Lord of War

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General Info

What: First Annual Lord of War Cross-Game Event (a TBAMSTCT production)
When: Labor Day Weekend, September 3rd (Thursday) - 7th (Monday) 2009
Where: Stonehouse Park: 3719 Suydam Road, Earlville, IL 60518
Amenities: Hot showers, flush toilets, food tavern, on-site bunks, airport shuttles
Cost: $25 per person.
Children under 14 are free, and must be under adult supervision at all times.
Children under 16 may not fight.


Schedule

Note: Locations given are for where to assemble for something. Actual areas used may be much larger.

Thursday

Noon: Site opens
Noon - Dark: General Melee (South Field)
Dark: Ditching (Arena)
Dark: Main Fire lit

Friday

9am: Unit/Company/Group sign-up begins. (Tavern)
10am: Team sign-up for Jugging (South Field)
10:30am: Jugging starts
12:30pm: Jugging ends
1pm: Break for lunch (Tavern)
2:30pm: Teams drawn for second battlegame (South Field)
3pm: Capture The Flag starts
4:30pm: Capture The Flag ends
4:30pm - Dark: General Melee (South Field)
Dark: Ditching (Arena)
Dark: Main Fire lit

Saturday

10am: Teams drawn for third battlegame (North Field)
10:30am: Five Way Strategic Point Control starts
12pm: Five Way Strategic Point Control ends
12pm: Break for lunch (Tavern)
1pm: Teams drawn for fourth battlegame (South Field)
1:30pm: Fortress Defense Survival starts
3:30pm: Fortress Defense Survival ends
3:45pm: Teams drawn for fifth battlegame (North Field)
4:15pm: King of the Hill starts
5pm: King of the Hill ends
5pm - Dark: General Melee (South Field)
Dark: Ditching (Arena)
Dark: Main Fire lit

Sunday

10am: Teams drawn for sixth battlegame (South Field)
10:30am: Caravan Battle starts
12:30pm: Caravan Battle ends
1pm: Break for lunch (Tavern)
2:30pm: Teams drawn for seventh and final battlegame (North Field)
3pm: Grand War starts
4pm: Grand War ends
4pm - Dark: General Melee (South Field)
Dark: Feast and Award Ceremony (Main Hall)
After Feast: Ditching (Arena)
After Feast: Main Fire lit

Monday

Go home, already. Give me a break.


Term & Game Explanations

Weapon Check: All weapons and equipment must be checked by a referee each day before being brought onto the field. Further, a referee may at any time check a weapon and remove it from the field for any reason. Taking a weapon that has not been checked onto the field will be considered poor sportsmanship and may result in immediate suspension from the field.

CRS: Combined Rule Set. The basic combat rules the event runs off of. These are 99% done and waiting on a little feedback before being published. Will be up soon.

Jugging: Hockey with swords. Jugging has lots of rules (Rules!). It's less complicated (and way more fun) than it seems. Played without armor or projectiles. Run in a random round-robin style, with every team having three matches. One Victory Point is awarded for every win.

General Melee: Two teams line up and whack the crap out of each other. When a winner is determined, the winning team sends the first dead (more or less) to the losing team. Rinse, repeat. Follows CRS. You may not re-use shot ammunitation during the same round of a General Melee game.

Ditching: Exactly like General Melee, except that armor is not used and no projectiles are used.

Battlegames: Victory Points are awarded based on different conditions for each battlegame. During battlegames you may not re-use shot ammunition while you are alive, but may collect ammunition while you are dead and re-use it when you come back to life.

Victory Points: Units accrue Victory Points by completing objectives in battlegames. Victory Points are awarded to all the units in a team evenly, so if the team as a whole achieves five Victory Points in a battle, then each Unit in the team gets five VP added to it's unit total as a result. It is therefore in your best interests to work together as a team to achieve mutual success. Bonus Victory Points may be awarded for good sportsmanship of individuals and the unit as a whole. Victory Points may be removed for displays of poor sportsmanship of individuals or the unit as a whole. The unit with the most accrued Victory Points at the end of the event will be declared this years Lords of War. Any tie will be resolved by demonstrations of good sportsmanship as determined by the event organizers.

Unit: May be a Belegarth/Dag unit, an Amtgard company or household, an unaffiliated group of friends, or anything in between. Units may be no smaller than five people, and no larger than 30. There is no inherent advantage to the size of a unit as all teams will be evenly matched numerically in all battles. A person may only belong to a single unit for the weekend.

Battlegame Team Drawing: All teams will be comprised of randomly assigned units. Team composition will change from battle to battle.

Life Pool: The total amount of lives available to a team. Any individual death detracts from the total number of available lives for the team. Since every life counts, it is in your best interests to work together strategically to conserve strength and apply force with as many multipliers as possible. Reckless rushing in will quickly eliminate your team from play.

