Estrella War Rapier & Hard Suit Combat Edition Announcement

Polish and repair your armor! Practice your tactics and formations! Prepare for these challenging fighting Scenarios for Estrella War XXX!
KNOWN WORLD Dec. 18, 2013 Estrella War Rapier & Hard Suit Combat Edition Announcement Digest

(Please use the reference numbers next to the bolded categories to find the topics you wish to find out more about).

Contents:

1.    Rapier Scenarios – Come test your skill with rapier on the fields of battle at Estrella War XXX.

2.    Hard-Suit Scenarios – Join your Kings and old friends on the battlefield of Estrella War XXX.

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RAPIER SCENARIOS

We have many varied fighting scenarios for your fighting enjoyment.  Times posted are subject to change, check your gatebook upon arrival at War and look to www.estrellawar.org for more information.

Thursday - Muster will be at 12:30PM fighting starts at 1:00PM

SCENARIO 1:  THE BATTLE OF THE DWARVES AND ORCS

DECRIPTION: A woods battle in which the Orcs possess the field and may start anywhere on the field.  Dwarves must take the field from the Northern edge.

VICTORY CONDITIONS: This battle will last until one force has vanquished the other.

NUMBER OF BATTLES FOUGHT: 1

SPECIAL WEAPON STYLES ALLOWED:: Single Sword only

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.
  • The Orcs are Defenders of the White Scarf or other Kingdom Rapier Equivalent.
  • The Dwarves are everyone else.

POINTS: 0

SCENARIO 2: THE BATTLE OF THE DALE

DESCRIPTION:  A woods battle in which Teams start on opposing outer edges (east - west) of the forest.

VICTORY CONDITIONS: This battle will last until one force has vanquished the other.  Teams then swap sides and repeat.

NUMBER OF BATTLES FOUGHT: 2

SPECIAL WEAPON STYLES ALLOWED: RBG’s 20% round count

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.


POINTS:    2 pts each round.

SCENARIO 3: THE BATTLE OF RODERICKWOOD

DESCRIPTION:  A woods battle in which each army start at their designated.

Resurrection point and there are 7 control flags placed around the field.

VICTORY CONDITIONS:

  • The battle will be fought as three 15-minute sequences.  There will be a short break between each sequence where fighters can take a breather, drink some water and socialize.   The field will NOT be reset between sequences and fighters resume from where they were at the start of the break.
  • Marshals will score control of the flags silently and on a schedule known only to the marshals.  Flag count will be announced during each break.


NUMBER OF BATTLES FOUGHT: 1

SPECIAL WEAPON STYLES ALLOWED: None

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.
  • Resurrected fighters may enter play anywhere on the edge of the Forest, so long as they do so in a safe manner.


POINTS: 1 point for each flag counted.

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Friday - Muster will be at 9:30am fighting starts at 10am

SCENARIO 1: BATTLE OF FIVE ARMIES

DESCRIPTION:  A woods battle in which Fighters will form five person teams.  No team can contain more than two DWS or equivalent.  Teams may not ally with and must engage other teams if they come into standard engagement distance.  Teams may start anywhere in the wooded area.

VICTORY CONDITIONS: This battle will last 10 minutes or until the remaining members of one 5 person team is all that’s left.

NUMBER OF BATTLES FOUGHT: 1

SPECIAL WEAPON STYLES ALLOWED: None

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.


POINTS: 0

SCENARIO 2: BATTLE OF THE MACCHLURAIN

DESCRIPTION: A Castle and Moat battle in which one team will have a resurrection point in the Castle. The other team will have a resurrection point in the Open Area.

VICTORY CONDITIONS: This battle will run for 20 minutes or until the gate is blown, 4 petards are lost, or 3 torchbearers are killed.  Teams will switch sides and repeat this scenario.

NUMBER OF BATTLES FOUGHT: 2

SPECIAL WEAPON STYLES ALLOWED: Unlimited Rubber Band Guns and

Cannon. No Gleaning of Ammo.

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.
  • Resurrecting fighters re-enter play at their resurrection point.
  • The attacking team has 6 petards and 3 torches.
  • Attackers must place 3 petards at the gate and light them with the torch to blow the gate.
  • Moving a petard requires two fighters (Petardiers) each with a free hand on the petard.  Petardiers may not move faster than a brisk walk; no running or jogging.  Petardiers cannot pass the job to anyone else.  If one Petardier is killed, they can resurrect, return, and continue.  The other Petardier and the Petard can be moved as if they were a legged fighter.  If both Petardiers are killed, the petard explodes.
  • Rules are similar for the torchbearer.  Torchbearer may continue to light petards if killed within reaching distance.

