CMBO 'MAILED FIST' TOURNAMENT RULES

(VERSION   1.2)

OVERVIEW

1.    To participate in this tournament you must be a member of the Blitzkrieg Wargaming Club.

2.    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 !)

3.    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.

4.    The umpire will not play in the competition.

5.    Which player plays which player will be determined randomly (by pulling names from a hat probably).

6.    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
7.    The latest version of Combat Mission Beyond Overlord (CMBO) will be used in all rounds, currently at 1.12.

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

9.    The duration of each battle may vary from round to round.  They will not be shorter than 20 turns or longer than 30.

10.    Each round is to be played over a 60 day period.

11.    Should the full number of turns not be completed within the 60 days (the exception here is a resignation by one side), battles results will be adjudicated by the umpire provided the battle has reached turn 15.  The player with the fewest flags losses.  If the game cannot be decided by flag ownership, it will be up to the umpire to adjudicate.

12.    Battles that have failed to reach the turn 15 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 13).  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.

13.    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 'MAILED FIST' TOURNAMENT TURN REPORT
        Game No:
        Processed By:
        Sent To Player:
        Date:
        Turn Number:        (See notes in Para 15 on this)

14.    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.

15.   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.)

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

17.    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, both players will go through to the next round.

18.    At the conclusion of the battle each player should send a screen print of the final victory screen to the umpire.

19.    The Umpire will indicate in each round in the table on Para 20, which player is to set the game up.

20.    SCENARIOS:
Round 1 Round 2 Round 3
Quarter-Final
Round 4
Semi-Final
Round 5
Final
Which Side Set The Game Up ? Axis Axis Axis Axis Axis
Type: Armour Armour Armour Armour Armour
Force: Unrestricted Unrestricted Unrestricted Unrestricted Unrestricted
Quality Medium Medium Medium Medium Medium
Purchase Units:   Allow Human Allow Human Allow Human Allow Human Allow Human
Battle Type:   Meeting Engagement Meeting Engagement Meeting Engagement Meeting Engagement Meeting Engagement
Force Size:   3,000 pts 3,000 pts 3,000 pts 3,000 pts 3,000 pts
Map Size:   Medium Medium Medium Medium Medium
Attacker:     Allied Attacker Allied Attacker Allied Attacker Allied Attacker Allied Attacker
Handicap:   None None None None None
Date:     Jun 1944 Jul 1944 Aug 1944 Sep 1944 Oct 1944
Time:  Day Dusk Night Day Dusk
Weather:    Clear Clear Clear Overcast Clear
Game Length:   20 Turns 20 Turns 20 Turns 25 Turns 25 Turns
Map Type:    Village Farmland Town Village Farmland
Tree Coverage:   Moderate Light Light Moderate Light
Hilliness:    Modest Hills Small Hills Small Hills Modest Hills Small Hills
Fog Of War:    Full Full Full Full Full
 

FORCE RESTRICTIONS
21.    The choice of armour available to purchase is governed by the force restrictions imposed within the Fionn Kelly's Short 75 RULE.

21a.    Infantry, Infantry Support Weapons, Artillery and Fortifications can all be purchased as normal with the points limits set.  

22.    No anti-aircraft guns either towed or tracked may be purchased.  (this is because of the way CMBO unfairly gives them an advantage when engaging ground targets).  In addition, no aircraft can be purchased.

23.    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

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

25.    When players send their first game file to their opponent, they need to advise the Umpire.

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

                 Vulture (FGM)
 



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