Heavy Fighting

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Rapier and Cut & Thrust

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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

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