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"General Rules" -The goal is to put the enemy team at 0 tickets left. -You achieve that goal by seizing and defending flags which are your objective, or by killing enemies. -Your team’s tickets deplete with time, faster if you own less flags. It also depletes when members of your team are killed. -You can spawn at every flag - Fire in Charge / Reload un Charge is allowed only when defending or attacking a flag. - Reload in Charge is not allowed. - You can't capture and attack base flag. | "General Rules" - Fire in Charge is forbidden. - No reload in charge.
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"Line Infantry/Guard Infantry" - ~8 men minimum are needed to sign up. - When defending or attacking a flag, you may crouch and spread out. -Must be in line to move across the battlefield or shoot, except when defending or assaulting flags. -Must be minimum 5 to leave the spawn. -If you have 3 members or less and you are not in a charge, join a friendly line. You may not do it to leave the spawn though and will have to wait for your members to spawn. -May capture any flag, except the enemy spawn. -May fire but not reload in charge when assaulting a flag, no fire in charge in other circumstances. -May have one doctor.
| "Line Infantry/Guard Infantry" - ~8 men minimum are needed to sign up. - Fire in charge is not allowed. - A line can not crouch, excepted to form a double column. - Gaps must be filled. - A line may not spread out. - No reloading during the charge. - If you have 3 men or less, join a friendly line. - Anti-cavalry formation must be properly formed. - During an anti-cavalry formation, lines are not allowed to shoot. |
"Light Infantry/Skirmishers" - 8 men minimum are needed to sign up. - 16 men maximum, including one officer, are allowed on the field. -Must be minimum 5 to leave the spawn. -Lights and Skirmishers may crouch. -May spread out reasonably (3 men spacing) to move or shoot. -If you have 3 members or less and you are not in a charge, join a friendly unit. You may not do it to leave the spawn though and will have to wait for your members to spawn. -May capture any flag, except the enemy spawn. -Lights/Skirm may not fire in charge. -Skirmishers may not have bayonets, nor even pick up bayonets on the ground. -May have one doctor.
| "Light Infantry/Skirmishers" - 8 men minimum are needed to sign up. - 16 men maximum, including officer, are allowed on the field. - Fire in charge is not allowed. - Lights and Skirmishers may crouch. - You may respect 3 men spacing - If you have 3 men or less, join a friendly line. - During an anti-cavalry formation, lights can not shoot, skirms can. - Skirms may not spawn with or loot bayonnets, except in all charge
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"Cavalry" - 8 men minimum are needed to sign up. - 16 men maximum, including officer, are allowed on the field. -Must move in a coherent formation. -Must be minimum 5 to leave the spawn. -May not capture flags. -If you have 3 men or less and you are not in a charge, you have to dismount and join a friendly unit. - When dismouted, lights rules are applied. - Dragoons and lancers are not allowed. - Cavalry officer is allowed to fire. | "Cavalry" - 8 men minimum are needed to sign up. - 16 men maximum, including one officer, are allowed on the field. - Cavalry must stay in formation, unless in charge. - Cavalry can not charge against several lines, lights etc if they are not close to each other. - Dragoons and lancers are not allowed. - Cavalry officer is allowed to fire. - In case of all charge, cavalry must dismount. |
"Artillery" - 5 men minimum are needed to sign up. - 15 men maximum are allowed on the field. - 5 guards maximum are allowed on the field. -May spawn as many guns as they want but may use 2 at the same time maximum - this rule may change depending on the map. - You can capture and use enemy artillery pieces - You may build ONLY realistic non-floating defences. - Floating forts and planks are NOT allowed. - Arty guards have to follow light infantry rules. -May not capture flags. -No minimum to leave the spawn. - Artillery position may not obstruct the spawn flag. - You can not use TnT. | "Artillery" - 5 men minimum are needed to sign up. - 15 men maximum are allowed on the field. - 5 guards maximum are allowed on the field. - 2 artillery pieces of their choices are given to each team. - You can capture and use enemy artillery pieces - You may build ONLY realistic non-floating defences. - Floating forts and planks are NOT allowed. - 3 sappers maxs are allowed - You can not use TnT. - You can not use wallhug (place the artillery at the edge of the map) - Artillery guards may FiC on artillery position, but not RiC (Reload in charge), unless they are taking cover in their “defense facility” - Artillery guards have to follow light infantry rules on the artillery position. Moving away from the artillery position with artillery guards, makes you a line following their rules.
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[u][b]Regiment Name[/b][/u]:
[u][b]Preferred nation[/b][/u]:
[u][b]Class[/b][/u]:
[u][b]Expected attendance[/b][/u]:
[u][b]Do you want to attend once, or weekly ?[/b][/u]:
[u][b]Regiment leader's Steam name and second in charge[/b][/u]:
[u][b]Have you read and agreed to the rules ?[/b][/u]: