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Combat  Scenarios

 

 


Imperial War Combat Scenarios

Combat

Steel:

Ravine (Canyon) Battle - Last Army standing in the Ravine. The walls may not
be attacked through. Ravine is 10 ft wide (Use of hay bales for ravine walls
works or guide rope.

Capture the Flag - Army that captures the flag the most in 10 minutes wins
scenario: Flag capture resets armies and allows water break. Each Army takes
a side to defend their flag and capture the opposing flag. When killed the
combatant will leave the field and re-enter from the designated corner
opposite of the location of their armies flag

Steel Champions: Each army selects 3 champions - 1 for Sword and Shield, 1
for Two handed sword, and 1 for pole arm. The sword and shield champions
will face off and first champion with 10 points wins the round - Doubles
count for both fighters Then the two handed sword champions face off same
system If the third fight is needed to determine the winning army then the
pole arm champions will fight. An army may select 1 champion for all 3
fights or up to 3 champions one for each fight.

Rapier:

Rapier Champion: Each army selects 3 champions - Single Sword, Sword and
Defensive Item (Cloak, net, buckler, tankard, flog, etc.) Sword and Dagger

Same as with steel champions

Capture the flag (Combat Archery - Gleaning of Arrows accepted) - Army that
gets the most flag captures in 15 minutes - Flag capture stops clock, armies
reset, water is taken. If tied score at end of time then sudden death -
First army to score wins. (Same as steel but with combat archery)

Greek Bridge Battle - 2 man wide bridge. Wounds stay when 1 person dies
slot is filled by living person. 2 on 2 no more allowed on the bridge.

Shinai:

Capture the Flag -(Combat Archery) Same as Rapier

Ravine Battle - Same as Steel

Open field - Resurrection - Total army size times 3 equals number of
resurrections for the army. Last Army standing.

Archery

The range distance shall be set at 60 feet; the Target shall be a 60cm FITA
Standard Ten ring, four color target face or similar facsimile.

Each set of contenders shall provide two (2) Range Masters each day (4 range
masters total each day), to tally the scores. One (1) from each set of
contenders shall assist in the first half of the day, and the second shall
assist in the final half of the day.

(2) Range Masters (One (1) from each set of contenders) shall be present to
tally the scores at all times.

Both Range Masters (One (1) from each set of contenders) shall tally the
scores and come to an agreement prior to removing the arrows from the
target. Should the Range Masters or the Archer disagree with the calculated
score, both Range Masters and the archer shall re-calculate the score to
come to an agreement.

Arrows are not to be removed from the target until both of the
Range Masters have counted the score.

If an arrow does not stick in the target, that arrow will count as zero (0) points.

 If an arrow falls out of the Target before the Range Masters have
counted the score, the arrow will count as zero (0) points.

If an arrow is removed from the Target before the Range Masters
have counted the score, the arrow will count as zero (0) points.

No compound bows, mechanical sights, spectacle sights, counter
weights, stabilizers, levels, or string trigger releases may be used unless
the item is documented as being used by someone in the period of Adria.

No fiberglass or aluminum arrow shafts are allowed to be used in
Target Archery Competition, all arrow shafts must be made of wood.

 Target arrows must have target tips. No hunting tips are allowed!

The archer is responsible for retrieving their own arrows.

The Archer is responsible to inform the range masters as to which
army they are competing for.

There are four (4) Target Archery War points available.

(ARTICLE XVI: CROWN WAR, A. CONDUCT OF THE WAR, 5. War, c.)

One (1) Bowman's List (combined score of all Bowmen), six (6) arrows at 60 feet.

 One (1) Huntsman's List (combined score of all Huntsmen), six (6) arrows at 60 feet.

 One (1) Open List (combined score of all supporters for each
contender regardless of rank, in a separate shoot), six (6) arrows at 60 feet.

One (1) Champion's battle (highest score of any member), six (6)
arrows at 60 feet. This will be determined by the highest score by any
member from the list of supporters of any given candidate, the candidate need not select a champion.

In the event that there should be a tie in the highest score of the
Champions match: A tied Champion's round shall be decided by a tie-breaking
round of six (6) arrows between the tied archers to determine the Champion.

Note: These are separate matches, and must be competed in separately, this
means each archer will be shooting four (4) separate times for the war!

The point value for the target face shall be:
The first outer ring (White)= 1 point
second ring (White) =2 points
 third ring (Black) =3 points
 fourth ring (Black) =4 points
 fifth ring (Blue) =5 points
 fourth ring (Blue) =6 points
 fourth ring (Red) =7 points
 fourth ring (Red) =8 points
fourth ring (Yellow) =9 points
  fourth ring (Yellow) =10 points

An arrow that breaks the line dividing the rings on the target, will receive
the higher score.
 

 


Yours In Service,


Minister of Joust and War

Past Combat Winners

Tourney Scenario's Glossary

Imperial Documents:

Updated as of November 2nd 2006


Combat Manual - 2006

Marshal’s Manual - 2006

Combat Steps to Knighthood

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