(VERSION 1.0.0)
OVERVIEW
1. The tournament will be played over 1 round only.
2. It will be run between teams.
3. Each team will be comprised of 12 players.
4. One member of each team will be designated as the team captain.
5. Half of each team will play as Allied and half as German.
6. Points will be awarded to each player in each team as follows:
Total Victory
5 pts
Major Victory
4 pts
Tactical Victory
3 pts
Minor Victory
2 pts
Draw 1 pt
7. The tournament will be won by the team that has been awarded the most points.
8. The umpire will not play in the competition.
9. Which player plays in which position in each team roster is determined by the respective team Captain.
10. 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 Blitz
CM Message Board. (chuckle)
MECHANICS
11. This tournament will be fought over a Quick Battle format. Set-up details are below at Para 23.
12. The latest version of Combat Mission Beyond Overlord (CMBO) will be used in all rounds, currently at 1.12
13. All battles should be played PBEM unless BOTH players agree to TCP/IP.
14. Each battle is to be played over 20 turns.
15. The battle is to be played over 60 day period, start and finish dates will be advised by the umpire on the Tournament Homepage.
16. Should the full 20 turns not be completed within the 60 days (the exception here is a resignation by one side), results will be adjudicated by the umpire provided the battle has reached turn 15.
17. 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. Players who consistently fail to process promptly, and contribute to the failure of their game to reach turn 15 will be penalized. If during the course of a game it is apparent to one player that their opponent is consistently slow in turn processing, they can request of the umpire that a Turn Log be started. (See Para 18). 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.
18. 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:
CMBO ARMOURED JOUST - TURN REPORT
Game No:
Processed
By:
Sent To Player:
Time:
Date:
Turn Number:
(See notes in Para 20 on this)
19. At least once a fortnight the Umpire will request that all players advise him of the last turn they processed. This information will used to update the web site Game Progress page.
20. 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.)
21. If you cannot process a turn for more than 3 days, please have the courtesy to advise your opponent.
22. At the conclusion of the battle each player should send a screen print of the final victory screen to the umpire.
23. GAME SET-UP
The Axis player sets the game up using the following parameters, and is the first player.
Type: Armour
Force: Unrestricted
Quality: Medium
Purchase Units: Allow Human
Battle Type: Meeting Engagement
Force Size: 3,000 pts or 5,000 pts. The default
setting is 3,000 pts, however if both players are in agreement 5,000 pts
can be used. (The Umpire's recommendation is 5,000 pts)
Map Size: Medium
Attacker: Allied Attacker
Handicap: None
Date: November 1944
Time: Day
Weather: Clear
Game Length 20 Turns
Map Type: Village
Tree Coverage: Moderate
Hilliness: Modest Hills
Fog Of War: Full
FORCE RESTRICTIONS
24. Only vehicles under the Armour category are allowed. (No Infantry, Support weapons, Vehicles, Artillery or Aircraft are allowed). The choice of armour available to purchase is governed by the force restrictions imposed within the Fionn Kelly's PANTHER-76 RULE. 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.
25. Although force types are unrestricted,
players must confine themselves to selecting from one type i.e.
Do not mix Waffen SS and Army (Heer), and British and American.
FINALLY
26. When players exchange their first file with their opponent at the start of the game please notify the umpire by E-Mail.
27. Games count at Blitzkrieg ladder games for those members of the Blitz club. Players should report the games as a 3,000 or 5,000 point Quick Battle in the normal way. Blitz players playing non Blitz members will awarded bonus points, please contact Wild Bill the ladder custodian direct.
28. 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.
29. Cheating and poor gamesmanship of any kind are to be deplored, and the umpire will take a very dim view of such activity.
30. Have fun; after all, that's what a Combat Mission tournament is all about.
Enjoy
Strength and honour !
Vulture