Tournament of Armies III: Difference between revisions
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[[Category:Events]] | [[Category:Events]] | ||
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=Event Overview= | =Event Overview= | ||
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These two things are non-negotiable. You must do them both in order to be an army. | These two things are non-negotiable. You must do them both in order to be an army. | ||
==Saturday== | ===Saturday=== | ||
Saturday morning is the SCA Creation Competition. | Saturday morning is the SCA Creation Competition. | ||
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The best piece will get something AWESOME for their army. (citation needed) | The best piece will get something AWESOME for their army. (citation needed) | ||
==Sunday== | ===Sunday=== | ||
Sunday morning is the Camp Life competition. | Sunday morning is the Camp Life competition. | ||
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==Bardic== | ==Bardic== | ||
There is no limit to the dancers, drummers, singers and storytellers a warlord may employ, or seduce on site. Bardic forces will generate Boons for their Warlord. | There is no limit to the dancers, drummers, singers and storytellers a warlord may employ, or seduce on site. Bardic forces will generate Boons for their Warlord. | ||
Sing, Dance, tell stories and drum within the towering trees under a starlit sky. | |||
So you have an army, you have artisans, you have science geeks, and you have service junkies. But ... are you prepared to entertain? At A Tournament of Armies you can represent your warlord in three (COUNT THEM 3) different Bardic competitions: | |||
#Single Bardic Entry - At the Bardic Circle, combatants in the single Bardic Performance can win coins for their Warlord through wooing the populace and spectators | |||
#Roving Bardic Entry - This is for the Bard (Bards) who does not wish to have a stage. Rove the encampment and win favour and coins for your Warlord. | |||
#Group Performance - On Saturday night, compete at the Dew Droppe Inne stage in a Battle of the BARDIC SQUADRON !! That's right minimum of 5 (FIVE) people doing a group performance of no less than 5 minutes and no more than 15 minutes!! Sign up sheet with times will be at the Dew Droppe Inne starting at 7:30 pm with the first performance at 9:00pm. Group performances will win coins from the populace and extra coins for your Warlord through a popular vote at the end of the evening! | |||
==Service== | ==Service== | ||
Providing volunteers to help at the event will generate coins. There is no initial cost to field volunteers. | Providing volunteers to help at the event will generate coins. There is no initial cost to field volunteers. Volunteers may generate coins for their Warlord by performing such important tasks as sitting gate, marshaling, and performing other important functions to help the event run smoother. | ||
*Gate, Lists, Teaching classes will earn 5 coins per hour | |||
*Standing Watch and Field Marshaling will ear 5 coins per hour | |||
*Waterbearing and other activities will earn 2 coins per hour | |||
=Scenarios= | =Scenarios= | ||
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*After court - Evening clout shoot (marshals required) | *After court - Evening clout shoot (marshals required) | ||
=Boons= | |||
Warlords may purchase boons for their army in addition to having their forces earn them. The following is a list of coin cos | |||
*Regeneration - 10 Coins | |||
*Negative Regeneration - 15 Coins | |||
*Challenge Single Combat - 500 Coins | |||
*Refuse Single Combat - 500 Coins | |||
*Add a Fighter - 10 Coins | |||
*Add an Elite Fighter - 20 Coins | |||
*Buy RBG rounds for Rapier fighters - 5 Coins | |||
On Day Two of the fighting, all Boon costs will cost double the number of Coins to purchase. | |||
Latest revision as of 02:47, 9 August 2012
Event Overview
Recruiting Your Army
Armies will be built using the following formula: A good way to understand building armies is to think about fielding Coins, not people. As Warlord you field 10 Coins in Heavy, 5 in Rapier, and 4 in Archery.
Army Marshal: Field Marshal, with up-to-date marshal status on kingdom lists. This member of your army is mandatory, and responsible for all inspections. The warlord cannot serve as the army's marshal.
Armoured
As a Warlord or member of a Warband you will start as a small unit built on 10 Coins.
- Knights cost 2 Coins
- All others cost 1 Coin
- A band of 1 knight and 8 warriors is equal to 10 Coins, as is 2 knights and 6 warriors.
- Armoured forces earn Coins in Battle
Target Archery
Archery forces will be built on 4 Coins.
- Grey Goose Shaft cost 2 Coins
- All others cost 1 Coin
- A force of 2 Geese will cost 4 Coins.
