breakout: normandy 

Updated 4/20/2014

BKN   
    18    9    14     19
    9      

  Lampeter  

Michael Kaye, MD

2013 Champion

2nd: Nels Thompson, NY

3rd: Don Greenwood, MD

4th: Kevin Hannond, WA

5th: Mike Rinella, NY

6th: Marvin Birnbaum, NY

Event History
1994    Jim Doughan      50
1995    Bill Edwards      48
1996    Hank Burkhalter      54
1997    Jim Doughan      53
1998    Don Greenwood      52
1999    Michael Rinella     48
2000    Phil Barcafer     32
2001    Jim Doughan     34
2002    Alan Applebaum     26
2003    Jim Eliason     28
2004     Nels Thompson     33
2005    Andrew Cummins     27
2006    Jim Eliason     19
2007     Jim Doughan     20
2008    Nels Thompson     20
2009    Nels Thompson     20
2010    Nels Thompson     16
2011    Marvin Birnbaum     21
2012    Kevin Hammond     18
2013     Michael Kaye     26

Andrew Cummins, uk
2014 GM

Links

   

On the 70th Anniversary …

…the third decade of crossing the Normandy beaches.

Keeping its recent format of a Tuesday night Mulligan round followed on Wednesday by single-elimination, back-to-back, five-hour rounds the invasions will run until a victor is found.

L2 week’s campaign will be the standard game out of the box. Bidding will start with zero banked supply. There will be no initial turn limitations.

If both players agree they may play the AH version with bidding starting at 35 for the Germans and all other modified rules as per the previous competition.

Assistant GMs: Nels Thompson, Jim Eliason

Tournament Rules
Game
: The standard one-week game of Breakout: Normandy. No optional rules will be used.

Class A format for experienced players only. Many veteran players are willing to offer playing tips and pointers to less experienced players during the tournament, but you should not expect this or plan on it in more than a casual way.

Format: Single Elimination, Mulligan round plus three elimination rounds on Wednesday, subsequent elimination rounds (as required) on Thursday. Each round will last 4 hours 45 minutes with a 15 minute break between Rounds.

Byes: Standard WBC rules pertaining to byes will be implemented. However, if an Eliminator player is available, they will be used instead of byes to potentially shorten the event and produce a fairer outcome. The eliminator will be chosen from the highest AREA ranked volunteer on hand. Players who have been eliminated or do not care to participate in the event to the end who nonetheless would enjoy a meaningful game, are urged to volunteer with the GM for eliminator duty.

Conduct: The GM reserves the right to penalize poor sportsmanship or other obnoxious behavior by expulsion from the tournament. On the other hand, non-violent, non-disruptive complaining about bad luck is a tournament tradition.

Spectators: Spectators are welcome, and encouraged, subject to the following:
Either player may ask any or all spectators (other than the GM or assistant GMs) to leave for any reason or no reason. This is a serious competition in which the players are to be judged solely on their own abilities (and luck). Accordingly, NO SPECTATOR MAY GIVE ADVICE OF ANY KIND TO PLAYERS REGARDING THE GAME IN PROGRESS, INCLUDING COMMENTS REGARDING THE LEGALITY OR ILLEGALITY OF MOVES. ANY PLAYER FOUND TO BE SOLICITING OR VOLUNTARILY ACCEPTING ADVICE REGARDING STRATEGY OR TACTICS MAY BE REQUIRED TO FORFEIT THE GAME IN PROGRESS AND MAY BE EXPELLED FROM THE TOURNAMENT. ANY SPECTATOR FOUND GIVING ADVICE MAY BE BARRED FROM EITHER OBSERVING OR PLAYING IN THE TOURNAMENT. Spectators may, however, advise the players as to the previous position and other factual matters if asked by both players. Rules questions should be referred to the GM or an assistant GM, not to spectators.

Playing Officials: Prior to the start of the tournament, two Assistant GMs will be named to assist the GM. Assistant GMs may participate in the tournament as active players and are eligible to play in all rounds and compete for awards and prizes just as any other player. The GM and Assistant GMs will not be allowed to issue rulings on questions or rule interpretations for matches in which they are personally involved.

Player Record Sheet: Each player will be given an individual Player Record Sheet at the start of each round. It is the player’s responsibility to fill out the Record Sheet accurately and completely and turn it in to the GM at the end of the round. Failure to do so may negatively affect future pairings and/or advancement to the semifinals. If mistakes are found on the Record Sheet and tournament play has advanced beyond the point where those mistakes can conveniently be corrected, the player will have to live with the mistake. No one wants that to happen. Please make sure that your Record Sheet is accurate and turned in on time.

AREA: All games will be AREA rated and the GM will submit all game results for AREA ratings. This will include withdrawals, concessions, and adjudications. No chits need be exchanged. In addition, AREA ratings will be used to determine the average strength of schedule for tiebreaker purposes.

