The 14th Longest Week
After many years of meritorious service, GM Ken Nied passes the
reigns to past champ Andew Cummins who will attempt to stem the steady
attrition of players from this aging classic with a stream-lined
format less demanding of the player’s time amidst the many distractions
of WBC. The two playoff rounds of the Swiss-Elim days have been jettisoned
in favor of the swifter certainty of Single Elimination. No more
temptation to hang around after a loss or two to see if you can sneak
into the play-off rounds … lose and you’re done. Quick and to the
point. Given the reduced player ranks of recent years, this tear’s
winner may well be known in four games—but certainy less than the
six rounds of former endurance tests. Those wishing a longer stay
can take advantage of the Mulligan round to guarantee at least two
games, with winners being excused until Round 2 on Wednesday at 2
Assistant GMs: Nels Thompson (provisional), Jim Eliason
Game: The standard one-week game of Breakout: Normandy. No optional
rules will be used. Rules 12.53 and 22.4 are modified as listed immediately
Reserves: Rule 12.53 is modified as follows.—The
maximum daily impulse purchase limit of three per player
is removed. There is no limit to the number of daily impulses
either player may purchase, given sufficient Supply Reserve.
However, the Impulse Marker may never be moved below Impulse
C or above Impulse 12.
Victory Points: 9.6 VPs or higher are required for
an Allied win. Rule 22.4 is modified to award a Victory Point
to the Allies for contesting areas worth 6 VPs, not 7. Claiming
that VP does not prevent the Allied player from also fulfilling
the “.6” portion of the VC by contesting more areas
worth an additional 6 VPs.
Class: 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
(if 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
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 rules:
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
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 semi-finals.
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
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
The Supply Points from the bid can be used only to purchase extra impulses
per 12.53; they may not be used to refit on-map units.
Alternate Bidding: There will be an alternative optional
bidding scheme available for those who wish to reduce the
likelihood of a first turn blowout result for either side.
Tiebreakers for ranking: Final player with no non-Mulligan losses takes 1st
place. Loser to final player takes 2nd place. Other places by number of wins,
strength of player they lose too, player AREA rating, random selection in sequence.
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 to fill out the panel.
The panel may adjudicate the game as a tie. A tie will be
considered a half-win and a half-loss for seeding purposes
and for qualifying for the semi-finals.
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 per 8.13. 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
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.
Players are encouraged to yell “Boxcars” when they roll a twelve.
If double boxcars are rolled for an Air Bombardment, this is known as “a
Greenwood” and is usually accompanied by much whining.
FAQ and Errata: The following FAQ and Errata from
Avalon Hill will be in effect:
—Can units move/regroup off the beaches to a Beach Approach Box? A. No.
6.2—If both players have a choice of placement for reinforcements, who
has to commit himself first? A. The German player.
6.2/6.5/19.5—If the Allies vacate Merville or St. Mere Eglise in the
Regroup Phase, leaving it uncontested and in German control, what happens to
the reinforcing Airborne unit dropped there on the 7th? A. Since it would have
to assault without benefit of an impulse, it is not allowed. The reinforcement
would have to go to the Offshore Box instead and could land only over the beaches
and only on or after the 8th.
6.3—Does the Daylight Phase end immediately after a failed Sunset DR,
or may the Allied player finish that impulse first? A. The latter. The Allied
player could even declare a Double Impulse after seeing that the Sunset DR
will end the day at the end of the current impulse.
6.3/11.23—If an Assault dice roll which otherwise would end the current
day kills enough units to earn daylight drms sufficient to alter that nightfall
point to a number higher than the assault dice roll, does the day end? A. Yes
6.4—Errata The last sentence should read: “Any isolated German unit
at the end of the German Refit Phase must make a Surrender dr (12.8).
7.1—If two adjacent areas both contain ten friendly units, can any of
the units switch places during the Regroup Phase? May two Corps Artillery units
in adjacent Areas switch places during the Regroup Phase? A. No, No.
8.22—Can the non-assaulting units in an Area which has just been cleared
(but not overrun) by other units which started in that Area, seize bridges
as though the Area were initially free even though the attacking units which
failed to achieve an Overrun cannot? A. Yes, but only after paying the required
one or two MFs spent by the attacking units.
8.34 Errata: The first sentence should read: “Non-Armor units starting
their impulse in a Contested Area may only move into a Free Area and must end
their movement there."
8.4—If the German declares a Double Impulse, would a unit moving through
an Area containing fresh FLAK get the benefit of the FLAK screen even if the
FLAK are in the second active area and will move later in that combined impulse?
