Highlands War


Armored Combat

Melee Scenario – 10AM

Friday will be focused on small unit tactics on contained battlefields. Think gates and bridges. There will be no archery or thrown weapons on Friday. All fighters bring at least one weapon of 6’ or under as I am planning at least some 6’ and under battles. One scenario we will do for sure is Highlands Soccer. Teams form up on opposite sides of the field. The objective is to get the sacred object across the field and across the opposing end-zone or into their goal (depending on size of field).

Melee Scenario – 10AM

Saturday will look at small open fields and broken fields. Again, bring 6’ weapons as well. Bring gauntlets if you have them. Archery and Thrown weapons will be allowed in melees. There are two things we will run if the numbers and fighters work out:

Progressive battle.

  1. All fighters begin with single sword.
  2. Upon their first death, they can res and pick up a second weapon in their off-hand (including thrown weapons).
  3. Upon the second death, can either pick up a mass weapon (spear, glaive) OR a shield in the off hand OR a bow/cross-bow.
  4. Final death is final.

Baronial Champion of Champions Tourneys – est. 1-2PM

We are returning to tradition with a grueling bear pit:

  • 1st round – 20 minutes / You can’t use the same weapon style twice in a row
  • 2nd round – 10 minutes – Barons will choose the weapon their champions use
  • 3rd round – 10 minutes – Baronesses will choose the weapon their champions use

We will have 5-minute breaks between rounds, then a 5-minute break before the final.

For the final, the two highest scorers from the collective bear pits will face off in a double-elimination match where combatants may not use the same weapon twice. 

This is always a mixed weapons format so bring gauntlets and multiple weapon styles.

William Marshall Unit Tourney

Split into two evenly matched sides (King on one side, Crown Prince on the other). Each team starts with a purse of points (i.e. 100 gold) and a treasurer on the sidelines. When you receive a killing blow, you freeze for 10 seconds. If an enemy combatant gets to you in that time they may capture you and take you off the field (you must cooperate). If you are taken off the field you must be ransomed back with your treasurer paying the other treasurer. If one of your own fighters can kill the person or persons who captured you so that there are no opponents within reach of you before you get off the field, you are freed. Play continues until one treasury is depleted or time is reached.