Armoured Combat

All armoured combat will be fought with the standard SCA and East Kingdom conventions for combat, armor and weapons standards.  Each participant MUST be inspected prior to their first battle.  All times subject to change at the whim of weather and field conditions.

In order to participate in heavy list melees or tourneys, combatants must have a current authorization and pass a weapons and armor inspection. Prior to inspection, a combatant will be required to present proof of a current authorization and a form of identification. During the scheduled authorization and inspection times, an MOL will be available to assist combatants that have a current authorization but no physical documentation. Multiple marshals will also be available to provide authorizations or re-authorizations.

Marshals performing the weapons and armor inspections will provide the GNE sticker to be affixed to the helm of the authorized and inspected combatant.

Armoured Battlefield Coordinator: Micah of Brighton Manor

Marshal in Charge – Friday: Richard Crowe

Marshal in Charge – Saturday: Volmar Sollons


Schedule

Thursday

3:00pm – 6:00pm: Authorizations, inspections and pickups

Friday

1:00pm – 4:00pm: Authorizations, inspections and pickups

2:00pm – 3:00pm: Youth combat archery shoot

4:00pm – 6:00pm: The Deed of Arms

6:15pm – 7:00pm: Registration for the Squires’ Tourney

7:00pm – 8:00pm: Golden Sword Tourney

7:00pm – 8:00pm: Squires’ Tourney

Saturday

8:30am – 9:00am: Inspections at Woods Battle entry point

9:00am – 10:00am: Inspections at the main melee field

9:00am: Muster for Woods Battle

9:10am – 9:50am: Woods Battle (40 minute resurrection, no combat archery)

10:00am – 10:30am: Unbelted Champions practice (main melee field)

10:30am – 2:00pm:

  • Broken field battles (3 non-resurrection, no combat archery)
  • Scenario battles (2 non-resurrection, limited combat archery)
  • Bridge-Tower battles (2 partial resurrection, combat archery)

2:00pm – 3:30pm: Open field (pick-ups)

2:00pm – 3:30pm: SCA Harnischfechten Experiment Intro, Practice and Pick-ups (tourney ground)


Scenario Details

Deed of Arms

This Great Northeastern War marks the 11th year of the Deed! Join us for a grand 14th century tournament, showcasing feats of honour and combat!

Individual Challenges – Combatants will be called by their respective patrons to meet in single combat.

Crest Battle at the Barrier – Combatants will meet at the barrier and attempt to knock the crest from their opponent’s helm. Those who lose their crest must withdraw, the victor stays until their crest is removed. A limited number of crests will be available for those who are unable to make their own, those interested in their own construction should reach out to The Honorable Lord Albrecht Ostergaard for details.

Ransom Melee – The traditional culmination of the Deed! Each combatant should bring a ransom worthy of their station to present should they be captured. Further rules on this last pass of arms will be outlined at the Deed itself.

Squires’ Tourney

Entrants to this tournament must be sponsored by a member of Chivalry. Members of Chivalry may sponsor multiple fighters. The tournament will be a Bedford points format culminating in a finals bout between the top scoring fighters. The finals bout will be best of 5 fights using mixed weapons’ forms.

Golden Sword Tourney

This tournament is for fighters who have been authorized for less than 3 years and are not an OTC. Depending on the number of entrants it will be either a Bedford points format or a round-robin format, culminating in a finals
bout between the top two fighters. The finals bout will be best of 3 fights with preferred weapons form.

These two tourneys will be held concurrently, individual lists will be located in and around the Deed tourney ground. Participants in the Squires’ Tourney will have a red identifying marker.
There will be a separate MOL for each tourney. The MOLs will be located under the tent adjacent to the Deed tourney ground.

Woods Battle

**There is no fighter support in the woods, please bring your own water**

The invaders have swarmed our woods. Control the high ground and then kill their commander.

A 40 minute resurrection battle without combat archery. Resurrection points will be at opposite ends of the woods road. There will be two control points in the woods, indicated by a two-color padded block on a designated stump
(color side up is in control). Each control point will have someone timing possession of the control point. At 30 minutes, a hold will be called, and a predetermined commander from each team will put on their team-colored
sash. At the lay-on the new objective is to kill the opposing team’s commander. Except for the two commanders, this is still a resurrection battle. Combat will continue for another 10 minutes or until one of the commanders is slain.

Scoring for this scenario:

-Longest cumulative possession of a control point: 1 point for each control point (2 points possible)
-Slaying the commander: 1 point

The victor of the Woods Battle chooses whether to defend or attack first during the Bridge Tower scenario.

Scenario Battles

Battle of the Four Kingdoms: Four kingdoms are battling over a central, disputed land. Each kingdom knows little about the other three, except
for the limited information their spies have gathered. A strategy for each kingdom has been devised to insure their ultimate victory over their neighbors. Victory, and control of the disputed lands, will all depend on which kingdom’s commander can best balance their warriors’ offense and defense to meet their conditions for victory and foil their opponents’ plans.

