War field

Fencing Melee

War isn't just for the armoured combatants, fencers can do war to! 

The first hour will be on the war field and will allow for large open field battles and fighting around the haybale fort. Most importantly, this will allow for the use of rubber band guns.

The second hour will be on the list field and will include such fan favourites as Capture the Flag, Steal the Sheep, and Zombies.

Combat Archery Tourney

Combat archers will shoot each other in single combat on a tourney field shaped like a cricket pitch, with a 5m exclusion zone in the middle. Round Robin, single kill format. Arrive by 10am to sort out the lists and armour inspections. Combat will not be stopped if a bow is hit, so bring a spare bow or else a back-up bow will be provided.

If you wish to be authorised for the tourney, or for plumed combat in the subsequent war, contact Brian to do the practical component of your authorisation at 9am if you have done the theory component earlier in the event.

War

Each team has a non-make commander, who must be a Heavy combatant. Heavy combatants and Combat archers will be divided evenly between teams, with an equitable distribution of spears and knights. Each commander has 100 resource points in tokens, which can be spent on bidding for advantage in each scenario. Bids are secret. Highest bid wins. All bids are spent. In a tie, neither side gains advantage. If a team wins a scenario they gain glory points. After each scenario the team with the lowest glory score gains 10 resource points (if tied for glory, no resources are gained).

War

As it is likely to be hot, scenarios will be kept short and simple. Theme is Amazons and Valkyries.

1.      Valkyrie battles. Each male combatant killed by a non-male combatant switches sides with each resurrection or scenario reset.
2.      Amazon battles. Non-male heavy combatants ignore the first two blows received in each scenario. Non-male combat archers can ignore the first arrow received