Revised TECH ONLY Tournament Rules
Revised TECH ONLY TOURNAMENT RULES
** IMPORTANT NOTE ** The default rules will be STANDARD Revised rules (as documented in the Revised rule book exactly), BUT with the following key exception for this TECH Tournament:
- As this tournament differentiates itself by emphasizing the Tech tree in Revised, not only will tech be allowed, it will be REQUIRED !!
- How does this work? Well, each player is REQUIRED to continue spending on tech until a minimum of 65 IPCs (13 tech dice) is purchased for tech.
- For avoidance of doubt, there is no requirement to purchase tech dice in any given round, BUT in order to prevent incredibly lucky tech dice by one player, each player must spend a MINIMUM of 65 IPCs by the END of the SIXTH Round on tech dice. For avoidance of doubt, a player may spend those 65 IPCs in a single round OR spread out equally over the six rounds, but the total MUST be 65 IPCs or greater.
- If EITHER player fails to spend 65 IPCs by the END of the SIXTH round, the leftover number of IPCs required will be automatically deducted, at your opponent's option. This strong rule is in place to ensure that each player spends "enough" on tech to make the overall game "tech heavy" thereby increasing both the diversity and complexity of the game. If your opponent has not spent the 65 IPCs by the end of the 5th round, please send opponent a warning message, so that an inadvertent penalty is not incurred. That is good sportsmanship.
- If a player still has not successfully rolled for tech by the end of the sixth round, AND has spent at least 65 IPCs on tech dice (e.g. 13 dice or more), then at this point, it is the player's option of whether to continue spending on tech or not, and there is no further penalty.
The other traditional Revised Tournament Rules shall apply, such as:
. Players may jointly and mutually agree to play with Larris Harris Tournament Rules (LHTR), but if players cannot agree, STANDARD Revised rules shall prevail. The map in the system is World War II Revised. I do encourage players to consider LHTR as it is a deeper rule book, outlining many contingencies, and hence minimizes potential conflicts, but again STANDARD rules shall be the default if players cannot agree. Do note that there are some specific rules applied below as well.
The default style of play shall be PBEM (play be email) and/or PBF (play by forum). Of course, if both players prefer, live gameplay is certainly allowed, but if not, PBEM / PBF shall be the standard. Given the preponderance of live gameplay at TripleA, it is worth highlighting that PBEM / PBF is really easy. Please check out this link for additional info:
In addition, the other default options will apply (again, players may mutually choose to opt-out):
• Projection of Power (9 VCs to win at end of the USA turn)
• LL dice, but LL for anti-aircraft and territory damage are optional
• Units repair hits end of turn.
Bidding rules for Revised Edition
• You are bidding for the Axis, that means the player with the lowest bid is playing the Axis.
• In order to determine who bids first, players shall roll a "test Marti die" to randomly select who begins bidding. For example, Player A may choose 1-3, and if the test Marti die is 1-3 then he begins the bidding, and if 4-6, then his opponent shall do so. Bids shall then be exchanged by email initially, and bid responses must be replied to with 24 hours. If your opponent fails to respond to the bid, please copy Deltium (firstname.lastname@example.org).
• Additional sea units may only be placed in sea zones where already units of the same power are present
• Only ONE unit per territory is allowed with the bid units
• Additional land units, naval units and industrial complexes can only be placed in areas belonging to the same nation as the to be placed unit, which means russian units in russian areas (red), english units in english areas (brown), american units in american areas (dark green), etc.
Order Of Loss in battles (OOL):
In general, first the inexpensive and weaker defending units (as determined by IPC value) are removed, and only after that the more expensive units are removed. The software automatically removes both attacking and defending units according to the standard-OOL (Order of Loss). The attacker has the possibility to manually correct the OOL for his units. He may do this by manually correcting the appropriate fields. For example: Attack on GER, 4th battle round: 1arm 4ftr 1bmb (attacking) vs 1inf 2ftr (defending). Say the defense scores two hits, then the software will automatically remove the tank and one of the fighters as losses. If the attacker prefers to conquer the territory instead of just clearing it, he will rather want to keep the tank and sacrifice a second fighter. He changes this manually,and then he continues rolling. Of course, the attacker is not allowed to change the order of loss for the defender, unless the defender specifically had told him to do so beforehand.
