providing the necessary proof of completion to the HQ.

Most players in a PSG are Grunts. As a Grunt, your obligation is to perform the tasks or missions that the team leaders give out. This is not to say that all orders must be blindly followed. The important part is to complete the mission in the time allowed. If you have a good understanding of what is required, you won't need much direction to complete it. Grunts should try to help the team leaders to maintain unit cohesion by trying to stay together and operate as a team. Grunts also get important tactical roles- these are Medics, Weapon Specialists, Combat Engineers and Demolition Experts. If you play one of these roles, it is very important to learn what you can do with the role and use your skill as best that you can. Your team will be depending on your abilities.

Communications

Radio can be a major tool in large scale PSGs. A Dollack game uses them to send missions to the two teams. Each team will also use them for communications between the command staff and individual squads. These are called radio nets.

The PSG director may use 3 radio nets- one each to the two team command staffs and another to the refs. The two teams will each operate several nets for squad to squad and command staff communications.

A single radio equipped team can create a very effective method of control over an entire side. This is how it works- a team will take control of a side when one of its members play the role of General. The General then assigns each of his radio-equipped teammates to positions in each platoon or squad. Using codes and call signs, the General now has people he trusts in each of the squads. This creates a very effective command and control structure.

The types of radios being used are mostly FM UHF 'Sport' type radios and 40 channel CBs. Also short-range FM Vox headset types are very useful for squad communications. One thing to keep in mind about using radio is that it is not secure. Everything you say over a radio net is subject to interception and even jamming by your opponents. Use codes!

Final Comments

This article represents most but not all PSG types, as there are as many different variants as there are imaginative producers of them. Each PSG is a unique event. It reflects the character of the field, the practicality of the scenario, and the composition of the players who show up for the game.

PSGs are not for all Paintball players, but if everyone would at least give them a try they may find that they can learn a lot from them. Most PSGs are played on large fields forcing groups to play in a 360-degree environment, not the normal forward only assault of Tournament style. The PSG teaches players to learn energy and paint conservation, how to lead and how to follow, effective communication methods, the honor of how you play instead of how you win, and finally- how to meet people and have a great time without the pressure of high performance failure syndrome. As PSGs and teams dedicated to them rise in popularity, more fields have recognized the publicity, entertainment, and customer satisfaction values of the PSG, so more of them will be produced. Look for one at a field near you.

The Ultimate Game

Hunters

If you have been playing Paintball for a while, I'm sure you have met the Hunters. If you haven't met them yet, don't worry, you will. Or you might be a Hunter and just never knew how to type your personal style of play. Hunters are known by many different names- Predators, Stalkers, Snipers, Rogues, and can all be united by the common classification of Hunters.

What makes a Hunter different is the inner desire to win or lose as an individual. Instead of following the herding instinct to belong to a team, the Hunters mostly operate as outsiders, ready to join up with any side in a pick-up game. Many Hunters are on organized teams. The team support system is a great help to most players and the Hunter is no different in that respect. On a team, the Hunter is most often the flanker or sniper, going off on his own to stalk the other team. The Hunter is greatly attracted to this legitimate team role because of his stealth abilities and technical skills as a solo player.

There are many others who are not organized team members. There could be many reasons for this, maybe there aren't the types of teams that they would like to be on around. Or perhaps they were on teams before and had trouble with the team dynamics problems that plague any group of people with different goals and ideas about how to operate. For whatever reason, there are a lot of solo players out there, perfectly happy being accountable only to themselves, finding a simple pleasure in hunting the humans.

The Ultimate Game

Man verses Man remains the ultimate challenge for any competition. The Martial Arts and any of the other single combat sports, such as Boxing and Wrestling, pit contestants against each other in physical and mental combat for dominance. Even Chess, Checkers, and Battleship have at the most basic level the Man verses Man competition of single combat. One on one in a duel to the finish, you either stand or fall alone, strictly on the merits of your skill, training and physical abilities.

It is this premise that the Hunter carries into Paintball. He is the player out there on the Big Hunt for the ultimate game- Man, equally armed and resisting with his best ability. Man is the most cunning creature and the greatest challenge for any Hunter.

