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.
2. In the event there is 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).
MECHANICS
5. The latest version of Combat Mission Beyond Overlord will be used in all rounds, currently v 1.12.
6. All battles should be played PBEM unless BOTH players agree to TCP/IP.
7. The battle is to be played over a 40 day period.
8. Each battle is to be played over 20 turns.
9. Should the full 20 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 16. 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.
10. 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 16 will be penalized. 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. Players are required 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:
Turn numbering should follow a strict sequence. Starting player's
name, other player's name, Turn number.
(Example: Vulture-Jimzalabim-Turn-01 )
12. The umpire will maintain a turn log, which will be periodically uploaded into the Tournament web site.
13. If a player cannot process a turn for more than 3 days, please advise your opponent.
14. 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.
15. At the conclusion of the battle each player
should send a screen print of the final victory screen to the umpire.
MAPS
16. Everyone will play on the same map in each round.
17. The map will change each round.
18. Every map will be a 'mirror map'. (i.e. one half of the map will be identical to the other). This avoids the problem of one side being given an unfair advantage due to terrain.
19. Map variety. The maps may vary from rural to urban.
20. Maps size. This may vary, however, they are all likely to be small.
21. Weather will vary from map to map, and may
be determined at the umpire's discretion by the use of dice.
FORCE MIX
22. Each player has to generate 2 army lists, neither of which is to exceed 1,700 points each. One must be Heer and the other an allied force. These lists must be sent to the umpire by a date outlined on the tournament web site.
23. Players can nominate which of the army lists is their preferred unit. When possible this is the force that will be selected for battle, however as the competition progresses this may not always be possible (i.e. Brit cannot fight Brit).
24. Units must be constructed from the army lists published on the tournament web site. These are the umpire's interpretation of the Fionn-Kellys-Short 75 rules, and although considered boring by some, provide for good force balance.
25. The army lists cannot be changed once selected, and will remain fixed for the duration of the tournament.
26. The army list must split the 1,700 points into two parts. The first is the element of the force that starts on map and cannot exceed 1,100 points in size. The second is made up of the remaining points up to the 1,700 limit. These are reinforcements that will appear on Turn 10.
27. The umpire will select the forces as detailed
in the player's army lists and post the completed tournament scenario to
the Heer player to start the battle.
FINALLY
28. All games count at Ladder games. Players should report the games as 1700 pt Quick Battles in the normal way.
29. 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.
30. Cheating and poor gamesmanship of any kind is to be deplored, and the umpire will take a dim view of such activity.
31. Have fun, after all, that's what a Combat Mission tournament is all about.
Enjoy
Vulture