A Linebattle that is on Thursday
Seemed like a neat image, don't have anything better to use on hand except race car pictures.
To fill something of a void in Thursday events, I'm hosting this one. First event date with either be 16 March or 23 March, depending mostly on how lazy DaMonkey is and how quickly everybody else breaks their prior Thursday commitments.
The event will be held every Thursday at 8:00 PM Eastern indefinitely. It will run for about 60 minutes. If we start late, we will finish late within reason. Specialists will be set permanently. They will be listed at the bottom of this post and may or may not be up to date. Specialists may be removed for single events at any time.
GENERAL EVENT RULES
• Each round will last a maximum of ten (10) minutes. If the timer is allowed to run out, the team with the most players alive is declared the winner.
• All units must maintain some semblance of cohesion.
• Pistols are considered melee weapons for the purpose of the rules.
• Lone soldiers may not attack another unit unless continuing a charge.
• No part of a unit shall be allowed to fire whilst another part of the same unit is in melee (which basically means DO NOT FIRE ON THE CHARGE).
• If fewer than five (5) players remain on a team, combat rules will be waived until the end of the round.
• Follow any instruction posted in global admin chat. Admin and event rule complaints can be sent to me on Steam or in TS or on the forums before or after an event. Complaints do not go into all chat; I will assume that you are not enjoying the event and want me to liberate you from regimental obligations.
• Administrators reserve the right to limit the amount of putrid nonsense spewed into chat. Chat impersonation will be dealt with harshly.
• Players must have tags for their respective regiments.
• Regiments that have perpetual trouble following the rules or break the rules en masse can be deleted in their entirety.
• Admins reserve the right to change the event rules at any time.
INFANTRY RULES
• This section applies to regular line infantry, foot guards, line militia, partizani, and (unless otherwise noted) , UK 51st, French 15e, and Austrian Grenzers.
• Must be in something resembling a stationary line of three (3) or more to fire; a panicked blob surrounded by cavalry is not a line.
• Proper spacing for infantry is less than one avatar’s width
• May only crouch if not in combat or in the front rank of a multiple rank line
• If reduced to less than three (3) soldiers, a unit must either charge or immediately join another line. The remaining soldiers may not ambush another line and may only charge if sighted by the line they intend to charge.
• A unit may include one (1) officer and a limited assortment of musicians and/or sergeants
• A unit may bring one (1) sapper. Sappers tied to infantry may not build defences; they are able to heal
• Infantry may not act according to skirmisher or light infantry rules under any circumstances
• Infantry may not act as artillery guard, but may use an unsuspecting artillery guard to form a line of three.
• Grenzers may not spawn with rifles unless otherwise noted
SKIRMISHER RULES
• The section applies to riflemen as well as UK 51st, French 15e and Austrian Grenzers who are skirmishers for the event.
• No more than fifteen (15) skirmishers may wield firearms at any given time on a team
• Must be in a “formation” including three (3) or more to fire
• Proper spacing for riflemen is five avatars’ width; for musket-wielding skirmishers, it is three
• May crouch at any time
• A unit may include a maximum of one (1) officer and one (1) musician
CAVALRY RULES
• This section applies to hussars, lancers, dragoons, and heavy cavalry
• No more than fifteen (15) cavalry may fight for a team at any given time
• This fifteen may include two (2) officers and any assortment of musician and flag cavalry (so long as musicians enable Play Together).
• Dismounted cavalry are considered light infantry
• Dragoons must dismount to fire. They are subject to light infantry rules until they remount.
• Mounted cavalry must maintain cohesion at all times and may not split into multiple subunits to attack different areas. Attacking multiple units is acceptable if those units are close by.
• When a single cavalier remains mounted on a team, that cavalier is consider the entire unit and may attack at will.
ARTILLERY RULES
• This section applies to artillery crews and their accompanying foot soldiers
• No more than ten (10) individuals may make up a crew. This includes rankers, trains, officers, sappers and artillery guard. Excess artillery guard must act as line infantry
• May spawn one howitzer and one cannon. May spawn two rockets in place of one gun or four rockets in place of both
• May fire within five paces of an active gun or rocket (one that is being loaded, aimed, or fired).
• May crouch
• Artillery guard not near an active gun or rocket are subject to line infantry rules.
ABBREVIATED RULES FOR PEOPLE WHO DON’T LIKE READING RULES
• FoC no
• FoL no
• RoL yes
• RoC not really, go melee with your line you craven wheyface
• OA is available
• Max skirms 15 shooting
• Max cav 15
• Max arty 10, 1 howitzer, 1 cannon
• No cav must dismount rule
• Lines can bring a local doctor
• Pirates will be spit upon or banhammered with extreme prejudice
Note that there are some actions not listed in the rules that are discouraged. If you charge all the way across the map, you're doing it wrong. If you split off from your unit to take a convoluted route to be a one-man flanking contingent, you're doing it wrong. If you run out in front of your line to dance just outside of melee range of an enemy line so that your own line can shoot them, you're doing it wrong. Cavalrymen that splits off from their main unit in the middle of a melee are considered to be lost and also doing it very wrong.
MISCELLANEOUS INFORMATION THAT YOU PROBABLY DON’T NEED TO KNOW BUT WILL WANT TO KNOW ANYWAY
• I will give out information in the FSE TeamSpeak (ts.22nd.eu) some time before the top of the hour. There will be multiple channels below the public channels. The one with the descriptive name will be the one you want. Don’t panic if the password is not out as quickly as you think it ought to be put out.
• If you want admin, you must be literate. What a lark, you say. You have to read all the rules to admin properly. There is no application because playing bureaucrat in a video game is the worst. Talk to me if you think you ought to have it. I will have some of Thunderstormer’s scripts on the server, which includes the ability for me to ban admins.
• Specialist roles are permanent, as noted previously. If you want a specialist slot for a week, you will have to work out a deal with the regiment that has the slot.
• I have no idea what to expect for attendance week by week. I don’t expect anybody to know for certain how many people they will have more than five minutes before the event, either. If it looks like there will be more than two-hundred people, I will make emergency decisions and will give preferential treatment to specialists and the longest-attending regiments. I will have access to multiple servers, which may or may not be useful.
• When you spawn in with a musket, the game will tell you that you have 30 cartridges in your pocket. You actually have 15.
• There is no formula for map changes or maps that we play. If we pull a random map that is the greatest map of all time, we’ll play several rounds on it. If we keep a map that ends up playing poorly, we’ll only do a round on it.
• Every regiment should have either the officer or an adjutant make sure they know all of the rules for their unit to explain them to everybody else. We can save a lot of grief by having people know the rules and the differences between this and other linebattles.
REGIMENT APPLICATION
Regiment Name:
Contact Information:
Place for empty promise to follow the rules:
Guest List/Specialties
Cavalry - Oprichniki
Cavalry - Nr5 Husaren
Skirmishers - 116th Perthshire
Skirmishers - Ziemian Royal Army, 1st "Malpas's Own" Regiment of Treehouse Dwellers, 2nd Battalion Co. Z
Artillery -
Artillery -
Landwalkers:
Silahtar Guard
2ndSAO
Opolcheniye Pikemen
1erCGI
41st