A&A 1942 2nd Edition tournament format



  • AXIS AND ALLIES SPRING 1942 (2ND EDITION) TOURNAMENT

    This tournament will have 3 Rounds of play using the SWISS TOURNAMENT
    SYSTEM.

    • All games have a time limit of 2 hours and 30 minutes. (See END TIME
    rules handout for details not part of this page)
      • Tournament play is based on 1942 2nd Edition Rulebook/Game Board &
    Errata by Larry Harris.
      • The Bidding System used will be an OPEN bid for sides. (See below for
    details on Bidding)

    SWISS TOURNAMENT SYSTEM :

    The first round opponents are drawn randomly. All participants proceed
    to the next round in which winners are pitted against winners, losers
    are pitted against losers, and so on. In subsequent rounds, each
    competitor faces an opponent with the same (or near same) cumulative
    score. No player shall be paired with the same opponent twice.

    Compared to a knockout/round robin style tournament, the Swiss system
    has the advantage of not eliminating everyone, so a player who enters
    the tournament knows he will play in ALL rounds, regardless of how well
    he does (unless there is an odd number of players). In the event of an
    odd number of players, the one left out each round will receive a bye :
    he does not play that round but is awarded the same number of points as
    for winning a game. This player will then play in each other round and
    will not receive a second bye.

    Round 1 : #1 vs #2, #3 vs #4 and so on.
      Round 2 : Winner of table 1 vs Winner of Table 2. Loser of Table 1 vs
    Loser of Table 2, and so on.
      Round 3 : Equal cumulative scores meet (ie : 2 wins vs 2 wins, 1 win vs
    1 win, 0 win vs 0 win, etc)

    There are a predetermined number of rounds. After the last round,
    players are ranked by their final score and a winner determined.

    If this is tied then a tie break score shall be used.
      If time allows, a Playoff game will be used to break a tie. Otherwise
    (in order of importance);
      1. If the tied players played one another, the winner of that game
    finishes higher on the tie break
      2. Cumulative Points - Sum the running score for each round
      - example : if a player has (in order) a win, loss, draw his
    running score will be 2,2,3. The sum of these is 7.
      - example : if a player has (in order) a loss, win, win his running
    score will be 0,2,4. The sum of these is 6.
      - example : if a player has (in order) a win, win, loss his running
    score will be 2,4,4. The sum of these is 10.
      - example : if a player has (in order) a win, loss, win his running
    score will be 2,2,4. The sum of these is 8.
      3. The player with the most wins finishes highest on tie breaks.
      4. The player with the higher Victory City total from all three games
      5. The player with the greater IPC percentage increase total from all
    three games.
      6. As a LAST RESORT, if all else still results in a tie, ties will be
    broken with a dice roll by the tied contestants with the highest roll
    winning.

    ADJUDICATION SYSTEM :

    Victory Conditions:
      1. If your side controls 3 or more total Victory Cities than it started
    with (9 for the Axis & 10 for the Allies) at the end of a complete round
    of play (after the completion of the US turn) you win the war.
      2. If neither side has obtained the 3+ VC’s within the time frame
    allotted, the side with the most VC (Victory Cities wins) since there
    are 13 VC; there cannot be a tie. So take this into consideration when
    bidding.

    If a player chooses to concede before the game has reached the win
    threshold or the game time limit a default will be awarded to the player
    who did not concede.

    POINTS SYSTEM :

    A win will score 2 points, a tie will score 1 point and a loss will
    score 0 points.

    BIDDING FOR SIDES :

    If the players cannot agree upon which side they will play, then they
    will bid to play the preferred side. To determine who starts the
    bidding, both sides will roll two dice. The winner, the higher number,
    chooses whether to start the bidding or defer. Whoever starts the bid,
    must announce what side they wish to play (Axis or Allies) and issue a
    positive bid (minimum 1 IPC). If your opponent takes the bid at 1 IPC
    then obviously, they wanted to play the other side and the 1 IPC is
    lost. If they choose to increase the bid, then the bidding will continue
    until one side accepts the bid IPC value and buys units accordingly.

    Bid IPC’s may be used to buy game pieces only! You may not save the
    money or use it for the purchase of Industrial Technology and/or
    Complexes. Once the bid number has been determined, the side receiving
    the bid will make their purchase and place all bid pieces on the game
    board in territories/sea zones in which they occupy at the start of the
    game. You may NOT mix the bid units purchased for one country with units
    of an allied country. Also, units may not be placed in Neutral
    Countries.

    DISPUTE RESOLUTION :

    All matters of disagreement should be brought to the attention of the
    GM and/or the Assistant GMs. The GM will strive to produce a fast, but
    fair judgement. Players are expected to be familiar with the rules

    EVENT TARDINESS:

    If during any tournament round, a team (both members) are tardy for the
    start of their next game by more than 15 minutes of the designated start
    time for that round, this will cause forfeiture in the game and
    disqualification from the SE event.

