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| TacOps Tourney 2003 | ||||||
| Rules Set v 1.3, SEP 19 2003 Version History v 1.3 added FAQ as part of the rules to the Gameplay Rules section. Changed PBM Games Rules section to allow players to at any time request 1-turn exchange via middle man v 1.2 added rule to cover player drop from tourney in Elimination Round (Gerneral Rules) v 1.1 added rule to cover regulation of pauses and postponents in net games (Netgame Rules) |
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| Gentlemen, As we are starting the TacOps Tourney 2003 I want every participant to be aware of the rules for procedures and game play to which the participants have to stick. I want to impose as few rules as possible, most are common sense anyway. Still, a set of guidelines for the players about how to handle problems that may arise or about what is acceptable in games and what is not might be helpful, especially as most areas of possible conflict have been identified during the past tourneys. Usually it should not be necessary to recur to the written rules set if everybody behaves like the gentlemen we all are and in case of conflict recurs to common sense, but just in case I will display the rules for following fields: General, Scenarios and Gameplay. 1. GENERAL RULES - Players should conduct their tourney games with a sense for sportsmanship and fairness to help and solve any problems that might arise quickly and calmly. - The tourney is run by me as umpire and in case of any problems I am to be addressed first. I will try and propose a solution that satisfies all players, should any of the conflicting parties not be content with my proposal I will pass the case on to the referee(s) for decision. The referees ruling is law. - In case where I am one of the conflicting parties I will have the other party make the solution proposal, should I be not content with this proposal the other party may pass the case on to the referee(s) for decision. The referees ruling is law. - Players are obliged to keep their saved-game files after each tourney game (host in netgames, both players in PBM games) so that they can be addressed by the referee(s) in conflicting situations. Failure to do so might lead to disqualification in the extreme - Players are obliged to on request reveal their password(s) to the referee(s) in conflicting situations. Failure to do so might lead to disqualification in the extreme If players for some reason not related to their score drop from the tourney during the Elimination Round, following rules apply: - The scores of games played until drop out remain valid - The player score for the remaining US games he was to play is ZERO - The scores for the US opponents for the remaining group games vs. the dropped out player will be calculated as the average score over all groups for the scenarios in question. 2. SCENARIO RULES I have tried to make the scenarios for this tourney as consistent, challenging and fair as possible, also I double- and triple checked them for technical mistakes, still there might be yet undetected flaws in either their layout, the downloadable game files, the descriptions or in score evaluation, so the following rules apply: - Scenarios are subject to changes up to the last minute to accommodate for mistakes and flaws that might be encountered and to correct them. The latest version number of a scenario can be viewed at the scenarios page, also a version history documenting the changes in detail is included with the scenario description text both in the downloadable file as well as on the description webpage of the scenario in question. - Players are responsible for checking before game start that they both run the latest version of the scenario in question and download the latest version if necessary. - In case players ran off an outdated version of a scenario the factual result provided by this game usually stands, but in case of the score evaluation in their version providing different results than the latest version, then the latest version rules apply. 3. GAMEPLAY RULES (NOTE: FAQ added): In general every player can at any time of the tourney ask to have a turn or a turn sequence reviewed by umpire or referee(s) if he feels his opponent is not sticking to the rules (this can be denied, though, if umpire or referee feels the claim would have no significance for the game outcome): Following operations are considered "gamey" and ARE NOT allowed in TacOps Tourney Games (if not expressively stated otherwise in a scenario description): - CHAIN LOADING: This means to move a unit over more than 100 mtrs by repeatedly instantly loading and unloading it through a chain of vehicles to another location during the same orders phase. - HEAL JOINING: This means either: To join an unsuppressed unit with a suppressed one with the goal of eliminating the suppression effect in the suppressed unit by artificially rendering this suppressed unit unsuppressed again, or: To join an "invisible" unit (i.e. that has not suffered increased visibility due to firing last turn) with a unit that has become "visible" through firing last turn with the goal to artificially render this "visible" unit "invisible" again.
Following operations are NOT considered "gamey" and ARE allowed in TacOps Tourney Games (if not expressively stated otherwise in a scenario description): - Instant loading/unloading is approved as provided by the game engine, even to load a unit "away" from danger, with the following restriction: If a player uses instant-load, he may NOT instant-unload those same units again in the same orders phase - Instant Unload is approved: If a player uses instant-unload, he may reload some or all of these troops using instant-load in the same orders phase. (This permits players to drop off a single unit, say a machine gun team, while keeping the other units inside the vehicle). - Running a net game turn with click sound and fire support plotted on the map to be - under orders time limit - able to address the arty orders window even before combat phase has ended on the other computers and so potentially artificially having more orders time than allowed in the limit (this is a game engine bug and well documented, and both players have the same chance here. This latter fact has convinced me not to ask players to run their games in a certain mode only) - Also approved is creating 3-accuracy TRPs *in LOS* of deployed on map arty before game start and using those with arty that has no LOS to the TRPs. It is in the game engine and it is abstractly assumed that the bty with LOS to the TRP can communicate firing resolutions to the bty that does not have LOS.
FAQ from Players with regards to the Game play Rules (now part of the rules): Q: Is unloading/loading in a chain allowed if not within the same orders phase? A: Yes. -- Q: Is joining/splitting allowed in a chain if not within the same orders phase? A: Yes -- Q: Is joining/splitting allowed according to the unloading/loading principle, in that you can move ahead with one unit and thus limiting your exposure, use delay halt to minimize visibility range. And the next turn "join-move" units which had not moved the previous turn, but was left still, and are within join range of the units that did move? There is no visibility difference between the unit that did move, and those left behind. A: Allowed and legal. -- Q: Artillery join-split for better impact times: By splitting up the tubes of an artillery unit and independently targeting them, they will all have an individual impact time. By joining tubes with undesirable impact times to tubes with desirable impact times, mass of fire at a desirable impact time can be achieved. Is this allowed? A: Yes. -- Q: XXX (censored by umpire) sniper spotting: With the XXX (censored by umpire) it was possible to spot a sniper that had fired but not become visible that turn, by XXX (censored by umpire). The sniper would then become visible. Is this allowed? A: No.
RULES applying especially to NETGAMES: - In the net games generally its the hosts decision to let observers join or not, but he always *must* let a referee join at his request - In the TacOps Tourney net games combat phase length is generally 1 turn if not both players agree on a different turn number executed for there combat phases. - In 2-player net games generally the US (BLUE) player hosts if not both players agree on the other player hosting - In the 2-player net games (Elimination Round) each player may request twice to halt a game and continue another day. The opposing player must honor this request. - In FINAL net game each player may take 3 pauses of 10 minutes each at any time of the game
RULES applying especially to PBM GAMES: - In PBM games generally two turns are exchanged at a time if not both players agree on a different number. - In a PBM game players may request at any time and for any number of turns to switch to 1-turn synchronized exchange via a middleman. The opposing player must accept such a request. |
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| Page last updated AUG 19, 2006, 0617 GMT, any comments contact tourney2003 (AT) eventfoto.com | ||||||