A brilliant practice match was played yesterday by 'The Best Alliance' & 'The Garde Korps', resulting in an even but hard fought draw!
Other than being good practice and fun for those involved it was an excellent opportunity to review the rule set, to identify where these required clarification or amendment. I'm also relived to say that the map size 600x600 should suffice for artillery engagements aswell.
Please see below for amendments made to the rule-set, as discussed by the refs who attended (worth noting that the points in these rules were not all an issue during that match, just things that occurred to us refs as we were seeing the match play-out!):
Rule Amendments/Additions 25-07-19
(3. Attendance)
3.2 Both teams must balance their teams to the above restrictions within the first 30 seconds of each round (notified by refs). Should any team not action a drop in players specified by the ref during this time period, they will either reset the round to give the team further time or slay at random to achieve balance (do not try the refs patience!). After this 30 second spawn period the round is Live and no revives or balancing by the teams (as a result of disconnects) will be required.
3.3 This tournament will not use GUID's for obvious reasons, we do however reserve the right to disqualify the offending coalition if excessive inviting is discovered. Inviting from other regiments which are also participating in the tournament will not be tolerated if discovered, regardless of whether this is excessive or not.
(4. Matches)
4.4 Should either of the participants of match or the ref wish to, all-chat can be disallowed. Warnings may be issues if members do not observe this rule.
(5. Lights)
5.6 Must stop all firing/reloading as soon as any member of their unit is in charge; should that player die and the rest of the unit escape, partaking in no attacks or blocks for a reasonable period of time, they can be considered no longer in charge (ref discretion)
(6. Lines)
6.4 Must not Fire our of Line (FoL)
(7. Cavalry)
7.6 Must consistently attack the unit it has charged to be considered 'in charge' (1 or 2 horseman left must make an effort to engage and connect attacks, not stalling for an extended period of time)
(8. Artillery)
8.5 May make use of 40 Build points to construct defences