Heavy Fighting

Jump to Rapier and C&T

Tuesday July 1, 2025

7:00 PM
-Siege Weapon Inspection

Wednesday July 2, 2025

8:00 AM
-Armor Inspection
11:00 AM
-Melee Warm Up
7:00 PM
-Siege Weapon Inspections

Thursday July 3, 2025

7:30 AM
-Missile Inspection
8:00 AM
-Armor Inspection
9:00 AM
-Commanders’ Meeting
9:30 AM
-War Scenarios Start
1:00 PM
-Last Scenario of the Day
7:00 PM
-Siege Weapon Inspections

Friday July 4, 2025

7:30 AM
-Missile Inspection
8:00 AM
-Armor Inspection
9:00 AM
-Commanders’ Meeting
9:30 AM
-War Scenario
1:00 PM
-Last Scenario of the Day
9:00 PM & Later
-Siege Weapons Night Shoot

Saturday July 5, 2025

7:30 AM
-Missile Inspection
8:00 AM
-Armor Inspection
9:00 AM
-Commanders’ Meeting
9:30 AM
-War Scenarios Start
1:00 PM
-Last Scenario of the Day

CONVENTIONS OF COMBAT

HEAVY FIGHTING

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.

RAPIER / CUT & THRUST FIGHTING

Rapier Considerations
Percussive Cuts: An Tir considers a cut valid if it has percussion so long as it has the appropriate amount of draw. The West, percussion invalidates a cut. To perform a cut the blade must be placed and then pulled or pushed across the body. Be cognizant that you will need to provide your opponent 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 injure 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
1) 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.
2) All fighters will wear the armor that their kingdom authorized them with.
3) Fighters from An Tir must ensure that they are not delivering excessive blows to their opponents.
4) Fighters should not rely on armor to keep their opponent safe and must recognize that the opponent is not wearing that armor on the field.
5) We will discuss how C&T limbs work.
6) West wears less armor in C&T, be aware of that.

HEAVY COMBAT SCENARIOS

SCENARIO RULES: HEAVY

1. All scenarios will be run each day
2. Scenarios will be run once with archery and once without archery (10 scenarios)
3. Banners/Flags will be used to identify the village, bog, woods and muster points
4. An air horn will be used to start and stop scenarios
a. 2 blasts to start the scenario
b. 1 blast to stop the scenario
5. Breaks will only be as long as is needed to set up the next set of scenarios,
6. Terms for Chivalry & Masters of Defense are considered interchangeable.

Purpose: Scenarios encourage strategic or tactical planning on the part of the generals. Most of the logistics of each scenario will be the responsibility of the marshals. Tactics & strategy are the responsibility of the generals and unit commanders. Explanations will be kept to a minimum, so the privates/levies/mercenaries don’t have to figure out a bunch of picky details.

ARMY CONFIGURATIONS

Thursday: Mixed troops balanced depending on the number of troops present.

Friday: An Tir is invading and the West defending

Saturday: The West is invading and An Tir defending

WAR SCENARIOS DESCRIPTIONS

1. Road battle: Battle starts with attackers advancing along the road behind the Royal Pavilion. Defenders start just west of the village.
2. Open field battle: Fought between the village, and the royal pavilion. Invaders in front of the Pavillion, Defenders in front of the village.
3. Mixed Terrain Battle: Invaders start west of the village. Defenders start east of the village. The village & bridges are just obstructions. Rocks if you will. No standing on hay bales, or other artificial terrain.
4. Bog battle: there is a trail near the creek two fighters wide. Large road near the trees 7-8 fighters wide. In between is a bog, fighters may only cross the bog on their knees, missile weapons across the bog ok.
5. Woods battle: now the bog is woods, fighters can move through the woods at a walk. no missile weapons through the woods. Can shoot down the roads.
6. Village battle: Attackers need to capture the village. Defenders may start in the village. Roads/Bridges are off limits.

7. Bridge Battle: Defenders start with 1/3 of the army anywhere on or at the bridge they wish. Attackers have 2/3 of the army off the bridge (15 yards) Reserves of both armies are 30 yards back. At the lay on defenders can send a messenger for the reserves. When a messenger arrives, the marshals blow a horn and release all reserves. Variations: If the defending steel warriors lost the prior battle, the defending reserve is in two groups and a messenger must reach each group separately. If the defending steel warriors won the prior battle the defender get 2/3 on the bridge.
8. Castle battle one: Castle is the same as 2024. Attackers get four surges, (three resurrections). At the end of each surge wounded in the castle are healed. All dead in the castle leave the castle. Chivalry remain dead, non-chivalry will form a relieving force that arrives during the fourth surge.
9. Castle battle two; Attackers get three surges (two resurrections). At the end of each surge wounded in the castle are healed. All dead in the castle leave the castle. There is no relieving force.

ORDER OF SCENARIOS

1) Road battle, fighters can enter late to the start of the battle.
2) Open Field Fought between Pavillion & Village.
3) Woods battle as described above.
4) Mixed Terrain Battle as described above
5) Bog Battle as described above.
6) Bridge Battle: As described above.
7) Village Battle as described above.
8) Open field Fought between village & castle
9) Castle battle 1 as described
10) Castle battle 2 as described.