Spawn Point: The location at which a team comes back to life. May be mobile, a fixed location, or a general area. Returning to life may have scenario specific requirements such as 'must have at least five teammates present to respawn'.

Capture The Flag

Victory Points: Captures divided by three, two bonus points awarded to the winning team.
Run Time: 90 minutes.
Team Life Pool: Infinite.
Spawn Point: Your teams base every 90 seconds.
Teams: Two
Goal: You have a flag, so do they. Get both flags back to your scoring area at the same time, get a Capture. The flags are about fifty pounds, by the way. Plan accordingly.

Five Way Strategic Point Control

Victory Points: Minutes-In-Possession divided by five, plus one point for every five spawns remaining in the teams pool.
Run Time: 90 minutes.
Team Life Pool: 45 group spawns.
Spawn Point: Central Location. Respawn as soon as ten members of the same team are at the spawn point.
Teams: Five
Goal: Three static points are distributed equidistantly in a large play area. Holding any of the points grants you Time-On-Possession which is cumulative across all points for the entire battle.

Fortress Defense Survival

Victory Points: Victory Points awarded for every five minutes of survival, plus two points awarded to the team with the longest survival.
Run Time: 120 minutes.
Team Life Pool: Defending team has 140 spawns.
Spawn Point: Attackers respawn in the tree-line in five man waves. Defenders respawn in the Fortress as quickly as they die.
Teams: Three
Goal: Hold the Fortress as long as possible. A flag in the middle of the Fortress indicates possession. Once the flag is down, the defending team has 120 seconds to get the flag back up or they lose. Two teams work together as aggressors while the third team is inside defending. Once a team has lost, it rotates into the attacking forces and one of the attacking teams rotates to defending. Each team will get two chances to assault and one chance to defend. Features a very angry one-ton gate.

Common Fortress Assault Questions

  1. How do we break open the gate? Answer: I don't care. I recommend a battering ram. Probably at least 150lbs. A big fallen tree or something. And a few big guys. And a running start. A few running starts.
  2. Can we brace the gate from the inside? Answer: Sure, as long as you are only bracing it with people. It hurts a bit.
  3. Can we climb the walls of the fortress? Answer: How the hell should I know? What kind of shape are you in? You're allowed to try, though.
  4. Can we shield bash people off the walls as they climb over? Answer: Definitely!
  5. Can we bring siege ladders or towers? Answer: Sure.
  6. Can we tear down or otherwise damage the fortress? Answer: That's the only thing you cannot do. Hurt each other, not my fortress. It has a steel frame, so it can take a lot of abuse, though.

King of the Hill

Victory Points: One point for each Minute-In-Possession.
Run Time: 45 minutes.
Team Life Pool: Infinite.
Spawn Point: Equidistant team spawn points. Respawn as soon as five members of the same team are at the spawn point.
Teams: Six
Goal: A defensible position is located in center field. Inside the defensible position is a pedestal. For every minute of combined time your team keeps it's marker on the pedestal, you are awarded a Victory Point.

Caravan

Victory Points: Five victory points are awarded to the first place team and three points to the second place team.
Run Time: 120 minutes.
Team Life Pool: Defending team has 120 spawns.
Spawn Point: Attackers respawn in the tree-line in five man waves. Defenders respawn from a static point fifty feet behind the wagon as quickly as they die.
Teams: Three
Goal: Advance the caravan wagon as far as possible towards the goal in 30 minutes. If your lives run out, your team is done.Two teams work together as aggressors while the third team is defending the caravan. Once a team has lost, it rotates into the attacking forces and one of the attacking teams rotates to defending. Each team will get two chances to assault and one chance to defend the caravan.

Common Caravan Questions

  1. How do we move the wagon? Answer: There are ropes attached to the front. Maybe you could pull on those. Or push from the back.
  2. Can we ride in the wagon? Answer: Sure. Use it as a firing platform or something. If you fall off, I'm laughing. Doubly so if you get run over by the wagon and injured.
  3. Can we tip over or otherwise abuse the wagon? Answer: I wish you could, but I really don't want it to break half-way through the game. So, no.
  4. How much does the wagon weigh? Answer: About 500 pounds.

Grand War

Victory Points: Five Victory Points are awarded to the winning team.
Run Time: 60 minutes.
Team Life Pool: 400.
Spawn Point: Your teams spawn point.
Teams: Two
Goal: Three flags are spaced between the two teams. One is close to each team, and one is equidistant in the middle of both teams. A team wins when their flag flies above all three points. If no team accomplishes this by the time the game is up, the team with the most flags flying wins, if that results in a tie, the team with the highest remaining life pool wins.

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