POINTS: 2 for each round.

SCENARIO 3: THE FIRST BATTLE OF THE FORDS OF YEHUDA.

DESCRIPTION: The fords of Yehuda in the open field. Team with most points will choose side. Teams start at their resurrection point in the Open Field.

VICTORY CONDITIONS: This battle will run for 20 minutes. Victory goes to team controlling the majority of the fords.

NUMBER OF BATTLES FOUGHT: 1

SPECIAL WEAPON STYLES ALLOWED: None

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.
  • Resurrecting fighters re-enter play at their resurrection point.


POINTS: 3

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Saturday - Muster will be at 9:30am fighting starts at 10am

SCENARIO 1: ONE RING TO RULE THEM ALL.

DESCRIPTION:  A woods battle in which 7 stakes will be placed around the field. Each team will have 7 rings. Teams will start at opposite ends of the field. Each team must try to put one ring on each stake.

VICTORY CONDITIONS: Scenario ends when one team has ringed all 7 stakes or one team is annihilated

NUMBER OF BATTLES FOUGHT: 1

SPECIAL WEAPON STYLES ALLOWED: None

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.


Points: 1 point for stake ringed.
 

SCENARIO 2: THE SECOND BATTLE OF THE FORDS OF YEHUDA.

DESCRIPTION: The fords of Yehuda in the open field. Control flags will be placed at each end of the field. Team with most points will choose side. Teams start at their resurrection point in the Open Field.

VICTORY CONDITIONS: Victory goes to first team to raise opposing control flag.

NUMBER OF BATTLES FOUGHT: 1

SPECIAL WEAPON STYLES ALLOWED: Single Sword only

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.

Points: 3
 

SCENARIO 3: THE BATTLE OF THE FELICIAN FIELDS.

DESCRIPTION: An Open Filed battle in which filed is setup as shown in the MAP A. Each team can start anywhere within their own territory.

VICTORY CONDITIONS: This battle will be for 1 hour. There will be a 5 minute break after each flag capture, or 15 minutes whichever comes first, where fighters can take a breather, drink some water and socialize.  All prisoners will be released at this time. The field will be reset and fighters resume from their own territory as at the beginning.

NUMBER OF BATTLES FOUGHT: 1

SPECIAL WEAPON STYLES ALLOWED: None

SPECIAL FIGHTING CONVENTIONS:

  • Capture/Ransom not allowed.
  • The object is to capture the opponent’s flag and take it back across the center line.
  • Fighters killed in their own territory, or the neutral zone, may resurrect and re- enter play at their designated resurrection point.
  • Fighters that have past the neutral zone into the others territory become prisoners upon being killed.
  • All Prisoners must stand fast where they are unless;

   1) They are being escorted to the prison by an opponent, or
   2) They are freed by one of their own teammates.

  • Prisoners placed in the prison are not allowed to attempt escape.  A guard is not required.
  • Prisoners can be freed by a free team member touching them.
  • Freed prisoners are considered dead and may resurrect once they have crossed the blue line into their own territory.
  • Resurrecting fighters re-enter play at their resurrection point.

POINTS: 2 Points for each successful flag capture.

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2.

HARD-SUIT SCENARIOS

Please check your gatebook upon arrival at War and look to www.estrellawar.org for more information.

 
Pts: 3

Scenerio: Field of Celebration

Description: An open field battle fought between armies of Atenveldt and Outlands with guests and allies as equalizers for numbers.

Victory Requirements: Last man standing

Number of battles fought: 3

Allowed Weaponry: all weaponry allowed.

Special Notes:  After the first battle, sides can be adjusted as needed.  After the third battle the crowns will meet with the marshallate to determine the equality of the sides and make adjustments as necessary

 
Pts: 3

Scenerio: Fords of A’Diaemus

Desciption:  A 6’ and under, three ford battle (see map A) fought between the two armies for control of the fords, the victorious army will get to choose where they start for the next battle.

Victory requirements: Last man standing

Number of battles fought: 3

Allowed weaponry: CA and Thrown weapons in second battle only, no siege, 6’ and under only.

Special notes: to be fought pertaining to map A,
 

Pts: 3

Scenerio: Natterhelm’s Dyke

Description: A battle across the Dyke as depicted on map B fought between two armies for control of the dyke.  The victorious army will get to choose where they start for the next battle.

