The casualty chain
Defilade treats wounded soldiers as a physical problem:
- A soldier is hit and goes down.
- A medic with a stretcher picks him up.
- If the medic is killed, the other medic drags the soldier instead.
- If a normal rescue fails, the soldiers try a rope rescue.
- The casualty is recovered at a medic tent.
This is not a heal spell. It is a rescue under fire, and it can fail.
Why it matters
Soldiers earn ranks. Veterans end up in full armour, and their rifles gain sights, lights and lasers. That means a rescued veteran is worth more than a rookie replacement.
The practical consequences:
- Keep the medic alive. A squad without a medic loses its wounded.
- Do not leave the wounded in the open. The rescue attempt can be shot down.
- Use cover to enable the rescue. A wall between the casualty and the enemy is the difference between a save and a body.
- Bring the casualty to the tent. A forward medic is useful; a medic tent is the reliable recovery point.
How to use medics offensively
- Attack with a medic in the squad. The squad can absorb a firefight and keep its veterans.
- Rescue the enemy’s wounded? Not confirmed; the public material describes rescuing comrades, not prisoners.
- Target the enemy medic. If you kill the medic first, the enemy squad loses its ability to recover.
- Do not over-invest. A medic is not a combat unit; if the squad is wiped, the medic dies too.
Medic tent placement
- Behind the FOB, not at the front.
- On the supply road, so casualties can be moved back.
- Under camo netting if drones are active.
- With a guard — a medic tent is a soft target.
What we still need
- healing time and capacity;
- whether ranks are lost on death or only on a failed rescue;
- whether the enemy can capture wounded soldiers;
- the exact rope-rescue trigger;
- whether medics can heal vehicles.
We will test the casualty chain in the December 1 demo and update this page.