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PRODID:-//War of the Phoenix 2026 - ECPv6.15.20//NONSGML v1.0//EN
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X-WR-CALNAME:War of the Phoenix 2026
X-ORIGINAL-URL:https://www.atenveldt.org/phoenix
X-WR-CALDESC:Events for War of the Phoenix 2026
REFRESH-INTERVAL;VALUE=DURATION:PT1H
X-Robots-Tag:noindex
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BEGIN:VTIMEZONE
TZID:America/Phoenix
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TZOFFSETFROM:-0700
TZOFFSETTO:-0700
TZNAME:MST
DTSTART:20250101T000000
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BEGIN:VEVENT
DTSTART;TZID=America/Phoenix:20260214T090000
DTEND;TZID=America/Phoenix:20260214T140000
DTSTAMP:20260504T013635
CREATED:20260104T185951Z
LAST-MODIFIED:20260503T125227Z
UID:7334-1771059600-1771077600@www.atenveldt.org
SUMMARY:Hardsuit Battlefield Scenarios
DESCRIPTION:Download the Saturday Scenarios. \nGeneral Information\n\nAll fighting conventions and weapon standards will adhere to Atenveldt Standards.\nVisiting kingdom armor requirements will be honored.\nQuick resets! Keep your tops on! Each battle will begin immediately following the end of the battle before it. Enough time will be given to quickly glean used arrows.\nEach side will run scenarios 2 twice on the same side. Armies will then switch sides and run\nthe scenario two more times.\nHats off between scenarios.\n\n\nCombat Archer Information\n\nCombat Archery is permitted in all battles along approved firing lanes.\n\nFor Scenarios 2-4 ONLY\n\nThe number of arrows that each combat archer is permitted will continue from Friday’s\nbattles.\nAll caches will follow the same rules as scenarios on Friday.\n\nArrow inspection will only occur after scenario 1 and after each instance of scenario 4 being run.\n\n\n\n\nSiege Engine Information\n\nSiege engines will be permitted in scenarios 2\, 3 and 4\nAmmo limitations are TBD based upon turnout.\nSiege engines may only fire to the east.\nHitting or striking a siege weapon is strictly prohibited!\n\nAll siege engines will have a corresponding target/object approximately 10 – 15 feet in front of it that must be struck with a melee weapon to disable the siege engine.\nThe target needs to be appropriately sized\, i.e. a haybale\n\n\n\n\nScenario 1: Open Field\nDuration: Last man standing / 10 minute maximum\, 3 times\, 45 minutes max. \nField Setup: \n\nArmy A begins on the East side of the field; Army B begins on the West side of the field.\nThe entire field is available for fighting.\n\nDescription: \n\nOpen field battle\, last man standing\nWarm up / allow people to arrive.\nBalance sides at the end if needed / desired.\n\n\nScenario 2: Bridge/Towers\nDuration: Run 4 times\, approximately 10 minutes each\, 45 minutes total w/ resets. \nField Setup: \n\n3 bridges\, 20 – 30 feet long\, outside bridges are 10’ wide\, the center bridge is 30’ wide.\n2 10×10 towers in between the bridges on the defender’s side of the river.\nThere should be a 10’ wall in between the center bridge and the towers.\nThe defender’s backfield is open.\n\nDescription: The army that wins Rapier Scenario 4 on Friday will determine if they want to attack or defend\nfirst. \nWeapon rules: \n\nLeft bridge: Mass weapons and spears are prohibited (acceptable styles Sword and\nShield\, florentine\, madu\, etc.)\nCenter bridge: Mass weapons only\nRight bridge: Spears only\nArchers may only fire down the center bridge\, they cannot shoot over the sides of the\nbridges. No melee combat over the sides of the bridges.\n\nTower rules: \n\nArchers inside the towers can fire at targets on the bridges to either side of the tower.\nArchers in the attacking army can target archers in the towers without restriction.\nEach tower has 2 siege engine targets\, once they are both hit the tower is destroyed.\n\nWhen a tower is destroyed\, all combatants inside the tower are immediately killed and the river in front of the tower becomes a ford with a 5’ door in the center of the wall that attackers can enter through\n\nUnbelted fighters may only cross the ford on their knees.\n\n\nIf there are no siege engines – attacking archers can fire along all three bridges\, defending archers can only fire along the center.\n\n\n\nVictory condition: \n\nThe attacking army begins with XX resurrections\n\nThe exact number of resurrections is TBD based on event turnout.\n\n\nThe results of the first archery scenario on Friday will reduce this number\nBattle will convert to last man standing after resurrections are exhausted\n\n\nScenario 3: Town\nDuration: Run 3 to 5 times\, 10 minutes each\, 45 minutes total \nField Setup: \n\nField is anchored in the 4 corners by 10×10 redoubts\n20×20 building in center of town that has multiple doors/windows\nRandom small buildings and walls are throughout the town\n\nDescription: Each team will have 2 unique caches/flags that they must get into the corresponding redoubts\nthat are nearest the enemies starting area. \nVictory condition: \n\nThe first team to get both flags into the corresponding redoubt on the opposing side of the field\nwins the battle.\nFirst team to win 3 battles determines starting sides for the final scenario\n\n\nScenario 4: Castle\nDuration: Run 4 times\, approximately 10 minutes each\, 45 minutes total w/ resets. \nField Setup: \n\nThe main gate is 15-20’ deep x 30’ wide and has a portcullis.\n\nPortcullis should be represented by a soft barrier that can be easily dropped/lowered\,\napproximately 3 feet on either side of the gate. \n\nA cone that can be knocked over for instance\n\n\n\n\nOnly 9’ spear and archery is permitted through the portcullis.\nPortcullis has 4 siege targets.\nOnce the last target has been hit\, the portcullis opens and the attackers can invade.\nThe first 5’ of wall after the gate are solid\, the next 10’ of the wall can be fought over.\n\n2 10×10 towers on either side of the main gate and a 10’ wall section in between.\nAn inner tower inside and at the back of the castle as a final defensive stand\n\n\n\nDescription: \n\nThe number of items collected during Rapier scenario D1S3 will impact the number of arrows\neach archer has during this battle. \n\nAttacking army has unlimited resurrections\nTowers and archery follow the same rules as Scenario 2.\nOnce inside the castle\, archery is only limited by overall field limitations\nThe results from the Live Archery Castle Defense scenario will increase the number of\nresurrections that each team uses appropriately.\n\n\n\nVictory condition: The army that uses the fewest resurrections to eliminate all defenders is the victor. \n\nScenario 5: Res Battle\nLength and objective at the Crown(s) discretion
URL:https://www.atenveldt.org/phoenix/events/hardsuit-battlefield-scenarios/
LOCATION:Battlefield
CATEGORIES:Hardsuit
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