Spoiler
General Rules:
• Any person who breaks the rules will be subject to slay, kick, or ban if the offense is serious enough to warrant it.
• Admins may change spec caps should event attendance merit it.
• Do not teamkill or teamhit on purpose.
• Pistols are considered melee. You may fire once with the pistol during melee, but may not reload.
• Do not Fire out of Line (FoL), or Fire on the Charge (FoC). If any member of your line is in melee, your line cannot fire.
• No firing or reloading whilst crouched
• When an all charge is called, do not delay. No firing on the all charge.
• Lines can use a maximum of half man spacing. Maximum of 2 officers per line.
• Each reg is limited to 1 specialty slot. If there is a spec. role unfilled by 10pm EST, a regiment with 1 spec., if they can handle the numbers, may choose to take a 2nd specialty.
• When the one team is driven to 3 people or below, all rules are void (i.e. FoC/FoL/RoC/RoL are allowed).
• No musketoons
• No ramboing, units must act and engage together as a whole.
• Refrain from using racial slurs in chat/ in-game name, the world has a large vocabulary, pick other words instead. If broken can be subjected to kicking/ banning.
General Rules for Infantry:
• 3 people is the minimum for a line. If you fall below 3, please join a friendly line.
• Maximum of 1/2 man spacing, if broken while firing it is FOL and will be slayed.
• No FOC, FOL, ROC, ROL, or Ramboing.
• Line infantry can NOT go the light infantry class.
• Line infantry units can not act as arty guard and can not use arty guard rules and can not act as or go with skirmishers/ light infantry.
• Maximum of 2 officers.
• Can go dragooners if dismounted at spawn and horses killed. Line Infantry rules still apply, no remounting.
• Can NOT bring a sapper.
• Can NOT crouch down when in combat or when reloading (no crouching down behind cover, manmade or not, but can crouch down when not in combat).
• Remain in a line formation when moving out.
General Rules for Cavalry:
• Max of 12 cav (this includes the 2 officers). No mixed cav allowed (must all be same unit)
• If two or less players remain, they must dismount
• If it is a ranged unit, i.e. dragoons, they must line up to fire
• As with everyone else, they cannot fire on the charge, or allcharge.
• Dismounted cavalry can act as light infantry (3 man spacing maximum, if less than 3 must find a line)
• Cavalry must dismount if going into a charge with less than 3.
• Cavalry can have a maximum of 2 officers. A general may substitute for one officer. Only the officers may scout, if a ranker is seen scouting, he will be slain for Rambo.
• When allcharge is called all Cavalry must dismount and stay dismounted for the duration of the round.
General Rules for Skirmishers:
• Maximum of 12 players
• May fire on the charge.
• Maximum of 5 man spacing, but must maintain cohesion.
• May crouch and take cover behind items
• May NOT fire in melee (FoC) and can NOT reload until out of melee.
• Must be an actual skirmisher unit.
• May choose to go light infantry but have a maximum of 3 man spacing, must maintain cohesion.
• Cannot fire in allcharge.
• Musicians, Officers, medics, and flag bearers count towards the skirmisher limit.
General Rules for Artillery:
• Artillery must have 1 Cannon, 1 Howi.
• Maximum of 12 arty personnel.
• Arty guard cannot act as skirmishers unless they are within 10 paces of an active cannon. If there are no active cannons, they must act as line infantry.
• An artillery piece is active if and only if it is being loaded, aimed, or fired.
• 2 sappers maximum. 100 bps for each team. Do not spam bps (this includes making only normal defenses, no towers/crazy forts, etc)
• Only the arty reg may act as arty guard (being like skirms within 15 paces of the active cannon). No other reg can act this way.
• Artillery guard must play the artillery guard unit to take advantage of artillery guard rules.
• Artillery may not fire during the allcharge and must charge, no camping for ro3.
• Rocket Artillery is not allowed.
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