| | |
1.1 - Sign-ups can be as little as a single player or as large as a Division, when the event starts troops will be organised into the following denominations: .....Companies, individual players ..........Battalions, infantry groups of 2-4 companies* ..........Squadrons, Cavalry groups of 2-4 companies* ..........Batteries, Artillery groups of 2-4 artillery pieces* ...............Divisions, Mixed groups of 3-6 Battalions/Squadrons/Batteries ....................Corps, Mixed groups of 2-3 Divisions (*referred to in short as Battle groups)
1.2 Infantry Battalion sign-ups can include a light company who can skirmish if they are at full compliment (4 companies/players).
1.3 Cavalry squadron sign-ups please keep the ratio between Lights and Heavies 1:1, same goes for Infantry in relation to Footguard Battalions.
1.4 Company players will be ranked as Captains, Battle group commanders as Majors/Colonels, Division commanders as Generals and Corp commanders ranked as Field Marshals.
1.5 For group sign-ups we do not require rosters with named players; The number assigned to each group must be exact however so that when that group participates in a battle the regiment or group of people responsible knows how many players it can bring along at maximum. These players do not have to be the same everytime. We simply request that if a regiment is signing up that they sign-up with a total number they feel they are likely to be able to field on the event day.
| | 2.1 On the campaign map (fse) each week will represent a turn of play for each team, both having the opportunity move.
2.2 Friday - Sunday: Commanders communicate the moves of their divisions/battle groups.
2.3 Monday: Moves and resulting engagements for that week announced on thread and groupchat.
2.4 Thursday: Event day where @19:00UK all engagements will be played if possible. If your battle groups are not in action you can stand-in for any available garrisons instead or take a week out of the fighting.
|
| | |
3.1 The smallest denominations of troop that can maneuver independently are Battle groups (Battalions/Squadrons/Batteries).
3.2 All troop types can move two territories per turn, however if the first territory of their move causes an engagement then they must stop in that territory.
3.3 If two opposing, adjacent armies intend to move into each others territories, then the force with the greater numbers moves and the other does not; ie. the army with the lower numbers gets to defend and does not move.
3.4 Troops that have not moved (or forced not to move) during a turn are considered to have had time to prepare their defences and are considered 'fortified'. Defenders who are fortified may also choose to spring an ambush for the first round if they wish. In subsequent rounds they can revert to using their defences.
3.5 Some territories also have their own dedicated garrison (marked by crossed muskets - forts also have them) that cannot move; if the territory is attacked then any of the players on the defending faction can choose to stand-in for these units during a battle. They will not take casualties and are available to use by whichever faction controls the territory when attacked (4.2 for garrison details).
3.6 If at the end of movement enemy troops are in the same territory they are considered engaged. Unengaged Troops in territories adjacent can choose to reinforce them with a slightly delayed arrival to the battle (they may join from the 2nd round).
| | 4.1 If one team does not wish to fight they may retreat to an adjacent friendly territory, forfeiting the contested territory to the other team without any penalties.
4.2 If an attacked territory is only defended by a 'Garrison' (not players) then any troops on the defender faction may choose to stand-in for garrison troops and organise an engagement like normal. Garrisons cannot move so if a defending army has a garrison to bolster their numbers they may consider themselves 'fortified'. Default Garrison size is 6 players, split amongst whichever battle groups the defenders wish to bring.
4.3 Each territory has an assigned terrain type that the defender can choose to fight on, each of these terrain types then has 3 custom maps which the defender can choose from. The attacker however has the advantage of being able to choose at what time they attack, choosing between morning, day or night map types.
4.4 The final part to consider with map selection is if the defender can 'fortify' the position (if they haven't moved that turn or if a garrison is present); if this is the case then the map chosen for the engagement can be edited by a mapper on the defending faction or a default fortified map can be used, the defenses that can be included are as follows: - Stakes (12x) - Cross stakes (8x) - Earth mounds (8x) - Large Trench Lines (4x) * it is the defending teams responsibility to prepare a fortified map in time for the event unless they wish to use a pre-existing map on the server.
4.5 For engagements in territories where there are forts the defender has the option to play on specific fort maps. These maps have 4x meshed ladders to scale the walls and one gateway. If however the attacking force consists of at least one full battery of artillery then a variation of the map can be played that has a meshed breach aswell.
|
| | |
5.1 A 'skirmish' takes place when the engaged units in a territory number less than 30. If this number is exceeded then the engagement can be expanded into a 'battle', using multiple servers.
5.2 Upon resetting both teams have 1 minutes (2 for sieges) to untangle themselves from the spawn and deploy their troops parallel to their own map edge. Once this minute has elapsed troops can engage.
5.3 The primary rule is that all battle groups (Battalions, Squadrons & Batteries) must stay together at all times. All other basic rules are enforced by the server itself, preventing rambos and spread-out orders for Line infantry.
5.4 Officers are permitted to leave their units within reason, but only to scout since the server will not permit them to deal any damage when far away from their company.
5.5 Skirmishes are resolved in 3 rounds, win 2 rounds to secure 'victory' and force the enemy to retreat. Winning 3 rounds represents a 'decisive victory' where the enemy is 'routed'; routed units will take one week out of the campaign and then respawn at a fort of their choice.
5.6 Rounds where neither side is willing to engage can be resolved with an all-charge if absolutely necessary (at least 10mins into the round)
| | 6.1 When the number of engaged players in a territory exceeds 30, the most senior officers on each team can decide whether they wish to fight a pitched battle with either one or two additional servers.
6.2 With both 2 and 3 servers involved the participating troops must decide where they are going to deploy. Battle groups swapping servers between rounds is permitted but they can only participate if they join the server in time to spawn in or they must wait until the next round.
6.3 3 rounds must be fought in all servers to determine an overall result.
6.4 A majority of rounds won overall results in a 'Victory' (4 wins for 2 servers, 5 wins for 3 servers) and one additional round past majority a 'Decisive Victory' (5 wins for 2 servers & 6 wins for 3 servers) in which case all players on the defeated team are routed.
6.5 If the attackers are victorious in a siege battle all defenders are considered casualties regardless of whether the victory was 'decisive' or not.
|
| | |
7.1 Victory when the Campaign comes to a close will be based on Territory ownership, some territories being worth more points than others: - Basic Territory (1 points) - Garrison Territory (2 points) - Fort Territory (3 points) - Home Territory (5 points)
7.2 The Campaign can come to a close upon an agreed point by the participants, but we estimate it lasting around 2-3 months (roughly 8-12 turns).
| | 8.1 Wüstenkrieger has kindly offered use of scripts he had to hand to enhance this campaign and the commander battle gamemode it will use, details on these will be listed here later. All servers & maps used are courtesy of the 33rd Regiment of Foot.
8.2 Troop reskins will be employed to make the units appear authentic to the campaign and period we play for the campaign.
|
[b]Name:[/b] [i]intended in-game name[/i]
[b]Steam ID:[/b]
[b]Class:[/b]
[b]Faction:[/b] [i]UK,Spain,Portugal,France[/i]