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The "Flying Circus" Tournament
Format
This event has no set time except the final Championship flying
circus Saturday at 2 PM. Otherwise, players are free to
play at any time during the week. This is a C-rated event; however,
due to the format, formal teaching of the game is accomplished
by arranging a time with the GM (most likely to be found in the
free-form gaming area). Since teaching takes less than
five minutes, you will be playing a game quickly and completing
it within another five to ten minutes. It is hoped that current
players will be willing to teach new players also. In fact,
for those who are car pooling to WBC, Ace of Aces is an excellent
game to learn and play while on the road (drivers excepted, of
course). So if you see anyone playing, just ask about it and
see how fast you can join the flying circus above the WBC. As
the GM will not always be available to resolve disputes, good
sportsmanship is vital.
Official sign up will be done only with the GM, so feel free
to ask and sign up early, but please try to respect the opponent
of any game in which he is involved. Scoresheets will also be
available from the event kiosk which will be kept in the Free
Form gaming area (near the GM). Veterans may be wearing green
Ace of Aces buttons (designed and graciously provided by Greg
Schmittgens during a previous WBC). If you still have yours from
last year, please bring it.
The game will be played using only the beginners rules, except
that aces will not be included.
Each player must have their own score sheet, provided by the
GM. For each game played, they must provide the opponent's name,
badge number, result of dogfight, whether shot down or escaped,
damage to each player, and your opponents initials. All results
must be returned to the GM - or the event kiosk - by noon Saturday.
Players must have at least 15 dogfights against ten different
opponents, with no more than five dogfights against the same
opponent. No more than 40 dogfights will be counted. Advancement
will be determined by highest point average of those qualifying.
Points are awarded as follows: 5 for shooting down opponent,
3 for battle that ends without shootdown if you have inflicted
more points than received, 1 for flight that ends in draw or
if you get away after sustaining more damage than inflicted.
The point total will be divided by the number of flights flown.
Ties will be broken by highest number of flights flown followed
by greatest difference in damage inflicted over damage received.
(Games played against opponents who do not sign up with the GM
will not count.) The top six pilots (check the results on the
event kiosk for eligible pilots and alternates) will advance
to the finals Saturday at 2:00 PM. The finals will be a round
robin. The winner will be based on best record. In the finals,
in the case of breaking contact with the opponent, players return
to page 170, so there will be no draws. Ties will be broken by
head to head record, followed by another round of dogfights if
needed. If still tied, points inflicted vs points received will
be the final tie-breaker. There will be informal "Circus"
meetings Wednesday thru Friday to aid players looking for matches
but play may be conducted at any time.
Unchock the wheels and pull the prop.
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