- Archery forces earn Boons for their Warlord. These Boons will have a direct effect on your Warlord while they are in battle.
- Once your archers have earned you a boon, you will be able to purchase it like resurrections.
Rapier
Rapier forces will be built on 5 Coins.
- White Scarves cost 2 Coins
- All others cost 1 Coin
- A force of 1 WS and 2 warriors costs 4 Coins.
- Rapier forces earn Boons for their Warlord. These Boons will have a direct effect on your Warlord while they are in battle.
- Rapier combatants will snowball into larger armies then be broken down into smaller units again. Rapier will also start with the Counting Coup scenario as described in the Armoured section.
- Once your rapier combatants have earned you a boon, you will be able to purchase it like resurrections.
NOTE: Provisions will be made for unaligned fighters. If you don't have an army by Saturday Morning you will still get to play.
Arts & Sciences Competitions, Classes and TUTR
War approaches and what would war be without people to keep us well fed, comfortable, armoured and bandaged in war.
All Warlords are required to provide a period container for their coins to be kept at lists. This could be a pouch, a bag, a mug, a goblet or anything else that you can think of that will hold coins.
Warlords are also required to provide a war standard or banner that identifies their army and can be placed on the battle field or elsewhere as the event requires. Must be on a combat-legal polearm
These two things are non-negotiable. You must do them both in order to be an army.
Saturday
Saturday morning is the SCA Creation Competition.
The goal is to make something based on our SCA game to make it more medievalish. For example, covers for folding camp chairs, or a pop-up converted to a pavilion, a box that you have built to disguise your cooler or anything else that you can make that makes your SCA seem more medieval.
We require an inspiration for the thing you have made, something as simple as a photocopy of a picture, or textual reference, and we require a project plan that decribes how to make what you made. The project plan should be a step by step guide that someone else could follow.
The best piece will get something AWESOME for their army. (citation needed)
Sunday
Sunday morning is the Camp Life competition.
This contest will be set up more like a normal A&S competition with documentation, judges and scores (though they will be simplified) Bring your piece that could be used by a medieval army at camp including a maximum of 3 pages of documentation. Bonus Points if your army is using your entry.
A siege competition will also be held. Make the most appropriate item out of the materials provided and found items.
Glory, riches and honour to those who succeed. Theme to be announced at a later date.
Also a reminder that heraldry is important in War on the field and off of it. Show off how awesome your army is, make sure eveyone knows who you are....and fears your coming!
For those of you who just can't get enough of A&S there will be more!
Classes for those who prefer not to compete.
An artisans village to hang out, work on projects and meet potential warlords
There will also be a Period Hair Styles competition on Sunday afternoon for prizes.
One category for hair styles for your head including hats, headpieces and veils, and one for facial hair styles. Bring your example of a period hair style and recreate it on your head or face!
Bardic
There is no limit to the dancers, drummers, singers and storytellers a warlord may employ, or seduce on site. Bardic forces will generate Boons for their Warlord. Sing, Dance, tell stories and drum within the towering trees under a starlit sky.
So you have an army, you have artisans, you have science geeks, and you have service junkies. But ... are you prepared to entertain? At A Tournament of Armies you can represent your warlord in three (COUNT THEM 3) different Bardic competitions:
- Single Bardic Entry - At the Bardic Circle, combatants in the single Bardic Performance can win coins for their Warlord through wooing the populace and spectators
- Roving Bardic Entry - This is for the Bard (Bards) who does not wish to have a stage. Rove the encampment and win favour and coins for your Warlord.
- Group Performance - On Saturday night, compete at the Dew Droppe Inne stage in a Battle of the BARDIC SQUADRON !! That's right minimum of 5 (FIVE) people doing a group performance of no less than 5 minutes and no more than 15 minutes!! Sign up sheet with times will be at the Dew Droppe Inne starting at 7:30 pm with the first performance at 9:00pm. Group performances will win coins from the populace and extra coins for your Warlord through a popular vote at the end of the evening!
Service
Providing volunteers to help at the event will generate coins. There is no initial cost to field volunteers. Volunteers may generate coins for their Warlord by performing such important tasks as sitting gate, marshaling, and performing other important functions to help the event run smoother.