Victory Requirements: Last man standing

Number of battles fought: 3

Allowed Weaponry: CA in second battle only, all other weaponry allowed

Special Notes:

 
Pts: 2

Scenerio: The Iron King’s Keep

Description: A castle and wall fought pertaining to Map C.  CA and siege can fire over the wall, no other weapons can fire over.  The wall will have a breech location that can be breeched with 3 hits from any siege within the marked target zone.  Once breeched, the opening is cleared and fighting can ensue.  The Keep has two points of entry, one at the front and one at the rear.  The front entry leads to the gangway (fought like a curving bridge) The rear entry is a simple Gate.  Walls of the keep cannot be fired over.  CA can fire onto and off of the gangway, other weapons may not.

Victory Requirements: Must breech the wall and take the Keep, or defend the keep, last man standing after res

Number of Battles Fought: 2

Allowed weaponry: ALL

Special Notes:  Unlimited resurrections on both sides until the wall is breached, then, 2 resurrections at 10 minute intervals followed by last man standing.  

 
Pts: 1

Scenerio: The Mightrinwood

Description: Open combat, resurrection woods battle with three control points to be determined by the marshallate on the day of and not to be disclosed to the sides.  Each control point will be represented by the two ended standard.  Standards may not be removed from the control point, though they may be laid down and considered neutral.  Victory points will be awarded to the side displaying their colored flag at standard intervals.

Victory Requirements: The Army with the most points at the end of the battle wins

Number of Battles Fought: 1

Allowed Weaponry: No CA, Thrown Weapons, or Siege (Site Rules); All other weapons allowed.

Special Notes: Duration, Placement of Standards, and timing of the awarding of points is at the discretion of the marshallate.

 
Pts: 3

Scenerio: Town of South Cashion

Description: Woods town battle no resurrections.  6’ and under weapons only.  Minimum of 3 buildings spread throughout the forest setting.

Victory Requirements: Last Man Standing

Number of Battles Fought: 3

Allowed Weaponry: 6’ and under weapons only, no CA, Thrown Weapons, or Siege.

Special Notes:  Buildings to be set by marshallate, location and size determined by available materials.

 
Pts: 3

Scenerio: Titan’s Crossing

Description: Double bent bridge battle set up from Map D

Victory Requirements: Last Man Standing

Number of Battles Fought: 3

Allowed Weaponry: CA, Thrown Weapons, and Siege on one bridge, none on the other bridge.  All other weapons allowed.

Special Notes: Only the bridge itself has no projectiles.  The army areas on each end are eligible targets.

 
Pts: 3

Scenerio: Champions’ Field

Description: Each side will select 20 fighters to be the Champions.  They will meet in the middle of the field for a grand melee.  At the conclusion of the 20x20 battle the rest of the armies will converge in an open field battle.

Victory Requirements: Last Man Standing

Number of Battles Fought: 3

Allowed Weaponry: CA, and Siege in second battle, none in the champions 20x20. All other weapons allowed.

Special Notes: The victor of the battles gets to choose where to start for the next scenario.

 
Pts: 2

Scenerio: Claymore’s Citadel

Description: A 6’ and under castle and wall fought pertaining to Map C.  CA and siege can fire over the wall, no other weapons can fire over.  The wall will have a breech location that can be breeched with 3 hits from any siege within the marked target zone.  Once breeched, the opening is cleared and fighting can ensue.  The Keep has two points of entry, one at the front and one at the rear.  The front entry leads to the gangway (fought like a curving bridge) The rear entry is a simple Gate.  Walls of the keep cannot be fired over.  CA can fire onto and off of the gangway, other weapons may not.

Victory Requirements: Must breech the wall and take the Keep, or defend the keep, last man standing after res.

Number of Battles Fought: 2

Allowed Weaponry: Any 6’ and under, CA, Thrown Weapons, and Siege included

Special Notes: Unlimited resurrections on both sides until the wall is breached, then, 2 resurrections at 10-minute intervals followed by last man standing.  15 minute break between battles.
 

Pts: 1

Scenerio: Lion’s Wood

Description: Using the same town from the morning, a resurrection town battle in the forest to end the war.  There shall be three control points to be determined by the marshallate in the buildings.  Each control point will be represented by the two ended standard.  Standards may not be removed from the control point, though they may be laid down and considered neutral.

Victory Requirements: The Army with the most points at the end of the battle wins

Number of Battles Fought: 1

Allowed Weaponry: No CA, Thrown Weapons or Siege (Site Rules), all other weapons allowed

Special Notes: Duration, Placement of Standards, and timing of the awarding of points is at the discretion of the marshal.

 
Total War Points 24

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