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Combat Scenarios

Overview

The purpose of this document is to prepare the text for the Gulf Wars site book and provide a clear set of guidelines for the battles at Gulf Wars.

Thanks to Sir
Marcusof Calontir for the following cheat sheet, (I think he got it from a Sir Griffin).   Here's the cheats:

N = Only Limited Numbers will Play
T = Time Is a Factor
R = Resurrection
L = Last Man
J = Thrown Weapons (Javelins) Allowed
C = Combat Archery Allowed
S = Siege Weapons Allowed
FM = Flags Mobile
FS = Flags Stationary
F = Fizzbin (Funky Rules)


Scenario : Town Battle

Shorthand Description : T R FS F
Physical Layout :

The town battle this year will use a much larger area of Hastings field (as shown in the attached picture) and the castle and require a much higher level of maneuver, command and control.  Each gold square (6 total) represents where a building will be placed.  Resurrection points are indicated by the circles.  The blue lines represent rivers, and the grey rectangles outlined in black represent the bridges across the rivers. The rivers will be 12 feet wide.  There will be enough space around the castle for two people to walk without falling in the river.  


Scenario Play: 

The town defenders will start anywhere in the interior of the castle.  The attackers will start to the east of their resurrection point.  At the start of the scenario, the two teams will attempt to establish control of the 6 buildings.  Combatants who receiving killing blows must return to a resurrection point placed behind the starting line used at the beginning of the scenario before returning to combat.  

At the center of each building will be a flag which cannot move.  If only combatant(s) from one side has their hands on a flag, that flag is considered to be "uncontested", and controlled by the team.  If combatants from both sides have their hands on the flags, it is considered "contested".  The scenario will run for 45 minutes, a 10 minute break, and then the two teams will switch sides and run for another 45 minutes.  There will be a short hold every 15 minutes to determine the state of each flag in each building, and for a quick water break for the combatants. The flag in the center of the castle is worth two (2) points; all other flags are worth one (1) point. 


Funky Rules:

In this battle, members of the Chivalry may cross the river unencumbered.  All non-members of the chivalry must cross at the bridges.  Attempting to cross the river for non-members will result in the death of the combatant, and a trip to resurrection point.  The defenders have complete control over the castle’s openings (side gate and main gate) and can control the open and close status of the gate.  The defenders must designate a gatekeeper for each gate, and only that person can specify to the marshal the open or closed status of the gate.

Victory Conditions:


Victory in the town battle will be accorded to the side which accrues the most points.  Points will be given in the following manner
Uncontested Castle Building Flag Possession - 2 pts
Each uncontested Outbuilding Flag Posession - 1 pt

For the above describe play mode, there will be a maximum of  42 points ( 7 points * 6 countings)

Scenario : Castle Battle

Shorthand Description : T R J C S

Physical Layout :

There are 4 main entries to the castle.  The Main Gate is on the north face, and has doors made from wood that can be closed to simulate the effect of a drawbridge being up. On the west face is Alexandria’s breach, which has two openings approximately 3.5’ wide separated by around 6 feet.  On the east side is Black Widow’s Breach and the New Gate.  Black Widow’s Breach is similar in layout to Alexandria’s Breach.  The ground around the outside walls is built up so that the height from the ground to the top of the wall is around 5-6 feet, and the distance from the ground to the top of the crenulation is only around 4’ feet.    

Scenario Play:

 

This scenario will be run twice, with each side playing both the role of the attackers or the defenders. Attackers will have unlimited resurrections, defenders will have no resurrections. At the start of each run, the attackers will be arrayed outside the castle, with all attackers no closer to the walls than 50 feet away.  All defenders must start in the inside of the castle.  At the lay on, the attackers may commence with the siege.  All gates and breaches will be considered closed at the start of the battle.  To simulate the effects of siege, at 5 minute intervals the castle will become weaker.  The weaknesses will follow this order:

 

1.@ Start of battle -> Ramps can be used and Blackwidow's Breech is open.

2.@ 10 minutes after start -> Side Gate opens

3.@ 15 minutes after start -> Other Breach Opens

4.@ 20 minutes after start -> Main Gate Opens

 

Attackers may force the gates open early by 3 strikes from a large siege rock or by four strikes from a battering ram.

 

Attackers may attempt to enter through any of the four entry ways (Main, Alexandria, Black Widow, and New Gate) or through the crenelations via the use of ramps after that weakness has come into play

 

Ramps are governed by the following rules:

1. 4 people to carry

2. 2 people to spot once the ramp is in place (spotters can be dead~spotters are safe form being killed but they cannot use spotting as an avenue to attack)

3. Once in place the ramp cannot be moved

4. A ramp cannot be placed in the crenelation in a defensive fashion.

5. Combatants cannot be attacked while on the ramps

6. Archers can *not* shoot from the ramps.

7. Armored combatants can *not* attack while on the ramps.

8.There is no standing on the ramps. 

9. Ramps may be destroyed by a single strike from a machine thrown large rock.

 

On the inside of the crenelations, there will be a 3 foot diameter semi-circular landing zone.  These zones will be marked.  The zones are governed by the following rules:

 

1. Only one fighter may be inside the zone at a time

2. Can’t attack the fighter inside of the zone

3. A combatant cannot attack from inside the zone, and must leave the zone to attack defenders.

 

Victory Conditions:

Victory in the castle battle will be accorded thusly:

  1. Whichever side takes the castle the fastest will be awarded the point.
  2. If by some remote chance neither side takes the castle in one hour, the battle will be declared a tie, and the points will be split in half.

