The 7 Nation Army is proud to announce a new type of event. This will be a mix of Battle, Siege, Conquest, and Naval events rolled together into a strategic total war-esque event. In this event the maps will be meaningful as each battle makes a difference on the campaign board. Teamwork is crucial in this event. Battles will be the basic engagement, sieges will be epic assaults on enemy land or defense of your own, conquest will be the destruction and protection of large cities and important countryside, and Naval skirmishes will be the battles for supremacy on the high seas.
The battle will focus around strategic gameplay in and outside linebattles. Each nation and their regiments together will decide their moves on the campaign board before every event, and those maps will be played in-game. We will be selectively accepting regiments that we know will be in communication and working with the other regiments around them to achieve victory. No more lone warrior regiments!
We strive to hold this up to the standards of an enjoyable event while keeping unique and varied gameplay. Trolls and rule breakers will be punished swiftly, and regiments admitted are expected to enforce rules within their own ranks. Admins will be posted in spectator and oversee the linebattle, ensuring no rulebreaking occurs. Any breaches of the rules will result in the offending individual a slay, or a ban from that weeks event, and serious rule breaking will result in regimental expulsion from the event entirely.
The event will be hosted on the 7NA_Official server every Thursday and Friday at 8 EST. Regiments signing up for the event much sign up for both days. The password will be given out in the ts26.gameservers.com:9137 teamspeak 10 minutes prior to the event. We are currently looking for more regiments to join. We are looking for established regiments, with a serious attitude. A minimum of 15 attendance is required. Sign up further down the thread.
| Contacting the admins: [3eVolt] Grimsight on steam or Find us in the 7NA TeamSpeak ts26.gameservers.com:9137
| - Colonel Grimsight | |
How It Works Creating a total war style map for NW and managing it manually is no simple feat. The admins must balance simplicity with strategy in order to make this doable. Regiments seriously interested in joining must read the event guide. |
Event Guide Nations 2 nations will be involved on the campaign map. France, and the United Kingdom. Regiments will sign up for a nation and will play for that nation every week, and they will take place in every engagement that is taking place on the campaign map. If a nation is low on numbers on a certain day, they will have to deal with it. The administration will do our best to stop this from happening however, by carefully picking which regiments are admitted to the event.
Each nation will have 4 types of strategic points. First, the basic land tile. This is land that a nation controls. If the enemy nation wishes to capture the land, a battle map will be played. Second, the fort tile. Once a nation has come to a fort or any tile adjacent to it, they must first siege the fort to advance. Third, a city tile. To capture a city tile a large scale conquest map will be played, based in a sprawling city. Fourth, a village tile. To capture a village tile, a conquest map will be played. Village conquests are based in the countryside.
Movement, Attacking, and Counter-attacking The event will take place on Thursday and Friday, Thursday is the UKs turn to move, and Friday is Frances turn to move. Every event 2 maps will be played, meaning 2 moves can be made per day.
Every week the leaders must come together and decide where to move and attack. A nation may pick a general to decide moves for them every week, but that is optional and is left up the nation and will not be chosen by the admins.
Nations may attack any border they wish. That attacking move made on the campaign map will be the map played in-game. If the attacking team wins the first map, then they will move on to their second movement on the campaign for the second map in-game. However if the attackers lost the first map, then the defenders may choose to counter attack or not. If a counter attack is made, the defenders will assault the land that the attackers came from.
Naval battles will be played if a nation would like to do an invasion by sea. The defending nation may choose to engage in a naval battle, and if they win they may counter attack to where the attackers naval army was launched.
Capturing Territory Once a battle is won it will be controlled by the winning nation. If a city, village, or fort was captured then all adjacent land tiles are also captured. Adjacent city/village/fort tiles will not be captured.
Supply Cut-off If a nations territory is cut off completely from any village or city, it will face a supply cut off. The number of cut-off territories will be tallied up, and after that many turns if a connection to city or village has not been reestablished, all the territory will be lost to the enemy nation. The max it can take for supply cut-off to happen is 16 turns.
