[MR] Heavy Combat at Highland River Melees WITH Siege
Bach Watson Associates
bachwats at comcast.net
Tue May 21 19:47:16 PDT 2013
*Heavy Fighting*
Authorizations begin at 10am, melees start at 11am (or immediately after
authorizations, whichever comes later). Tourney for the Cure begins
after melees. Field opens for pickups after tournament.
Heavy fighting scenarios schedule
Special Rules:
Chainmail is proof against bolts/arrows. This includes chainmail under
tabards/surcoats. Centergrip Round, Oval, and Kite shields are immune to
siege.
10 AM Authorizations/Inspections begin
11 AM Unbelt Warlord tournament to determine who the captains of each
team are. Sides are then split up into red and blue teams, keeping units
together, as the D-MIC Armoured sees fit.
-10 minute break-
Norman Landing:
All siege will be on the side of the English. Both sides will have
Combat Archery. Normans have unlimited resurrections, English have 3
resurrections. Each side will do this scenario as the English and as the
Normans once. Team to eliminate the English fastest wins.
This is going to be a broken front battle. The hay bales will simulate a
rocky landing and can be fired over, but cannot be stepped on or over.
The Normans cannot run through a gap in the rocks unless it is
uncontested by defending English.
-15 minute break-
Siege vs Siege battle running simultaneously with the Woods Battle
(assuming appropriate Marshals).
Siege vs Siege: Siege start 50 yards apart and shoot 2 bolts/rocks.
After shooting 2 times, they must move their engine at least 3 large
paces before resetting. They can then load and shoot their engine at the
opposing team. This runs until one side has "destroyed" all the enemy
siege engines, or killed all the operators (or they are below the amount
required to be allowed to use the engine). It takes one hit to kill an
operator, or three to destroy an engine. The siege marshal will be
allowed to continue (in the event it is over quickly), or adjust the
scope of this battle as he sees fit.
Woods Battle:
Combat Archery will be allowed. Each side gets 3 resurrections and will
be run 3 times.
-15 minute break-
Capture the Flag Battle
This will be an analog of the Allied Champion's Battle at Pennsic
Combat Archery will be allowed. 30 minutes long, Resurrections from
resurrection zones released every 90 seconds. May be adjusted.
-10 minute break-
Bridge Battles
-Break-
Ransom for the Cure Bearpit Tournament
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