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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. |