Normal Routine1. Meet at the Squadron for 1915
2. First Parade - raising of the ensign, any announcements and plans for the night 3. Whatever we have planned... projects, lessons, exercises 4. Canteen at 2015. A chance to relax, chat and raid the chocolate stores 5. Continue with the evenings events 6. Final Parade - lowering of the ensign, awards and details of future events 7. Leave and lock-up |
Projects Projects are done as a new skill, something to challenge and develop the individual (especially in patience it often seems), a competition and, most importantly, for fun. Even if you're not particularly arty or have steady hands, projects are a good way to relax, chat and achieve something at the same time, no matter the level of the end result. If you don't like the look of any of our current projects do not fear; we are always willing to start up a new interest/activity and have even built a motorbike recently due to a high request rate!
Lessons Believe it or not, lessons are not that bad. Generally infinitely more interesting than the stuff forced on you at school, they are an integral part of becoming a better cadet and moving up the squadron. After passing each set of lessons you become a higher classification which allows you to not only do more but help you in both cadets and the wider world. Basic Navigation, for example, will be used by everyone at some point and yet is relatively untaught in our schools. They also include things like movement at night, camoflague and concealment and using radios - all of which are not only fun but very helpful when trying to be stealthy on our Night exercises...
| Initiative Exercises/NCO Nights Whenever the NCOs get hold of the squadron you can be sure of an interesting night. Ranging from casino evenings to general fun and games, murder mystery to treasure trails, these nights are an excellent opportunity for the squadron to try out something a little different to the cadet norm. One of the activities we frequently do is an initiative exercise, however this name encompasses a world of scenarios and problems to solve. The basic set up is that the team has to achieve a mission, whilst combatting various difficulties (being blindfolded or unable to speak is quite common as sight and speech make things far too easy), within a time limit. The task is always simple but inevitably over described, meaning it tests your ability to solely withdraw crucial information as well as the obvious skills of teamwork and initiative required to complete it.
For example... Situation - A terrorist group has planted a bomb in the local vicinity. You are a Special Commando Unit of Marines that has been air dropped to the area to defuse it, however the bomb is noise activated so no sound can be made upon starting the search. The bomb is set to detonate after 10 minutes and is surrounded by a pool of acid. Mission - Retrieve the bomb from the acid and defuse Execution - You have two ropes salvaged from the air drop, anyone that touches the acid is considered dead and if the bomb touches it then everyone is dead. Translation... there's a pen in a bin in the middle of a roped out area and you need to get the bin out without talking or letting anything touch the floor. Once you have the bin on safe ground just remove the pen lid and the bomb is disarmed. Sound simple? Wait until you try it... |