- Gate, Lists, Teaching classes will earn 5 coins per hour
- Standing Watch and Field Marshaling will ear 5 coins per hour
- Waterbearing and other activities will earn 2 coins per hour
Scenarios
Armoured
Day One
As a Warlord you can expect to engage in the following scenarios. The order and number of the scenarios will be determined by Oberst Luther as the event unfolds. Be prepared for the following:
- Reward Round - Counting Coup
1 coin per armband brought back to Lists. Once a fighter reports to Lists they may not re-enter fray. Dead fighters do not report - any armbands on a dead fighter may be taken. Fighters left on the field after 30 minutes are dead and not counted. 30 minute time limit. A 10 minute warning will be given.
- Reward Round - Capture the Flag + Counting Coup
Each Warlord will be wearing a SPECIAL flag. Bringing a SPECIAL flag back to lists is worth 10 coins. All fighters will be wearing counting coup flags, and each is also worth 1 coin. Bonus of 1 coin per man left alive in your unit. Once a warlord reports they may not re-enter fray. 20 minute time limit. A 10 minute warning will be given.
- Reward Round – Capture the Flag
2 Armies, 1 Flag. Get the flag back to your res point. Not fast enough the first time… that’s ok: its best 2 of 3! 15 minute time limit per round.
- Reward Round - Capture and Control
Four res points. Each army starts with one which can be destroyed (by touching it with a weapon) but not captured! The other two are indestructible and up for grabs. Fight until you control all the active control points. 30 minute time limit. No warning will be given.
- Reward Round – Field Battle
Do I really need to describe this? 20 minute time limit. No warning will be given.
- Reward Round – Bridge Battle
A bridge. Fight over it. Warlords, Knights and Royal Peers can walk through water on their knees. People who are do not fit in the above categories cannot. 20 minute time limit. No warning will be given.
- Reward Round – King of the Hill
Be the Warlord with your Flag claiming the hill when time runs out. This contest will again be best 2 of 3. 10 minute time limit. No warning will be given.
Rough Schedule
- Round 1 – Counting Coup
- Round 2 – Special Reward Round (Single Army vs Single Army)
- Round 3 – Reward Round (Single Army vs Single Army)
- Round 4 – Merge Round (Single Army vs Single Army)
- Round 5 – Reward Round
- Round 6 – Merge Round… (Pattern continues till we are at 4 Armies)
Each Reward round puts a purse of up 100 coins up for grabs.
ALL scenarios will be subject to a time limit.
Day Two
TOTAL WAR!!!
- Round 1 – Reward Round (Special Bonus Points Available)
- Round 2 – Merge Round
- Final Scenario – Push Battle
- 2 final armies. Field, Bridge, Fortified High Ground, Bridge, Field.
- Challenge Rules, Coins, and Boons (How to spend your money!)
The following is how each non-Counting Coup round will work… please pay attention!
- Purchase Boons (Boons can only be purchased between rounds, BEFORE challenges)
- Warlords are lined up based on their POST purchasing point totals
- Top ranked Warlord (based on post purchases points) will select the scenario all forces will use for that round.
- Starting with lowest ranking Warlord, challenges will be issued.
Rapier
Target Archery
Day One
Boons and coins won in Archery are awarded to the Armoured Warlord just prior to the next Armoured Round. Archers earn a specific Boon:
- Negative Regeneration: Archers; a volleys of arrows, painting the sky black, wiping out countless numbers on the opposing force. Archers earn Negative Regenerations. These Boons, once played will immediately remove a Regeneration Flag off a member of the opposing force at random (Marshals random grabbing of a regeneration flags). Must be used at Lists, before the scenario starts.
- Only Warlords who field Target Archers will be able to purchase Negative Regeneration Boons! Warlords may only purchase Negative Regenerations after one or more of their archers have earned one!
All Archery Scenarios will be resolved on DAY ONE.
Marshals and spotters are needed to run this competition safely. Any archer who spends time volunteering will be awarded coins for each hour.
- Defend the Stronghold
The drums of war sound in the distance as the eastern horde approaches your stronghold. The local Warlords have banded together behind its walls to defend against the approaching masses from the east. Little does the horde know of the tremendous archery skill within the stronghold, but they will learn soon enough.
