Lets face it....not every one is content to just sit around in their comfy safehouse and let the zombies rot away. These people that like to go on the Offense think that the only way to survive is to kill the zombies before they kill them. Here is a guide for all of you Zombie Hunters.
Before you start:Some basic considerations for your zombie hunting excursion are:
1. How many? If you have less then 12 people in your group, don't even think about attempting a zombie hunt, a recommended number of people on a zombie clearing operation is about 15. That gives you a group of 7 to watch outside and serve as a rescue party, and 2 groups of 4 to clear the building. generally you want more people in a bigger building. Groups that go in the building should number 4 per group. There should be more then 4 outside to serve as a Command post/Border security. You can break this outside group however you like keeping in mind no less then 4 at any time.
2. How Disciplined? Make sure every one in each group knows the rules, any loose cannons are out, so are the jumpy ones. Also make sure every one knows the chain of command. The operation leader should be in the Command group, and each group should have a leader as well.
3. What is your Job? Make sure at least one person in each group is designated as the one to operate the radio/walkie talkie. One should be responsible for ammunition, and one should be rear guard. Remaining persons can be distributed as you like.
4. PLAN, PLAN , then PLAN some more: Always thoroughly plan every operation. If you can, try and find a blue print for the building, or find some one who knows it extremely well. Plan for every occurence: Cave in, fire, zombie ambush, oncoming mob, gas leak, Out of ammo, Walkie-talkie malfuntion, Group is trapped, Group leader or coms-man taken out. Make sure everyone in each group is prepared to take on the job of any other member. Also be sure of an escape route, and a secondary one, and a third.
Recommended Loadout:1 Walkie talkie per group. With spare batteries
1 Pistol per person, preferably all capable of using the same ammunition.
250 pistol rounds per person
extra 1000 rounds per group
1 20 gauge or 12 gauge per group with at least 50 rounds. 30 extra rounds per group.
1 rifle or carbine per group. 200 rounds per rifle. extra 500 per group.
1 Crowbar per group
1 'Swiss army' Hatchet per group
1 flashlight per person, perferably the kind that dont require batteries. Shake to charge and wind ups are prefered.
1 melee weapon per person (Crowbar, Louieville slugger, baton)
1 mirror duct taped to telescoping stick (to look around corners) per group
1000+ ammo of each type in the command post
General Guidelines:1. Never say a building is clear- before sweeping it at least 3 times. Zombies move, so therefore they can evade you.
2. The Buddy System- it saves lives. Never attempt to sweep a building with any less then 12 people.
3. Work as a team- Use groups together to clear a building. Always try and have at least 2 groups sweeping the building. If you have more then 8 people in your command group have one group of 4 to patrol the perimeter. Keep the groups in contact with each other, this is to prevent friendly fire.
4. Communication is Key- The Walkie Talkie is your best friend. If one group sees a zombie, makes a kill, loses a member, notices something 'strange', or causes any loud noise accidently; report it to the other groups, this is to help prevent confusion and help the 'commander' keep track of the groups. In open areas such as streets during day time Walkie-Talkies can be replaced by hand signals, but should only be replaced if there are no walkie talkies to begin with. Hand signals can only convey so much.
5. Investigate everything- Check every room, every closet, every open airduct, every pit, every crawlspace. If any member of your team sees, hears or smells anything unusual, Report and Investagate. There is no such thing as being too cautious. Find out the reason for every strange sight or sound, lest it jump out of the dark and bite you. Keep an eye out for: Blood, Knocked over items, Apparent struggles, Broken in doors, Damaged walls, Scuff marks or Drag marks. Be Doubly cautious around Bloody Drag Marks, as it is more then likley a Zombies doing. Also keep an ear out for: Heavy Thuds, Loud bangs, 'Pipe Knocks', Scraping, Rolling sounds, Shattering of glass, footsteps, and most importantly Moans. Report all sounds promptly, to be sure it wasn't another of the groups. Don't forget to report your discovery of the source of the noise. If you go back through a room that you have just been through, and something looks out of place; radio command and another group and re-sweep the area. You may have had a zombie get behind you.
6. Zombies aren't your only enemy- Be aware of bandits, bandits and last men on earthers are more dangerous then zombies, as thay can think. If you discover a bandit/LMOE group in a building, recon even more thoroughly. If your sure that the group are not bandits, but rather another group holed up inside...make your presence known...hopefully they'll be more then willing to give you vital intel on zombie positions and numbers. but be prepared for the worst.
Instructions to clear:2 story farmhouseOffice/Apartment BuildingTo be added: Farm Buildings- small BarnTo be added: A Corn Field in Late season (late fall, dry corn)To be added: A Corn Field in Mid season (summer, green corn)To be added: A Wheat Field or Hay FieldTo be added: A ForestTo be added: A Cow pastureResources:Cleaning up