COMBAT MISSION TOURNAMENT
"A DEDICATED AFFAIR"
TOURNAMENT RULES
VERSION 1.1
OVERVIEW
1. The tournament
will be run using a league format over 3 rounds.. In the first round
the players are divided into leagues of 4 players per league. In
round 1 each player will play each of the other members of his league.
Whoever has the most points at the end of all thee battles will go forward
to Round 2.
In Round 2 the remaining 8 players
fight as before.
In Round 3 the remaining 4 players
fight as before. The winner of the tournament will be the player
who scores the highest in this final round.
2. The umpire will not play in the competition.
3. Which player plays which player in each league will be determined randomly (by pulling names from a hat probably).
4. There is no specific prize for winning or doing well in this tournament. It does however give the excuse to brag openly about how well you have done/are doing on the Blitzkrieg CM message board. (chuckle)
MECHANICS
5. The latest
version of Combat Mission Barbarossa to Berlin (CMBB) will be used in all
rounds, currently at 1.03
6. All battles should be played PBEM unless BOTH players agree to TCP/IP.
7. The duration of the game will be described below in Para 15.
8. Should the full turns not be completed within the allocated time (the exception here is a resignation by one side), battles results will be adjudicated by the umpire provided the battle has reached turn 20. The player with the fewest flags loses. If the game cannot be decided by flag ownership, the player with the most tank losses loses, and if this is not conclusive, then Armoured car losses are counted.
9. Battles that have failed to reach the turn 16 point will be declared hung. Players in this tournament are required to process their turns in a prompt manner. (Otherwise the tournament could take years and years to reach a conclusion). Players who consistently fail to process promptly, and contribute to the failure of their game to reach turn 20 will be penalized. If during the course of a game it is apparent to one player that there opponent is consistently slow in turn processing they can request of the umpire that a Turn Log be started. (See Para 10). If the game should fail to reach turn 20 in the allotted time, the umpire will refer to the turn log (see below), and the player who has taken the longest time to process the turns will be declared at fault, and declared the loser.
10. When the Umpire
has decreed that a games progress is be tracked by the use of Turn Log
players are obliged to advise the umpire each time a turn is processed
and sent to their opponent. The format of the E-Mail should
be:
SUBJECT: CMBB DEDICATED TURN REPORT
Game No:
Processed By:
Sent To Player:
Date:
Turn Number: (See notes in Para
12 on this)
11. At least once a month the Umpire will request that all players advise him of the last turn they processed. This information will used to generate a progress graph that will be displayed on the tournament web site.
12. Turn numbering should follow a strict sequence. Starting player's name, other player's name, Turn number. (Example: Vulture-Jimzalabim-Turn-01 is sent to Jimzalabim, he then completes his turn and saves it as Vulture-Jimzalabim-Turn-02 sending it to back to Vulture, and so on.)
13. If you cannot process a turn for more than 3 days, please have the courtesy to advise your opponent.
14. The program
scores the game normally. Points are awarded for the following results:
