BLITZKREIG WARGAMES CLUB

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)
 
 



Web page created on 23 May  05.  Last updated on 18 Mar 08.


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