- Under certain circumstances an "OOL-stop" is mandatory. This is in the case of a bomber present in a land battle, or multi-national forces, or in naval battles involving an AC. In this case the attacker rolls the dice for his attacking units and then must ask his opponent for the OOL. Only after the OOL has been communicated shall the battle continues. This principle holds for every round of combat unless the defender states an OOL for the entire fight. The reason for this rule is that, in certain battles, the OOL may make a material change in the game. As this is a sensitive decision, please ensure that you communicate proactively about this.
For some battles, the defender may, depending on his strategy, wish to give an OOL that is different from standard OOL. The defender has to declare this special OOL when ending his turn. To do this, he may either state a concrete order of loss (e.g.: OOL = trns, bb, 1st ftr, ac, 2nd ftr) or set a general stop signal. Please take great care when using this latter option - it is very time consuming and causes quite a delay in the game.
For Multinational defense, that being units of different nations defending one attacked territory. If the attacker plans to withdraw, depending on the circumstances it can make a big difference to which nation the surviving units may belong. In this case the attacker may ask the defender what units of what nation he wants to lose first and then base his decision whether to withdraw or to continue the fight. If the attacker does not use this option, the defender is entitled to freely chose what units of what nation are taken as losses before commencing his turn. Of course, this only applies to units of one kind (e.g. inf), otherwise standard OOL applies.
Example: Russia is attacked defended by 20inf 2ftr RUS; 10inf 2arm 2ftr UK; 6inf 3arm 3ftr USA.
Suppose the attacker hits 20 times and then pulls back, the defender then may freely choose whose infantry he loses before he commences the next turn. For example, he could chose to lose all Russian inf, or 10 British + 6 American + 4 Russian, or any other combination of 20 infantry. He may not, however, chose to lose armor or fighter as losses, unless as stated above, a pre-determined OOL is indicated, which may include different OOL for different multinational forces, again for emphasis, an OOL that is communicated BEFORE the battle begins.
Frequency of playing:
- To finish a tournament A&A game within 30 days, a rhythm of at least one turn a day is expected.
- However, a turn must be made within the stated time frame for the respective tournaments:
- Time Limit: 36 hours maximum
Process for violation of these rules:
1st violation: The opponent should be notified of the violation and asked nicely to comply with the tournament rules, Deltium should be copied (email@example.com)
2nd violation: Notification to Deltium. If the violation is confirmed the opponent will receive a warning
3rd violation: Notification to Deltium. If the violation is confirmed the opponent will be disqualified. Admittedly, this is quite strict, but we cannot delay the entire tournament for an individual that is not playing swiftly. As such, please make the time to simply make one move within 48 hours maximum.
Vacation / Real Life Conflicts
For Vacation and/or material Real Life conflicts, you have to inform Deltium and your opponent. The maximum amount of such time in one tournament round is 2 weeks. Make every attempt to play during this period, but flexibility is granted. Mistreatment of this rule can lead to disqualification.
Adjudication of tournament games
If both players maintained the turn rhythm, game rules, etc., and the game has still not been finished, the game has to be adjudicated to see who enters the next round of the tournament. Deltium shall send a mail to all players who have not finished their games yet, in order to inform the players about the upcoming final deadline to finish the game. In such situations, it is strongly recommend to just play as swiftly as possible, or ideally to play live as much as possible, in order to finish the game swiftly. My the deadline, if the players can not agree on a winner, an adjudication is needed and both players have to send to Deltium at least the following:
• Recent Map
• Comment on future strategy.
The comment should contain which strategy will lead the player to victory. To ensure anonymity the players should only talk in terms of "the Axis" or "the Allies" and should not use their player names. Voluntarily the players can send the maps of the complete last round, plus the written game log.
- This information will be sent to 3 judges (experienced players) by Deltium.
- The judges will not know whose game they are judging nor who the other 2 judges are.
- This is to ensure that the decisions are independent and not influenced by personal preferences. The adjudication (which side will win the game) will be sent to Deltium who will inform the players about the result. The winner by this majority-decision reaches the next round.