Withdrawal: Should you wish to withdraw from the tournament, or any given round, at any time, for any reason, please contact the GM as soon as possible. Notify him of your intentions and turn in your individual Player Record Sheet.

Late Entry: Registration and entry to this event will remain open. Players arriving late for the start of any given round may have to forego playing in that round.

Matching: All rounds will be by random draw with the exception that you won’t be matched against a player you’ve already played in the Mulligan round.

Byes: Defending Champion will receive first bye if player eliminator is not available.

Side Determination: Choice of sides for each match will be determined by player preference. If either player requests, preference choices may be made secretly, then simultaneously revealed (both players pick a playing piece of each side, choose one side, then reveal their chosen side at the same time). If the players both prefer the same side, they will bid extra Supply Points to offer their opponent in exchange for accepting the non-preferred side according to the procedure below.

Bidding Procedure (Auction Format):
All bid increments must be in whole numbers; no fractional bids are allowed.
Each player rolls one die. The player rolling higher bids first. Re-roll ties.
The First Player may bid zero or any amount greater than zero.
The Second Player must either accept the First Player’s bid or increase it.
Players alternate this procedure until one player accepts the bid.
The player accepting the bid plays the non-preferred side and the extra Supply Points he receives from the bid are immediately recorded on the Supply Point Track.
The Supply Points from the bid can be used only to purchase extra impulses they may not be used to refit on-map units.

Tiebreakers for ranking: Player that wins final round takes 1st place. Loser to 1st player in final takes 2nd place. 3rd player lost to 1st in semifinal round, 4th lost to 2nd in semifinal round. 5th lost to 1st in quarterfinal.
6th lost to 2nd in quarterfinal.

Time Limit: All games must be concluded ten minutes before the scheduled start of the next round to allow for recording of results and seeding for the next round. Any match not completed within the scheduled time limit will be adjudicated. No one likes adjudications, neither the players nor the GMs. Please make every effort to complete your rounds within the scheduled time limit. If you feel your opponent is playing at a pace that will not allow completion of the match, contact the GM immediately. The GM reserves the right to disqualify a player for deliberate slow play.

Adjudication Procedure: Before adjudication, the players will be asked their honest opinion of who has won (or would win) the game. If they cannot agree between themselves, the match will be adjudicated. A panel consisting of the GM and two assistant GMs will adjudicate all unfinished games. The panel will take into account their perceptions of the relative speed of the two players when adjudicating. Their deliberation will be secret, and their decision will be final. The GM and Assistant GMs are not permitted to adjudicate their own matches. If the match involves the GM or an Assistant GM, the GM will appoint another member(s) to complete the panel.

Mistakes and Illegal Moves: If both players agree, they can back play up to the point of error and resume play. Otherwise, these will be handled as follows;

A player may not change their move once they have thrown a DR/dr or opponent has declared an action including a Pass. A player may force an opponent who has made an illegal move/attack to redo that move/attack legally—unless he has declared another action in the interim. Illegal moves/attacks are valid and stand if the opposing player does not challenge before completing his own next impulse. Exception: overstacked areas. If an area is discovered to be overstacked, the situation must be immediately corrected by the following method. The opposing player designates units to be retreated from the overstacked area until stacking limitations are satisfied. The owning player then retreats the designated units from the area according to the retreat priorities listed in 9.64. The implications should be clear: to prevent his most powerful units being retreated from an area, the owning player must make certain that he does not exceed stacking limits. (Example: The Allied player is discovered to have twelve units in St. Mere Eglise on June 9. The German player designates 4/8 infantry and VII corps artillery as the units to be retreated. The Allied player then retreats the two units to Utah Beach.) The GM reserves the right to disqualify a player for deliberate or repeated illegal moves.

End of Your Turn: You should make it clear to your opponent when your turn has ended. Once your opponent has moved one of his units, or a die has been rolled, you may not move or change anything more. If using a clock, your turn has ended when you start your opponent’s clock (and not before).

Setup: All units must be set up before the play of any game commences. Players are responsible for the set up of their own units. If an error is found to have occurred after the start of play, players should make every attempt to place the unit where it should have been.

Dice Rolling: To avoid disputes, and speed play the following dice rolling rules are in effect.
All die rolls should be made into a box lid, glass, dice tower, or similar device. This speeds play, prevents dice from disturbing the playing board, and reduces the incidence of cocked dice.
For combat dice rolls the attacking player rolls all four dice at the same time. This greatly speeds play and avoids one player’s dice disturbing the other player’s dice after they have settled.
For interdiction die rolls the interdicting (non-moving) player should roll. For bridge repair and air supply rolls, the moving player should roll. This avoids any dispute over who should roll.
In the event that any dice in a combat roll are either out of bounds or cocked, all four dice are to be re-rolled. This prevents any newly rolled dice from disturbing already settled dice.

FAQ and Errata: Any FAQ and Errata from L2 Design will be in effect.

 GM      Andrew Cummins  [8th Year]  NA 
    AndrewJJCummins@gmail.com   NA

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