Line BattleYour participation in this event is a priviledge not a right. That continued priviledge is determined by the good conduct of your unit and the observance of our rules. You may be removed at anytime for cause! We are seeking to look for regiments who are interested in a strategic game, and look forward to engage in event and in roleplay.
AdminsFibrik
Lanco
KolakhanMeeting time 7EST... TS: reglatino.spygamers.com:9988
Line Infantry:
- 3 men make a line, You may fire when in a line formation and static.
- Allowed 1/2 man spacing, You may not crouch while firing or reloading.
- May form double ranks if you choose, front rank may kneel.
- May crouch when not in combat.
- Must move out in a line!
- May ONLY be armed with an Infantry Musket!
- May only take line infantry not Grenadiers or Lights.
- Each Inf Regiment may have "attached" skirmishers either Rifles or Lt Inf, these units must stay within 15 yards of the main body but can act in all respects as a normal skirmisher including FOC. Infantry units of 9 men or less can have 1 skirmisher 10 or more can have 2.
Grenadier Infantry (Max 15)
- 3 men make a line, You may fire when in a line formation and static.
- Allowed 1/2 man spacing, You may not crouch while firing or reloading.
- May form double ranks if you choose, front rank may kneel.
- May crouch when not in combat.
- Must move out in a line!
- May ONLY be armed with an Infantry Musket!
- May have a sapper
- Each Regiment may have "attached" skirmishers either Rifles or Lt Inf, these units must stay within 15 yards of the main body 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.
Light Infantry (Max 15):
- Only skirmishers are allowed to use cav muskets.
- Allowed to use Bayonet Infantry Musket if you wish.
- May use 3 man spacing and may fire when in a staggered(not perfect), static line.
- Can take cover behind rocks/trees, see All Skirms below.
- May move out in a close knit blob formation!
Rifles (Max 15):
- Are only allowed to spawn rifles, but can pick up a musket later if they want.
- 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, see All Skirms below.
- May move out in a loose “blob” formation.
Cavalry (Max 15):
- Must stay together while moving out.
- Dragoons are allowed to fire while on horseback while static and grouped together, maximum spacing 3 horses.
- Must ride together, must charge together.
- Should be of a uniform type
- Dismounted Dragoons act as Lt Inf
Grand battery (Max 15, ArtyGs count):
- Must use 2 cannons and 1 Howitzer
- Arty Guards are played as Light Infantry and may use only the line infantry class, when away from the arty as a group play as line.
- No more than 15 yards from the guns or defenses when with their guns and can act individually without formation or spacing requirements.
- May have 2 sappers and any mix of men they choose
- Build points will be 200 per side to accomodate Grens as well as arty
All:
Skirms and Grenadiers may fire once on the charge (FOC) but may not reload again during that charge. "On the charge" MEANS there must be the full intent and execution of melee as a result of the charge. Units may also fire once on retreat (FOR) but may not reload again during that retreat until "those reloading" reform as a unit. Skirms and Grenadiers are exempt and some may still be involved in melee. Cav "drive bys" are prohibited! A unit may choose to break their charge if their intended target retreats. They may then reform and reload and continue to perform as normal.
Skirms: Rifles and Light Infantry may use rocks and trees to their advantage. This means that you may split your Regiment across rocks and trees, but must have two units minimum to a tree or rock. These groups do not have to be within spacing of another group. If a group that is behind cover becomes a single player for any reason that single player must be within spacing rules or is considered a rambo.
Siege Rules Addendum
- Time limit per round is 20 min, defenders get 5 lives
- Attackers get 2 artillery pieces, defenders can use all they choose
- 1 sapper per Reg
- different troop types ie: skirms, grens, cav are now allowed in siege
- all troop types must move out of spawn or the defenses in groups of 4+ or more
- you may mix troop types and regiments in your 4+ man groups EXCEPT cav which must have 4 of their own IF mounted, if dismounted may mix in with other types..
Regiments AttendingFrance Coalition Team:
France: 2e
Spain: 67th
Portugal: 53e
Naples: ...
Italy: 3eme
Denmark:....
Rhine:...The Allied Coalition:UK: KH
Austria: 4epl
Prussia:
Russia: 1stRM
Poland: 88th
Ottomans: RegLatino
Sweden: 6te ..
Please read carefully any questions please contact any admin for further information..
APPLICATION FORM
Regiment name:
Predicted Attendance on Saturday Night :
Leader's Steam link:
Teamspeak:
Do you read rules and agree on them?: