TRRB Monday NA linebattle live at 03/09/2020
Please copy and paste the template and send it in the forum post
Would you like to request Arty:
Would you like to request Lights:
Would you like Cav:
Have you read the rules?
Regiments that are attending
The Royal Redcoat Brigade - 25/35 -Line/Arty/Cav/Lights
Section 1: General Rules
1.1. Charge/Fire Rule – When you unit is broken, you may charge any nearby enemy. During the charge the unit charging must seize all fire. The unit being charged may continue to fire(unless all charge has been called) until one or more members of the line are engaged in melee combat.
1.2. All Charge – All Charge will be called by the admin. After it has been called units must engage in melee with the enemy. Officer Pistols are allowed to fire once in the All Charge, all other units may NOT fire.
1.3. Garrison - No unit is allowed to garrison under any circumstances.
1.4. Rambo - Any person not acting within a unit or group, for example: charging at a line by themselves (unless continuing a charge).
Section 2: Line Infantry
2.1. Unit Size Rule – A Line must charge or join a friendly line upon dropping to 2 men or less.
2.2. Composition – A Line may employ up to 2 officers and 2 auxiliary units. When using pistols, officers and auxiliary units must remain within compass range of the line to fire. If the auxiliary or officers are using muskets, they must be shouldered to the line in order to fire.
2.3. Spacing Rule – A Line must show clear attempts to uphold shoulder-shoulder spacing in the line. The Administration will warn units that are not making clear attempts to follow this rule.
2.4. Guardsmen/Grenadier Rule - You may have as many Gren and Guard classes in your line.
2.5. A line may only crouch when either in "double rank" formation or when not in active combat. Discretion for active combat is up to admins.
Section 3: Artillery
3.1. Artillery Amount – The regiment chosen for artillery can field 4 artillery crew (3 cannoneer and 1 sapper), and 2 artillery guard per Cannon Maximum.
3.2. Artillery Classes – The artillery guard and crew are allowed to skirmish but must be within compass range of an active cannon(A cannon is considered to be active if a member of the crew is currently reloading, aiming or firing it) to do so. Meaning they cannot stay and skirmish next to a cannon that has been abandoned by its crew.
3.3. Artillery Guards – If the artillery crew dies, then the artillery guard's May NOT take over the cannon.
3.4. Artillery Classes – Artillery crew must go cannoneer class and artillery guard must go as guard class.
3.5 Artillery Cooldown – Artillery may not load their cannons before live has been called.
3.6 Artillery Stealing - Arty stealing is not allowed.
Section 4: Lights
4.1. Lights Amount - The Light Detachment is allowed to have 6 lights + 1 officer or aux for a total of 7. Upon dropping to 2 or fewer lights they must charge or join a friendly skirmish unit.
4.2. Lights Spacing - Lights must uphold a spacing of five men to fire.
4.3. Lights Officer/Aux - May fire within 6 man spacing of his group.
Section 5: Cavalry
5.1. Cavalry Amount - Each team allowed 6 cav any class and can be mixed . If down to 2 horsemen, they must charge or join a line a line. Allowed to reload on the move.
5.1.A. Joining or charging - When a cav unit decides to join a line, they must dismount once they have reached the line. If the cav decides to charge, they must charge the closest enemy unit.
5.2. Cavalry Spacing - Cav members allowed to fire in spacing of 3 if dismount spacing of 5 . Cav allowed to fire on the move but must have the 3 man spacing.
5.3. Cavalry All Charge - All cav must dismount during all charge.
5.5. Officers - Officers are allowed to mount horses but are not allowed to fire on it .
5.6. Grouping - All cav must stick together within compass range. Failing to do so would count as rambo.
5.7. Cav may join other skirmisher units, but must maintain the same rules as that skirm unit.