PoG BPA PBEM  2009-2010 Tournament

Overview================>

Round 1 Completed Jan 31, 2010 (61 games played). Round 2 Completed Apr 30, 2010 (58 games played). Round 3, "The Fab 15", began May 6th and will finish August 15, 2010 (15 games will be played), with the top 6 players advancing to the semi-finals.

We are using the "Historical" Campaign (same as utilized at WBC 2009 - slightly modified  - See below). At WBC 2009, we utilized the "Historical" Campaign and the results were great: almost universal positive feedback from players and both semi final games went down to the very last die roll, AP phase 6 on turn 20. Congrats to Tom Drueding, who won his fourth (and third in a row) gold ring at WAM VIII. Congrats to Stefan Mecay, who defeated David Dockter in the WBC 2009 finals and his repeat victory over Michael Dauer at WBC 2010.

For a after action report on the PoG tourney at WBC, 2009, see this link: http://www.boardgamegeek.com/geeklist/45186  We've also recently set up a discussion board on the consimworld's social networking site

http://social.consimworld.com/group/pathsofglory

We've made slight modifications for the PBEM tourney:  We've moved the Russian VC at Brest Litovsk to Kovno and now allow Royal Tank Corps to be utilized in Germany.

Unrelated, Joel Koepp, has coordinated an "upgrade" of the PoG Game Map; very cool. Download here:  http://talk.consimworld.com/WebX?14@238.YQTLaMgI7SR.30@.ee6d1fd/20900

PoG Tourney Pictures================>

And then there were seven: participant table for WBC PoG 2009 "Roll off"

2009 WBC PoG Semi finalists and Ted (in the middle)...Riku, Herr Dr, Stefan and Gentleman Tom Drueding

Finals, WBC PoG 2008...a Nest'r & a Fin

2008 WBC PoG Rolloff

The esteemed PoG GM, Mr.Reese, with a slice of heaven called Andy Nelson's Pig Dip

Peter Gurneau has stepped in to assist Mr.Reese on the PoG GM duties. Peter won his highly coveted PoG Sand Plaque at WBC 2009. Peter has been doing a great job GMing this monster PoG tourney. Thank you, Peter.

For the latest developments regarding the tourney, check the PoG discussion board at www.consimworld.com

 

 

Tournament Format============================>

Questions regarding the PoG PBEM tourney should be sent via an email to GM Peter Reese: mail: PREESE4@cox.net .

GAME - PATHS OF GLORY

4th edition rules (we can all thank Mr. Falling for his efforts here) and playing the "Historical" Campaign Game (Same thing we have played at all BPA/WBC tourneys since 2008).

HOW TO JOIN:

You need to be a current BPA (Boardgame Players Association) member at the associate level or higher.  All entrants must be members of the BPA the year the tournament starts. To join, go to http://www.boardgamers.org/  Players do not have to renew in subsequent years to remain active in this tournament. Additionally players may join the tournament later for either the 2nd round (they will be put in the lower bracket) or as replacements for players who drop. Register by October 15, 2009. Games will begin Nov 1.

FORMAT:

Players will be set in flights of 3 people.  Each person in the flight will play the other 2.  Each round will be approximately 3 months long.  This is done because the last tournament ran 3 years.  This also requires people to move a little more than 1 move per day for each game

3 points for a win, 1 for a draw, 0 for a loss.  The players with the highest scores will advance (so it is possible (but not likely) that no one in a flight will advance.

Round 1 - 60 players (20 flights) top 24 advance: 61 games were played: Nov 1, 2009 > Jan 31, 2010

Round 2 – 24 players (8 flights) upper division, up to 36 players (12 flights) lower division: 58 games were played: Feb 1 > Apr 30. Nine players automatically qualified from the upper division. Three players rolled-off of 7 in the upper div, and three players rolled-off of 12 in the lower div to advance.

Round 3: "Fab 15" – 15 players (5 flights) (12 from upper division, 3 from lower division): 15 games will be played: May 6 > Aug 15

Round 4: "Semi-finals" – 6 players (2 flights): 6 games will be played: Aug 16 > Nov 15 

Round 5: "Finals" - 3 players (finals): 3 games will be played: Nov 16 > Feb 15, 2011; although it is likely that Round 5 will end in 2010, depending on how long Round 4 takes.

Draws (agreed upon or just ending that way) are allowed, peace terms are not.

I will post the exact format, when the tournament starts.

1 person in each flight will be seeded, depending on the then current AREA ratings, highest AREA ratings first.  Everyone else will be randomly assigned.

Bidding.

Players roll randomly roll to see who gets the first bid.  Bids are in the following format.  VPs bid (which may be 0) plus the side one bid for>

 

GM - Peter Reese and Peter Gurneau

Assistant GMs: Stefan Mecay and David Dockter

LOWER BRACKET - Anyone who does not advance to the 2nd round may choose to play in the lower bracket (this hopefully sounds better than the loser=s bracket or the consolation bracket).  I will advance a variable number of people in order that the 3rd round has complete flights of 3 people.  The minimum number that will advance here is 2 people.  The two people that will advance to the 3rd round will be the two highest scoring entrants in the entire bracket.  In the case of ties a random selection will be made (I suspect entrants will have to win both games here to advance)

Players who drop out - I will almost always replace a player if the games are not too far along and if I can find a replacement.  My reason for doing this is that players should have to win (or tie) their games to advance.  I do not want players to advance or qualify to advance because they had the fortune to have an opponent drop out.  It is unfair to the other players. 

