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Conquest | Rules & Information Events will consist of 2-3 rounds of 400-600 point Conquest, changing map each round.
Map Selection consists of a wide variety of some 30 custom maps, from our Conquest server.
Conquest base spawning rules are enforced through scripts.
A good mix of large/small maps are chosen each event, to give each round a different atmosphere (Large maps feeling more like typical Linebattles whereas smaller maps feel more like sieges with plenty of melee)Conquest Specific Rules:Units must form lines of 5 when moving out from spawn or flags. Freedom of movement permitted around flags or on ships/boats. FiC/RiC allowed around flags or on Ships/boats. | Line Infantry: 10+ May use half-man spacing or front rank crouch if in double rank. May crouch when disengaged (neither Reloading nor Firing). No Fire in Charge (FiC). No Reload in Charge (RiC). Must maintain formation whilst Firing & Manoeuvring. After dropping below 5 players, must join another line or charge.
| | Cavalry: 10-15 Take Hussars only. Must always be in formation unless in charge. Must rejoin their unit in the field upon respawning (if applicable). After dropping below 4 players they must dismount & join a line on foot.
| | Light Infantry: 10-15 May use 5 man spacing. May crouch. If numbering greater than 15 take an officer and/or musicians No Fire in Charge (FiC). No Reload in Charge (RiC). Must rejoin their unit in the field upon respawning (if applicable). After dropping below 5 players, must join another line or charge.
| | Artillery: 3-10 Artillery pieces are provided at spawn. Arty guard may act as lights May have a sapper, no TNT or floating defences. No Fire in Charge (FiC). No Reload in Charge (RiC). Only two pieces may be used at any one time. If all pieces are lost then must join friendly line in order to recover them. Arty guard must remain with Arty at all times.
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Conquest Assault | Rules & Information Every map we will have 2 rounds, so every Team gets to be the Attacker and the Defender.
The Defending team starts with control over most (or all) flags on the map, while the Attacking team controls only their base (or 1 more flag)
The Attackers start with way more tickets than the Defenders, because as soon as the game starts, the Attackers start bleeding tickets since they don't own any flags yet.
Both Attackers and Defenders have a base that can not be captured by the other team.
Some maps will not be playable by Cavalry, so Cavalry regiments will need to take a line unit.
All maps have set Artillery Pieces for use by arty.
Each regiment will be assigned its own unit.
Server side reskins appropriate to each maps are applied; Ranging between Clone troopers, Rebels, Droids and Empire.
| Normal Infantry: 10+ - Normal Rankers
Equipment + Stats Equipment - Musket Stats: Health = Medium, Bullet Damage = Low, Reload Speed = High, Movement Speed = Medium.
| | Tanks/Guards: 1 Per Unit - Sergeant's Class
Equipment + Stats Equipment: Musket + Axe Stats: Health = High, Bullet Damage = Medium, Reload Speed = Medium, Movement Speed = Low.
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| Demolition Infantry: 2 Per Unit - Musicians
Equipment + Stats Equipment: Shotgun, Grenades + Melee Weapon Stats: Health = Medium, Bullet Damage = High, Reload Speed = Low, Movement Speed = Medium.
| | Snipers: 2 Per Unit - Musicians
Equipment + Stats Equipment: Rifle + Small Sabre Stats: Health = Low, Bullet Damage = High, Reload Speed = Low, Movement Speed = High.
| | Generals: 1 Per Team - Commander
Equipment + Stats Equipment: Officer Sword Stats: Health = High, Bullet Damage = High, Reload Speed = High, Movement Speed = High.
| | Arty: 3-10
Equipment + Stats Equipment: Spyglass, Ramrod, Lighter, Sabre Stats: Health = High, Bullet Damage = Low, Reload Speed = Low, Movement Speed = High.
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