(VERSION 2.3)
OVERVIEW
1. The tournament will be run in two distinct
phases:
a. The first phase will comprise of four separate rounds, each player being
required to play one game in each. Points will be awarded
for the various
levels of victory / defeat. Players with the most points (cut off to
be determined by the Umpire) at
the end of Round 4 will proceed to the second phase of the tournament.
Players tied for a place will be separated by the points they gained on the
last 2 games.
b. The second phase is made up one knockout round of two
battles (to be played almost simultaneously), followed by the remaining players
(6) playing the final round involving two games. The player with the most
points will be declared the final winner. In a case of Drawn games the player with the most points
wins. If the points are drawn, the Umpire will inspect the map and
determine a winner.
2. The umpire will not play in the competition.
3. Which player plays which player 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
Africa Korps (CMAK) 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 each battle may vary from round to round. They will not be shorter than 20 turns or longer than 30. The endings might be variable or fixed. It will depend on the scenario.
8. The duration that each round is to be played over will be advised at the time the round starts. Typically they will be played over a 60 day period.
9. Should the full number of turns not be completed within the prescribed periods (the exception here is a resignation by one side), battles results will be adjudicated by the umpire provided the battle has reached at least the half-way point. The player with the fewest flags loses. If the game cannot be decided by flag ownership, it will be up to the umpire to adjudicate.
10. Battles that have failed to reach the half-way 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 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 11). If the game should fail to end 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.
11. 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:
2007 - CMAK TOURNAMENT - TURN REPORT
Game No:
Processed
By:
Sent To Player:
Date:
Turn Number:
(See notes in Para 13 on this)
12. At least once a fortnight the Umpire may request that all players advise him of the last turn they processed. This information will used to either generate a progress graph or update a game progress page that will be displayed on the tournament web site.
13. 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.)
14. If you cannot process a turn for
more than 3 days, please have the courtesy to advise your opponent.
15. At the conclusion of the battle
each player should send a screen print of the final victory screen to the
umpire.
16. Points will be awarded to each
player as follows:
| Total Victory | 8 |
| Major Victory | 7 |
| Tactical Victory | 6 |
| Minor Victory | 5 |
| Draw | 4 |
| Minor Loss | 3 |
| Tactical Loss | 2 |
| Major Loss | 1 |
| Total Loss | 0 |
17. The Umpire will indicate in each
round in the table on Para 18, which player is to set the game up.
18. FIRST PHASE SCENARIOS - ALL COMPLETED
| Round 1 | Round 2 | Round 3 | Round 4 |
|
| Player To Set-Up | Axis | Axis | Axis | Axis |
| Date: | Dec 1944 | Dec 1944 | Dec 1944 | Dec 1944 |
| Region: | Italy | Italy | Italy | Italy |
| Force Mix for Allies & Axis: | Unrestricted | Unrestricted | Unrestricted | Unrestricted |
| Axis Nationality: | German | German | German | German |
| Axis Division Type: | Mech | Mech | Mech | Mech |
| Axis Quality: | Medium | Medium | Medium | Medium |
| Allied Nationality | American | American | American | American |
| Allied Division Type: | Mech | Infantry | Mech | Infantry |
| Allied Quality: | Medium | Medium | Medium | Medium |
| 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 |
| Battle Type: | Meeting
Engagement |
Meeting
Engagement |
Meeting
Engagement |
Meeting
Engagement |
| Force Size: | 1,500 | 2,000 | 1,500 | 2,000 |
| Map Size: | Small | Small | Small | Small |
| Handicap | None | -10% Axis | None | -10% Axis |
| Rarity: | None | None | None | None |
| Time | Dawn | Dawn | Dawn | Dawn |
| Temperature: | Frozen | Frozen | Frozen | Frozen |
| Weather: | Snow | Snow | Snow | Snow |
| Wind: | Breeze | Breeze | Breeze | Breeze |
| Game Length: | 20 Variable | 23 Variable | 20 Variable | 23 Variable |
| Map Type: | Load From File | Load from file | Load From File (This is the same file as used in Round 1) |
Load from file (This is the same file as used in Round 2) |
| Tree Coverage: | - | - | - | - |
| Hilliness: | - | - | - | - |
| Damage: | - | - | - | - |
| Fog Of War: | Extreme | Extreme | Extreme | Extreme |
| Force Restrictions: | None in this game. | Axis are not allowed to purchase
any artillery larger than 105mm.