 

Scenario: Ravine Battle

 

Shorthand Description: T R L J C FS

Physical Layout:

Generally the ravine has a long axis west to east (around 500 feet) and very short axis (around 100 feet) north and south.  A gully runs along the long axis with slopes to higher ground on the north and south sides.  There several stands of trees that are usually fought around, and often piles of debris down in the gully.  Archery can only aimed inwards, and is not supposed to be directed towards the spectators.

Scenario Play:

Initially, each side occupies one portion of the ravine, with Ansteorra occupying the west portion of the ravine, and Trimaris occupying the east portion of the ravine.   At the very back of each zone is a resurrection flag.  There are three flags along a line perpendicular to a line between the resurrection flags.  The middle flag will be placed in the bottom of the ravine, with the remaining two flags equidistant between the middle flag and the edge of the playing field.  The battle will be one hour long.  For each flag, there is a marshal who has two time-pieces, one for Ansteorra, and one for Trimaris.  When the marshal determines that a side has control of his flag, he starts their time-piece, and it begins counting up the time.  If control is lost, he stops that time piece.  If the other side then takes control of the flag, he starts the other side’s time-piece.

Victory Conditions:

At the end of 1 hour, each marshal in charge of the flag will compare the times on his timepieces.  The side that has held the flag longest, will be awarded 1 point for holding that flag. Whichever side gains 2 or more points, will win the War Point for this battle.

Scenario: Bridge

 

Shorthand Description: T L J FS

Physical Layout:

There will be three bridges.  The bridges will have parallel edges, and the center bridge will be 27 feet wide, while the side bridges will be 18 feet wide.  The bridges are representative of a low wall bridge and will be delineated by a line of hay bales one bale high.  There will be at 18 feet between the bridges.  The center point of the three bridges will be marked with spray paint on the hay bales and on the ground.  A line will also be marked on either side of the center line at a distance of nine (9) feet.  The area between the two 9 foot lines will be referred as the glory zone.  A start line will be marked 18 feet back from the ends of the bridges.

Scenario Play:

This battle will be run 5 times. For each battle, both sides will start behind their respective start line.  Thrown weapons and combat archery will be allowed in the first and third battles.  Combatants can fight on the wall however they like, but if they put a weight bearing limb or weapon into the water area, they are dead.  Each battle will be 15 minutes long. Time will stop for injury holds.  At the end of 15 minutes, the side that controls the entire glory zone of each bridge will be declared the victor of that bridge.  If the bridge is contested (defined as both sides having combatants within the glory zone), all combatants outside of the glory zone will be remove from play, and the combatants inside the glory zone will fight will fight till the last man standing.  In case of contention, all bridges will resolve independently and may not assist on any other bridge.  There will be 10 minute break between battles.  

Victory Conditions:

Each bridge controlled will equal one (1) point, for a possible total of fifteen (15) points.  The first side to score eight (8) points wins the War Point.

Scenario: Open Field

 

Shorthand Description: L J C S

Physical Layout:

Runs long ways east to west, with the east end of the field being substantially higher than the west end.  The field is approximately 400 feet long and 200 feet wide.  There several stands of trees that are usually fought around.  Archery can only aimed inwards, and is not supposed to be directed towards the spectators.

Scenario Play:

This battle is run 5 times.  The first, second, and third battles are run with the opposing armies lining up on the west and east end to start.  In the fourth and fifth battle the opposing armies line up on the north and south ends of the field.  Archery is only allowed in the first and third battles.  Thrown weapons are allowed in all 5 battles, while siege is allowed on the first 3 battles.  

Victory Conditions:

Each battle is last man standing, and is worth 1 point.  Whichever side gets at least three points, wins the War Point.

Scenario: Capture the Flag

Players compete to capture the other team’s flag and return it to their base.

Shorthand Description : T R J C FM

 

Physical Layout

The field will be a rectangle of approximately 50 feet long by 50 feet wide.  There will be a random assortment of obstacles to prevent straight line running.  Bases (where the flags will be located) will be within 5 yards of the edge of the playing field, and will be constructed in a fashion to prevent easy entry from the opposing team.  The area immediately outside of play adjacent flags will be considered the resurrection area.

Scenario Play

Both teams must defend their base from incoming attackers and get into the other team’s base, take the other teams flag and return to base.  This requires that the team protect their flag carrier very well from the other team in order to complete the objective.

  • Weapons Restrictions : None
  • Penalties : Marshals may send a player who has engaged in an egregious behavior to the penalty box for a fixed amount of time or until the next score.
  • Engagement : Normal SCA engagement rules, with the exception that when a flag is being carried, the flag carrier is considered engaged with all opponents.
  • Death behavior : players struck with a telling blow to a killing area must go back to the resurrection area, and can immediately rejoin the game.

Victory Conditions

 

  • Scoring : Capturing an opponent’s flag, bringing it to your base, and retaining possession of your own flag in your base simultaneously will result in your side scoring a point.  The clock will not stop for a point scored.
  • Play for 60 minutes.  At the end of 60 minutes, team with the highest score wins.

Funky Rules

 

  • Only people with full gauntlets can carry the flag.
  • Clock will stop for an injury or a marshal’s hold.