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    Updated Triple A Rules for the Revised Tournament: WORLD CHAMPIONSHIP SERIES

    Revised Tournament Of Champions
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      EyesWideShut last edited by

      Introduction (2025 Update)

      This ruleset is an updated edition reflecting how our tournament is actually played today. While earlier versions emphasized PBEM/PBF, the vast majority of matches now happen live in the TripleA lobby. Accordingly, lobby play is the default, with PBEM/PBF available only by mutual agreement. We’ve streamlined procedures to keep games moving: a single 14-day game deadline, clear expectations for communication (non-communication results in a forfeit), judge oversight for unfinished games at the deadline, and edits allowed by consensus. The goal is a faster, cleaner, and fairer experience for everyone.


      TOURNAMENT RULES

      Rule Set

      Default: STANDARD Revised rules (official rulebook).

      Optional: Larry Harris Tournament Rules (LHTR) if both players agree.

      Technology: Optional, only if both agree.

      Map: World War II Revised.

      Format of Play

      Default Method: Live in the TripleA lobby.

      Alternative: PBEM/PBF only if both players agree.

      Saves: If a game isn’t finished in one sitting, save and resume later by mutual agreement.

      Reporting Results: Winner reports on Challonge (posting in the forum thread is welcome for transparency).

      Default Game Options

      Projection of Power: 9 VCs to win at end of the USA turn.

      Low Luck: Includes AA and territory damage.

      TTL: Territory Turn Limit enabled.

      Technology: No tech.

      Repairs: Units repair hits at end of turn.

      AA Guns: Always on; opponents may select air casualties.

      Bidding Rules

      Bidding Order: On Challonge, the lower-listed player in the pairing chooses whether to bid first.

      Axis Assignment: Lowest bid plays Axis.

      Naval Placement: Sea units may be placed only in sea zones where that power already has ships.

      One-per-Territory: Only one bid unit per territory.

      Home Territories: Bid units/ICs must be placed in their own nation’s territories.

      Order of Loss (OOL)

      Default OOL: Remove cheapest units first.

      Attacker Control: Attacker may adjust their own OOL (not the defender’s, unless instructed).

      Mandatory OOL Stop: In sensitive battles (e.g., bombers in land battles, multinational defenses, naval battles with carriers).

      Multinational Defense: If the attacker withdraws, the defender chooses which nation’s units (of the same type) take losses.

      Deadlines & Round Progression

      Rolling 14-Day Clock (Default): Each matchup has its own 14-day deadline, starting when the pairing is posted on Challonge.

      Early Start Option (Up to 3 Weeks): If a pairing begins ahead of the bracket, both players may opt before the first turn to extend the window to 21 days.

      Extension Conditions: Must be mutually agreed in Challonge comments before the match begins; non-communication rules still apply; the TD may revoke/shorten the extension if it stalls the bracket; does not stack with vacation time—cap remains 21 days total for that match.

      When the Bracket Catches Up: If your next opponent is ready, the TD may enforce the standard 14-day window from that date or the remaining portion of the 21-day window, whichever is shorter.

      Non-Communication: If one player fails to communicate after pairing is posted, that player forfeits. If neither player communicates, both forfeit. Document attempts via Challonge/forum/lobby.

      Vacations & Conflicts

      Allowance: Up to 1 week delay per round with notice to your opponent and the TD.

      Adjudication

      Submission Package: If a match is unfinished by its deadline, both players must submit the latest map/save (preferably after the USA turn) and a short anonymous strategy note (“Axis/Allies,” no player names).

      Judges: Three judges review and decide by majority; decisions are final.

      US5 Threshold: Games not past US5 by deadline risk disqualification unless responsibility for delay is clearly attributable.

      Edits

      Consensus First: Edits are allowed only by agreement of both players.

      Minor Oversights: (e.g., forgotten placement, AA move) generally permitted if both agree.

      Major Changes: (e.g., builds, combat changes) require explicit agreement.

      Air Units & Carriers

      No Suicide Runs: Air units must have a possible landing zone when attacks are declared.

      Carriers & NCM: Carriers may move in NCM to provide landing zones (movement/sequence limits still apply).

      Landing Requirement: If fighters survive and require landing, the appropriate number of carriers must be positioned in NCM.

      Planning & Comms: Plan and communicate clearly in sensitive carrier/air scenarios.

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