TIPS FOR WRITING COMBAT, TACTICS, AND / OR FIELD MEDICINE SCENARIOS PT. 2
Hello again! Coming out of the woodwork with my niche interests and hoping to pass along some information about writing things such as combat, tactical operations, and / or field medicine!
Disclaimer: I am not a medical professional, nor am I someone who has served in the military or law enforcement in any capacity. Any information in this post is gained from personal research in mostly internet circles. Some topics may be unsettling/disturbing, so please take care in reading.
You can view part one of this post [HERE].
Note: This part will be written more in-depth, as the sources I've pulled from are either no longer accessible, or from narrators I would not feel comfortable platforming due to their motives for sharing this information (e.g., anti-human rights individuals with qualified backgrounds). Knowledge is power, but we don't have to platform fascists in order to share it (* ^ ω ^)
To start this post off, I'll share some archives I've found since part one! This way, if you're just looking for resources and don't want to read something super lengthy, this post is still (hopefully) useful to my fellow writers.
Safety Data Sheets [Archive] - A collection of safety data sheets for what looks like various types of compounds, mostly based around industrial work (e.g., concrete mixes, roof coatings, etc.). While arguably not relevant to this sort of topic focus, I think it could be in the right scenarios, especially as sheets provide first-aid instructions, hazard classification, and details about specific compounds.
War Medicine [Archive] - Definitely a more historical reference (dated 1918), but published by the American Red Cross Society in France covering… war medicine. Includes various diagrams and topics.
Field Manuals and Technical Manuals [Archive] - A collection of field and technical manuals from various military services spanning across various decades. I believe most of these are U.S.-based.
Now, for the in-depth written information, placed behind the "keep reading" button.
CLOSE-QUARTERS BATTLE (CQB) / MILITARY OPERATIONS IN URBAN TERRAIN (MOUT)
CQB is typically defined as a short duration, high intensity conflict characterized by sudden violence at close range. MOUT is an example of a scenario where CQB may be applicable.
When in these environments, it's important for your character(s) to know how to navigate them. The presence of closer-knit buildings, various entryways, and populated environments means there's a lot of risk for both them and those around them.
As such, one of the founding concepts is entry and clearance.
There are many different ways to enter and clear rooms within a building, but the three primary types are as follows:
Conventional (aka: Strong Walling) - The leading individual "commits" to the room by stepping in with their full body, pressing their back to the wall opposite to the door's attachment, and using their upper torso to sweep the room with their light/weapon.
Lateral - The leading individual enters the room at either a 90-degree angle to the door (straight toward back wall of room) or a 45-degree angle (toward the corner opposite to the door).
Framing - Rather than step into the room, the leading individual peeks around the door frame and conducts their sweep from within it (think of them as using the door frame as a "mount" for their weapon, if they have one).
These can be conducted solo, or with a wingman.
A wingman is usually one other individual who stacks beside the leading individual, and uses an over-the-shoulder vantage to provide a secondary set of eyes for cover, while also being able to cover tasks such as opening doors.
Then, there's navigating environments as teams. With teams, there comes a need to develop tactics. With CQB in particular, there are two primary types of strategies:
Dynamic - Rapid movement and clearance; Your character(s) are likely in a high-intensity/time-sensitive scenario where speed is more important than safety. In these scenarios, your character(s) is/are more likely to clear rooms by committing with their entry and flooding in if in a team.
Deliberate - Slower movement and clearance; Your character(s) are likely still in dire circumstance, but they're able to take the time and prioritize safety over speed. In these scenarios, your character(s) is/are more likely to clear rooms by framing and entering one at a time to ensure all angles are covered.
But not every room is a perfect rectangle with wider-open spaces. Regardless of the structure, dead space is an important factor to consider for characters both outside and within these environments.
Dead space simply refers to the space that has not been cleared by the individual(s) entering the space. There are a few different types, including:
Anchored - The object creating the dead space is anchored to a wall, and thus prevents flanking. This could be a dividing wall, and certain types of cabinetry or other furniture.
Unanchored - The object creating the dead space is not anchored to a wall, and thus allows for flanking. This can be… any piece of furniture, crates/boxes/shelves, even certain installation pieces such as a 360-fireplace or showcase tank/terrarium.
Low - The object creating the dead space cannot fully conceal an individual/individuals who are standing, but could if they were crouched or laying prone. This could be things such as couches, tables with cloth over them, etc.
High - The object creating the dead space is elevated above the entry point. This usually, and pretty much only, includes things like stairwells, but it could include higher cabinetry if your character(s) is/are creative enough or able to navigate that.
Moving away from specific scenarios, there is something I've seen written a lot in fanfic and in rp spaces that I think would be important to clarify:
Do. not. attempt. to. catch. a. falling. gun.
I'm serious! In active combat, this isn't as applicable because your character's goal is (ultimately) to neutralize whatever threat is in front of them. Beyond that, though, your character(s) should never attempt to catch.
"But why? Wouldn't you want to stop it from discharging?"
That is why.
Yes, the firearm may discharge when hitting the ground… but in catching it, your character(s) may also discharge it. Unless they know for a fact they will not grab the area around or within the trigger guard, it's highly likely that a finger/fingers will slip into the guard and, due to the force of the catch, end up pulling.
The best practice, especially for a character/characters who are skilled with firearms and versed in safety practices, is to put the hands up and let it fall. Step back, find cover if possible, and retrieve the firearm after it has landed.
And again, I am not responsible for what y'all do with this info. Read responsibly, and stay frosty!
TIPS FOR WRITING COMBAT, TACTICS, AND / OR FIELD MEDICINE SCENARIOS
Saw a post that made me think about this, so I wanted to share some resources and online profiles I had around writing things such as combat, tactical operations, and / or field medicine! Plus my Call of Duty fixation is in full swing fjslfjdslfj
Disclaimer: I am not a medical professional, nor am I someone who has served in the military or law enforcement in any capacity. Some topics may be unsettling/disturbing, so please take care in reading.
This isn't as organized as I'd like it to be, but I did my best to make it fairly easy to navigate.
Doc Combat [TikTok] - A collection of videos focused around administering Tactical Combat Casualty Care (TCCC).
Tactical Combat Casualty Care Quick Reference Guide, First Edition (2017) [PDF] - A handbook published by the U.S. Government and military detailing basic management, what to do in scenarios, and how to address varying types of wounds.
Protocols for Common Injuries from Police Weapons [Archive] - A guide detailing various injuries that can be collected from police/military weapons and how to attend to them.
Organizing Armed Defense in America [Archive] - A guide on how to establish security and defense measures, as well as a list of equipment often used in militia groups.
FEMA Independent Study Courses [Website] - An extensive collection of free (yes, free) courses provided by the Federal Emergency Management Agency, which covers so many topics, such as Hazardous Materials, Active Shooting, Community Emergency Response, Fire Safety, and more! You can save any information provided in the course(s) you choose, as it's all public access.
Writing (US) Government Clearances [Tumblr] - A small guide on how to navigate government clearances.
TM 31-210 Improvised Munitions Handbook [Archive] - Pretty self-explanatory, but an archive of documents showing how improvised munitions are made.
The US Military Manual Collection [Archive] - A collection of US manuals published by the United States Army's Army Publishing Directorate.
Remember, all of this information is publicly accessible! I seriously cannot recommend using archival websites enough, especially since Google (and other search engines) manipulate what appears first with every search.
Also, I am not responsible for what y'all do with this info. Read responsibly, and stay frosty!