2007/8/9 - CMAK - TOURNAMENT RULES

(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)
 



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