- Encampment Shoot
In the loaming dusk you can see the flicker of lights within the encampment walls across the field. The fools have camped too close! With just enough light to sight the distance, you send volley after of volley of sharp iron through the encampment tents. Your targets are the six ‘tents’ in the field, marked by a pennon and center pole in the middle of each. The entire company of archers will shoot in one line. You have six arrows, loosed one at a time on the marshal’s command. Each arrow within 10’ of the centre pole is a scoring hit worth one boon.
- Ballista Shoot
After relocating their encampment further away, the sounds of construction mean siege machines are coming. The huge timbers look impervious to any kind of harm dealt by shaft or blade, but some areas are weaker than others. Your “flaming arrows” should help bring them down. The critical areas of the ballista are noted on the target in red. You have six arrows. Any hit on the ballista structure is worth one point. The first to land a missile on a critical area halts its use and is worth a bonus purse of boons! Any hit on a weak area is worth five points. The first archer to land a missile on a critical area halts its use and is worth a bonus purse of 25 boons! Any hit on a weak area is worth five points. Top archery points for a Warlord earns 50 boons.
- Flag Shoot
Without their siege weaponry, the hordes begin to marshal around their clan leader and attendant flag bearer. Pierce their flag with your arrows and demoralize the invaders by leaving them with only shreds to march with! Name the flag you will target. You have six arrows. Each hit is worth one point. Top archery points for a Warlord earns 50 boons.
- Armour Shoot
The hordes have witnessed the power of arrow and bolt. The first to march forward to protect the battering rams is the fully armoured warrior! With careful aim at mail or visor you can stop his charge. Each archer shoots alone. You can shoot at the warrior as long as he is moving. Once the command to “loose” is given, you can shoot as many arrows as you wish until you hear “stop”. One shot through the visor or three anywhere on the mail will stop him. Each warrior stopped is worth a purse of 10 boons.
- Swarm Shoot
The hordes descend upon the stronghold! Now the time for close up, fast and furious has arrived. All you can see from your vantage point is their helms. Can you stop enough warriors to prevent the doors from being battered down? Each archer shoots alone. Shoot as many helms as you can in 30 seconds. Each helm penetrated is worth one boon.
- Tir Beursault Competition
You have prevailed! The remains of the horde are limping back from whence they came. Wanting to rejoice in your survival, you compete to who has the best archer or arbalest among all the warlords? Who will walk the Alley of Kings and present the remaining boons (to a maximum of 100) to their warlord? The Tir Beursault is a traditional shoot. Each Warlord’s militia of archers will shoot together. Each end is one arrow at 55 yards. When all Warlord militias have had a turn, you walk down the left or right side of the guardes, or blocking walls, not between them. Only the archer who is the best is permitted to walk the middle path, called the Alley of Kings. There are six ends to the competition. Archers in the competition are encouraged to bring their heraldry with them so it can be hung along the guardes.
Day Two
- Breakfast - York shoot (marshals required)
- Break – open range, depending on marshal availability
- 1:30 pm – Children and Youth’s Tournament
18 and under can take part. Parent or assigned guardian with signed medical form must accompany the archer.
Tree of Life shoot
Bird shoot
Horizontal Popinjay shoot
- Break – open range, depending on marshal availability
- 5 pm - Range closed for dinner and court
- After court - Evening clout shoot (marshals required)
Boons
Warlords may purchase boons for their army in addition to having their forces earn them. The following is a list of coin cos
- Regeneration - 10 Coins
- Negative Regeneration - 15 Coins
- Challenge Single Combat - 500 Coins
- Refuse Single Combat - 500 Coins
- Add a Fighter - 10 Coins
- Add an Elite Fighter - 20 Coins
- Buy RBG rounds for Rapier fighters - 5 Coins
On Day Two of the fighting, all Boon costs will cost double the number of Coins to purchase.
Event Highlights and Personal Memories
Event Info
Date August 03, 2012 to August 06, 2012
Event Steward & Staff
- Event Steward - Lady Johanna van der Velde
- Co-Steward & MIC - Oberst Luther Magnus
- Rapier MIC - Violante von Oesterreich
- Archery MIC - Jacqueline LeFleur
Site Fees
Pre-Registration Site Fees: $20 per person, $10 per youth, $45 mundane family cap
Site Fees at Gate: $25 per person, $15 per youth, $50 mundane family cap
$5 NMS in effect, please make cheques payable to "Barony of Lions Gate"
Location
Aldergrove Bowl
Directions to Site