Heavy Fighting

Jump to Rapier and C&T

Conventions for An Tir West War 2022:
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.

Morning Schedule Each Day:
8:30am Missile Inspection Begins
9:00am Armor Inspection Begins
10:00am Muster, Words from The Crowns and Marshals, Headcount

Friday, July 1st

Open Field Rez x4, 20 mins each (3 rezes or cut off at 5 mins left)

10:30 – 20 minute battle w/missile
5 minute break
10:55 – 20 minute battle w/o missile
11:15 – 10 minute break – switch sides
11:25 – 20 minute battle w/missile
5 minute break
11:50 – 20 minute battle w/o missile
12:10 – 15 minute break – Setup for new scenario

Divided Bridge Battle to the last person x4

12:25 – 15 minute cut off w/missile: Count living if time runs out
5 minute break
12:45 – 15 minute cut off w/o missile: Count living if time runs out
1:00 – 10 minute break – switch sides
1:10 – 15 minute cut off w/missile: Count living if time runs out
5 minute break
1:30 – 15 minute cut off w/o missile: Count living if time runs out

1:45 – Town Battle to the last person (if extra time is on the schedule from quick running scenarios from earlier in the day).
Number and use of missile weaponry to be determined based on available time.

If not enough time for another scenarios, then open up pickup field: Close part of battle field for Rose Tournament/Royal Tea

Saturday, July 2nd

Crossroads Rez Battle x4, 20 mins each (3 rezes or cut off at 5 mins left)

10:30 – 20 minute battle w/missile
5 minute break
10:55 – 20 minute battle w/o missile
11:15 – 10 minute break – switch sides
11:25 – 20 minute battle w/missile
5 minute break
11:50 – 20 minute battle w/o missile

12:05 – 30 minute break for Royal Action

Timed Castle Battle x 4, (no rez defenders, unlimited rez attackers)

Special Rules: Choice of attacking vs defending will be determined by a Kings Champion Dual.
To be Determined: A wall side breaks after 5 total minutes of attackers controlling it.

12:45 – Fastest to take castle w/missile (A Attacks B)
5 minute break
Fastest to take castle w/o missile (B Attacks A)
10 minute break – Evaluate
Fastest to take castle w/o missile (A Attacks B)
5 minute break
Fastest to take castle w/ missile (B Attacks A)

~2:30 – Open Pickup Field

Sunday, July 3rd

Town rez battle x4, 20 minutes each (capture/control objectives)

10:30 – 20 minute battle w/missile
10 minute break
11:00 – 20 minute battle w/o missile
11:20 – 10 minute break – switch sides
11:30 – 20 minute battle w/missile
10 minute break
12:00 – 20 minute battle w/o missile
12:20 – 25 minute break, setup for new scenario

Full field battle x?, last person standing

12:45 – w/missile
5 minute break
w/o missile
10 minute break – switch sides
w/missile
5 minute break
w/o missile

Open Pickup Field

Monday, July 4th

Scenarios to be determined, based on headcount. Potentially a melee tournament of some sort.

Rapier and Cut & Thrust

Jump to Descriptions

Rapier considerations for An Tir West War 2022:
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 2022:
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.

Friday, July 1st

8:45 Muster up for the Days rundown.
9:00am to 10:00am Capture the Documents – Rapier
10:00am to 11:00am Capture the Documents – C&T
11:00am to 11:30am Retrieve the Proof – Rapier
11:30am to 12:00pm Retrieve the Proof – C&T
12:00pm to 12:30pm Race to the Border – Rapier
12:30pm to 1:00pm Escape to Freedom – Rapier
1:00pm to 1:30pm Race to the Border – C&T
1:30pm to 2:00pm Escape to Freedom – C&T

2:00 Rose Tourney on Warfield (See Tournament Page for Details)

Saturday, July 2nd

9:00am to 10:00am Hardcore Mode in Town Square (See Tournament Page for Details)
10:00am to 11:00am Castle Siege – Rapier
11:00am to 12:00pm Castle Siege – C&T

12:00 – 30 minute break for Royal Action

1:00pm to 2:00pm Bridge Battle – C&T
2:00pm to 2:30pm Large Team Melee – C&T
2:30pm to 3:30pm Bridge Battle – Rapier
3:30pm to 4:00pm Large Team Melee – Rapier

Sunday, July 3rd

9:00am to 10:00am An Tir Premier Cut and Thrust Championship Tournament (See Tournament Page for Details)
11:45 Muster up for the Days rundown.
12:00pm to 12:30pm Grand Melee – Rapier
12:30pm to 13:00pm Small Team Melee – Rapier
13:00pm to 13:30pm Grand Resurrection Battle – Rapier
13:30pm to 14:00pm Grand Melee – C&T
14:00pm to 14:30pm Small Team Melee – C&T
14:30pm to 15:00pm Grand Resurrection Battle – C&T
15:00pm to 17:00pm Period Master’s Tourney (See Tournament Page for Details)

