[Ansteorra] Estrella War Rapier & Hard Suit Combat Edition Announcement Digest

Promotions Officer promotions at estrellawar.org
Thu Dec 19 15:54:25 PST 2013


*To Arms, To Arms!*

*Lords and Ladies,*

*Polish and repair your armor!  Practice your tactics and formations!
Prepare for these challenging fighting Scenarios for Estrella War XXX!
Look to **www.estrellawar.org* <http://www.estrellawar.org/>* for more
information. *



*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.

*********************************************************************************************1.*

*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 **- **M**u**ster 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.

________________________________________________________________



*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

________________________________________________________________



*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.





*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

********************************************************************************************

If you are hosting an activity or special event for Estrella War XXX and
would like it to be promoted please send it to
Mains2014 at estrellawar.organd CC it to
promotions at estrellawar.org.



PLEASE CROSS POST

In Service,
*Arianna Marie della Luna, Baroness of the Court*
*Estrella War XXX Promotions*



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