General Rules - The event will consist of 2 maps with 3 rounds per map, each round will last precisely 10 minutes.
- Custom maps will be used as much as possible to provide a balanced map and disincentivize camping.
- "All charge will be called with 2 minutes remaining or if gameplay has become negative and teams are avoiding conflict.
- Specialties will be done on a first come, first served basis.
| Line Infantry Rules - You must have at least 3 men to be considered a line.
- If only 2 men remain in a line, they must seek out and join a friendly line or charge directly toward their enemy into melee.
- Lines must always fire in line and formation, shoulder to shoulder.
- Line infantry is not allowed spacing or gaps.
- Gaps from deaths in line must be addressed and fixed.
- FoC and RoC are not allowed and will not be tolerated.
- Garrisoning is not allowed.
- Crouching is only allowed when not in combat, forming double ranks, or behind man-made cover. Man-made cover is defined as fences, walls, etc. You may not fire while crouched under any circumstance.
- 2 officers maximum per line.
- 1 medic per line is permitted.
- No engineers
| Skirmisher Rules - Minimum of 6, maximum of 12.
- No FoC or RoC. If you charge, you are charging, however, you may hold a position, fire, and then charge.
- 1 medic is permitted
- 1 flag bearer is permitted
- 1 officer is permitted
- Light infantry and rifles are permitted 5 man spacing.
- If you are in melee, you are all in melee. This is described as if any person is blocking or attacking in melee. You are not allowed to shoot or reload while in melee.
- Must go all lights or all rifles, no mixing is allowed
- You are able to crouch to fire and reload. You may garrison trees, rocks, etc.
- 10 skirmishers mean 10 skirmishers, this includes the officer, flag bearer, and remaining rankers. Medics however do not count towards this count.
| Artillery Rules - Minimum of 5, maximum of 10.
- May bring 1 piece of artillery unless specified by admins.
- 1 sapper maximum.
- 2 officers maximum.
- Artillery guards must be within 5 paces of an ACTIVE cannon to fire out of line.
- Sappers are allowed to build defenses with TNT and planks but do not spam them. Spamming will result in a slay.
- No limit on artillery guards, however, mind the limit of 10 max artillery units. This includes regular line infantry that may play as artillery guards.
- When under a melee attack, artillery guards mayt FoC but not RoC. Once any artilleryman is in melee mode and blocking or attacking, they are considered in melee.
- Rocket artillery is not allowed.
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