CMBB QB TOURNAMENT RULES

(VERSION   1.0)


OVERVIEW
1.    The tournament will be run using a number of elimination rounds, until a final player is the declared the winner. (There can be only one !)

2.    In the event there are an unequal number of players in a round, the umpire will randomly select a player (by using dice) to go       through to the next round uncontested.

3.    The umpire will not play in the competition.

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

5.    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
6.    The latest version of Combat Mission Barbarossa to Berlin (CMBB) will be used in all rounds, currently at 1.03

7.    All battles should be played PBEM unless BOTH players agree to TCP/IP.

8.    Each battle is to be played over 25 turns.

9.    The battle is to be played over a 60 day period.

10.    Should the full 25 turns not be completed within the 40 days (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 losses.  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.

11.    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 12).  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.

12.    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:  CM MIRROR TURN REPORT
        Game No:
        Processed By:
        Sent To Player:
        Time:
        Date:
        Turn Number:        (See notes in Para 13 on this)

13.    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 generate a progress graph that will be displayed on the tournament web site.

14.   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.)

15.    If you cannot process a turn for more than 3 days, please have the courtesy to advise your opponent.

16.    The program scores the game normally, and the winner of each battle  advances to the next round.   Ties go to the player with the higher tie score.  In the event of an identical tie, the player with more tank losses loses the scenario.

17.    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 Round 2 Round 3 Round 4 Round 5 Round 6
Final
Date: Oct 1942 May 1943 Nov 1943 Jun 1944 Dec 1944 May 1945
Region: North Central South North Central South
Force Mix:  Combined Arms Combined Arms Combined Arms Combined Arms Combined Arms Combined Arms
Nationality: German or Soviet German or Soviet German or Soviet German or Soviet German or Soviet German or Soviet
Division Type: Player choice Player choice Player choice Player choice Player choice Player choice
Quality: Player choice Player choice Player choice Player choice Player choice Player choice
Purchase Units: Allow Human Allow Human Allow Human Allow Human Allow Human Allow Human
Fitness:  Fit Fitl Fit Fitl Fit Fit
Casualties: Nonel None  None  None  None None
Ammo:  Full Full Full Full Full Full
Sewer Movement: No No No No No No
Battle Type:  Meeting 
Engagement
Meeting 
Engagement
Meeting 
Engagement
Meeting 
Engagement
Meeting 
Engagement
Meeting 
Engagement
Force Size: 3,000 3,000 3,000 3,000 3,000 3,000
Map Size:  Medium Medium Medium Medium Medium Medium
Handicap None None None None None None
Rarity:  Standard Standard Standard Standard Standard Standard
Time Night Dawn Mid-Day Dusk Random Random
Temperature: Cool Warm Cold Hot Frozen Cold
Weather: Rain Clear Rain & Fog Clear Snow Overcast
Weather: Breeze  Still  Windy  Still Breeze Strong Wind
Game Length: 25 Fixed 25 Fixed 25 Fixed 25 Fixed 25 Fixed 25 Fixed
Map Type: Farmland Village  Rural  Farmland Village  Town
Tree Coverage: Light Open Heavy Moderate Light Open
Hilliness: Modest Gentle Gentle Large  Flat Small
Damage: Massive Light Medium Heavy None Medium
Fog Of War:  Full Full Full Full Full Full

18.    The German player always sets the game up.  Before doing so however, he needs to E-Mail his Soviet opponent and seek from him his preference for the type of Division he wants, and the quality of the troops.  

FORCE RESTRICTIONS
19.    No bunkers, pillboxes or aircraft are to be selected.

FINALLY
20.    All games count at Blitzkrieg ladder games.  Players should report the games as 3,000 pt Quick Battles in the normal way.

21.    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.

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

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

         Enjoy

                 Vulture (FGM)
 



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