wooden ships & iron men

Updated 4/20/2014

WSM      
   10+ Grognard PC   9+ PC
   10    9   19   21

 Heritage; moves to Conestoga 1 @  9   Terrace 1

Ron Glass, FL

2013 Champion

2nd: Jeff Miller, PA

3rd: Dale Long, NJ

4th: Paul Owen, VA

5th: Tim Hitchings, DE

6th: Malcolm Smith, VA
Event History
1991    Jim Truit      23
1992    John Boisvert      29
1993    John Boisvert      36
1994    William Rohrbeck      28
1995    Larry York      21
1996    David Cross      16
1997    David Metzger      20
1998    Michael Brannaman      20
1999    Paul Risner       8
2000    David Cross     16
2001    Curtis Dieterich     26
2002    William Rohrbeck     23
2003    William Rohrbeck     27
2004     Arthur Davis     22
2005     William Rohrbeck     19
2006     William Rohrbeck     21
2007     William Rohrbeck     14
2008     Evan Hitchings     16
2009     Derek Whipple     19
2010    Tim Hitchings     25
2011    George Deutsch     20
2012    Dale Long     22
2013    Ron Glass     27

Tim Hitchings, DE
2014 GM

Links

   

WSIM as part of Grognardcon

Grognardcon is a special Pre-con consisting of an amalgam of the old classic hex-style wargames under the watchful eye of GM Bruno Sinigaglio: Afrika Korps, Anzio, Bulge’81/Bitters 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 Monday for resolution in the normal manner—the only difference is that participation in Grognardcon gives you additional days to qualify with prelim games in the events of your choice. Grognardcon is free to Tribune level members and subject to an additional fee for all others.

WOODEN SHIPS & IRON MEN

Beginners and veterans are welcome to play this classic battle game of the age of sail. Command one or more frigates or ships of the line. Set sail at any time during the week at the kiosk. Visit the demo on Wednesday at 2 pm. Game Master Tim Hitchings (GM) and his assistants will be happy to show you the ropes (and guns and cutlasses as well). Play as many or as few games as you like during the Swiss preliminaries. Don’t forget the multi-player Fleet Action on Saturday, open to all comers, even those who haven’t been playing in the tournament!*

1. WBC FREE FORM FORMAT: This Tournament uses a Swiss format for the preliminary rounds. The best four players advance to a Single Elimination semifinal and Final segment.

2. SCHEDULE: The schedule consists of three segments, listed below:

a. GROGNARD PRE-CONVENTION SWISS Segment: Play begins on Saturday at 10:00 a.m. and Sunday at 9:00 a.m.. The PRE-CON Swiss Segment continues through Monday, when the CONVENTION SWISS Segment begins. (Essentially, the PRE-CON Swiss Segment simply continues unabated into WBC.)

b. CONVENTION SWISS Segment runs daily, Monday through Saturday, from 9:00 a.m., with gaming available all day, ending on Saturday at 4:00 p.m..

Monday, 9am+ (Heritage), Tuesday, 9am+ (Heritage); Wednesday, 9am+ (Conestoga 1), Thursday, 9am+ (Conestoga 1); Friday, 9am-7pm (Conestoga 1); Saturday 9am-4pm (Fleet Action in Conestoga/Lampeter.

c. SINGLE ELIMINATION Playoffs: Each player’s best three games during the PRE-CON Swiss and/or the CON Swiss

3. CHANGES FOR THIS YEAR: Formats and a 2014 update of the Tournament Rules used at WBC since 2000 are available by email from the GM and by free hard copy at the convention. If both players agree, they may conduct their match using the 1981 2nd Edition Rules. Players may not play a two-ship scenario until they have won a one-ship scenario; players may not play a three-ship scenario until they have won a two-ship scenario (Exception: Fleet Action). A minor change has been made to the Player Performance Ratings (See below).

4. SWISS SEGMENT PROCEDURE (Pre-Con and Con): Players may enter as many or few games as desired. Sign in at the kiosk. Choose a scenario with one, two or three ships per side. The GM or ASST. GM will provide scenarios with prepared logs, match sheets, and miniatures for each game.

Opponents must inform the GM or Asst. GM when they will play their game. If players cannot agree on a start time, they will be required to begin the game within one hour.

If an opponent does not appear at the start time listed on the match sheet, the waiting player must alert the GM within 15 minutes that a forfeit is imminent (The GM’s cell # is 302 593 4404). If the opponent fails to appear at 20 minutes past the start time, the game is forfeited to the waiting player. There is no deviation from this procedure. Therefore, if a waiting player alerts the GM beyond the specified 15-minute alert period, there will be no forfeit and the game will be canceled.

5. RESULTS: Match sheets for completed games should be delivered to the GM or Asst. GM as soon as possible. Games played on the last Saturday of the convention must be reported by 4:00 p.m.

