Once more behind the sand dunes …
Afrika Korps is again part of an amalgam of eight of the old classic hex-style wargames under the watchful eye of GM Bruno Sinigaglio: Afrika Korps, Bitter Woods, Gettysburg, Panzerblitz, Squad Leader, The Russian Campaign, Waterloo and Wooden Ships & Iron Men. All use the Free Format scheduling device which allows players to schedule preliminary games at their convenience. Play as many or as few preliminary games as you like but only your best three results in each game will determine the four finalists to advance to Single Elimination play at the end of the week. Each event will be turned over to its own GM on Tuesday for resolution in the normal manner - the only difference is that participation gives you additional days to qualify with preliminary games in the events of your choice.
WBC FREE FORM FORMAT. This Tournament uses a Swiss Elimination format for the preliminary rounds followed by a Single Elimination format for the four players with the best performances during the Swiss segment. Entrants may play multiple games during the Swiss segment, which begins on the first Saturday and concludes a week later. Best performances will be determined as described below under pairings.
OFFICIAL RULES: The official tournament rules in effect will be the 3rd edition (1980) rules, supplemented by the interpretation of those rules as set forth in the Avalon Hill General Vol 18, No 1 article by Frank Priessle. Copies of these will be available for players who need them prior to the start of the tournament.
AREA RATINGS: Although AREA ratings will NOT be used to determine pairings, all games in this tournament will be AREA rated. All players without an AREA rating will be given a starting rating of 5000 for tournament and recording purposes.
PAIRINGS: Pairings in the Free Form system are made with whomever is available to play that day. Players must play a minimum of three games to be considered for the playoffs. If there are ties, then strength of schedule is used. For example, for each game that your top three opponents have won among them, you receive a bonus of two points each. This scoring system gives players an incentive to seek out the strongest players for early matches.
The specifics of the system are as follows:
a. All game results and player ratings will be posted and updated as results are reported
b. Performance ratings will be based upon the best three games played by a participant
c. Games in excess of the three best will not affect a player's performance rating
d. A player must play at least three games to advance to the single elimination phase
e. Performance ratings for a player will be obtained as follows:
(1) A player receives 10 points for each victory
(2) A player receives 1 point for each loss. Note: if advancement to single elimination requires three games played instead of three games won, then points for losses must be included. For example, if a player wins 2 and loses 2, his record would garner 21 Game Points for his three best games (10 + 10 +1), with the other loss ignored
(3) A player receives 2 points for each victory tallied by an opponent that he defeats. All of the defeated opponent's games will qualify for the scoring of these points, but only the first game against a particular opponent will qualify for these bonus points
Bonus Point Examples: if player A defeats player B, then player A receives 2 points for all games won by Player B during the Swiss segment; however, if Player A and B play each other a second time, no bonus points will be awarded regardless of who wins.
PERFORMANCE RATING TIEBREAKERS:
a. Head to head play is the 1st tiebreaker
b. Points scored VERSUS mutual opponents is the 2nd tiebreaker
c. Points scored BY mutual opponents is the 3rd tiebreaker
d. Points scored BY all defeated opponents is the 4th tiebreaker
d. Points scored BY all opponents is the 5th tiebreaker
SIDE DETERMINATION AND BIDDING FOR SUPPLIES
The following procedure will be used to determine sides:
1) Each player will hide an AFK piece of the color indicating the side they wish to play (blue for British, pink for Germans). They then reveal their choices simultaneously. If the sides selected are different, play proceeds as normal using the AFK supply table to determine supplies
2) If both players want the same side, they MUST BID SUPPLIES FOR SIDES. Thus, players bid a supply handicap for their choice of sides. The two players will roll a die to determine who begins the bidding, with the higher die roll being given that choice. If both players want the German side, the number bid represents the number of extra supplies the British player can declare "sunk" in addition to those that are sunk by the supply table during the course of the game. For example, if the German player has bid two supplies for the right to play his side, then the British player has the right to sink any two supplies that the German would otherwise receive as a result of his supply roll at the beginning of the turn. (Given the vagaries of the supply table, this can get really nasty.) If both players want the British side, then the number bid represents the number of "free supplies" that the German may get during the game. The German player may choose to claim these supplies right at the beginning with his initial setup, or he may use them to nullify any "sunk" result on the supply table during the course of the game. Once the bidding has been completed and sides determined, players should write down any supply handicap that was bid on the match sheet for that game and keep track of the number used
KEEPING NOTES ON GAMES: On a separate sheet (which the GM will provide) players should make notes about the distinguishing features of their individual games so that your friendly GM will be able to record the noteworthy events for the WBC Yearbook entry on the AFK tournament. The more material I receive, the more justice I will be able to do to the tournament players in the write-up. That should be enough for your planning purposes.
A FINAL NOTE: Although matches are not being timed due to the Free Form tournament format, rule disputes may still arise. In the event that I am not around to rule on disputes, or it happens to be a game I am playing my Assistant GMs, Bruno Sinigaglio, and Vince Meconi will rule on any disputes, or in extreme cases, adjudications of games. Because of this tournament format, it is in the interest of all players to play as quickly as reasonably possible.