Rapier and Cut & Thrust

Jump to Descriptions

We are excited to present the schedule, scenario list, map and fighting treatise for the 2025 Antir/West War. As always, we will be sharing the battle field with the heavy fighters. This year they are fighting a timed grouping of scenarios and we have based our schedule on moving around the field as they move. As last year, we are going to run Rapier and Cut & Thrust together as much as possible. This is going to be determined by the following factors:

  • Field size
  • Scenario size
  • Marshal availability
  • Fighter participation

This schedule was also made weeks in advance, this can and likely will change. Please check in at Marshalls Point for any updates to the schedule. It’s a difficult site to get the word out for changes but we will make every attempt to do so, Marshals Point will always have current intel.

SCHEDULE

Wednesday July 2, 2025

9:30 AM
-Cut & Thrust: Muster
10:30 AM
-Muster & Armor Inspections
11:00 AM
-Melee Warm Up
11:30 AM
-Light/Experimental Scenarios

Thursday July 3, 2025

8:00 AM
-Cut & Thrust Muster
8:30 AM
-Steel Armor Inspection
9:00 AM
-Rapier: Steel Scenarios
1:00 PM
-Last Scenario of the Day

Friday July 4, 2025

8:00 AM
-Cut & Thrust Muster
8:30 AM
-Steel Armor Inspection
9:00 AM
-Steel Scenarios
1:00 PM
-Period Masters Rapier / C&T
Tournament

Saturday July 5, 2025

8:00 AM
-Cut & Thrust Muster
8:30 AM
-Steel Armor Inspection
9:00 AM
-Steel Scenarios
1:00 PM
-Last Scenario of the Day

NOTE: the schedule may, and likely will, change due to many factors. Please check in at Marshalls Point periodically for updates that happen on the fly.
Fighting will move around the field throughout the day. During each time block, the MIC(s) will choose from the list of scenarios found below. Most scenarios will be fought 4 times:

  • 2x by swapping sides
  • 2x with spears and/or rbg

Every attempt will be made to run something for Rapier and C&T at the same time. There may be instances where we have to run Rapier, followed by C&T based on space allocated and number of marshals present/required to run given scenario.

Time Thursday (Rapier / C&T) Friday (Rapier / C&T) Saturday (Rapier / C&T)
8:45AM -10:00AM Armour Inspections – all kingdoms centralized on field Armour Inspections – all kingdoms centralized on field Armour Inspections – all kingdoms centralized on field
9:00AM-9:30AM Central Field – MIC to choose scenarios Central Field – MIC to choose scenarios Central Field – MIC to choose scenarios
9:30AM-10:00AM West Field – MIC to choose scenarios West Field – MIC to choose scenarios West Field – MIC to choose scenarios
10:00AM-10:30AM East Field -MIC to choose scenarios East Field -MIC to choose scenarios East Field -MIC to choose scenarios
10:30AM-12:00PM Central Field – MIC to choose scenarios Central Field – MIC to choose scenarios Central Field – MIC to choose scenarios
12:00PM-1:00PM Break for Lunch Break for Lunch Break for Lunch
1:00PM-3:00PM No Activities Planned (pickups on war field) Town Square London Masters Tournament (Rapier Followed by C&T) Town Square Never Won a Tourney Tourney (Rapier Followed by C&T)
3:00PM-Dinner Roses Tournament – on war field

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
    •  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 the 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.
  • 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
  • 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
  • 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.

MAP

The map below is of the War Field and is referenced in the schedule above. Not on the map is town square, which can be found on the Event Site Map.

  1. West Field
  2. Central Field
  3. East Field
  4. Marshals Point (All Kingdoms) – get inspected and report in here.

INTER-KINGDOM TREATISE

Armor – worn as fighters kingdom allows, participation in all reduced armor experiments will be honored only if your kingdom allows AND YOU ARE SIGNED UP. Each kingdom will be responsible for inspections and rules enforcement.
Weapons – each person can use any weapon(s) allowed by their kingdom and as their authorization allows. Fighters are not allowed to use weapons or forms their kingdom does not allow and that their authorization does not cover.

  • Spears: An Tir fighters who are spear authorized are allowed to use spears for Rapier and C&T.
  • C&T non-metal weapons: An Tir C&T Authorized fighters may authorize on-site for access to the non-metal weapon experiment which the West is running. This authorization is only for the duration of the war. Time and place will generally be before C&T scenarios for the day.

Fighting Conventions – the following specific items are deviations from a kingdom’s convention or rule. This is to facilitate cross kingdom play and ensure everyone has a reasonable time acknowledging their opponents actions:

  • Percussiveness + Cuts
    • Under regular An Tir Kingdom rapier rules, if a legal push cut, draw cut, tip cut, or stab happens after what would be a percussive hit, the percussive aspect does not invalidate the cut/stab. The percussive hit itself does not count as a legal hit. This percussive hit still must be within proper calibration.
    • At A/W war 2025, the percussion of the hit *will* invalidate any subsequent, otherwise legal, blows which happen around the same moment as the percussive hit.
  • C&T rules
    • To In An Tir, we play with a “poisoned blade” where any valid, legal hit “kills” the fighter In one-on-one combat.
    • For A/W war 2025, we will adopt a 2 hit ruling for appendages. The first hit will disable the appendage, the second will be considered a killing blow. The fighter is not allowed to switch weapons if an arm/hand is taken. If the first hit is a torso or head, that will be considered a killing blow and the 2 hit rule will not apply.
  • Spears
    • Death from Behind (Rapier and C&T)
      • Approach at least 1 1/2 weapon lengths away
      • Spear should be at least 45 degrees angled upwards
      • As you get into range, lower spear to shoulder and present at least 12” past shoulder. The fighter must see the spear.
      • Declare ‘dead from behind’ in a loud voice
      • After opponent acknowledges, lift spear and back away