For example, if 8 territories are cut off for the French from any cities or villages, it will take 8 turns for it to convert to British territory. As 2 turns are played per event day, and there are 2 event days in a week, it will take 2 weeks for the French territory to be automatically captured by the British.
Detachments Every event may make use of multiple detachments. In Battle and Conquest, if there are less than 100 players then only 1 may detachment may play. If there are more than 100 players then 2 detachments may play. If the server is full at 200 players, all 3 detachments may play.
In Siege, an artillery slot will always be open. If there are more than 150 players, skirmishers/light will also be used. In Naval battles, a skirmisher slot will always be open.
Guard is a detachment that each nation may have 1 unit of regardless of how many people are playing. Detachments include: Cavalry, Skirmishers/Light, and Artillery.
Winning A nation wins once all the enemies cities, villages, and forts are captured. This is a very long term goal, which could take multiple months. The campaign is not expected to end quickly, and the event should stand for a long time.
United Kingdom ______________________________________ 91st - 91st Regiment of Foot (20) 54th - 54th Regiment of Foot (35) 40th - 40th Regiment of Foot (15) 3rdFG - 3rd Foot Guard Regiment (15)
| France ______________________________________ 3eVolt - 3ème Voltigeurs de la Garde (25) 1stFG - 1st Foot Guard Regiment (30) 35th - 35th Regiment of Foot(20) Nr37 - Nr37 Infantry Regiment (15)
| Estimated Attendance: 150+Mercenaries (Any team) |
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- GENERAL RULES -
- READ THE RULES!
- Show up on time for every event.
- No trolling or griefing.
- Zero disrespectful all-chat will be allowed.
- If you have a problem, tell an admin over steam. Most of the time we will not see your complaints in the in-game chat.
- Restrain your men from spamming the chat using whatever means necessary. I find baseball bats do the trick.
- Make sure your men know the rules that apply to them.
- No teamkilling before/after rounds.
- Have fun
- CONQUEST SPECIFIC: You may not attack the base spawn of a nation in a conquest battle, unless all other capture points have been taken.
- CONQUEST SPECIFIC: Everyone must spawn at their default main base, always.
- LINE - - Half man spacing.
- Large gaps in line must be addressed.
- No FOL, no FOC, no ramboing.
- No crouching while in ranged combat.
- You must move in line formation
- Lines must have more than 3 people to fire or charge.
- Linesmen may not join detachments if their unit is dead.
Siege and Conquest Specific: - FoL and FoC is permitted when storming buildings.
- If cut off from his regiment, a ranker must garrison a nearby base or retreat to spawn.
- Cavalry - - All cavalry units are permitted.
- Mounted dragoons must fire in line.
- Dragoons must charge all together or not at all.
- Cavalry must move in a tight formation (excluding scouts)
- A cavalry charge must focus on a single regiment. You may not fork out to attack 2 different regiment if they are a more than a melees charges distance away from eachother.
- If the cavalry unit is reduced to less than 3, they must dismount.
Conquest Specific: - Cavalry may not 'yolo charge' incessantly from spawn. Some tactics should be used but the spawn rate should not be abused.
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- ARTILLERY - 1. Artillery numbers are limited to 4 minimum and 12 maximum. 2. Up to 4 of an artillery units members may be guard. 3. Two cannons max, but they can be any type. (cannon/howitzer)
Conquest and Siege Specific: 1. Artillery may not shoot at a main spawn. 2. Artillery may use up to 4 cannons/howitzers.
- Skirmishers - 1. Skirmishers must be within 3 paces from each other. 2. Skirmishers may not reload while in melee, but they may fire out of line. 3. You may not have more than 12 men playing as skirmishers. 4. Skirmishers may not delay if they are the last alive as a group. 5. Linesmen may not join skirmishers. | |
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