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BATTLE OF KOOM VALLEY- 8/12/12 - SILVER SPRING, MD.

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Kensman Tauron:
Sponsored by The Guard
Dagorhir Aratari

SUNDAY August 12, 2012
Check-In starts at 10:30
... Fighting Starts at NOON

Spring Mill Center
11721 Kemp Mill Road, Silver Spring, MD, 20902

As always, The Guard will show our Guests a good time including varied and unusual scenarios plus terrain including straw-bale walls, bridges, and forts!

All scenarios are Rez Battles except Unit Battles.

Because it will be August and HOT, BoKV features many short scenarios with short water breaks in between (the breaks will be used to re-set the straw bales for the next fight).


Scenario List & Description

Unit Free-For-All (x3)

Hold The Fort/Kill The King (x2, 15 minutes each)
Two teams will rez out of sight of one another around the curve of a hill and fight for possession of a straw-bale fort with walls 4-6 feet high.
When a team has their Queen/King alive inside the Fort, their Rez point turns off.
Whichever team has their Queen/King alive inside the Fort at the 15-minute mark wins.
Herald will give a 30-second warning before the end of the battle.
If neither team has a live Queen/King inside the Fort at the 15-minute mark, the battle will continue until one Q/K gets inside the Fort.
If Both teams have their Q/K alive inside the Fort at the 15-minute mark, the loser will be the side whose Q/K dies first or is forced out of the Fort.

Three Rivers (x2, 15 minutes each)
Two armies will fight for possession of a Holy Point in the Y where two rivers join together.
When a team holds the Holy Point uncontested, their Rez point turns off.
There will be a bridge and a ford (where you can "wade" across on your knees) crossing each of the three sections of the Y.
Herald will award a point every three minutes to a team which holds the point uncontested (live fighter touching the spot).

FIGHTERS WILL BE SPLIT INTO 3 TEAMS

The Battle for Sin City (20 minutes)
Three armies will fight to seize the four towers at the corners of the raised wall around Sin City -- essentially a square bridge battle with no end points.
(This scenario reprises the successful night battle from Ragnarok.)
Fighting is allowed ONLY on the walls.
A point is awarded each time a team manages to hold all 4 corner "turrets" uncontested.
There will be one Rez point located outside the city walls.
One team will be rezzed every 20 seconds, which means fighters will never have to wait more than 60 seconds to rez.
There are two ways for resurrected fighters to get back "up the scaling ladders" and onto the walls:
1. The Rezzed fighter kneels next to the wall and a living fighter pulls them over the wall; or
2. A Herald will "hold a ladder" and send kneeling fighters onto an unoccupied section of the wall.

Shrine and Cheese (x3)
Each team takes a turn defending the Shrine (a single bale) and the Warehouse (a house with two doorways and some windows) from the other two teams for 5 minutes.
Attackers' Rez points are more than twice the distance from the objectives as the Defenders' Rez point.
Attacking teams score one point for each time they capture the Cheese from the Warehouse and run it to their Rez Point and two points every time a single fighter is able to hold a "torch" against the Shrine while counting loudly to 20 without being interrupted.
A Cheese Herald will run the Cheese back to the Warehouse after each point.
Attacking teams are encouraged to ambush each other.

Still ain't had enough fighting? Then we have an offer for you!

Thermopylae Battle with Rotating 10-Fighter Teams
Fight to hold the end of a tapering canyon.
When you die, you wait at the Rez point until 9 other fighters are there, then the Herald sends you out as a new team to fight your way through the other teams and try to hold the far end of the pass...until you're killed and rez again on a new team.
Repeat until you can't stand.


STRAW RULES:
1. If you knock down a straw wall by your own action, you're dead.
2. If someone knocks down a straw wall by shoving you through it, you're both dead.
3. Straw-bale walls which are knocked down are rebuilt by Heralds and the Dead.
4. Walls "are what they are" - if a wall is low enough to fight over, you may fight or shoot over it...but see Rule 1.
5. This means Viccer can fight over all walls, even the ones which are 6'+.



Location:
Spring Mill Field Center
11721 Kemp Mill Road
Silver Spring, MD

Graymael:
If the weatherman is to be believed, it's supposed to be sunny, in the 80's, with low humidity Sunday (REMINDER, this is a SUNDAY battle).

If the Klingon Weatherman is to be believed, Sunday will be a good day to die!

See everyone at the Battle of Koom Valley III!

Graymael

Kensman Tauron:
Very cool time today Guard!!! Excellent scenarios and hard fighting!! Always have loved this event and look forward to it again next year!!!




Kensman Tauronziz, No more magistrate

Kensmen Tumbark the Barbarian:
It was a really great time.  It seems I fumbled, and well took two shields on the field.  I thought if I held the big one to deflect the arrows and after the gap was closed I could drop and fight buckler red.  I thought that if I held one shield the buckler would be deactivated (As in if I got hit on the buckler it would be dead and/or wounded), and then when I dropped the giant shield the buckler would be the active shield. 

I'm sorry and I would like to thank Spastic of Dragonhood for clearing it up.  Thank you.

Graymael:
CHEATER!

One of the coolest moments of the day was when Tumbark took a swing at a Guard n00b with Earthshaker...and missed.

The ground literally shook.  WOW.

Thanks to all for coming out to our Hoose to play!

Graymael
Commandant of the Guard

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