Both Axis and Allies MUST chose at least 4 vehicles from the ARMOUR section when selecting their forces. |
None in this game. | Axis are not allowed to purchase
any artillery larger than 105mm.
Both Axis and Allies MUST chose at least 4 vehicles from the ARMOUR section when selecting their forces. |
19. SECOND PHASE SCENARIOS
| Round 5 | Round 6 | Round 7 |
Round 8 |
|
| Player To Set-Up | Axis | Axis | Axis | Axis |
| Date: | Jan 1945 | Jan 1945 | Jan 1945 | Jan 1945 |
| Region: | Italy | Italy | Italy | Italy |
| Force Mix for Allies & Axis: | Unrestricted | Unrestricted | Unrestricted | Unrestricted |
| Axis Nationality: | German | German | German | German |
| Axis Division Type: | Mech | Mech | Mech | Mech |
| Axis Quality: | Medium | Medium | High | High |
| Allied Nationality | American | American | American | American |
| Allied Division Type: | Mech | Mech | Mech | Mech |
| Allied Quality: | Medium | Medium | High | High |
| 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 |
| Battle Type: | Meeting Engagement | Meeting Engagement | Meeting Engagement | Meeting Engagement |
| Force Size: | 2,000 | 2,000 | 2,000 | 2,000 |
| Map Size: | Small | Small | Small | Small |
| Handicap | None | None | None | None |
| Rarity: | Standard | Standard | Standard | Standard |
| Time | Dawn | Dawn | Dawn | Dawn |
| Temperature: | Frozen | Frozen | Frozen | Frozen |
| Weather: | Snow | Snow | Snow | Snow |
| Wind: | Still | Still | Still | Still |
| Game Length: | 26 Variable | 26 Variable | 26 Variable | 26 Variable |
| Map Type: | File has been sent out to all players | (This is the same file as used in Round 5) | Load from file |
Load from file (This is the same file as used in Round 7) |
| Tree Coverage: | - | - | - | - |
| Hilliness: | - | - | - | - |
| Damage: | - | - | - | - |
| Fog Of War: | Extreme | Extreme | Extreme | Extreme |
| Force Restrictions: | The Axis player may not purchase more than two heavy AFVs. Heavy AFVS are: Tigers Panthers Jagdpanthers Brumbars |
The Axis player may not purchase more than two heavy AFVs. Heavy AFVS are: Tigers Panthers Jagdpanthers Brumbars |
The Axis player may not purchase more than two heavy AFVs. Heavy AFVS are: Tigers Panthers Jagdpanthers Brumbars |
The Axis player may not purchase more than two heavy AFVs. Heavy AFVS are: Tigers Panthers Jagdpanthers Brumbars |
| Notes: | The game will ask you if you want to import troops. You should click YES. | The game will ask you if you want to import troops. You should click YES. | The game will ask you if you want to import troops. You should click YES. | The game will ask you if you want to import troops. You should click YES. |
FORCE RESTRICTIONS
20. These will be specified by the Umpire in the Table at Para
19.
21. Any player contravening any of the force restrictions will forfeit their match, their opponent being awarded a Total Victory. If in doubt, ask the Umpire !!!
FINALLY
22. For the Blitz players, all games count at Ladder
games if they are fighting a Blitz opponent. These should be
reported as Quick Battles in the normal way.
23. When players send their first game file to their opponent, they need to advise the Umpire.
24. 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; however this will only be done after detailed discussion with the Blitzkrieg Combat Mission Commander.
25. Cheating and poor gamesmanship of any kind are to be deplored, and the umpire will take a very dim view of such activity.
26. Have fun; after all, that's what a Combat Mission tournament is all about.
Enjoy
Vulture (FGM)