Heavy Fighting
Heavy Conventions for An Tir West War 2024:
1) Weapons are limited to 9′ in length.
2) No Plate is Proof – Battles will alternate between with and without missile combat so everyone can have fun.
3) Death from Behind and Death on the Ground will be allowed with the following statement: “It is highly encouraged that you face your opponent before dispatching them while keeping in mind and perpetuating the notion that this is one of the most problem-free and fun wars around. This is a way in which we foster that.” There will also be a demonstration before fighting begins each day.
4) Sides will be evened at Their Majesties West, An Tir and/or the Scenarios Directors discretion.
Siege Weapon Inspections Tuesday, Wednesday, Thursday, 19:00-20:00
Wednesday
Starting at 10:00am: Multiple fun tournaments such as, Donnie Brooks, 3 person team warlord, quick and the dead for combat archery, and anything else people want to do.
General Daily Fighting Schedule: Thursday, Friday, and Saturday
08:30 Missile and Armor Inspection Begins
09:15 Muster, Words from The Crowns and Marshals, Headcount
09:30 War Scenarios Begin
13:00 Last War Scenario for the day begins.
Thursday Scenarios
4 x Open field battles. Swap sides after 2 battles, Combat Archery in the 1st and 3rd. No resurrections.
4 x Capture the Emissary – this is a bridge battle, there are 2 bridges with a causeway between them with a tower in the middle. Inside the tower is an Emissary guarded by 4 body guards(volunteers will be asked for). The object is to get the Emissary to your base. Each side will have 3 resurrections, the body guards will have unlimited resurrections once the Emissary has been taken from the tower. Victor will receive a bonus for the castle battle. Combat Archery and Siege in the 1st and 3rd.
4 x Castle battle, attackers get unlimited resurrection, defenders get none. Battles with CA and Siege the walls may be shot over but not fought over. Battles without CA and siege, walls may be fought over. Combat Archery and Siege in the 1st and 3rd.
Friday Scenarios
4 x Open field battles. Swap sides after 2 battles, Combat Archery in the 1st and 3rd. No resurrections.
4 x Get the Supplies! The villagers left the town but forgot the supplies, object is to get as many as possible, unfortunately they packed both good stuff and bad, and lost the list. Bonuses for supplies retrieved will be given for the castle battle. Each side will have 3 resurrections. Combat Archery and Siege in the 1st and 3rd.
4 x Castle battle, attackers get unlimited resurrection, defenders get none. Battles with CA and Siege the walls may be shot over but not fought over. Battles without CA and siege, walls may be fought over. Combat Archery and Siege in the 1st and 3rd.
Saturday Scenarios
4 x Open field battles. Swap sides after 2 battles, Combat Archery in the 1st and 3rd. No resurrections.
4 x Capture the flag. Town battle with multiple flags, object find the right one and take it to your res point. Each side has 3 resurrections. Bonuses in the castle battle for the Victor. Combat Archery and Siege in the 1st and 3rd.
4 x Castle battle, attackers get unlimited resurrection, defenders get none. Battles with CA and Siege the walls may be shot over but not fought over. Battles without CA and siege, walls may be fought over. Combat Archery and Siege in the 1st and 3rd.
Rapier and Cut & Thrust
Rapier considerations for An Tir West War 2024:
In An Tir a cut can be valid if it has percussion so long as it has the appropriate amount of draw. Of course one should limit the percussive elements. In the West, percussion invalidates a cut. To perform a cut the blade must be placed and then pulled or pushed across the body.
To resolve this, we ask everyone for grace. An Tirian fighters should try their best to place and cut. They should also expect that cuts they felt were valid may not be taken due to this difference in blow calling. For West fighters, be generous when determining whether a blow was percussive or not. Also, if you receive a blow that is delivered with percussion, know that your opponent is not trying to be dangerous.
With this though, remember that if a blow has enough percussion to be dangerous and injur the opponent, it is always invalid under society rules and is not allowed. Anyone hitting with excessive force will be sanctioned.
Cut & Thrust considerations for An Tir West War 2024:
In An Tir, any blow received ends the fight. To recognize that a head shot is more deadly than a hand shot the greater blow convention is used where a death by head shot is superior to a death by limb shot.
In the West, blows to limbs are treated the same way as in rapier where a hit to the arm disables the arm and a hit to the leg disables the leg.
We will resolve this by discussing ahead of time for each tournament and melee what the rules will be. In a tournament, any two fighters can agree to use either rule set as desired. In a melee everyone must use the same rule set. We will determine based on how many fighters are present and will probably switch it up.
The other Cut and Thrust difference is the armor standard. In An Tir, fighters must wear rigid knees and rigid elbows.
In the West fighters must wear padded elbows and do not have any requirement for knee armor.
Everyone will wear the armor that their kingdom authorized them with. Fighters from An Tir must ensure that they are not delivering excessive blows to their opponents. Fighters should not have relied on armor to keep their opponent safe in the past and must recognize that the opponent is not wearing that armor on the field.
TLDR: Try and be considerate with how you deliver and take cuts.
We will discuss how C&T limbs work.
West wears less armor in C&T, be aware of that.
Scenario Descriptions
Approximate Daily Schedule
08:00 Muster for C&T experimental melee
09:00 Muster and armor inspections
09:30 Warm-up melee start
10:00 Scenarios
12:00 lunch break
13:00 Tourney A
14:00 Tourney B
16:00 End the day
MELEE SCENARIOS
- Grand melee
- Everyone against everyone
- Bring your best!