Note: Games that did not at least reach the 6th round (after US 5) cannot be judged. If both players are not responsible such that a game doesn't proceed to US 5 in the given 45 days, both players will be disqualified. If only one player is responsible for the delay, his opponent has to report that fact to Deltium in time, as was mentioned above.
Important: The decision of the judges is only for the tournament, and is final. No appeals.
Additional Questions that occur frequently on ACs and fighters:
Do note that irrespective of which rule set you are playing with, we shall utilize the very specific rules in LHTR with respect to attacking figs, and that "kamikaze" attacks are NOT allowed. As per page 25 of LHTR:
You cannot send air units on “suicide runs”, deliberately moving them into combat with no place to land afterward. If there is any question about whether an attack is a "suicide run", then in the combat move phase, you must declare, prior to rolling any battles, some possible way (however remote the possibility is) for all your attacking air units to land safely that turn. This could include a combination of combat moves. It could also include noncombat moves by a carrier. If it does include noncombat moves by a carrier, then the carrier may not move in the combat move phase. In order to demonstrate that an air unit MAY have a safe landing zone, you may assume that all of your attacking rolls will be hits, and all defending rolls will be misses. You may NOT, however, use a planned retreat of any carrier to demonstrate a possible safe landing zone for any fighter. If you declared that a carrier will move during the noncombat move phase to provide a safe landing zone for a fighter moved in the combat move phase, you must follow through and move the carrier to its planned location in the noncombat move phase unless the fighter has landed safely elsewhere or has been destroyed before then.
As stated previously, a pair of players may opt out out of this base case, but both must agree for the rule to change. Otherwise, this will be the default rule, in the absence of any different agreement therein.
Questions: "Does this apply to RL and LL"
Answer: Yes. It should be stated that, again, players can opt of this rule, if there is mutual agreement, but the rule shall be implemented accordingly in the absence of an agreement therein.
Question: "Do ACs have to move to pickup location during CM?"
Answer: No. Since you have the option to move the carrier there in non-combat, you do not have to move the AC solely in combat to a sea zone where the figs can land safely, but for clarification, it must be possible in either combat or NCM.
Question: If above is false, then does the ACs have to move to pickup location during NCM, even if the fighters that were supposed to land have been killed?
Answer: No they do not if ALL the fighters were destroyed, but if one or more figs survived, then the appropriate number of ACs need to be moved there (e.g. one AC for 1-2 figs, 2 ACs for 3-4 figs, etc.)
Question: If point 1. is false, then what is the rule on a double enemy block of ACC, e.g. the ACC begins the turn in sz A and wants to pickup fighters in sz C. However sz B has an enemy ships blocking the path to sz C, and there is also enemy ships in sz C (pickup location).?
Answer: good question! If sz B is blocking sz C, then there is only one possibility to go to sz C to land the figs, and that is the case where other naval or air units clear both sz B and sz C, so that the AC in question can then legitimately move to sz C in non-combat. This is consistent with the rule book, but for avoidance of doubt, that AC in question cannot be involved in combat, as it cannot move in both CM and NCM.
Question: Does the software automatically address these contingencies, or do we need to monitor and enforce this rule ourselves?
Answer: As this is a complex set of contingencies, you will need to monitor and enforce this manually.
In summary, the best thing to do is to be very careful with your combat and non-combat moves in order to avoid a dispute like this. Each opponent should proactively communicate with their opponent in such scenarios.
Question on Edits:
Edits are typically requested for common oversights including, but not limited to, forgetting to place new units, moving an AA, non-controversial NCM moves, etc. Some other edits are more controversial in nature, such as material non-combat moves, changes in builds, combat, etc. As each and every situation is different, common oversights will tend to be allowed, and I encourage each player to be reasonably flexible. However, certain edits will NOT be allowed if they are more sensitive in nature. As there are hundreds of contingencies, please try to sort this out amongst yourselves, but if you vehemently disagree, you can write to me at firstname.lastname@example.org for a ruling. However, do take note that I am not fond of edits, as it is the player's responsibility to be careful during each step of the move. However, I will be reasonable for the simple ones.
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