For the Hunter, the team ethic is secondary to the hunt. He will operate with a team or may even be a functioning team member, but inside, that association only exists to bring the quarry in close. Sometimes, the team will even be the bait to draw in the prey. But this isn't hunting bunnies- the prey can shoot back, and is in fact Stalking the Hunter too. Hunting the Human Animal

In many parts of the country, wildlife hunting and fishing are considered a normal, rewarding, and an even necessary way of life. You can argue endlessly over the correctness of taking animal life in the wild or on the farm, but you can't deny the human instinct to be a hunter.

Everyone is a hunter at heart. It is part of human nature, the survival instinct that allowed our kind to populate the entire world. The cop hunting for a fugitive is performing the same critical thought processes as the little old lady shopping for pantyhose bargains.

To be a Hunter in Paintball, you must begin to think about your prey (the other team), as animals. People are animals too, you know. They have instinctive behavior patterns that can be used to predict their movements or even cause them to do certain things.

Here are a few general guidelines to follow that will help you learn how to hunt the human animal in the Paintball jungle. Observation- When waiting for a good shot, don't stare at your intended target. Keep looking around. If you are trying to ambush someone, staring at them will prevent you from seeing other things that may be going on around you and it is said that prey can often sense when a predator is watching and waiting. Did you ever get the feeling you were being watched? Maybe there was a predator nearby.

Stealth- This covers a rather broad area. It all comes down to being quiet, moving using the best cover available and in general being as sneaky as possible. It also helps to use some sort of camouflage, or at least don't wear bright colors or clothing with high visibility advertisements printed on it.

Patience- When in a position, often the prey will be too nervous to sit still for very long. This is especially true of new players. The adrenaline is flowing, things are happening all around them and they just can't sit and do nothing. Often you can out wait them. They move first, you get an easy target.

Range. Learn your gun's range. Don't waste shots over 125 feet. You might get lucky with a long-range shot, but you can't depend on it. A good technique is to wait for them to come to you. Some Hunters are true snipers. They practice learning their maximum effective range under varying conditions and use a range card. This is a simple silhouette cut out the size of a person at maximum range. If a person fills the same size as the cut out in the hand held card, he is in range.

Stalking. Learn how to stalk. No, I'm not talking about harassing people by following them around. Stalking is the art of tracking the prey until the best moment and then, when all the possible advantages are with you, taking the shot. An exercise you can do to learn the technique is to pick out a player on the opposite team and do whatever you can to eliminate that player. This difficult task will show you how to find and plan taking the shot at the proper moment.

Teamwork- Although the ethic of the Hunter doesn't require teamwork, you would be a fool not to use it to your advantage. Also, you may find other Hunters out there to hunt with. Teammates and flags can be used as bait to draw out your prey. The Hunter has little use for flags, but the teams will focus on it and it can be used as irresistible bait for an ambush. Another successful hunting technique is to use your teammates to flush out the other team and move them toward your position.

Equipment- Any type of Paintball gun can be used by the Hunter, but the best type should be a semi or pump with good long range accuracy. The high rate of a semi comes in handy with multiple targets, but a pump has the advantage of better accuracy. Both types require some sort of sights to be used, as all shots should be well aimed. Hunting in the Paintball Jungle

The idea of hunting humans will surely be repulsive to some readers however, this is exactly what Paintball is. The crucial difference between Paintball and the real world is that Paintball is all an illusion. The very core of Paintball is the acceptance by the participants of the rules that govern this fantasy world. That is why Honor is so important to the game. If the rules are not followed, the game doesn't work. The fantasy can't tolerate cheating.

No matter how intense the adrenaline rush of battling people who are trying to eliminate you just as hard as you are trying to eliminate them is, it is not real. It is simply a mental and physical thrill ride. A contest between willing participants for the fleeting dominance of a single engagement.

Unlike the real world, the Hunter can operate within the Paintball fantasy free of conscience and guilt, searching for the inner satisfaction of testing his own skills and abilities against armed combatants in an arena where no one gets hurt, except perhaps by deserved humiliation and a few welts.

Paintball allows the primal Hunter instincts a benign outlet in our modern world. Where else can a person go to be able to engage in high intensity, low risk mock combat, and in such way that it creates a brotherhood between the combatants? Paintball is a fantasy contest of aggression, played by immortal combatants, in a never-ending cycle of victory and defeat. And at the end of a day, the only trophy the Hunter ever takes home is his pride in his skills and the respect of his brothers-in-arms.

