
Below is all the rules you need to know about playing in the league
These are the rules that have been worked out so far. These rules are being tested and could be changed before the start of the 1st season so keep checking this page.
ARRANGING MATCHES
A new ruling has been introduced due to some problems with KTF fixtures.
PLEASE read this carefully as it is a non-negotiable rule.
IF a fixture has been scheduled and CONFIRMED but cannot be played due to a failure of a
referee to turn up or a muck up at the league masters end then the game WILL ALWAYS be
replayed with no sides incurring penalty points.
Teams in a game should wait ten minutes from kick off time before leaving an arena due to a
failure of the referee to show. If players leave before this time and the referee consequently
turns up then the game WILL STILL BE PLAYED.
(so don't leave for ten mins)
If a fixture has been arranged AND CONFIRMED and a squad wishes to cancel they must
inform both the opposing teams captain and the KTF league masters no later than 24 hours
before the games start time. Failiure to do so will result in both a 100 point penalty for the
offending team and the game having to be replayed at a later date.
If a team has scheduled a game AND CONFIRMED but turns up tp play 1 player against
perhaps an opposition of 15 then the game MUST STILL BE PLAYED. Again failure to do
so will result in a 100 point penalty and the match being rescheduled.
If a team inccurs penalties of this nature in excess of three times they will be prevented from
participating in further league games of that current season.
FLAG PROBLEMS- If a flag is lost half way through a game lost connection etc. From the
point of disconnection the referee will hold the scores and time until a replacement flag can be
brought on. At which point play will then resume. If the flag that was disconnected consequently returns mid point in the game then again the referee will hold scores from the point the flag returns until the subsititution
flag has chance to leave the arena.
NO penalty points will be added for the loss of a connection and disappearance of a flag as it
is beyond the players control.
SCORING
Points can be scored by achieving the following:
3 points if the flag kills an enemy player.
1 points for killing the flag.
10 points if the flag kills the oppositions flag
5 points for colliding with the flag (the rammer gets the point not the flag! if both flags collide both are awarded 6 points and do not lose any points)
Points can be lost by the following methods:
-1 point is deducted from your team if your flag crashes or dies by anti-aircraft fire.
-10000000000000000000000000000000000000000000000000000 for even slightly nudging the ref
-20 the flag running away into the wilderness or climbing beyond 10,000ft. The offending player will be issued with a waning first
The ref can deduct points from a team if he thinks it is needed.
GENERAL RULES
1. Two squads particpate in each match these squads will have a maximum of 15 players per team including the FLAG
2. One plane from each team will change their name to FLAG with the squad name AFTER it. e.g FLAG [336th]
4. The match will consist of 2 halfs of 30 minutes with a 5 minute intervals to get the subs on and off.
5. Once started no player may leave the arena to change planes.
6. Once the final/half time whistle has been blown all planes must stop firing and land instantly. You will be deducted points if you do not. Any kills will not count after the ref has ordered people to land.
7. Planes MUST stay on the runway until told to take off. Squads will be allowed to line up on the runway however they like.
8. The AA guns will be turned ON for the matchs. NOTE: This rule may be changed. The 4th TFW are testing this rule at the moment.
9. In one season all squads will play each other three times. The winner will be the squad with the most points NOT with the most wins. If it is a draw there will be a play off between the 2 sides.
10. A cash prize may be given to the winning squad we are currently trying to get sponsorship..