| Total Victory | 5 |
| Major Victory | 4 |
| Tactical Victory | 3 |
| Minor Victory | 2 |
| Draw | 1 |
| Loss | 0 |
15. At the conclusion of the battle each player should send a screen print of the final victory screen to the umpire.
SCENARIOS FOR EACH ROUND
| Round 1 League
ATTACK / DEFENCE |
Round 1 League
MEETING ENGAGEMENT |
Round 2 League
ATTACK / DEFENCE |
Round 2 League
MEETING ENGAGEMENT |
|
| CM Type: | CMBB | CMBB | CMBB | CMBB |
| Date: | Jun 1941 | Jun 1941 | Jun 1942 | Jun 1942 |
| Region: | Central | Central | North | South |
| Force Mix: | Combined Arms | Combined Arms | Combined Arms | Combined Arms |
| Nationality: | German or Soviet | German or Soviet | German or Soviet | German or Soviet |
| Division Type: | Player choice | Player choice | Player choice | Player choice |
| Quality: | Player choice
for Axis,
Medium for Soviet |
Player choice | Player choice | Player choice |
| Purchase Units: | Allow Human | Allow Human | Allow Human | Allow Human |
| Fitness: | Fit | Fit | Fit | Fit |
| Casualties: | None | None | None | None |
| Ammo: | Full | Full | Full | Full |
| Sewer Movement: | No | No | No | No |
| Battle Type: | Axis Attack
Soviet Defence |
Meeting
Engagement |
Attack / Defence | Meeting
Engagement |
| Force Size: | 5,000 | 5,000 | 5,000 | 5,000 |
| Map Size: | Large | Large | Large | Large |
| Handicap | None | None | None | None |
| Rarity: | Standard | Standard | Standard | Standard |
| Time | Day | Day | Day | Day |
| Temperature: | Warm | Warm | Warm | Warm |
| Weather: | Clear | Clear | Rain | Clear |
| Weather: | Breeze | Breeze | Breeze | Breeze |
| Game Length: | 45 Variable | 40 Variable | 40 Variable | 40 Variable |
| Map Type: | Load map from file | Village | Load map from file Map-1-Allied-Defence.cme |
Village |
| Tree Coverage: | - | Light | - | Light |
| Hilliness: | - | Gentle | - | Large |
| Damage: | - | None | - | Heavy |
| Fog Of War: | Extreme | Extreme | Extreme | Extreme |
| Round 3 League
ATTACK / DEFENCE |
Round 3 League
MEETING ENGAGEMENT |
|
| CM Type: | CMBB | CMBB |
| Date: | Jun 1943 | Jun 1943 |
| Region: | Central | Central |
| Force Mix: | Combined Arms | Combined Arms |
| Nationality: | German or Soviet | German or Soviet |
| Division Type: | Player choice | Player choice |
| Quality: | Player choice
for Axis,
Medium for Soviet |
Player choice |
| Purchase Units: | Allow Human | Allow Human |
| Fitness: | Fit | Fit |
| Casualties: | None | None |
| Ammo: | Full | Full |
| Sewer Movement: | No | No |
| Battle Type: | Axis Attack
Soviet Defence |
Meeting
Engagement |
| Force Size: | 5,000 | 5,000 |
| Map Size: | Large | Large |
| Handicap | None | None |
| Rarity: | Standard | Standard |
| Time | Day | Day |
| Temperature: | Warm | Warm |
| Weather: | Clear | Clear |
| Weather: | Breeze | Breeze |
| Game Length: | 45 Variable | 40 Variable |
| Map Type: | Load map from
file ? |
Village |
| Tree Coverage: | - | Light |
| Hilliness: | - | Gentle |
| Damage: | - | None |
| Fog Of War: | Extreme | Extreme |
16. The German player always sets the game up.
FORCE RESTRICTIONS
17. No bunkers,
pillboxes or aircraft are to be selected. In addition Redwolf CMBB
Armour Limits are in use.
http://schlepper.hanse.de/redwolf/armorrules/
or http://www.cons.org/redwolf/armorrules/
FINALLY
18. All games count at Blitzkrieg ladder games. Players should report the games in the normal way.
19. The objective
of these rules is to provide a formal structure within which to run the
tournament. They may be subject to revision
from time to time should
the need arise. In the event of a serious problem the Blitzkrieg
Combat Mission Commander will be asked to adjudicate.
20. Cheating and poor gamesmanship of any kind are to be deplored, and the umpire will take a very dim view of such activity. To help prevent the former, please note the following:
a. All players must keep all the games files until the end of the tournament, and be prepared to E-Mail them to the umpire should they be requested to do so. .
b. Players must be prepared to give their password to the umpire if requested.
c. Players if suspicious may ask the umpire to investigate their game.
d. The umpire may undertake a random check of games at the end of the tournament.
21. Have fun; after all, that's what a Combat Mission tournament is all about.
Enjoy
Vulture (FGM)