6. JUDGMENT: The GM or Asst. GM (especially if the GM is a player) may adjudicate any game at the end of the time limit. If one player is moving at a significantly slower pace than the other, this will be taken into account in the adjudication.

7. PLAYER PERFORMANCE RATINGS.
a. All game results and player ratings will be posted and updated after results are reported.
b. Performance ratings will be based upon the best three games played by a player.
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 segment.
e. Performance ratings for a player will be obtained as follows:
(1) A player receives 30 points for winning a match in which each player had a 3-ship squadron.
(2) A player receives 20 points for winning a match in which each player had a 2-ship squadron
(3) A player receives 10 points for winning a match in which each player had one ship.
(4) In a match with two or three ships per player, the losing player receives 7 points for each of the winner’s ships he defeats during the course of the battle.
(5) A player receives 1 point for losing any match in which he failed to defeat an opposing ship.
(6) In the event of a draw, the points available in the match to a winner will be split evenly between the players.
(7) The highest scoring player in each fleet of Saturday’s Fleet Action will be awarded 20 points.
(8) Bonus Points: A player earns three for each 3-ship squadron victory tallied by an opponent that he defeats. A player earns two points for each 2-ship squadron victory tallied by an opponent that he defeats. A player earns one point for each 1-ship squadron victory tallied by an opponent that he defeats. All of a defeated opponent’s games qualify for the scoring of bonus points. Exception: re-matched opponents score no bonus points.

Bonus Point Examples: Player A defeats player B. Player B has six victories consisting of two 3-ship fleet victories, one 2-ship fleet victory and three 1-ship victories. Player A receives 11 bonus points for the six games won by Player B during the Swiss segment (3,3,2,1,1,1). Note however, if Player A and B play each other a second time, no bonus points will be awarded regardless of who
wins the rematch.

8. PERFORMANCE RATING TIEBREAKERS:
a. Head to head play is the first tiebreaker.
b. Points scored versus mutual opponents is the second tiebreaker.
c. Points scored by mutual opponents is the third tiebreaker.
d. Points scored by all defeated opponents is the fourth tiebreaker.
e. Points scored by all opponents is the fifth tiebreaker.

9. ORDER OF FINISH: At the end of the Swiss, players will be ranked in order. The top six players will be reported for laurels.

10. SINGLE ELIMINATION ROUNDS (Playoffs): Four players with the best performance during the Swiss segment will advance to a SEMIFINAL ON SATURDAY AT 7:00 P.M.. The top two qualifiers as of 4:00 p.m., Friday, will clinch semifinal berths, regardless of Saturday play. The other two semifinalists will be determined at 4:00 p.m., Saturday. The winners of the semifinal matches will play in the FINAL AT 9:00 A.M. ON SUNDAY.

Qualifiers who wish to play should be present for the announcement of rank and pairings. If qualifiers do not plan to participate, they should alert the GM.

Those not present for the start of the semifinals will be dropped. Players finishing lower than fourth in the Swiss may move into the semifinals if present when higher rated no-shows are dropped. The Final match begins at 9:00 a.m., Sunday. If a finalist does not appear for the Final, his defeated opponent in the semifinals may take his place.

11. FINAL MATCH POSTINGS: The GM will post match assignments for the semifinals by 5:00 p.m., Saturday.

12. AREA RATINGS: The GM will submit the results of ALL games played for inclusion in the AREA ratings, with the exception of the Fleet Action results.

MATCHES: A match is a game between two players (Exception: see Fleet Action, below). Opponents may agree to play a single ship match, a match with two ships per side, or a match with three ships per side. Match sheets must be completed by the players and turned in with ship logs at the end of the match.

PLAYER RECORDS will be used by the GM to track each player’s game-by-game performance. The player record lists the player’s matches and opponents. The total tournament points, including bonus points received, will be posted on the bulletin board by Grognard staff.

RULES: Tournament Rules, Version 2.4 (based on WSM 2nd edition rules). If both players desire to use the 2nd Edition rules, they may do so. If players do not agree, Version 2.4 must be used. Version 2.4 will be used in Saturday’s Fleet Action scenario. All players will receive a free copy of Version 2.4.

All games use Advanced Game Rules. Players may use optional rules if both agree in writing prior to the beginning of the match (Exc.: Certain optional rules will be used in the Fleet Action.

Good sportsmanship includes the efficient use of time. The GM or an Asst. GM has the authority to put players on a timer to encourage prompt play.

Questions may be directed to the GM, Tim Hitchings, (302) 593 4404, Assistant GM, Evan Hitchings (302) 593 4087 or another designated Assistant GM.

Games may be played with miniatures provided by the GM.

 Each semifinalist will receive two ship miniatures. Prizes will be selected from an assortment of miniature metal ships.

 GM      Tim Hitchings  [13th Year]   330 Kemper Drive, Newark, DE 19702 
    hitchings@juno.com    302-593-4404

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