Tournament of Armies III

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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 and Sciences

There is no limit to the scholars, devisors and artisans a warlord may employ, or seduce on site. Arts and Science will generate Boons and Coins for their Warlord. There will be several A&S competitions planned for ToA.

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 are a variety of Bardic competitions planned for ToA.

Service

Providing volunteers to help at the event will generate coins. There is no initial cost to field volunteers.


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!

  1. Purchase Boons (Boons can only be purchased between rounds, BEFORE challenges)
  2. Warlords are lined up based on their POST purchasing point totals
  3. Top ranked Warlord (based on post purchases points) will select the scenario all forces will use for that round.
  4. 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)


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