(https://i.imgur.com/j5xD36Q.png)
General Event Information: Please forgive the formatting, I am quite new to this.
- All rules are subject to change, as this is fairly uncharted territory. We will be accepting community feedback in shaping this event.
- We plan for the event to take place on Mondays, from 8pm-9pm EST. While we plan for the first event to take place on Monday, December 11th, though this may be subject to delay if technical issues arise.
- The server information (name and pw) will be given out on the 15e Teamspeak for regimental representatives. The 15e TeamSpeak is: 74.91.113.143:9024
Download Link:
- http://www.moddb.com/mods/azw-reloaded/downloads/anglo-zulu-war-reloaded (http://www.moddb.com/mods/azw-reloaded/downloads/anglo-zulu-war-reloaded)
Regarding balance:
- Since the balance is inherently skewed in favor of the British rather than the Zulus, we would like to keep a 2:1 ratio of Zulus:British. If this fails to sufficiently give the Zulus a fighting chance,
we may add bots to the Zulu team in an effort to balance the battle.
Regarding Battle Style
- We plan to test both pitched land battles and siege battles (for both teams), to find which ones work the best. Again, these first few weeks will be a bit experimental - involving trial and error to adjust the rule-set,
so please bear with us.
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.
- No team killing, trolling, ramboing, spamming, delaying, or trash talking (this includes slurs). All admin decisions are final.
- Garrisoning buildings will be allowed, and you may fire out of line when inside. Otherwise, please remain in a line of at least three. If your line goes below 3 members, find another line.
- Pistols, since they are revolvers in this mod will NOT be considered melee. Do not fire during melee.
- Cavalry must dismount under 3 players.
- Remain in a line formation when moving out.
- Do not fire or reload out of line.
- Shotguns or Winchester carbines are not allowed.
- If your regiment is doing a detachment that has a person cap, the remaining reg members must form their own lline.
- No sappers allowed unless artillery (1 sapper per arty reg). No sappers on sieges.
Rules for Skirmishers/Light Infantry
- Maximum of 8 combatants
- You can spread out within 5 man spacing.
- You can crouch
- You can move in a "blob"
- NO firing in melee.
Rules for Cavalry
- Maximum of 8 players.
- Shotguns or Winchester rifles are not allowed.
- Must remain together
- Must dismount if less than 3 members alive.
- Dragoons may fire weapons off horseback but only when halted and in a line formation with 3 men spacing
- No firing on charge, OR during melee.
- Dismounted cav act effectively as light infantry.
Rules for Artillery
- Maximum of 7 players.
- Arty guard may fire as light infatry if UNDER 4 players. If above 4 players, arty guard must act as a line. If under 4 and acting as light infantry, the cannons must be active (firing, loading, or manning).
- 1 Artillery piece Maximum: either howitzer OR cannon.
- No rockets allowed.
- Building Points will be limited to 100 per team.
- 1 sapper maximum.
Rules for Zulus
- Rules for firing on charge and line formations do not apply to the Zulus. However, there is still NO reloading on the charge. If you fire on charge, you must carry through the charge.
- There will be 2 zulu sharpshooters per line.
- Remain in a cohesive formation, though not necessarily a line
Event organizer information:
(https://steamsignature.com/profile/default/76561198277347984.png) (https://steamsignature.com)
(https://steamsignature.com/profile/default/76561198102484745.png) (https://steamsignature.com)
Application
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Regiment name:
Regiment leaders steam:
Estimated attendance:
Desired Role (if other than infantry):