2011 Winter Holidays World AACW Championship
I think an AACW tourney is overdue, especially with all the improvements since the last one. So, I'm volunteering to run one for all of you, if you like.
Here's the deal......
There will be a two-game minimum, "you're in until you've lost two games" format, with the field split into players from both Europe and Western Hemisphere (mostly because of time zone issues), with the winner of each international bracket to take on the other guy for world bragging rights in a final "championship" game.
This will be PBEM, obviously, using the latest versions 1.16rc5 or later as of a date certain.
Turns will be resolved by a third party, not the involved players. This means both players will send their turns to another player who will actually press the "complete turn" button and then send out the results. I'll ask for volunteers, as we'll need one per game, which is half the total number of players.
Players will get to (have to) play each side at least once, unless circumstances prevent (i.e. the CSA or USA wins all the games!). Match ups from round to round will be based on who won which game (i.e. we'll seek to have CSA winner play a USA winner) and on the final victory point total.
After the first two rounds, players will continue to switch sides from game to game unless two are matched up who both won their previous game as the same side. In that case, they can agree which side to play, or tournament leader will decide (based on previous performance) and inform them. In the event there is an uneven number of players, the player with the earliest win date (for games ending before July 63), or highest VP point total, will get a "bye."
As players will be initially seeded, and there will be alternating of "colors" (i.e., USA or CSA), and players will not replay each other (until possibly the final bracket round), this is sometimes called a Norwegian-style double elimination tournament, at least as I understand such complexities.
The scenario will be April 1861 Full Campaign with KY, played only through the July 1863 turn unless one side defeats his opponent before then, or the opponent resigns for any reason. Players are encouraged to complete one turn per day, but three per week will be the minimum. Any player unable to submit three turns within a week will forfeit that game, but may otherwise continue. However, because of the holiday schedule and other demands of "real life," players can agree to "bank" some turns by completing, say, 6 turns in one week and then getting a week off. The third party referee must agree to return the results of a turn to the players within 24 hours.
Tournament House Rules will be as follows:
1. No one may use Partial or Full Mobilization before 1862. Starting in E Jan 62, have at it.
2. House rule for raiding in the border states: KS, MO, KY, WV, MD, DE = do as you please. (Sioux Uprising units also exempt from the following rules due to the distance involved.)
3. Units in all other states (except your own of course) must have leader plus 1+ units of any type, or be within two regions of a friendly leader. (Note: Players may therefore not send leaders without units into enemy territories.)
4. Raid rule lifted within a non-border state once you own/control a Size 1+ city (not just a fort) there. If you subsequently have no cities in that state, raid rule is re-imposed.
5. Units that no longer meet requirements due to losses must go G/G Evade and head to nearest friendly region without taking any other actions until they comply. If a player is able to re-establish leader control over the unit, he may regain full control over the units as before.
1. One redeployment per turn is allowed.
2. Attrition settings will be on the "middle" setting (historical attrition), which means replacements will have to be acquired at depots (mostly).
3. Naval is on left-most box (standard).
4. Delayed Commitment on second box from left (small delay).
5. Foreign Entry on second box from left (normal entry).
6. Fog of War box checked (on).
7. Activation on second box from left (some penalty).
How to Enter and Timing
1. We will start the tournament one week or so after the initial post. Players should post a reply indicating they want to participate.
Longshanks will then send his email to you via an in-game message and we'll exchange that info.
2. Slots will remain open for one more week for "late starts." After that, the tourney is closed.
3. Results of games will be posted here.
4. Second round games will begin as legitimate matches become possible. In other words, this is not a "seeded" tournament during the first two rounds.
Anyone is eligible to play, providing they agree to abide by the tournament rules and play at least two games.
This is a tournament for fun, and we expect everyone to be chivalrous, gentlemanly (or lady-like), and honorable.
No pouting, whining, complaining etc. I ain't your mama. Reasoned rationales and appeals will be honored.
Game bugs, changes, etc. will be dealt with as they occur, but we won't go back and replay mulitple turns or entire games because of them.
Longshanks is running the tournament and will not be playing in it, unless unforeseen circumstances and common sense demand it. In no case is he eligible to win the tourney.
Longshanks' decisions are final, but he will first appeal to the designers, forum leaders, and non-participating "pros" to the extent they'll tolerate him.
1. I don't know how to play a PBEM/ I'm too new/ I'm not good enough/ etc. Should I play anyway?
Sure! The game is at its best against a human player. To the extent possible Longshanks will pair up novices against each other in the first round especially.
2. How long will this take?
Hard to say for sure. At three turns per week minimum, a game lasting until July 63 could take 9 weeks. If there are five rounds, that's maybe 45 weeks total! Everyone's guaranteed two games, so that would be a maximum of 18 weeks. Of course, games might go much faster.
3. I'm already in a PBEM game. Can you wait until I finish it?
Well, no actually! But you can play two PBEMs at once, of course. You and your gaming partner could suspend your game for a while and both enter the tournament too!
4. Would you consider adding my favorite/better House Rule?
Let's hear it, but SOON! I won't add anything that further complicates the game, unless it's a quick consensus among the participants to do so.
5. What if there are, say, eight American/Canadian players and only two from Europe (or vice-versa)? That wouldn't be fair!
All's fair and love and war, but such a situation would leave doubt in some peoples' minds I expect.
6. Why don't you play the shorter scenarios instead during the first round or two?
Thought about it, but folks are more familiar with the Grand Campaign imho.
7. The setup is unfair to the USA, who doesn't have enough time to overcome the CSA's early VP total if the game ends in July 1863!
Could you state that as a question, please? My answer is: "a good Union player has enough time." Remember, in a regular PBEM game, both sides are usually going for the total defeat. VPs don't play much of a role, and so players will spend them on mobilizations, taxes, Army general switches, etc, etc. without too much care. In this tournament VPs DO matter, so watch it, buddy! Also, participants will have to play both sides, so hopefully any advantages will even out over the long haul.
8. So why aren't you playing, Longshanks? Chicken? Bwak, BWAAAACK!
I'd love to, but someone has to be the moderator, and if I were to play like everyone else the temptation to focus on my game and screw the rest of you would be, well, unchivalrous. So, I'll play in a pinch, but that's it. I'm not eligible.
9. Should we write an AAR?
If you're so inclined, yes! Yes! YES!
10. Can you be bribed to set me up against some noob whom I can crush like an overripe grape in the first round?
Nope, I have a closet full of Bourbon and married a sweet Alabama girl. I gots all I need. I hope the noob beats you, too!
11. How do I get the bounty advertised in the recruiting poster?
Certainly not from me! Go see your local army recruiter!
Addition: Victory Points play a prominent role in this tourney! VPs will be counted at the end of the game at the start of the Early Aug 63 turn, following the completion of the last turn of our games, Late July 63.