Monday, July 4th

9:00am to 11:00am SA Awareness Donation Tourney (See Tournament Page for Details)
11:45 Muster up for the Days rundown.
12:00pm to 12:30pm Zombie Melee – C&T
12:30pm to 13:00pm Capture the Flag – C&T
13:00pm to 13:30pm Escort the Captain – C&T
13:30pm to 14:00pm Zombie Melee – Rapier
14:00pm to 14:30pm Capture the Flag – Rapier
14:30pm to 15:00pm Escort the Captain – Rapier
15:00pm to 16:00pm Bear Pit Tournament – Rapier (See Tournament Page for Details)
15:00pm to 16:00pm Bear Pit Tournament – C&T (See Tournament Page for Details)

Friday Story Melees

The Rightful Heir

The king is long in years and must soon pass on his throne. Your liege is the true heir but he has many enemies who also hunger for the throne.
During a daring night raid one of your soldiers discovers a plot against your liege where his greatest rival will declare him illegitimate and seize the throne.
It is up to your merry company to gather the proof of your liege’s claim from enemy lands and return it to the castle so that he might take the throne in the appointed time.

Each phase of the story series will gain you advantages based on how you perform.

Capture the Documents Tournament – Uncovering the Plot: Foul deeds are afoot! You have heard a rumor about a plot against your liege lord. You will sail to the foreign city, subdue the watchmen, sneak past the guards, and get proof of this foul plot. This capture the document style tournament will be fought on the war field. The two fighters with the best time will be the team captains for the remainder of the story missions with the top performing fighter getting to choose whether to go first or second on each round.

Story Melee 1 – Retrieve the Proof: A not so peaceful village. Now that you know of the plot against your liege, your forces have shown up to a small village where the proof of his claim is stored. Just as you find it raiders attack the village intent on burning it down. You must escape with the documents, but you must also save the people from the raiders or else the countryside will turn against your lord.

Story Melee 2 – Race to the Border: Run for your lives! You have the proof but now you need to escape the hostile territory alive. As your party travels though you are ambushed by brigands on the road. Will you be able to make it back to your lord or will you lie in an unmarked grave?
Marshal Description: For every building the attacker burned they will get an extra ambush

Story Melee 3 – Escape to Freedom: Salvation is within sight! You have reached the border of your liege’s land, but his foes have arrayed an army against you and will not let you through. You must, at all costs, get the documents across the border. Each team will struggle to push the documents across the opponents border. This will be a timed infinite resurrection battle, so gird yourself well!

Saturday Team Melees

Castle Siege: Our steel is as strong as our stone and neither will be breached! Defend the castle against your foes, no matter how numerous they may be. This will be a non-resurrection castle siege battle. We will divide the fighters into four teams and each team will need to face off against three to one odds. Do you have what it takes to hold the castle or is your stone merely a façade?

Bridge Battle: Shields to the fore! A bridge is all that stands between your countrymen and your enemy. We will split the fighters into four armies and then we will have a round robin tournament where each army attempts to hold a bridge against another army. These will be non-resurrection battles. Spears and guns will not be allowed.

Large Team Melee: Beat the drums of war and stand fast your line! We will split the field into four armies of equal size and then do most glorious battle until only one is left standing. This non-resurrection battle will allow both spears and guns.

Sunday Big Melees

Grand Melee: This means WAR! The world is your enemy and you will fight it. We will gather all of the forces we can muster and then everyone shall face off against everyone, it’s every fighter for themself! Can you be the last one standing or will you be a rung on someone else’s ladder to victory?

Small Team Melee: Gather your friends and stab your other friends! Everyone will gather up into teams of six and then try to kill all of the other teams of six. This will be a no resurrection battle, we will just re-arm and do it again if we get through fast enough. Each team will only be allowed a maximum of one spear and one gun.

Grand Resurrection Battle: Glory can never die! We will have a massive team on team resurrection battle. We will fight for 30 minutes and each time you die you can come back for more! When you die, you will put counters into your opponent’s jar. Baronial, principality, or Kingdom champions have to put in 8 tokens. MODs, white scarves, bronze rings, etc. have to put in 4 tokens. Provosts, cadets, etc. must put in 2 tokens. All others will put in 1 token. At the end of 30 minutes, the side that has the most tokens will win!

Monday Fun Melees

Zombie Melee: They’re coming right for us! It’s back, the infamous Zombie Melee (dun dun DUUUN). This will be an open field melee. We will pick a small number of fighters to start as zombies and everyone else will be human. Zombies can only wield a single sword but they are immune to everything but head hits and death from behind. If a human gets struck anywhere, even a pinky finger, they die and respawn as a zombie. Can you save the world from the zombie infestation or is humanity doomed?! Spears and guns will not be allowed.

Capture the Flag: What’s yours is mine! This is a classic capture the flag battle. Go into the enemy base, steal their flag, and bring it home; but make sure they don’t do the same to you! This will be an infinite rez battle that will last until one team gets both flags or 30 minutes passes, whichever comes first. Spears and guns will be allowed.

Escort the Captain: But I haven’t even finished my beer! There is treasure for the taking and your sister ship is going to get there first if you don’t leave now! Unfortunately your captain is still in the bar getting drunk. Take your deadbeat captain and gently guide him back to your ship so that you can take off and claim the prize. Beware, your sister ship is dealing with the same problem. Maybe you should “help” their captain escape to slow them down. This will be an infinite rez battle with both spears and pistols. So strap on your flintlocks and hoist the mainsails because we have treasure to find!