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