GM dropping a player.  Anyone who does not move or respond for 2 weeks may be dropped by the GM and replaced.  To avoid this if you are going to be gone for a couple of weeks leave a note in the log that you will be gone.  In that case the time gone will not count for dropping out.  It will still count for the time used to complete the game.

ADJUDICATIONS

General Comments on how the GMs will rule for situations not clearly covered by the rules (at this point the rules cover pretty much everything)

1) Games not complete by deadline.  General Rule is that the player who took the longest amount of time loses.  However, as we are interested in games being completed (at least to the point where players agree on the result either a concession or agreement to draw the game) rather than adjudicating games, there are exceptions to that rule and will be handled on a case by case basis by the GM. and if the game is just short of completion we MAY allow a few more days (so long as it does not slow down the tournament).. 

2) A log entry to cancel a move.  If this is made before either dice or rolled or the other party moves/plays a card all subsequent actions are halted until the party cancelling the move redoes his/her move.  This includes any dice rolled.  After the cancelling move any dice already rolled or cards played are to be redone.  In the case of response type cards played after the cancellation,  the cancelling party should give the other player time to return the card to their hand.

3) Too many/too few dice rolled - multiple entries for the same combat etc.  In our past games we always just rerolled all dice when we used the wrong number.  However, it would seem all BPA people now seem to use the following system. 

a) First set of dice rolled counts

b) If too many dice are rolled the excess are ignore.  Dice are counted from the top down.  So if 2 dice are required and 3 are rolled the bottom one does not count.

c) If too few dice are rolled all the ones rolled count and the needed rolls are then done.

d) If only 1 party is identified in a combat (MO or other applicable situation) and two parties are required the unidentified roll is assumed to be the other parties die

e) If too many sides are used, say for example the fire was done using 8 sides for dice (don=t laugh all these things come up) but the dice result falls within the allowed numbers, 1-6, the result count.  The converse is of course not allowed.  If a player rolls a combat and uses 4 sided dice on the Roller it has to be rerolled regardless of the result

4) Illegal Moves.  General Rule - if an illegal move is made and the dice rolled all dice are voided and the ENTIRE move is redone and all dice are rerolled.  This is particularly true in a case where a person makes multiple moves/attacks and has too few OPs to cover them (A person should not be able to pick and choose, after the dice are rolled, which moves/attacks are made.  However, like all rules there are exceptions.  Example the Ge has the 9 and 10A in Nancy and a flipped 7A and Full Strength 8A in Verdun.  German move is as follows: Ge9A Strasbourg to Verdun, trench 10A Strasbourg trench Verdun.  Its clear here that the German move was to trench Nancy not Strasbourg, which had no units and if the trench roll succeeds the trench is there.  Same situation if the German wrote the move correctly and then rolled the dice for a trench (the only trench he is rolling) for Strasbourg the trench is in Nancy.  We would hope players can general resolve situations like this between themselves.  If it is clear what is intended let it stand.  However, the one area where it is never clear what is intended is when a player makes an illegal move, e.g. Ge 1A Ge Liege to Nancy.  Trench Strasbourg, Metz and Sedan.  Nancy is however occupied by the by the French and all the other spaces have 2 x Ge armies in them.  This one is redone regardless of what the Germans get in the way of trenches.  To allow otherwise would permit the German to deploy his extra army to the space that needs it most.

5) Conditional moves (lets face it in email situations sometimes one is not sure of the positions of units).  For example.  A 2 OPs move. 

AGe 1A Liege to Brussels, Attack with Ge 2 and 3As Koblenz to Sedan.  If Brussels is occupied void the entire move including dice rolls@

In such a case if Brussels was occupied the entire move, including any dice rolls by attacker would be void and the move would be redone.

6) Player Droping - I will almost always replace a player if the games are not too far along.  My reason for doing this is that players should have to win (or tie) their games to advance.  I do not want players to advance or qualify to advance because they had the fortune to have an opponent drop out.  It is unfair to the other players. 

 7) GM dropping a player.  Anyone who does not move or respond for 2 weeks will be dropped and replaced. And, of course, any player not displaying the usual high standards of BPA gaming etiquette will also be immediately dropped: the idea is to have FUN!

 

Historical Campaign Rules=============>

1.0 Set-up

Both addition: Corps: Rule 4.2.4 (AH and Ru corps at Lutsk and Stanislaw - both taken from reserve)

CP addition – Trench in Strasbourg

AP additions - Add trenches in Verona, Asiago, Maggiore and Udine

AP subtraction - Remove trench Brussels

2.0 VP space changes

CP

remove VP spaces from Turkey (2 - Jerusalem and Kharput)

add 2 VP spaces -  Koblenz and Aachen

AP

remove VP spaces from Ahwaz and Venice

add spaces at Kovno (added after WBC tourney - replacing BL)  and Sedan.

3.0 Other changes

Round 3 Results=============>

Round 2 Results=============>

 

Round 1 Results=============>