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Topics - Jazzcommander

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Events: NA / IX Korps Monday Event
« on: September 08, 2020, 07:19:08 am »







This will be the event that is going to be replacing the 2ndHan Monday Event due to their resignation of the Monday and Wednesday events. We thank them for hosting these events. With this being said, we would like to try our best to provide a well rounded event for all. Below will be all the rules and communication/signup information.
The event will start at 8:00 PM EST and end at 9:00 PM EST.

It is you and your regiment's responsibility to read over the rules and forward any questions to the admins.





Rules will be similar to the Monday event but slightly modified. Found below in the spoiler.

Spoiler
General Rules:
•   Any person who breaks the rules will be subject to slay, kick, or ban if the offense is serious enough to warrant it.
•   Admins may change spec caps should event attendance merit it.
•   Do not teamkill or teamhit on purpose.
•   Pistols are considered melee. You may fire once with the pistol during melee, but may not reload.
•   Do not Fire out of Line (FoL), or Fire on the Charge (FoC). If any member of your line is in melee, your line cannot fire.
•   No firing or reloading whilst crouched
•   When an all charge is called, do not delay. No firing on the all charge.
•   Lines can use a maximum of half man spacing. Maximum of 2 officers per line.
•   Each reg is limited to 1 specialty slot. If there is a spec. role unfilled by 10pm EST, a regiment with 1 spec., if they can handle the numbers, may choose to take a 2nd specialty.
•   When the one team is driven to 3 people or below, all rules are void (i.e. FoC/FoL/RoC/RoL are allowed).
•   No musketoons   
•   No ramboing, units must act and engage together as a whole.
•   Refrain from using racial slurs in chat/ in-game name, the world has a large vocabulary, pick other words instead. If broken can be subjected to kicking/ banning.

General Rules for Infantry:
•   3 people is the minimum for a line. If you fall below 3, please join a friendly line.
•   Maximum of 1/2 man spacing, if broken while firing it is FOL and will be slayed.
•   No FOC, FOL, ROC, ROL, or Ramboing.
•   Line infantry can NOT go the light infantry class.
•   Line infantry units can not act as arty guard and can not use arty guard rules and can not act as or go with skirmishers/ light infantry.
•   Maximum of 2 officers.
•   Can go dragooners if dismounted at spawn and horses killed. Line Infantry rules still apply, no remounting.
•   Can NOT bring a sapper.
•   Can NOT crouch down when in combat or when reloading (no crouching down behind cover, manmade or not, but can crouch down when not in combat).
•   Remain in a line formation when moving out.

General Rules for Cavalry:
•   Max of 12 cav (this includes the 2 officers). No mixed cav allowed (must all be same unit)
•   If two or less players remain, they must dismount
•   If it is a ranged unit, i.e. dragoons, they must line up to fire
•   As with everyone else, they cannot fire on the charge, or allcharge.
•   Dismounted cavalry can act as light infantry (3 man spacing maximum, if less than 3 must find a line)
•   Cavalry must dismount if going into a charge with less than 3.
•   Cavalry can have a maximum of 2 officers. A general may substitute for one officer. Only the officers may scout, if a ranker is seen scouting, he will be slain for Rambo.
•   When allcharge is called all Cavalry must dismount and stay dismounted for the duration of the round.

General Rules for Skirmishers:
•   Maximum of 12 players
•   May fire on the charge.
•   Maximum of 5 man spacing, but must maintain cohesion.
•   May crouch and take cover behind items
•   May NOT fire in melee (FoC) and can NOT reload until out of melee.
•   Must be an actual skirmisher unit.
•   May choose to go light infantry but have a maximum of 3 man spacing, must maintain cohesion.
•   Cannot fire in allcharge.
•   Musicians, Officers, medics, and flag bearers count towards the skirmisher limit.

General Rules for Artillery:
•   Artillery must have 1 Cannon, 1 Howi.
•   Maximum of 12 arty personnel.
•   Arty guard cannot act as skirmishers unless they are within 10 paces of an active cannon. If there are no active cannons, they must act as line infantry.
•   An artillery piece is active if and only if it is being loaded, aimed, or fired.
•   2 sappers maximum. 100 bps for each team. Do not spam bps (this includes making only normal defenses, no towers/crazy forts, etc)
•   Only the arty reg may act as arty guard (being like skirms within 15 paces of the active cannon). No other reg can act this way.
•   Artillery guard must play the artillery guard unit to take advantage of artillery guard rules.
•   Artillery may not fire during the allcharge and must charge, no camping for ro3.
•  Rocket Artillery is not allowed.
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Signups TeamSpeak: 199.60.101.245:10392
Numbers taken at 7:30-7:45 PM EST.
Specialty signups start at: 9:30 PM EST, after the event. On this forum page.



Regiment Name:
Numbers:
Specialty:
Regiment Leader's Steam:


Admins may change event rules/class limits at any time and/or if need be.

Credits to Hess for the graphics and formatting

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