Event Rules
Link to the rule set: https://docs.google.com/document/d/1nXM0JTH9r_3HcHtdClFHise9n14wqTy-02HoD9iedxU/edit?usp=sharing
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Lines
Leader of the Line must play as an officer.
If the leader of the line is shot and a specialist class takes over command that is indiscernible to a standard line infantry man, then special consideration will be had regarding the OA.
No Shooting while charging or when in melee. (FIC)
No Firing out of Line (FOL)
No Reloading on charge or out of line. (ROC / ROL)
Lines must start fixing the spacing when a gap of two appears.
When a line falls below four people they must charge or retreat to a friendly line.
Officers and specialist classes must be within a 3 man spacing of their line to fire their pistol.
Officers and specialist classes must be within a 6 man spacing of their line to reload.
Officers and specialist classes can not fire in charge.
Regiments may have one specialist class per 5 people over the required 10. These classes are flag bearer, drummer, fifer, surgeon, sappers to a max of one of each class per line. An example: If a line has 15 then they can have an officer and a flag bearer, and a line of 20 may have a drummer added.
Amendment: Each line of 10 may have 1 specialist class as long as it does not drop the musket number below 9 for the line.
Regiments of 25+ members in attendance are encouraged to split in two lines but may play as one mass.
Crouching is allowed only when in two ranks.
Minimum of 10 estimated members to apply.
Amendment: Each line must have a minimum of 7 players to field at the event. However, if the attendance of a regiment is lower than 10 on more than two occasions an admin may be in contact with the regiment to talk about the viability of the event.
Flaming in chat will not be tolerated. If there are any issues regarding rule breaks, post one message in the chat OR message one of the active admins. Abuse of any kind to the admins will result in a kick/potential ban from the event for the individual.
The use of cannoneer or guard class as secondary and tertiary officers is allowed but no more than 2 per line. They do not count as specialist classes.
Line will be formed of Line infantry not using the Grenadier class.
No firing pistols in charge or all charge.
During all charge all lines must charge or be seen to be regrouping with a friendly line. Any line which does not charge will be slain by the admins.
There will be no more than one officer per line and any secondary leaders can go the classes mentioned above.
To leave the spawn area, you must have at least 6 people in your line excluding auxiliary classes.
Lines are allowed to form anti-cavalry squares with the same spacing as a regular line no less than 3 men per side with no limit as long as there is no more than 1 man difference across the sides.
As a cavalry square you may crouch but may not move and must fire as a side and not individually.
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Lights
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Each Faction will have an eight man team of lights provided by regiments who also have enough for a separate line.
This team can have up to eight lights.
They may fire from a loose formation in a spacing of no more than 4 men, and are allowed to crouch.
No Reloading on charge or out of line or while moving. (ROC / ROL)
Must have 3 muskets to be classed as a function light detachment.
Lights may not use their spacing when forming an anti-cavalry square.
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Arty
2 cannons per team.
Max 12 artillerymen per team (6 per cannon).
Must have 1 officer and a max of 3 cannoneers per cannon and 2 guards.
Artillerymen must be no more than 3 man spacing from their respective cannon to fire their musket/pistol.
Guards are to use the guard class and are not allowed to interact with the cannon.
There must be at least 3 people per cannon being one officer and two cannoneers to field a cannon.
Artillerymen and guards must maintain no more than 5 man spacing from their respective cannon at all times (unless abandoning the cannon).
Artillerymen and guards may adopt a loose formation when by their cannon.
Artillerymen and guards may abandon cannons but must form a line, if they have enough to do so, or join a friendly line. Once the cannons have been abandoned you must follow line rules.
Artillerymen must abandon cannons on all charge.
Arty vs Arty will be 12:30 unless otherwise stated.
Each artillery cannon may have 1 sapper attached to the cannon, replacing one of the guards.
Sappers may build all defenses except the palisade wall and palisade platform.
Sappers may only build once the round is live.
Once an arty team has abandoned a cannon, they may go back to the cannon if they have 2 cannoneers and the cannon was not destroyed or captured.
Cannons may be captured but only by artillery teams not by lines.
A cannon may not be loaded before Live and can only be moved.
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Cavalry
A Cavalry detachment can be comprised of 5 of 1 type of unit at the regiments choice. e.g 5 hussars or 5 dragoons
A cavalry detachment must have at least 3 to function at the start of the event.
No Reloading on charge or out of line (where spacing is above as specified in Rule 6) or while moving. (ROC / ROL)
Amendment: When the cavalry has pistols they may reload on the move but muskets must be reloaded while still.
No Firing out of Line (FOL)
If your horse is killed while you are part of a cavalry line, you must join a regular line, charge, or take up another teammates mount as stated in rule 7.
Cavalry must dismount upon the call of all charge.
Abandoned horse cannot be claimed/mounted by an officer or a person from another line however another member of the cavalry detachment may mount the horse.
Cavalry can dismount anytime and act as a line - all line rules apply to them - until they mount their horses again.
Cavalry may dismount and remount their horses as much as they like until their horse is killed.
Cavalry line can be a maximum of 2 horses spacing while shooting and 4 while moving.
Cavalry can fire pistols when moving but must remain still when shooting rifles.
A cavalry line cannot shoot rifles while in melee but are able to shoot pistols.
When the cavalry falls to 2 or below, the remaining members must dismount and join a line or charge while mounted or unmounted [charging classifies as continuous movement and engagement with melee].