ARMOURED JOUST TOURNAMENT
RULES & GAME DETAILS

(VERSION  1.1.1)

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 Soviet 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 does not intend to play in the competition.

9.    Which player plays which player in each tournament will be determined randomly (by pulling names from a hat probably).

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 map designed/selected by the Umpire.  This will be available for downloading and viewing 1 week prior to the tournament start date.

12.    The latest version of Combat Mission Barbarossa to Berlin (CMBB) will be used in all rounds, currently at 1.03

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 70 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:  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.
 

GAME SET-UP

Date: Jan 1945
Region: Central
Force Mix:  Pure Armour
Nationality: German or Soviet
Division Type:     German - WG Mech
                          Soviet  -  Guards Mech
Quality: Unrestricted
Purchase Units: Allow Human
Fitness:  Fit
Casualties: None
Ammo:  Full
Sewer Movement: No
Battle Type:  Meeting  Engagement
Force Size: 3,000
Map Size:  Medium
Handicap None
Rarity:  None
Time: Midday
Temperature: Frozen
Weather: Snow
Weather: Breeze
Game Length: 20 Fixed
Load Map from file.
Fog Of War:  Full

23.    The German player always sets the game up.
 

FORCE RESTRICTIONS

Redwolf CMBB Armour Limits are in use.
http://schlepper.hanse.de/redwolf/armorrules/rwar194501.html
 

FINALLY

25.    Games count at Blitzkrieg ladder games for those members of the Blitz club.  Players should report the games as a 3,000 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.

26.    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.

27.    Cheating and poor gamesmanship of any kind are to be deplored, and the umpire will take a very dim view of such activity.

28.    Have fun; after all, that's what a Combat Mission tournament is all about.

        Enjoy

             Strength and honour

                Vulture

                            
 



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