Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Ginga Josh

Pages: 1
1
Events: NA / 2nd Hannover Line battle (Saturday)
« on: October 08, 2016, 09:34:35 pm »
if interested in joining our Saturday event. please post your regiments name, expected numbers, specialty desired, and leader of your regiments steam name link.

                                                                                                                              Rules

NW Rules
Your participation in this line battle is a priviledge not a right. That continued priviledge is determined by the good conduct of your unit and the observance of our rules. You may be removed at anytime for cause!

Misc. Rules:
- Time limit per round is 20 min, at 5 min an all advance will be called in order to end the round
- Max of 1 officer, Flag and Musc per reg if you want, counts against your unit allowed total
- Units may not split into separate parts and operate independently
- No musketoons or rockets
- buffs will depend on server load and potential lag
- No trolling (aka; teamkilling, teamwounding, kicking, obstructing artillery, etc.)
- If an Admin asks a question only Regiment leaders should respond.
- Profane or abusive language, taunting, spamming, racial or ethnic slurs in chat will not be tolerated
- No ramboing please!
- If your unit gets down to 2 men you must join another unit and you may act like whatever unit you joined.*
- *The exception is artillerists which may continue to operate until they all die.
- If any unit is attacked such as 2 men looking to join a unit it may defend itself but not fire unless they are making the charge
- Regiments adopting an anti-cav formation may fire and reload as available while also having some members using melee tactics.
- If a Regiment LEADER has an issue with something or someone during the Linebattle, please contact one of the KH admins. Do not take unilateral action.
- Regiments are expected to maintain their normal formation when moving across the map and may break into attack/charge formation only when they are within 100 yards of their intended target
- When charging remain within proxity of your unit, 10 spaces to the next closest man or less, if I see someone taking a wide path (I have seen 20-40 yards) they will be considered a rambo
- NO CHEATING! (that covers everything I didn't write into the rules that you might try and take advantage of!!!)
- Only CO`s and NCO`s may speak in white chat

Line Infantry:
- 3 men make a line, You may fire when in a line formation and static.
- Allowed 1/2 man spacing, You may not crouch while firing or reloading.
- May form double ranks if you choose, front rank may kneel.
- May crouch when not in combat.
- Must move out in a line.
- May ONLY be armed with an Infantry Musket!
- May only take line infantry not Grenadiers or Lights.


Grenadier Infantry (Max 15)
- 3 men make a line, You may fire when in a line formation and static.
- Allowed 1/2 man spacing, You may not crouch while firing or reloading.
- May form double ranks if you choose, front rank may kneel.
- May crouch when not in combat.
- Must move out in a line!
- May ONLY be armed with an Infantry Musket!
- May have a sapper


Light Infantry (Max 15):
- Only skirmishers are allowed to use cav muskets.
- Allowed to use Bayonet Infantry Musket if you wish.
- May use 3 man spacing and may fire when in a staggered(not perfect), static line.
- Can take cover behind rocks/trees, see All Skirms below.
- May move out in a close knit blob formation!

Rifles (Max 15):
- Are only allowed to spawn rifles, but can pick up a musket later if they want.
- May use 5 man spacing and may fire when in a static state as long as they are a maximum of 5 yards away from their closest next unit member. May not separate into more than one unit.
- Do not not have to be in a line to fire and can take cover, see All Skirms below.
- May move out in a loose “blob” formation.

Cavalry (Max 15):
- Must stay together while moving out.
- Dragoons are allowed to fire while on horseback while static and grouped together, maximum spacing 3 horses.
- Must ride together, must charge together.
- Should be of a uniform type
- Dismounted Dragoons act as Lt Inf

Grand battery (Max 15, ArtyGs count):
- Must use 2 cannons and may use 1 Howitzer
- Arty Guards are played as Light Infantry and may use only the line infantry class, when away from the arty as a group they play as line.
- No more than 15 yards from the guns or defenses when with their guns and can act individually without formation or spacing requirements.
- May have 2 sappers and any mix of men they choose
- Build points will be 200 per side to accomodate Grens as well as arty

All:
All infantry and Dragoons may fire once on the charge (FOC) but may not reload again during that charge. "On the charge" MEANS there must be the full intent and execution of melee as a result of the charge. When an "All Charge" is called players may fire once but may not reload.  Units may also fire once on retreat (FOR) but may not reload again during that retreat until "those reloading" reform as a unit. Skirms and Grenadiers are exempt and some may still be involved in melee and others still reload and fire.  Cav "drive bys" are prohibited! A unit may choose to break their charge if their intended target retreats.  They may then reform and reload and continue to perform as normal.

Skirms: Rifles and Light Infantry may use rocks, cover and trees to their advantage. This means that you may split your Regiment across rocks and trees, but must have two players minimum to a tree or rock. These individual groups do not have to be within spacing of another group.  If a group that is behind cover becomes a single player for any reason then that single player must be within spacing rules or is considered a rambo.

Pages: 1