TOURNAMENT for V3 '41 (AA 50 Anniversary)
A new Axis & Allies Anniversary Edition Tournament officially starts in January 2018.
PRIZES: US$100 1st place, US$75 2nd place, US$50, 3rd place, and US$25, 4th place. All prizes are donated.
ENTRY FEE = NONE !!
WHERE: the TripleA community is hosting this tournament.
HOW TO PLAY: download the latest TripleA software (for free) here: http://www.triplea-game.org/
FORMAT: Play by Email or Play by Forum, or live online (if jointly agreed). Instructions here: https://forums.triplea-game.org/topic/43/how-to-play-online-and-pbem-videos
WHICH VERSION? The '41 version will be the default version, unless BOTH players agree to play the '42 version.
WHERE DO I SIGN-UP? Registration is here: https://forums.triplea-game.org/topic/372/toc-4-v341-aa-50-anniversary
QUESTIONS? Please write me an email at firstname.lastname@example.org
For AA50 games (either the '41 or '42 version) the original ruleset plus the most recent version of the FAQs are applied. By default the NOs (national objectives) are in effect and seazone16 is freely accessible, but technology development is not allowed.
The following victory conditions apply:
Beside the wihdrawal of a player the game is over when the axis or the allies hold minimum 15 victory cities at the end of a round (after US turn).
Bidding rules for A&A Anniversary Edition
You are bidding on the allies, that means the player with the lowest bid is playing the allies.
The lower rated seed will begin the bidding. Bids shall be exchanged by email initially, and bid responses must be replied to with 24 hours. If your opponent fails to respond to the bid, please copy Deltium (email@example.com).
Additional sea units may only be placed in sea zones where already units of the same power are present
No additional bombers may be placed during the bidding
Additional land units, naval units and industrial complexed can only be placed in areas belonging to the same nation as the to be placed unit, which means russian units in russian areas (red), english units in english areas (brown), american units in american areas (dark green) and chinese units in chinese areas (light green). China may only place infantry units. Same rules apply to the 1942 setup.
Order Of Loss in battles (OOL)
In general first the inexpensive (IPC value) and weaker defending units are removed, and only after that the more expensive units. The software automatically removes both attacking and defending units according to the standard-OOL. The attacker has the possibility to manually correct the OOL for his units. He may do this by manually correcting the appropriate fields. However, if he deviates from the standard-OOL he has to notify his opponent before moving on with rolling the dice. The most efficient way to do so is by sending an email to your opponent BEFORE continuing. Example: Attack on GER, 4th battle round: 1arm 4ftr 1bmb (attacking) vs 1inf 2ftr (defending). Say the defense scores two hits, then the software will automatically remove the tank and one of the fighters as losses. If the attacker prefers to conquer the territory instead of just clearing it, he will rather want to keep the tank and sacrifice a second fighter. He changes this manually,and then he continues rolling. Of course, the attacker is not allowed to change the order of loss for the defender, except the defender specifically told him to do so before. Under certain circumstances a “OOL-stop” is mandatory. In this case the attacker rolls the dice for his attacking units and then must ask his opponent for the OOL. Only after the OOL has been communicated the battle continues. This principle holds for every round of combat unless the defender states an OOL for the entire fight.
Standard OOL A&A Anniversary Edition:
Standard-OOL for the attacker in land battles: Inf, Rtl, Arm, Ftr, Bmb
Standard-OOL for the defender in land battles: Inf, Rtl, Arm, Bmb, Ftr
Standard-OOL for the attacker in sea battles: BB (first hit), Sub, Des, Cru, Ac, Ftr, Bmb, BB (second hit)
Standard-OOL for the defender in sea battles: BB (first hit), Sub, Des, Cru, Ac, Ftr, BB (second hit)
An OOL-stop is in effect whenever destroyers or loaded carriers are amongst the defending units.
For some battles, the defender may, depending on his strategy, wish to give an OOL that is different from standard OOL. The defender has to declare this special OOL when ending his turn. To do this, he may either state a concrete order of loss (e.g.: OOL = trns, bb, 1st ftr, ac, 2nd ftr) or set a general stop signal. Please take great care when using this latter option - it is very time consuming and causes quite a delay in the game.
For Multinational defense, that being units of different nations defending one attacked territory. If the attacker plans to withdraw, depending on the circumstances it can make a big difference to which nation the surviving units may belong. In this case the attacker may ask the defender what units of what nation he wants to lose first and then base his decision whether to withdraw or to continue the fight. If the attacker does not use this option, the defender is entitled to freely chose what units of what nation are taken as losses before commencing his turn. Of course, this only applies to units of one kind (e.g. inf), otherwise standard OOL applies.
Example: Russia is attacked defended by 20inf 2ftr RUS; 10inf 2arm 2ftr UK; 6inf 3arm 3ftr USA.
Suppose the attacker hits 20 times and then pulls back, the defender then may freely choose whose inf he loses before he commences the next turn. For example, he could chose to lose all Russian inf, or 10 British + 6 American + 4 Russian, or any other combination of 20 infs. He may not, however, chose to lose arm or ftr as losses.
Frequency of playing
To finish a tournament A&A game within 45 days a rhythm of 1 or 2 days a turn is expected.
However, a turn must be made within the stated time frame for the respective tournaments:
Single player tournaments: 48 hours
Process for violation of these rules:
1st violation: The opponent should be notified of the violation and asked nicely to comply with the tournament rules, Deltium should be copied (firstname.lastname@example.org)
2nd violation: Notification to Deltium. If the violation is confirmed the opponent will receive a warning
3rd violation: Notification to Deltium. If the violation is confirmed the opponent will be disqualified.
Vacation / Real Life Conflicts
For vacation, you have to inform Deltium and your opponent. The maximum amount of vacation time in one tournament round is 2 weeks. Make every attempt to play during this period, but flexibility is granted. Mistreatment of this rule can lead to disqualification.
Adjudication of tournament games
If both players maintained the turn rhythm, time planning and vacation rule and the game has still not been finished, the game has to be adjudicated to see who enters the next round of the tournament. Deltium shall send a mail to all players who have not finished their games yet, to inform the players about the upcoming ending date. If the players can not agree on a winner an adjudication is needed and both players have to send to Deltium at least the following:
Comment on future strategy.
The comment should contain which strategy will lead the player to victory. To ensure anonymity the players should only talk in terms of “the Axis” or “the Allies” and should not use their player names. Voluntarily the players can send the maps of the complete last round, plus the written game log.
This information will be sent to 3 judges (experienced players) by Deltium.
The judges don’t know whose game they are judging nor who the other 2 judges are. This is to ensure that the decisions are independent and not influenced by personal preferences. The adjudication (which side will win the game) will be sent to Deltium who will inform the players about the result. The winner by this decision reaches the next round.
Attention: Games that did not at least reach the 6th round (after US 5) cannot be judged. If both players are not responsible such that a game doesn’t proceed to US 5 in the given 45 days, both players will be disqualified. If only one player is responsible for the delay, his opponent has to report that fact to Deltium in time, as was mentioned above.
Important: The decision of the judges is only for the tournament, and is final. No appeals.