A. Yes. The answer really has nothing to do with the fact that it is a Double
Impulse. Even in a normal impulse, a unit could move out of its starting Area
and then back into it and derive protection from a fresh FLAK unit in that
Area which will also move in that impulse. The unit is fresh until it actually
moves. Therefore, it can protect other units moving out of its Area until such
time as it actually moves.
8.511—There aren’t enough bridge markers! What are the bridgeless river
markers used for? A. There are if you remove Allied bridge markers between
Allied controlled Areas where they become unnecessary as instructed by the
rules. People who run out of bridge markers are usually ignoring either this
rule or the restriction against blowing bridges with no enemy in an adjacent
Area. The river markers without bridges are used to mark successful Allied
river crossings of boundaries without a bridge so that if they cross that boundary
again they need not make a Mandatory Assault.
8.511—If a German-owned bridge is seized, then destroyed by the Allies,
is the river crossed by that bridge Allied-controlled (so that German units
crossing it into a Contested Area must make a Mandatory Assault? A. Yes. It
should be marked with a I-River marker.
8.53—Can an artillery unit support a subsequent attack following an overrun
if it could not support the Overrun attack because it was not in or adjacent
to the Area Overrun? A. Yes. An artillery unit can join in to support overruning
units anytime. They do not have to be part of the initial attack force.
8.53 Can an artillery unit supporting an assault into bocage continue to
support other asssaults by units elsewhere during the same impulse? A. No.
Since Overruns cannot occur in bocage, any artillery that supports an assault
into bocage cannot support other assaults later in the same Impulse.
8.54—Can units in an Active Contested Area exit that Area before any
Assault in that Area is resolved so as to avoid the 1 or 2 MF penalty for leaving
the Area after it has been assaulted? A. Yes. However, in doing so, they forfeit
any possibility of avoiding the “Exit of Enemy-Occupied Area” restrictions
should the subsequent Assault eliminate all defenders in the active Area.
9.1/9.2—Should individual brigades like the British 56th Infantry or
the Canadian 2nd Armored Brigade be considered part of a division for Divisional
Integrity or the ability to call in Divisional Artillery Support? A. No.
9.2F—If a Wehrmacht artillery unit supports an Assault by SS units, but
no other Wehrmacht units participate, is one subtracted from the German AV?
If SS and Wehrmacht artillery combine in a bombardment, is one subtracted from
the German AV? A. Yes. Yes.
9.41/9.61—Does retreat after an Optional Assault reduce attacker losses?
May the attacker voluntarily retreat if he wins? A. No. All assaulting units
in a failed assault become D1. No.
9.62—If the defender opts to take a voluntary retreat from an assault
in which no CPs were inflicted on the defender, must the first unit to retreat
be the primary defender? A. No. Since the primary defender had to pay no CP
losses it would be under no obligation to be the first unit to retreat in a
9.63/9.66—Since it takes all MF to cross an unbridged river, can an infantry
unit whose only retreat route is across a friendly, unbridged river and into
a fully stacked Area continue to retreat further? A. Yes. Retreats are not
restricted by MF.
9.64—When an area becomes fully stacked, must units continue to retreat
through it rather than into an adjacent area which happens to be adjacent to
more enemy controlled areas? A. No
9.66—Assume five units land, move through a Controlled Beach Area, and
then lose a Mandatory Assault into an enemy-controlled Area. If the Beach Area
can accept only two more units before becoming fully stacked, what happens
to the other three? A. They would be eliminated, unless there is another Allied-controlled
or contested Area which they can retreat directly into.
10.12—Can a bombardment target a D2 unit? A. Yes. The bombardment will
do no damage to the D2 unit, but any APs inflicted will “slide off” and
must be applied to other units in the area that are not yet D2. The defender
would choose which additional unit(s) are affected so long as the APs inflicted
are fully used. This, by the way, is not just an ad hoc ruling, but was fully
the intent of the design. The shielding of artillery from bombardments was
never meant to be absolute …. it’s shielding was limited to being selected
as the primary target only to simulate the difficulty of finding such hidden
targets. When affected by additional APs sliding off the primary target it
is assumed to have been hit by counter battery fire as a result of evoking
a reaction to the main bombardment.
10.4—Does a Spent Coastal Artillery unit absorb one or two APs? A. Two.
11.24/11.4—Can the Sunset DRM change by more than three during a Double
Impulse? A. No.
11.4—Is a Double Impulse one or two impulses? If an Area is attacked
in the first impulse of a Double Impulse, can it be entered in the second impulse
of that Double Impulse? A. One. No.
11.4 May a player bombard an area, then use the Advantage to assault the
same area with units which began the impulse in that area? A. Yes
11.4 May a player see the results of his first assault in an Impulse before
declaring a Double Impulse to combine forces from the first Area with those
from a different Area to assault a single Area? For example, may the Allied
player wait to see how an assault against Sword Beach turns out before declaring
a Double Impulse to activate Juno Beach and assault Caen with the forces from
both Sword and Juno? Yes. The Area where the first assault occurred may not
be assaulted again by the combined force though.