    DICE:

    The game comes with a base set of dice. Using your own dice for rolling
    to speed up play is permitted. You must let your opponent use any dice
    you bring to the table. Dice that roll off the table will be discounted
    and must be re-rolled. Cocked (that do not land flat on one side) dice
    must be re-rolled.

    END TIME RULES:

    1. REGULATION PLAY – All games must be finished within the Regulation
    Play Time Limit. No game shall end in the middle of a game round of
    play.
      2. STOPPAGE TIME – At the end of Regulation Play in all tournament
    games, 15 minutes of Stoppage Time will be added IF NECESSARY for teams
    to finish out the last round; that is, to play to the end of the last
    power’s turn (for example, to the end of the U.S. turn in 1942 2nd Ed.).
      3. MINIMUM ROUND LIMIT – All games should reach the minimum number of
    rounds (5), though more rounds are always encouraged. If your game is
    not on this pace, you may be playing too slow and could be warned (see
    Stalling Rules below).
      4. TIME NOTIFICATIONS – Judges will notify the players when there are 60
    minutes, 45 minutes, and 30 minutes left in Regulation Play. Depending
    on the game variant and which power’s turn it is at these times, either
    the current round is the last or one more round could be played (see
    Last Round Rules below). However, it is up to the players, not the
    judges, to complete the last round of play within the time constraints.
      5. 30 MINUTES LEFT IN REGULATION PLAY - The Current round will be the
    last round. No games may start a new round with less than 30 minutes
    left in Regulation Play.

    EXPIRED TIME RULES :

    • At the end of Regulation Play, IF NECESSARY, players have 15 minutes
    of Stoppage Time to finish out the last round.
      • At the end of Stoppage Time, the GAME ENDS immediately, even if
    players, for whatever reason, have not finished the game to the end of
    the last power’s turn. At that point, whichever side controls the most
    Victory Points (VP) based on the games victory conditions, is the
    winner! If there is a tie, see specific rules for tiebreakers.

    STALLING :

    • If any player or team is playing too slowly or stalling to try to
    reduce the number of rounds played in order to win, their opponent may
    complain to the judges, and a warning will be issued.
      • If stalling continues, and the opponent lodges a second complaint, the
    judges will watch the game for a period of time to determine whether the
    slow player/team is in fact stalling.
      • If judges rule that stalling has occurred, then the offending
    player/team will be DISQUALIFIED FROM THE EVENT and their opponent will
    be ruled the winner of that game.
      • Stalling is considered any play that takes more time than usual to do
    combat movement, roll dice and finish non-combat movement.

    1942 2nd Edition Rulebook Clarifications & Errata:

    • Armor cost 6 IPC’s not 5 IPC’s
      • Hawaii/Honolulu is a VICTORY CITY. This is different from the Original
    Version and is NOT noted in the rulebook as such.
      • The Optional rule for Interceptors will NOT be used.
      • The Black Sea is OPEN to transports and naval ships including subs.
      • Transports are not permitted to offload land units for an amphibious
    assault in a sea zone containing 1 or more enemy subs unless at least
    one warship is present belonging to the attacking power at the end of
    the combat move phase.
      • During amphibious assaults, keep the attacking overland & sea borne
    land units separated. The attacking sea borne units cannot retreat!
      • All overland land units and aircraft participating in an amphibious
    assault, may retreat after each round of combat if the attacker so
    chooses.
      • All Industrial Complexes have “built-in” AA guns not designated on the
    game board as pieces.
      • AAA (Antiaircraft Artillery): 1. May NOT move during combat phase. 2.
    May only defend when air units are attacking the territory the AAA’s are
    in. 3. May NOT fire at planes passing overhead during any phase. 4. Each
    AAA may only fire at, up to 3 aircraft and only once in the 1st round of
    combat.



  • Does anyone see any problems with this format?


  • 2017 '16

    Not at first glance.


  • 2020 2019 Sponsor 2018 2017 '16 '12

    Thanks for posting these up YG.

    I just want to chime in here and say these are the rules for the FMGCon AA42.2 tournament this year that I “wrote”.  Essentially I took the rules from Smorey Swamp and adjusted them to a Swiss Tournament format and adjusted for time restraints.

    Otherwise, it’s basically the same tourney rules that Greg runs at his big convention games.

    If anyone has any issues or concerns, absolutely let us know. These are not yet 100% final, and the details of the tournament are still up in the air to be finalized.

    First draft of the tournaments details;

    • Rules as above
    • 16 player limit (8 tables with 2 players per table)
    • 3 rounds @ 2.5 hours (with 1/2 hour between rounds for breaks and resetting the boards)
    • Winner decided based on points
    • Prize TBD (Trophy + ?)
    • No extra entry fee (must have an FMGCon weekend pass)
    • Advance sign up required

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