Immediate Action Drills

Immediate Action Drills

When you play scenario games , and I mean really play scenario games, your team can benefit from practicing Immediate Action Drills. The Military calls them Battle Drills.

I will attempt to help you understand how the proper use of proven tactics will make you and your team better players. The term, enemy and opposing team are interchangeable in these articles and throughout the website.

These small routines can mean the difference in living and getting splattered in paint on the scenario field. The military sees these drills as so important that units fail combat readiness tests if they cant perform them adequately. My squad practiced these drills and many more weekly. I can tell you from experience, they work. Are they hard? Not on the face of them but coordination is the key. That, and everyone needs to be working on the same sheet of paper. I remember practicing crossing the same road maybe 50 times in a day until I was satisfied we had it right. Then we would do it again with different people in each others position. Everyone had to know the other person's job.

So what are immediate action drills and why are they so important? For our purposes, these questions need one more part. Why do I need these for paintball? Well, the answers are pretty simple but lets go through them one at a time.

What is an Immediate Action Drill?
Immediate action drills are rehearsed reactions to contact or anticipated contact with the enemy. Basically they involve practicing your immediate reaction to a threat until it becomes an automatic response. Immediate action drills are most frequently used by fire teams and squads.

Why are they so important?
The enemy (other team) normally seeks contact with units only under favorable tactical circumstances; for example, ambushes. The small-unit encounters with the other teams are likely to be sudden, violent, and of short duration. Slow reactions to an ambush can result in excessive losses or the loss of an opportunity to punish the opposing team. Contact is often made at close range, particularly when operating in woods, forests, or heavy brush. Immediate action drills aid teams in reacting quickly and properly.

Why do I need these for paintball?
This is probably the easiest to answer. When we play paintball in the woods we normally play scenario/recball games. These can of course be very short or last days. The tactics used by the military and the tactics used by a well-practiced team are have many similarities. Almost NO teams practice these drills. IF your team does, they are head and shoulders above the other teams. Non-practiced and disorganized teams (the norm) will have little chance against a team ready with the tactical knowledge and ability to use those skills.

The tactics Im showing here are real world and practiced. They are proven in real combat and I personally have seen them make the difference in a REALLY bad day and one Im able to write about. Coincidently, Ive used these drills in paintball with just a little bit of practice by only a couple of players on the team and even that was enough to completely annihilate the other team.

So lets start:
Immediate Action Drill (contact while on patrol) Assault

Given you have three members of your team moving down either side of a trail. Your team moves slowly and quietly. This could be a patrol (like in a long game) or your team is moving to an objective like the other sides bunker.

You stagger your team. Everyone knows where his or her team members are and can see them. The lead member makes contact with the enemy. He may simply see them, or be shot at by them, but the contact is made. That lead member must immediately determine if your team has been seen or not, because that will decide your best response. For this drill assume your team has been compromised and all Hell is about to break loose.

Your team responds by going into its immediate action drill. For this situation we will use the assault drill.

Your lead member makes contact. While yelling CONTACT FRONT”, he takes cover and shoots. The rest of the team echoes the info, CONTACT FRONT” and rushes forward. Remember, your lead guy is in a world of dog do so the rest of the team needs to get moving fast. Remember the word immediate?

The team moves forward in a quick leapfrog style. First, the lead guy who has already taken cover lays down covering fire. It is not so important that he hit anyone, just that he keep them from sending paint in the direction of your team.

The second member moves up a to a position forward but to the other side of the trail if possible of the lead member, but not in his line of fire. He then fires at the enemy while taking cover.

The third member is already moving. He passes #2 and does the same thing.

Now the team member that was in the lead is the farthest back and they move up, repeating the drill.

No one moves unless the other team members are laying down covering fire.
All team members yell, COMING THROUGH”, as they pass their forward team member. This way you dont get shot in the back running into your team mates field of fire.

There is another point that needs to be brought up here. If a team member runs out of ammo he yells "LOADING!" This lets the other members know that there is no fire coming from the loading member so the team waits until all are ready. When that team member is reloaded he signals by yelling UP or READY! The exact wording is up to the team, and you might consider picking some code words that arent so obvious to the opposing team. Whatever words you use, it is practice and drilling that will make them an automatic response. Loading under combat conditions and moving is another Immediate Action Drill and we will cover this in another article on teamwork.

This advancing leap-frog technique continues until either the enemy is severely painted, runs away or you find you have bitten off more than you can handle.