Three conventions in a row for GCACW making and staying in the century without needing MMP sponsorship. We will follow a similar format as in last WBC, offering multiple options for scenarios played in each round. As there are no new games out this year, the format of the tournament will be the same as last year with scenarios from Hood Strikes North and Roads to Gettysburg II: Lee Strikes North. There will be three preliminary rounds with eight advancing to the quarterfinals and strict start times allowing everyone to schedule their trip to WBC. The focus will be on those two games with a scenario from HSN and both the Here Come the Rebels (HCR) and Roads to Gettysburg (RTG) modules in each of the rounds. Proving very successful at player interest and enjoyment, there will be multiple scenario choices each round so players will be able to select what they are interested in playing to try and get as many different scenarios as possible in play in the theatre or year in which you are interested. As before, we will also have a small number of tournament copies of both HSN and RTG II available for play but hope everyone can bring their own. Series continues going strong with games still in development.
Swiss Elimination Qualifying Day
Demo: Learn the mechanics of the system from some of the best players. Try out a brief scenario: "South Mountain" from Here Come the Rebels. This will then be the game in the first tournament round.
- Round 1: South Mountain (HCR #1); First Day at Gettysburg (RTG #4); Here Come the Rebels! (HSN #1)
- Round 2: Harpers Ferry – Crampton’s Gap (HCR #2); The Battle Continues (RTG #7); We Will Make the Fight (HSN #4)
- Round 3: McClellan’s Opportunity (HCR #3); Battle of Gettysburg (RTG #5); The Race for Columbia (HSN #2)
- Quick Tiebreak Scenario if necessary: That Devil Forrest (HSN #8)
The Quarterfinal and Semifinal Elimination Rounds, it will be player agreed choice from the same scenarios as Round 3 although it will be desirable to arrange to have players use different scenarios than they played previously.
Final: Three Cigars (HCR #4); Meade Moves North (RTG #1)
Games not completed by the start time of the next round are subject to adjudication by the GM and his assistants.
Bidding for sides: Players must bid for sides. First, players secretly select what side they want by placing a Confederate or Union counter in their hand. If players pick opposite sides, play proceeds with no VP modifier. If players pick the same side, roll dice to determine the first bidder. Players then bid VPs until a player passes. That bid becomes the VP modifier for the game. As these are all new scenarios or totally rebalanced scenarios from earlier games, there are no known advantages or recommended bids.
Pairings: We will look to match people up based on the scenarios they desire to play. In Round 1, the pairings will be made at random. Round 2 & 3 pairings will be random among players with identical records.
Advancement: Players who win at least two preliminary games will be eligible to advance. We will strive to advance eight players to the quarterfinals. The quarterfinal round will be seeded first based on total preliminary wins in the Swiss rounds, and then points (Round 1 is worth 1 points, Round 2 is worth 1.1 points, Round 3 is worth 1.2 points). Typically, two wins and you will advance. If we do not have enough players with two wins for a full quarter-final, we will adjust and use the quick tiebreak scenario to reduce the lowest ranked to get four semifinalists.