- no spears
- no RBGs
- No time, no rez
- Open field
- 2 sides fight each other over an open field
- Spears may be allowed
- no RBGs
- No time, limited rez
- Broken field
- 2 sides fight each other over a field with obstacles
- Spears may be allowed
- RBGs may be allowed
- No time, limited rez
- Town battle
- 2 sides fight over a battlefield with rooms
- Spears may be allowed
- RBGs may be allowed
- No time, limited rez
- Siege battle
- One side is encamped in an enclosed area, the other tries to remove them from that area by force.
- Will be run at least twice with each side swapping roles.
- Spears will be allowed
- RBGs will be allowed
- Timed, limited rez
- Resource gathering
- a human-portable resource is strewn across the battlefield
- Each side attempts to collect as much as possible
- Spears may be allowed
- RBGs may be allowed
- Time limited, unlimited rez
- Territory Capture
- Various locations on the battlefield are designated as capture points.
- At certain time intervals the side that controls a location gains a point.
- Most points wins at end of time limit
- Spears may be allowed
- RBGs may be allowed
- Time limited, unlimited-timed-rez
- Capture the flag variants: (The flag bearer will have limits on how they are allowed to move down the battlefield. Specific rules will be explained at time of the scenario.)
- Option A:
- One flag in the middle of the field
- Once taken, the flag must be moved to the opponent’s capture area.
- Both sides may take control of the flag, based on rules which will be described at time of scenario
- No Spears
- No RBGs
- Time limited, unlimited-timed-rez
- Option B:
- One flag controlled by a side
- The side with the flag tries to move it to the opposite end of the field.
- The other side cannot touch the flag.
- Side with the flag has access to spears.
- Run twice, swap sides.
- Timed, unlimited rez for flag side, unlimited-timed-rez for defending side.
- Option A:
- Definitions:
- No time = no time limit, no countdown timer
- Timed = A stopwatch will be activated at the start of the scenario and stopped at the end. Holds will also pause the stopwatch.
- Time Limited = A set amount of time will elapse for the scenario. The timer running out will end it. Holds will pause the timer.
- No rez = No resurrections in the scenario
- Limited rez = Fighters will have a limited number of resurrections per fighter or per side
- Unlimited rez = All fighters will have unlimited, unrestricted number of resurrections
- Unlimited-timed-rez = All fighters will have an unlimited number of resurrections but will be limited on when or how they can return to the battlefield.
- Limited-timed-rez = There is a set number of resurrections per fighter or per side and there will be limits on when or how they can return to the battlefield
TOURNAMENTS (both rapier and c&t):
- Never-won-a-tournament tournament
- A fighter can enter if they have not won a tournament at Baronial level or bigger
- (Grand) Round Robin, single fight
- Form pools depending on number of entrants
- Top x fighters pulled for round robin semi
- Finals will be fought 3 of 5
- (Grand) Round Robin
- Fighters form pools depending on number of fighters/amount of time
- “Grand” means no pools, everyone fights everyone
- Top x fighters pulled for round robin semi
- Finals will be fought 3 of 5
- Fighters form pools depending on number of fighters/amount of time
- London Masters Tournament
- Single, brace/case, dagger, shield, baton, cloak.
- 5 rounds, each round must be fought with a different off-hand object, fighters choice in each round.
- Each round, each fighter will fight 2/3/5 (depends on numbers) people, chosen at random
- Finals is 3 of 5, must swap off-hand for each fight
- Melee tournament
- Captain/Soldier tournament
- The goal of each melee fight is to kill the opponent’s captain. The fight is over when a captain dies. Captains are designated with an identifying mark, probably a strip of duct tape.
- Soldiers are the pool of fighters who are there just to be recruited into the melee. They will be able to fight as much as they want within the melee. Captains who are not currently on the field can also be soldiers if they choose to be in the pool. This is for people who want to just fight in the melee.
- Captains will be called forth and each will choose their team from the available pool of the next 8(eight) fighters in line.
- Captains will chose their team based on the (ABBABABA) format, first choice determined by coin flip
- Soldiers may choose only defensive off-hands to fight with.
- Captains may bring their choice of off-hand weapons
- Spears may be allowed, TBD at time of the tournament. Only 1 per side and only if both sides are able to bring one into play. The spear may be wielded by the Captain or given to one soldier to replace their sword and offhand.
- predetermined teams of 3 or 5. One MoD/team)
- Fighters form teams of 3 or 5 depending on number of entrants
- One MoD per team
- All fighters must use a different off-hand (only 1 person on team is allowed to use an off-hand type), single sword use is unlimited.
- Dagger
- 2nd Sword
- Shield/Buckler
- Baton
- Cloak/other soft offhand item (must be approved for use by marshals)
- Spears will be allowed if both teams have the ability or want to use one. Only 1 spear per team. Usage to be determined at the time
- RBG pistols will count as an offhand. One shot, then can be used as an offhand defensive item. No reloads. No RBGs that need 2 hands to operate.
- Round Robin of the teams, top 2 teams do finals
- Captain/Soldier tournament
- C&T only: Non-metal weapon tournament
- Round robin tournament with non-metal weapons allowed/encouraged.
- Polearms only for a portion/round, otherwise single handed weapons only.
- Rapier “Torchlight” tourney
Early every day there will be a chance for cut & thrust fighters to open their day with their own scenarios utilizing experimental non-metal weapons. Any C&T authorized fighter is allowed to participate, but you must go through an orientation at least once, either before or during the event.