Each of the four teams will be identified by color: blue, red, yellow, or black. Each team will have a commander and a lieutenant, identifiable by a sash of their team’s color. Each team will have a home base marked by an appropriately colored banner, a colored ‘artifact’, a well (painted circle on the ground), and a resurrection point (located off the battlefield, 20’ behind each team’s banner). 5 minutes before each lay-on team commanders will be given a scroll describing that team’s victory conditions as well as threats to their commander or home base.

When ONE of the teams achieves its assigned victory condition the scenario ends.

Conditions of victory (one condition uniquely assigned to each team):

  1. Kill the Commander and the Lieutenant
  2. Poison the Well
  3. Rob the Castle Vault
  4. Steal the Artifacts

Threats to each team (one of these threats will exist for each team):

  • They’re trying to kill our Commander and Lieutenant
  • They’re trying to poison our well
  • They’re trying to steal our artifact (two teams will be threatened with this)

Kill the Commander & Lieutenant
The team assigned this victory condition needs to hunt down and kill both the Commander and the Lieutenant from the targeted team. The Commander and Lieutenant resurrect normally, unless they are killed by the team assigned this victory condition. As soon as both the Commander and the Lieutenant are killed, this victory condition is met.

Poison the Well
The team assigned this victory condition needs to dump the contents of two buckets of poison into the well of the targeted team. The bucket is obtained and filled at the apothecary located on the edge of the battlefield. The
alchemist will fill the bucket with about one gallon of water. Most of the water needs to be successfully dumped into the ‘well’, indicated by a painted circle at the target team’s home base. There is only one bucket of poison available so poisoning the well requires two trips to the apothecary. Fighters killed while carrying the bucket may place the bucket down gently where they die. The bucket must be carried with a gauntleted hand and only by members of the team assigned this victory condition.The bucket shall not be targeted with weapons. Once two buckets of poison are dumped into the well this victory condition is met.


Rob the Castle Vault
The team assigned this victory condition needs to steal two sacks of gold from the castle vault. The entry to the vault is at the end of a narrow pathway, about one fighter wide, defended by all available combat archers located
in ‘turrets’ on either side. The sacks of gold are located in a vault at the end of the pathway that is shielded from the ‘turrets’. Fighters have to successfully get past the ‘turrets’ and into the vault, grab the sacks of gold, and then
exit the vault through the same narrow pathway. There will only be one sack of gold in the vault at a time. Fighters must make the journey to the vault twice! Fighters killed while carrying a sack of gold must drop the sack of gold where they die. Sacks must be carried with a gauntleted hand and only by members of the team assigned this victory condition. The sacks shall not be
targeted with weapons. Once two sacks of gold are placed next to the team’s banner, this victory condition is met.


Steal the Artifacts
The team assigned this victory condition needs to steal an artifact from the two teams indicated in the victory condition scroll. Artifacts are stolen from the targeted teams’ bases and then delivered to the attacking team’s
base. Fighters killed while carrying an artifact must drop the artifact where they die. A fighter may only carry one artifact, it must be carried with a gauntleted hand, and only by members of the team assigned this victory condition. The artifacts shall not be targeted with weapons. Once both stolen artifacts are placed next to the attacking team’s artifact this victory condition is met.

Broken Field Battles

The foe has gathered on our grassy fields. Assemble the bannermen and let us drive them from our lands.

Three broken field battles without combat archery.

Bridge Tower Battle

Hold them at the bridge, hold them at the gates, defend to the last fighter!

A limited resurrection scenario – includes combat archery. It will be run twice allowing each army to attack and defend. The objective of this battle is to kill all of the defenders the quickest.

The road to the tower crosses a mighty river, spanned by an 8’ wide bridge. Falling into the river is certain death. The attacking force has unlimited resurrection at their starting point. Defenders killed at the bridge or river
resurrect inside the tower (enter from the back). Defenders killed in or at the tower do not resurrect. The tower has very tall walls. No melee attacks at or from the walls, only combat archery and thrown weapons may be used.
The portcullis will be closed. The vertical bars of the portcullis must be removed. When the bars are removed attackers may pass through the entry to attack the defenders. There are two platforms inside the tower. Each
platform will have a tower key (large padded block that can only be moved with a gauntleted hand). Tower keys can only be handled by the attacking force. Defenders on the tower platforms can only be killed by missile
weapons or if the tower key is placed onto their platform. Defenders on the tower platforms may only attack with missile weapons. The tower has a sally port that can be used as an exit only.

Harnischfechten Experiment Intro/Demo

Harnischfechten is a new, experimental combat form in the SCA.  It is an armored combat form using blunted steel swords and hard rubber polearms with steel or synthetic daggers as options. The goal is to recreate as safely and authentically as possible, chivalrous single combat on foot, of tournaments and duels, based on extent evidence and its interpretation. Come learn more about the form, talk with the East Kingdom experiment contact Brian of Stonemarche. Pick-ups will be taking place towards the end of the session, depending on who is present. For more information, please contact Brian of Stonemarche.


Youth Combat

YOUTH COMBAT will be taking place at Family Point.

Friday: 10:00am – 1:00pm

Saturday: 1:30pm – 3:30pm

We will have youth loaner gear available, but in more limited quantities than in previous years. If you are interested in taking part in youth combat activities and are able to bring any amount of gear, that would be a huge help and would allow us to outfit as many youths as possible.