The Campaign game will be the scenario used for all games in this tournament.
The latest 3rd Edition Rulebook (2014) will be used. You can download a copy from GMT website at:
Note: All optional rules in the rulebook ARE IN EFFECT for this tournament except Railroad Logistics (rule 19).
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Optional Cavalry Replacement (rule 5.55),
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Special General Capabilities for McClellan, Van Dorn, Forrest and Sheridan (rule 5.67)
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and the Operations Queue (rule 20).
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Important change :
In order to accelerate the PBEM management of the reinforcements phase and to fix a common mistake concerning generals's placement (often Union players announce and roll for his generals before CSA phase, so CSA knows where union generals are contrary to the rule 10.61), players will have to follow this new Sequence:
-End turn stuff done by the player who ends the turn
-Union reinforcements
-Union strategic movements
-CSA reinforcements
-CSA strategic movements
-Union announces where he wants to put his generals.
-CSA announces where he wants to put his generals.
-CSA rolls for the Union and CSA generals
-CSA draws cards and say if it plays a campaign
Of course, Union players may announces where he wants to put his generals just after his strategic movements. The goal here is to avoid wasting time.
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Players will be assigned in a pool of 3 players. The last years, the tournaments have more or less 40-50 attendees.
It means that the good number for this tournament should be 48 players (Max number in this tournament) -> 16 pools. If more than 48 people signed up, the excess will be placed in reserve to fill out the pods in case of any early drop-offs or cancellation.
Each of the Top16 Rank of the Wall of fame will be assigned to a different pool (if there are 16 pools) while all other players will be assigned randomly into these pools.
Each player will play 2 games against these 2 other opponents as Union and as Confederate like a small-championship. Each players will gain some points :
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3 for victory,
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1 for defeat with a condition described by the rules (17.2 and 17.3),
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0 for resigning before condition 17.2 and 17.3 are met or adjudication for time.
If there are 16 pools, all the first player of the pool will go to the ToP16 Single Elimination phase.
If there are less than 16 pools, all the first player of the pools will go to the next phase with the best second between all the pools.
For example, if only 39 players -> 13 pools ; the first of the 13 pools and the 3 best second are qualified to the ToP16 Single Elimination phase.
To break ties into the pool, in each game, we will also track the turn of the end of each game (TTPoints).
The winner will gain the delta between the maximum turn of the game (13) and the end turn of the game.
Example : CSA wins the game during Turn 5 : CSA gains 13-5 = 8 TTPoints. The sooner the winner wins the game, the more points he will earn.
The loser will win as many points as the number of turn played.
Example : Union wins the game during turn 9, CSA gains 9 TTPoints.
If the game finish soon, winners will gain more points and loser less. If the game finish later, winner will gain less points and loser more.
For example : if the game finish in the turn 9 (on 13 max). Winner will gain 4 TTPoints while loser will gain 9 TTPoints.
In case of adjudication or resignation, 0 TTPoints for the 2 players.
It means that the player that will win these games quickly or lose these games later will have more points than the others.
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ACTS Play Etiquette
Please check the ACTS website daily for dice rolls and card plays.
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All dice rolls and card plays will be performed in the ACTS interface and tracked in the ACTS log for the match being played.
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The ACTS log is THE source of truth. If it isn't in the log, it didn't happen. So keep all game related orders/responses in the log. The GM will not review lengthy email chains when deciding a ruling or adjudication.
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To simplify reading and composing orders, please be consistent with all abbreviations and location names. With uncommon locations, it is helpful to include the States.
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Dice rolling: For consistency, with all combat resolution rolls, if the dice order is not specified it is assumed that the attacker player is the first die with the defensive player being the second. Please note, even just listing out each sides combat strengths is considered specifying dice order. If there is any confusion regarding this, make sure to communicate with your opponent to setup a clear understanding for how dice rolls work at the beginning of the game.
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If too few dice are rolled, keep the result and roll the missing die/dice. If too many dice are rolled, ignore the extra ones.
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Also, if an extra card(s) is played out of order, put it back into your hand.
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If a player makes a mistake and later takes a significant action; plays another card, rolls a battle, etc... he can not go back in time and fix the mistake, unless his opponent agrees.
Please check the ACTS website daily for dice rolls and card plays.
(I know, I've already written it above, but it's important)
Resolving Errors:
Players should attempt to resolve issues between themselves before asking for help from a moderator. Generally speaking, as soon as the dice are rolled, the move is committed and it is not allowed to be adjusted or rolled back. Also, be careful when cycling the turn in ACTS as it can be very difficult to walk back the game state.
Be nice people: This is a game folks, so practice good sportsmanship in all communications between players and between players and GMs. We very much appreciate it.
Contacting the Moderator: The moderator will not be following along with the ACTS game emails for all the games he is assigned to, so posting into the game to get the moderator's attention won't be useful. When needed, directly email the moderator so that they know that you have a question.
AGM James Pei pzhannibal@gmail.com will handle all rules questions.
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GMT will award gift certificates to the Top 6 winners.
Player results will be submitted to AREA.