*KPR* Bello Civili Event Teamspeak: kingsprussianrifles.teamspeak3.com
Bello civili is a mod for mount and blade set during the roman civil war
Current Event Admins
*KPR*Allie*
*KPR*Noahb*
*KPR*Katushya*
*KPR*Nalani*
*KPR*Trashman*
Run Times/Sign Ups
Sunday At 7:30 EST
Rules
Light Infantry(PILA OR JAV THROWING (Max 15):- You may not use fire javelins
- May use 3 man spacing and may fire when in a staggered(not perfect), static line.
- Can take cover behind rocks/trees while observing spacing
- May move out in a blob formation
Shield Inf- Shield infantry are any legion cohort including the auxilary legion, but not including the mercs, foreign units, or skirmishers.
- 3 men make a line, You may fire when in a line formation and static.
- May form double ranks if you choose, front rank may kneel.
- May crouch when not in combat.
- Must move out in a line! (THIS IS IMPORTANT!!!)
- Each Inf Regiment may have "attached" skirmishers either Light infantry or Archers, these units must stay within 10 yards of the
main body and act with the main body in all respects (no rambos) but can act in all respects as a normal skirmisher. Infantry
units of 9 men or less can have 1 skirmisher 10 or more can have 2.
Foreign Legion- A foreign legion is a line comprised of one of the foreign units/mercs(Germans Greeks Numidians)
- Pikes are allowed, but must stay in tight formation even when attacking. (no fanning out to dodge Pila)
- No flaming weapons as always
- may not take camel riders or a foreign cav unit (only designated cav can have cav)
Archers (Max 12 not including officer and musician)- Are only allowed to Use bows with normal arrows(Fire arrows are prohibited), but may pick up shields and swords later.
- May use 5 man spacing and may fire when in a static state as long as they are a maximum of 5 yards away from their closest next
unit member. May not separate into more than one unit.
- Do not not have to be in a line to fire and can take cover behind rocks/trees while observing proper spacing.
- May move out in a “blob” formation.
Cavalry max 15- Must stay together while moving out.
- Javelin cav are allowed to fire while on horseback while static and grouped together, maximum spacing 3 horses.
- May FOC as long as they carry the charge into melee
- Must ride together, must charge together.
- Should be of a uniform type
- Dismounted Javelin cav act as Lt Inf
- May take the merc cav units
Ballista/Arty Battery (Max 20, ArtyGs count):- May use up to 3 Ballista
- Arty Guards are played as Light Infantry regardless of the troop type you select even when away from their Ballista.
- No more than 15 yards from the ballista or defenses when with their guns and can act individually without formation or spacing
requirements.
- May have 2 sappers and a Group of Shield Infantry (including allowed skirm number)
- build points will be 75 per side
AllAll units armed with Pilum/Javelins may fire as much as they want on the charge. "On the charge" MEANS there must be the full
intent and execution of melee as a result of the charge. Cav "drive bys" are prohibited! During close combat units that do fire do
not have to observe unit spacing rules but should be in "close proximity" of the combat. Close combat is defined as two or more
units having at least a man engaged in melee combat. A unit may choose to break their charge if their intended target retreats,
REFORM INTO THEIR STANDARD FORMATION, and continue to perform as normal.
Misc Rules- time limit per round is 20 min, at 5 min an all advance will be called in order to end the round
- 2 sappers per arty regiment is allowed.
- Max of 1 officer, flag and Musc per reg if you want
- No flaming weapons (It is in duplicate in the Ranged section)
- buffs will depend on server load and potential lag
- No trolling (aka; teamkilling, teamwounding, kicking, obstructing artillery, etc.)
- If an Admin asks a question only Regiment leaders should respond.
- profane or abusive language, taunting, spamming, racial or ethnic slurs in chat will not be tolerated
- No ramboing please!
- If your unit gets down to 2 men you must join another unit and you may act like whatever unit you joined.*
- *The exception is artillerists which may continue to operate until they all die.
- If any unit is attacked regardless of its numbers it may defend itself including firing.
- If a Regiment LEADER has an issue with something or someone during the battle, please contact one of the KPR admins. Do not take
unilateral action.
- small units may be granted permission to go skirmishers in addition to the normal 1 unit of skirmishers typically allowed per
the descretion of the Admin
- When charging remain within proxity of your unit, 5 spaces to the next closest man, if I see someone taking a wide path (I have
seen 20-40 paces) they will be considered a rambo
- NO CHEATING! (that covers everything I didn't write into the rules that you might try and take advantage of)
Format for applicationRegiment name:
Regiment leaders steam:
Average attendance:
Do you agree to the rules of this event?: