Information Available Roles: Line Infantry, Skirmishers, Artillery, Cavalry All specs will be given out fairly TeamSpeak IP: kpr.teamspeak3.com Join TeamSpeak at 7:20PM EST for attendance. Specialist role selection happens at that time. | Event Admins *KPR*Kolakhan* (https://steamcommunity.com/id/Kolakhan/) *KPR*Allie* (https://steamcommunity.com/id/Bloopbloopimtalolifish) *KPR*Nalani* (https://steamcommunity.com/id/nanase12) | Application Template Copy and paste the following template to a new reply and fill in the information. Quote Regiment Name: |
Time Limit: # of Lives: Unit Types: Restrictions: Artillery Use: Attackers: Defenders: | 2 rounds @ 20-min maximum each. Line battle follows afterward. Unlimited for Attackers | 5 for Defenders (30-second respawn) | Switch to spectator and back to your unit If you cannot respawn You may take any unit type including assigned specs. Infantry units using cavalry muskets are allowed. However attached skirms and horse arty are not allowed. Each regiment may only have 1 officer and 1 sapper (engineer). Explosive crates and planks are allowed. Artillery are not allowed to use rockets. Attackers may only use a maximum of 2 artillery pieces (any 2 of: cannon, howitzer or mortar) | Defenders may use all available artillery pieces. Must move out in lines of at least 4 men.May charge (and fire) within 100m of the fort. Firing out of line is allowed INSIDE the fort. Defenders should remain inside the fort. If they leave, they must move out in lines of at least 4 men (FoL isn't allowed). |
Basic Rules: Combat Rules: | - 2 or more maps. Best 2 out of 3 rounds @ 20 minutes max. per round. All charge is called after 15 minutes. Bonuses are turned on. - Maximum of 1 officer, flag bearer, and musician per regiment (counts toward unit total unless stated otherwise). - If your unit drops below 3 players, join another unit and act as that unit. Artillerists are exempt from this rule. - Regiments may not split up forces unless they occupy different roles or is stated otherwise. - No crouching while engaging the enemy (unless otherwise stated). You may crouch while out of combat. - If attacked at any point, you may use your weapons to defend yourself, but must reform after the threat is gone. - If in an anti-cav formation, a combination of shooting and melee is allowed. Otherwise, FoC rules apply. - Firing on the charge (FoC) means that you must immediately engage in melee. You may reform if the enemy retreats. - 3 players that are near each other and in formation may reload their weapons and continue firing IF their regiment is in melee. |
Unit Rules: | Line Infantry Rules - Up to 1/2-man spacing between people in the line. - Use any line infantry unit type including the Austrian Grenzers (infantry musket only). UK, France, and Russia light infantry is not allowed. - May form double rank formation. The front rank may crouch at any time provided that the rear rank remains stationary. - A line of 30 people or more may split lines for better management. Alternatively, they should use double rank formation. [close] Skirmisher (Specialist) Rules - 15 riflemen max. (including officers and musicians) OR 18 light infantry max. (Russian rifle class with cav musket = light infantry). - Excess players must use line infantry and form a line or join a friendly line. - May crouch in combat while firing and reloading. - May pick up and use the weapons of other skirmishers (swapping rifle for musket and vice-versa). Formations - Riflemen use any formation with a max. of 5-man spacing. Repeat issues with spacing larger than 5-man will result in the offending players being slain. - Light infantry use a staggered or normal line formation with a max. of 3-man spacing. Formation may remain fluid, but shooting should be done in static formation. [close] Artillery (Specialist) Rules - 20 players maximum (including artillery guard and sappers) - Max. of 2 cannons and 1 howitzer. This configuration may not be changed. Regiments can opt to forgo the use of one of the guns if low on crew. Defences - Max. of 2 sappers allowed. Build points are set to 150 and explosive crates are not allowed to be used. Artillery Guard - Artillery guard may use the light infantry class and act as light infantry if they wish to move out from the artillery position. - Artillery guard may move and shoot freely while within 15m of an active artillery piece. [close] Cavalry (Specialist) Rules - Max. of 15 horsemen (including officer and musician), all of a uniform class. - Dragoons are allowed, but must form a staggered or regular line that is static with 3-man spacing to fire. - Dragoons may fire on the charge, but must immediately engage in melee as per the FoC rules. - Dismounted cavalry act as light infantry and are subject to Skirmisher rules. [close] |
Restrictions: | - Only the regiment that signed up for a specialist role may play that class. Individuals joining another unit are fine. - Sappers (engineers) may only be used by the regiments signed up for artillery. - May pick up and use any weapon that is dropped by others except rifles unless stated otherwise. |
Good Luck!
Regiment Name: 22nd
Estimated Attendance: 15
Regiment Leader (Steam): https://steamcommunity.com/id/amit9821/
Bi-weekly starting tomorrow.
Regiment Name: 50th West Kent (50thWK)
Estimated Attendance: 20
Regiment Leader (Steam):https://steamcommunity.com/profiles/76561198067042118/ (Or you may add me: https://steamcommunity.com/profiles/76561198167826788/ )
Regiment Name:(https://i.imgur.com/ehXohqN.png) 10th Royal Marines/MOV
https://steamcommunity.com/groups/10thRM
Predicted Attendance:5-10
Leader's Steam link:
(https://steamsignature.com/card/1/76561198007287769.png) (https://steamsignature.com)(https://steamsignature.com/group/default/MENOFVALORGAMING.png) (https://steamcommunity.com/groups/MENOFVALORGAMING)
(https://i.imgur.com/tzfU3eZ.jpg)