Men Of Valor OC Sunday Public Field Battlevideo of formations and auto admin used on MOV_NA+_AU events
link to the MOV_NA public Field Battle FSEhttps://www.fsegames.eu/forum/index.php?topic=20493.0 Hosted by the 10th Royal Marines formed July 14th 2012Spoiler
"Baron_Baanus: no i dont find it hard to believe, the first thing people like HIKKUPZ do when they come from a low socioeconomic substance abusing culture is to form a pact forged with reassurance and belonging based on manipulation through a series of closeness with abuse thrown in. Its like the beaten wife syndrome, sure you know its wrong and don't always like it, but you wont leave."
Thank you with all my heart for banning me in 2012 from LCC/Glovine/NW_Official_AUS in 2012-you made the community better overall with us hosting
- Lord_HIKKUPZ
MEETING TIMES:Men Of Valor Discord https://discord.gg/6xKRdDuPublic players join the discord to find a regiment or play alongside the 10th Royal Marines
Spoiler
Held 1hr 30-1hr 45 minutes early to allow for "existing events & password reveals"
Minimum of 3-5 soldiers attending to request specialist classes
Only one regiment representative is needed from each regiment to liase via voice & interact with other leadership
Saturday/Sabado NA/SA 1030pm HAWAII / 130am PACIFIC California / 330am Mexico City MX/ 430amEST New York/ 530am Argentina Sunday EU/OC/ASIA 930am London GMT / 1030am Germany + France / 430pm Perth WAST + Singapore SP +
Beijiing CN + Indonesia /530pm Seoul KOR + Tokyo JP / 630pm QLD+NSW / 830pm NZ/Event start approximate Timings: Spoiler
[to allow for "existing events & password reveals"]
Saturday/Sabado NA/SA 11pm HAWAII/ 2am PACIFIC California / 4am Mexico City MX / 5am EST New York / 6am Argentina Sunday EU/OC/ASIA 10am London GMT / 11am Germany + France / 5pm Perth WAST+ Singapore SP +
Beijiing CN + Indonesia /6pm Seoul KOR + Tokyo JP / 7pm QLD+NSW/ 9pmNZ/RULES: It is the responsibility of Officers and the NCO's of the regiment to make sure
That ALL regiment members abide by these rulesGeneral Rules:All rules presented here are for typical events. Rules may change by admin discretion and you will be advised if this happens before or during the battle. Admins will attempt to warn you if you are breaching these rules before resorting to further punishments. Regardless, all admin decisions and instructions must be followed/accepted above all else. They are final. This includes the Auto Admin script as numbers do not lie but humans do.
Lines:Spoiler
To participate in a battle as an independent regiment line you must have at least three (3) players in regimental tags or mercenary tags appropriate for that regiment. At any time, throughout the battle you may split a line into smaller individual lines, as long as each still abides by the minimum of three (3) players in it.
During a battle, any players found to be in a line of less than three (3) will be asked to find a friendly line to join at their earliest convenience. (i.e. immediately) If this line is of a different role than the one assigned to a player they must continue to abide by the rules specified by their assigned role. (e.g. a line infantry player does not get to shoot like a skirmisher if forced to join a skirmisher line.)
Any player found to be without correct tags will be asked to leave and change them. Non-compliance may be punished with up to a ban. Any player found to have fake/impersonating tags may be banned without warning. All user id's [guid] are databased since 2012-now and added to weekly after events logs are scooped. I personally know the names of all players attached to their game id associated with any MOV server they joined since 2012-now
Movement:Spoiler
When moving as a line it is best practice to move in formation. While this is not enforced, it is both practical for speed of assembling to shoot and looks great. This is what you're here for, the columns, the battle lines, the flying V's.
That being said, you must be at all times within twenty five (25) man spacing of a friendly unit or you will be considered "Rambo", and can be punished with up to a slay if you are not actively trying to find a friendly line. This expires after 30 seconds when AUTO Admin is [on] and you shall deal no damage after 30 seconds but recieve it so continue the charge or break off and regroup within minimum 3 man rules.
Garrison:Spoiler
Garrison is the act of a line occupying a building. A building is any feature of a map with enclosed walls and a roof. A line may not garrison a building. Artillery crew may send one (1) ranker into a building to man a cannon fixed there. A line may enter a building to remove an enemy artillery crewman, but must still follow all normal rules while inside and leave immediately after doing so. Any player found to be garrisoning a building can be punished with up to a slay. Being on top of a roof of a building is also considered garrison unless otherwise stated by the admin.
Shooting:Spoiler
All lines must abide by the shooting rules for their role. This will invariably be the minimum spacing required between members of a line to fire their weapons. Any breach of these spacing rules will be considered as "Firing Out of Line" (FOL) and may be punished with up to a slay. Such a breach while also outside the twenty five (25) man spacing distance that is considered "Rambo" will have a higher likelihood of being punished more severely.
Additionally, a line may continue to shoot as normal, even if some of its players are in melee combat, as long as the shooting players still abide by the appropriate spacing rules.
Any line may reload their weapons as long as they are within the standard twenty five (25) man spacing of a friendly player. Whilst reloading while in formation is encouraged, it is not strictly enforced.
Refer to the "Roles" section for spacing rules.
Melee:Spoiler
A line fighting in hand-to-hand combat must do so in a way as to keep within the minimum twenty five (25) man spacing used for movement. Any player fighting in melee outside of this spacing will be considered "Rambo" and may be punishable with up to a slay.
If a player finds themselves cut off from their line or is the last man standing in their line they will be considered "Rambo" and must immediately break off combat and attempt to rejoin a friendly line. Failing to do so may be accidental and so will not be punished as harshly as a regular "Rambo".
Cavalry often spread out whilst fighting from horseback so against other mounted players they may fight within forty (40) man spacing of a friendly player. They will be considered "Rambo" if they stray outside of the twenty five (25) man spacing used to determine "Rambo" whilst fighting infantry however. It is therefore advisable for cavalry lines to make coordinated attacks against single enemy lines to reduce the risk of spreading out of the maximum spacing.
Kneeling:Spoiler
A player in a line may kneel only under the following circumstances:
- They are behind (within two (2) man spacing of) sapper deployable cover. These can be built during the round or preplaced on the map. (Includes: Earthworks, gabions, Chaveaux de fris, planks, fences, spikes, explosive crates)
- They are in multiple ranks. A rank is defined as a line standing within a half (1/2) man spacing in front of or behind another line. One (1) rank may crouch, as long as there are a greater or equal numbers of players in the standing rank.
- They are classified as the skirmisher role.
Weapons:Spoiler
A player may use any weapon they spawn with or find throughout the course of a round, however using a weapon belonging to another role (e.g. a rifle) does not confer that role on the player picking up the weapon so the same spacing rules apply for firing.
The following weapons do not count as FOL despite being ranged weapons: Bottle, Pistols.
Roles:Spoiler
All roles but "Line infantry" are classified as specialist roles. Specialist role classes may only be taken by players or mercenaries wearing the tags of the regiment assigned that specialist role in the pre-battle meeting. Any player found to be using a class of a specialist role not assigned to their regiment will be punished with up to a slay.
Unless otherwise specified, a specialist role may only have up to sixteen (16) players of that class/es type, although some leniency is applied if a line has one (1) or two (2) over. Officers, musicians, sergeants etc. all count toward the maximum number of the specialist role's class/es type. Any line found to have over the maximum of sixteen (16) specialist class/es will be asked to form a separate line of line infantry to reduce specialist role numbers.
Any regiment assigned a specialist role may choose not to field all their players as that role and can thus form a line of line infantry in addition to a line of their assigned role.
Any regiment may allow another regiment to don mercenary tags and join them in their assigned specialist role, as long as the maximums for that role are not exceeded. Such mercenaries must be tagged as being part of the assigned regiment before the battle begins.
It is expected that a regiment is to be able to fill at least half (1/2) of the maximum players allowed as classes in their assigned specialist role. If they cannot, they may be at a disadvantage to the opposing team. It is therefore requested that sufficient regiment numbers be confirmed before requesting a specialist role. Should less than half the maximum be available, the assigned regiment should consider fielding mercenaries from another regiment to make up numbers.
Skirmishers:Spoiler
The skirmisher role encompasses the light infantry and riflemen classes. These two (2) classes alone are considered to be skirmishers at all times. You may not field another class (e.g. Footguard) as a skirmisher. This role may fire their weapons within five (5) man spacing of one another. This role may also kneel outside of the normal kneeling conditions.
A skirmisher, if forced to join another line may still perform their role as a skirmisher whilst attached to said line. They may fire as long as they are within the standard five (5) man spacing of a friendly line.
Cavalry:Spoiler
The cavalry role encompasses any horse mounted class who is not also part of the artillery classes. Cavalry may ride and attack together as dictated by the movement and melee sections. Cavalry are also permitted to fire their weapons from horseback if they are within three (3) horse widths of another friendly mounted player. (Roughly equivalent to five (5) man spacing.) This means a cavalry line may fire whilst moving on horseback but only if they can maintain this spacing.
When dismounted, cavalry classes are treated as line infantry and therefore must adhere to line infantry spacing requirements.
If a cavalry line is reduced to 2 or less mounted players, all remaining mounted players must dismount immediately. Any player who does not dismount when required can be punished with up to a slay. This can happen accidentally during a melee engagement and thus players will be warned by an admin before further action is taken.
Artillery:Spoiler
The artillery role is split into three (3) sub-roles: Artillery Crew, Artillery Guard and Sapper. A regiment assigned the artillery role may field up to the full complement of each subgroup for every 70 players in the battle. (e.g. A total of two (2) arty crews, four (4) arty guards and two (2) sappers if there are over one-hundred and forty (140) people participating in the battle.) There will be no leniency for additional numbers with artillery crew.
As always, the final decision of the amount of artillery role permitted is at the admin’s discretion.
Additionally, all classes in the artillery role have the same rule set as the skirmishers role, albeit with much smaller allowed maximum numbers.
Artillery Crew:
The artillery crew sub-role is made up of a combination of the artillery classes. (Train, Ranker and Officer) An artillery crew is made up of up to two (2) rankers, one (1) train carrying either cannon or howitzer and one (1) officer. While all of these classes can operate artillery pieces, only one may be "in use" at a time. This means a team should fire no more than one piece per artillery crew allowed, within the time it takes load and fire a single piece. The punishment for breaking these rules can be up to a slay.
The United Kingdom faction may elect to bring an artillery crew consisting of two (2) rockets instead of the normal complement of four (4) artillery crew.
Artillery Guard:
The artillery guard sub-role consists of a complement up to two (2) skirmisher class players tasked with defending the artillery crew. Again, all artillery sub-roles can use skirmisher 5 man spacing and crouching rules. This means up to four (4) may be fielded when two (2) complements of the artillery role are permitted.
Sapper:
The sapper sub-role is a single (1) sapper class, tasked with building defenses for the artillery. These defenses may take any form and may include defenses for other nearby lines. When two (2) complements of the artillery role are permitted two (2) sappers in total can be taken by the assigned regiment.
The number of points a sapper is permitted to build with will be determined before the battle and will likely be doubled if multiple artillery complements are permitted. The default is forty (40) points.
Line infantry:Spoiler
Any line/regiment not assigned a specialist role from the prebattle meeting is considered line infantry. Line infantry may be any class that is not associated with a specialist role, such use of specialist classes as line infantry (e.g. light infantry class) is forbidden and can be punishable with up to a slay. Line infantry can only fire whilst shoulder-to-shoulder with another friendly player in a minimum line of three (3) players. Some leniency will be given with regards to spacing, although anything greater than half (1/2) man spacing will be considered FOL.
A line infantry line of a regiment also assigned a specialist role may not take the place of a specialist class that dies in that line. (e.g. a skirmisher or arty guard dying) If they start a round as line infantry they remain so for the entire round.
Teamkilling/Trolling/Griefing:Team damage happens. It's part of the chaos of battle. Accidental team kills/damage is part of the game and serves as a deterrent to reckless attacks into melee. However, intentional team damage/killing can sometimes occur. Should a player or players intentionally team damage/kill they can be punished with up to a ban.
The same goes for trolling/griefing. The definition of this is very broad but it is very obvious when it happens. If enough of a single regiment is involved, the entire regiment will potentially be banned.
Event Application/admin contact [b]Regiment Name:[/b]
[b]Regiment Nationality(or say international):[/b]
[b]Commanding Officer/Subordinate Officers Steam (URL):[/b]
[b]Estimated Participants:[/b]
[b]expected Unit request
(if not Line= finalised @ meeting
730pm est New York via dice roll):[/b]
[b]Would you like to schedule weekly participation?:[/b]
[b]Have you read and agreed to the rules of the event:[/b]
[b]Have you joined the Men Of Valor discord? https://discord.gg/6xKRdDu [/b]
Discord https://discord.gg/6xKRdDu