war of 1812

Updated 4/23/2010

812     
  17   18    20   22      9     11 
   
  

   Lampeter    Terrace, Table #4  

David Metzger, NY

2008-09 Champion

2nd: Rob Doane, MA

3rd: Jim Mehl, VA

4th: John Haba, CT

5th: Jeff Cornett, FL

6th: Tom Knapp, PA
Event History
1999    Robert Mull     22
2000    Charles Hickok     26
2001    David Metzger     20
2002    David Metzger     21
2003    David Metzger     26
2004    Matt Calkins     35
2005    David Metzger     33
2006    Scott Cornett     24
2007    Scott Cornett     13
2008    David Metzger     12
2009     David Metzger     16

David Metzger, NY
2010 GM

Links

    Laurels

the eldest WBC wooden block game ...

This year War of 1812 will be run as a Swiss Elimination tournament. We will use three preliminary rounds to advance the top four players to single elimination rounds.

Rounds will be capped at two hours and adjudicated by the GM if necessary.

Players bid victory points for choice of sides. Bid adjustments apply only at the end of 1814 (the final game year). If tied in adjusted victory points, the American player wins.

The 2008 edition will be the default version of the game played unless both players agree to use an older version or if an older version is the only game available.

Replacements: Each odd number turn, players may add one CV to a unit that can trace supply (including through amphibious movement) back to Quebec (British), Albany or Pittsburgh (US). That is a total of five per campaign year. (Please remind your opponent if he forgets. Oversights, even in tournaments, should always be corrected.)

Unlimited Naval: Each side can rebuild naval forces as long as they never have more than six in play at a time.

Naval Removals: Instead of a naval build or naval move, a naval reduction can be performed among units in one lake and its adjacent towns. Remove any of these units. They become available for future builds.

Some additional rules clarifications:

Retreats: Units that retreat from a battle must move to the same town. A cavalry unit may move two towns, but only if it is the sole retreating unit. The militia rule does not apply to retreats. There are no restrictions about crossing borders on retreats.

Force March: Units may not force march when retreating. Units may not combine force marching with amphibious movement.

Delayed Reinforcements: When a reinforcement town is occupied by an opponent, reinforcements are not required to attack, but may do so on any future turn (including during a subsequent year). They may be combined and brought on with future year's reinforcements. Reinforcements left off the board do not count towards victory points.

 GM     Dave Metzger [1st Year]   NA 
    dmetzger2@optonline.net   NA

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