11.6—If a player uses the Advantage to declare a Double Impulse, can
he still use the Advantage to force a re-roll during that Double Impulse? A.
No. He loses the Advantage immediately when it is used in the sense that he
cannot use it again, but the opponent gains it only at the end of the impulse
—or in this case—the Double Impulse.
12.5 This rule says that a supply line consists of a chain of friendly
areas, whether or not contested. Can a German depot be placed in an Area to
which there is a supply line even if that supply line contains friendly contested
Areas? A. No. The rule prohibiting the Allies from tracing a supply line from
a beach to the depot through contested Areas applies to the Germans as well.
12.71—If the Germans regain control of a Beach which is subsequently
Contested (but not yet Controlled) by the Allies, can the Allies use a Depot
in that Beach to supply units in that Beach Area? A. No
12.71—What happens when a British beach is controlled by the Americans,
or vice versa? A. The depot could not be placed in or traced to that beach,
but the supplies could still be banked for use in buying an impulse. If a beach
is German controlled and uncontested anytime after June 6th can it be amphibiously
assulted again? A. No. Can it be Amphibiously assaulted in a subsequent impulse
of June 6th? A. Yes. What happens to the supply of a beach which is German
controlled and uncontested? A. It ceases to exist until the day after that
beach is again controlled by the Allies.
12.9—Can more than one Air Supply die roll be pre-designated to the same
unit to increase the chance of a refit? A. No.
13.—Can US units regroup into British-controlled Areas and vice versa?
Can units regroup from a Contested Area? A. Yes. Yes.
14.1—Can units be regrouped from a free zone to an adjacent contested
zone? From a free area to an adjacent contested zone? A. No. No
15.2—If all Allied units on a beach become D1 after an unsuccessful amphibious
assault, but any become Spent during the Refit Phase, is the beach fortification
destroyed? A. Yes.
19.2—Do reinforcements scheduled to arrive in a zone still do so if it
is contested? A. Yes
19.4—Can 1/919 retreat off Utah if the attacker is stopped by interdiction
so no assault roll is made? A. No. 19.4 defines a spent or disrupted unit as
incapable of attack so no assault has occurred and the defender cannot therefore
take a voluntary retreat.
19.4/21.5—“If the [interdiction dr] is equal to the interdiction
value, the unit becomes Spent in the beach area….” However, if all the
other units making a mandatory assault in that impulse lose the assault—or
there are no uninterdicted units left to even make the assault, all landing
units are D1—not spent.
19.4 If there is no applicable coastal interdiction, can allied units be
sent ashore without first pre-designating all units that will land during that
Impulse such that the allied player can see the outcome of a landing unit’s
move before deciding whether to land another unit? A. yes—provided the beach
hex is not enemy-occupied.
20.1 Does a bridge controlled by a side contesting—but not controlling
—the area on one side of that bridge lose control of that bridge automatically
if it loses control of the other side of the bridge?
A. No—contrary to 20.1—which should refer to both Areas becoming Free
rather than just “friendly controlled".
20.21—If a side tries to repair a bridge that already has an opposing
+1 Construct marker on it, do they get the benefit of the existing Construct
marker’s drm on their repair attempt? A. No. Assuming their attempt failed,
both sides would have a +1 Construct marker on the bridge site.
21.5—If an amphibious assaulting unit becomes “D1” due to Coastal
Artillery Interdiction, does it become “D2” if the Amphibious Assault
fails? A. No.
21.6 & Setup Card: Can Field Artillery units land in an Optional Assault
on a contested beach once the fortification has been destroyed? A. Yes
22.3—If the only Supply Source for a Victory Point Area is a contested
beach, do the Allies get credit for that Victory Point Area? A. No. Supply
and supply lines can be traced through a contested Area to the source, but
a Contested Beach cannot supply anything outside its own Area. Similarly, supply
cannot be traced from a British-controlled Area to a U.S. beach for Victory
22.4 Victory Points: 9.6 VPs or higher are required for an Allied win.
Rule 22.4 is modified to award a Victory Point to the Allies for contesting
areas worth 7 VPs. Claiming that VP does not prevent the Allied player from
also fulfilling the “.6” portion of the VC by contesting more areas
worth an additional 6 VPs.
24.5 If the Storm has already occurred before June 19th, what is the scheduled
weather on June 19th? A. Overcast.
24.6 What does the “2” mean on the back of the Allied Supply
markers? A. The Storm value of Allied Beach depots as described in 24.6.