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Fallschirmjaeger Regiment of Washington
NWHA BYLAWS
THE BATTLE REENACTMENT
A. It must be recognized that in order for a reenactment meeting to function in an orderly manner, the individuals must show true integrity.
B. Reenactment meeting rules are set forth for the basic purpose of establishing order at and during a reenactment meeting.
C. There will be selected for each reenactment meeting a respective overall commander for the Allied and Axis forces. These persons will be selected by the event organizers and/or the Board of Directors. The duties of an overall commander shall be :
1. To supervise and control their respective side (all active Units) at all reenactment meetings.
2. To insure that the reenactment meeting proceeds smoothly by conferring with his counterpart on the opposing side and the NWHA Chairman when necessary.>
D. All reasonable orders given by the Unit Leaders and/or their appointees will be carried out.
E. There will be no unnecessary verbal communication between members of the opposing sides during the battle.
F. Oral, non-transmitted communication between members of the same side in excess of fifty (50) yards is prohibited.
G. At the close of a battle, major problems, questions, and disagreements will be brought to the attention of the respective overall commanders and the Chairman, whose responsibility it will be to resolve such situations.
SECTION 2 : RULES OF ENGAGEMENT
A. CONFLICT
1. TO DETERMINE A "KILL" FOR PERSONNEL ON FOOT
a. Full body exposure in the open within the range of the type of fire you are taking.
b. Exposed from the waist up when within range.
c. Running from cover to cover if you take fire from a semi- or fully automatic weapon burst of three or more shots or a volley from three or more bolt action weapons within range.
d. If you are within range and being fired upon, but do not fall under (a) or (b) as described above for a clean kill, you must take cover to shield your whole torso and head. If you continue to stick your head up and watch the person firing at you, the head shot will count if made within 25 yards.
e. If you are out of range, but come under fire, you must take cover from the neck down. If you do not , you will be considered "killed".
f. When crawling, you must have sufficient cover when taking opposing fire, i.e., you are dead in an open clearing.
2. VEHICLES, SOFT SKINNED (i.e., motorcycles, cars, jeeps, and trucks)
a. A vehicle receiving a volley of semi-automatic or fully- automatic fire will be considered knocked-out with the driver and passengers in the cab area killed. If the vehicle is a truck carrying troops, the troops must dismount from the vehicle and fight on foot. The troops cannot use the vehicle for cover as the vehicle would probably be in flames.
b. A vehicle and all personnel in or on that vehicle will be considered killed from any of the following:
3. VEHICLES, ARMORED CARS AND HALF TRACKS
a. Will be considered killed from any of the following:
4. VEHICLES, TANKS
a. Will be considered killed from any of the following:
b. Will be considered disabled (immobile), but can still use its weapons, from the following:
5. KILL TIMES AND CASUALTIES
a. Kill times will be determined at the morning line-up of the reenactment meeting. They should not exceed 15 minutes for personnel or 20 minutes for vehicles. Times can be adjusted to compensate for an uneven turnout of opposing forces.
b. Casualties will fall back behind their lines or to the area designated to take their dead time.
c. Casualties will not be disruptive to the flow of the battle and will make an effort to move unobtrusively away if the flow of battle shifts into the casualty area.
d. Personnel will remove their helmet to indicate that they are a casualty. Any personel wearing soft caps are considered casualties.
e. All types of vehicles will display a "yellow" pennant to indicate they are out of action.
B. WEAPON RANGE AND EFFECTIVENESS
1. SMALL ARMS
a. Rifles; bolt action, semi-automatic or full-automatic, in rifle or carbine caliber - 75 YARDS
b. Any fully-automatic weapon in rifle caliber on a fixed mount, tripod, or bipod - 100 YARDS
c. Automatic weapons in pistol caliber - 50 YARDS
d. Pistols / sidearms - 25 YARDS
e. All the above (a-d) can only "kill" infantry and soft-skinned vehicles.
2. HEAVY WEAPONS, VEHICLE MOUNTED OR TRAILED
a. 20 MM and .50 Cal - 100 YARDS
b. 37 MM and up - 150 YARDS
c. Heavy weapons do not include artillery.
3. HAND GRENADES
a. The thrower must yell "Grenade" when it is released.
b. The grenade will be considered detonated at first impact, not where it finally stops.
c. Kill radius from impact - 15 FEET.
d. Expended grenades will be out of action 15 minutes.
4. RIFLE GRENADES
a. Must be fired at no less than a 45 degree angle.
b. Grenade will be considered detonated at first impact.
c. Kill radius from impact - 10 FEET
d. Expended grenades will be out of action 15 minutes.
5. ANTI-TANK ROCKET LAUNCHERS
a. Can kill vehicles up to light armored cars and half-tracks - 50 YARDS
b. Tanks - 30 YARDS
c. Against infantry - 50 YARDS
d. Wooden structure / bunker - 50 YARDS
e. Concrete structure / bunker - 30 YARDS
f. Panzerfaust - all situations - 30 YARDS
6. MORTARS
a. Must be fired at no less than a 45 degree angle.
b. Round will be considered detonated at first impact.
c. Kill radius from impact - 20 FEET
d. Expended round will be out of action 15 minutes.
7. FLAME THROWERS
a. Must strike the target with a visible amount of clear, uncolored water as to incinerate that target. The stream is never to be aimed at the head.
8. ANTI- TANK LAND MINES
a. Vehicles cannot go through a mine field that has not been cleared. If they do, they will be knocked out.
b. Collateral effect on supporting infantry - kill radius around knocked out vehicle - 20 FEET.
c. Expended mine will be out of action 15 minutes.
9. ANTI- PERSONNEL MINES
a. Kill radius - 10 FEET
b. Trip wires cannot be more than 18 inches above the ground and cannot be made of metal.
c. Expended mine will be out of action for 15 minutes.
10. SATCHEL CHARGES
a. Anti- personnel, Minimum simulated weight 5 pounds, kill radius 20 FEET. Satchel must have a minimum capacity of 80 cubic inches and not exceed 1 pound real weight.
b. Anti- vehicle, Minimum simulated weight 10 pounds, collateral effect on supporting infantry - 30 FEET RADIUS. Satchel must have a minimum capacity of 160 cubic inches and not exceed 2 pounds real weight.
c. Anti- tank, Minimum simulated weight 20 pounds, collateral effect on supporting infantry - 50 FEET RADIUS. Satchel must have a minimum capacity of 320 cubic inches and not exceed 3 pounds real weight.
d. Anti- bunker / structure, small building - 10 pounds, large building - 20 pounds, by simulated weight.
e. When used against vehicles, the satchel charge will be considered a live charge for 5 seconds.
f. The thrower can be killed by his own satchel charge if he cannot get out of the kill radius in 5 seconds.
g. All satchel charges must be expanded with soft foam to fill out the simulated weight to cubic inch ratio.
h. Expended charges will be out of action for 30 minutes.
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