The tournament is a blind round tournament. That means that no scenarios will be provided beforehand. There are 5 RD’s that have selected 3 scenarios per round. The scenarios for each round are known only to the TD and the specific RD that has choosen the scenarios for his round.

Tournament Director [TD]
Andreas Carlsson

Round Directors [RD]

  • Round 1: Derek Ward
  • Round 2: Olav Heie
  • Round 3: Mattias Bergwall
  • Round 4: Tomas Davidsson 
  • Round 5: Jens Thomander

Schedule

Friday
1100 Tournament site opens
1200–1300 Player registration
1315 Opening Briefing
1330–1830 Round 1 (5 h)
1830 Dinner
1900–0000 Round 2 (5 h)

Saturday
0900–1600 Round 3 (7 h)
1200 Lunch
1600–0000 Round 4 (8 h)
1800 Dinner

Sunday
0800–1400 Round 5 (6 h)
1200 Sandwiches
1400–1415 Result & Prizes
1415 Tournament ends

Tournament Rules and Guidelines

1. THE TOURNAMENT

The nature of tournaments is to encourage competition, camaraderie and to learn from others. Disagreements are part of the game, and they should be resolved in the best possible manner. If asked, the RD or TD can be helpful to solve the issue in any way he decides. Players can hopefully resolve questions among themselves. However, if the RD or TD is asked to intervene or make a decision, it is final and binding.

Furthermore, everybody should enjoy their stay and have a pleasant time. That means; drink responsibly, keep a decent pace when you play, don’t be a bad loser, respect each other etc.

2. RULES
The tournament uses the official ASL Rules, 2nd edition, with the exceptions of the TOURNAMENT SSR’s as mentioned below.

3. PRECISION DICE & DICE-TOWER

We would like all players to use precision dice (with only dots and ball-cornered). If you and your opponent agrees upon using any other dice it’s up to you. 

There will be plenty of precision dice available to lend out and for sale. 

We would also like all players to use a dice tower or dice cup if possible. Noisy dice equipment is not allowed. 

Dice towers are available to lend out and possibly for sale. 

DICE-TOWER USAGE: When a DR or dr is made each die must, together with each other die, be rolled through the full height of the dice-tower and end its roll flat on the tower-floor. Otherwise, the entire DR or dr must be re-rolled.

4. TIME LIMITS

Players are free to take the time they feel they need to play a thoughtful and considerate game. However, excessive delay is NA. Opponents may always prompt players to move along play if they perceive the time is excessive.

Set up for either side should not be much longer than 30 min.

During  each round, we will also announce the time left when we are closing in.

Note that slow playing will lead to disadvantage if the game has to be judged..

5. HINTS AND ADVICES DURING GAMES

Comments about tactics on other players games in progress are not allowed. Neither from any Director nor from other players.

Players may ask about rules, but comments regarding tactics are NA.

6. KINDLING

Kindling (B25.11) is NA unless specifically allowed by a scenario SSR.

7. OFFBOARD ARTILLERY

When attempting Battery Access for an OBA Module and no more than one black and/or red chit(s) have been permanently removed from the Draw Pile and the second permanently-removed red chit is drawn, return it to the Draw Pile instead, and that ends the Observer’s OBA actions for that Player Turn (i.e., the second red chit can only be removed from the Draw Pile if at least two black chits have been permanently removed from the Draw Pile for that OBA Module). An Original Contact/Maintenance DR of 12 does not cause the breakdown of a Radio or elimination of a Field Phone, although an Original DR of 12 does cause the loss of Radio-/Phone-Contact.

8. FLAMETHROWERS

Basic TK# for a FT-mounted-AFV is 6 at one hex and 4 at two hexes and 3 at three hex range. The same decreased TK# applies for an Infantry FT (i.e., 6 at one hex range and 4 at two hex range). Modifications of the Basic TK# (C7.2) apply.

9. JUDGEMENT OF A GAME

All games must have a winner, ie there can be no draw.

If you run out of time when you play a round your game may be decided by judging. We strongly recommend the players to determine the winner without interference by an external judge (it’s very hard for a third partie to evaluate a game they haven’t been part of, or understand your brilliant ideas etc).

Determining the winner can be done by discussing the game and agreeing on a suitable minus DRM for the most favored side – The lower final DR wins. If you roll equal the favored side wins, or you are doing a reroll.

If you agree before you start rolling, you could do a “Best of three DR”.

If you still can’t solve this, call for the TD or RD that will judge the game in any way he thinks are suited for the situation at hand. Penalties for slow play (or cause for the delay) will be part of the judgement. The judge either determine the winner, or let the players roll a DR with suitable DRM’s as above.

10. VEHICLE CREWS

Vehicle Crews can never gain Control of Terrain.

11. UNARMED VEHICLES

Any Unarmed Vehicle with no MMC Passengers is immediately Recalled.

12. SNAP SHOT

Snap Shots are NA across Walls/Hedges, nor across a Crest line that is Higher than the shooter.

13. ENEMY AFV

D2.6 ENEMY AFV: A vehicle cannot voluntarily stop or end its MPh in Motion in an enemy AFV’s hex (whether Known or not) unless it can do so out of that AFV’s LOS (i.e., while Bypassing a hexside opposite that of the DEFENDER’s Bypass AFV), or unless it can, at the moment and position of entry into that hex, attack that AFV (regardless of its To Hit possibility) and be capable of destroying or shocking it with an Original TK or IFT DR of 5 (using a non-Depletable ammo type available to the vehicle). A vehicle thus barred from remaining in an AFV’s hex may not attempt ESB in that hex, and may check if VBM is allowed out of that hex prior to attempting VBM (2.3), if the vehicle still end its MPh in the hex it is immediately turned into a wreck as if eliminated in CC.

14. HIP NOTES

If the tournament provide HIP notes, they are to be used. Player´s HIP notes are subject to TD inspection. Please show your HIP sheet to your opponent when applicable during the game.

15. IF YOU ARE LATE TO YOUR GAME

If you by some reason are late to your game the following applies:

  • Firstly, call or text the TD and inform about the delay.
  • After 5 min: Your opponent should inform the TD.
  • After 10 min: Your opponent may choose scenario and which side to play.
  • After 30 min: Your opponent have the opportunity to declare WO (this option should only be used if there is no communication. Normally people that are late talk to each other and agree on what to do.

Scenarios

The tournament is a blind round tournament. That means that no scenarios will be provided beforehand. We are 5 RD’s that have selected 3 scenarios per round. The scenarios for each round are known only to the TD and the specific RD that has choosen the scenarios for his round.

a. Each Round has the following outline:

  • The Round Director will be presented.
  • The RD presents his scenarios for the current round.
  • Scenarios together with PBS and current ROAR standings will be handed out to all participants.
  • Players find each other and agrees on playing table.
  • Players determine scenario & side and start play

Determine scenario

To determine which scenario you will play, you should use the following method;

Both of you secretly choose one of the three scenarios that you don’t want to play, and give the other two a priority of 1 or 2. The outcome will give you what scenario to play, unless you both have deleted the same one, and given the remaining two different priority (2-1 vs 1-2). If that happens you will roll a die to determine which scenario you are going to play.

Determine sides

Side selection is done by using the Australian Bidding System (ABS). 

All scenarios will be presented together with ABS for each side, 0–3 point. Both Players will secretly write down their ABS bid for this scenario. They reveal simultaneously and decide as follows: 

1) If players bid different sides, each plays the side and the handicap level bid.

2) If both players bid the same side, the player bidding the higher handicap level plays the side and level bid, and the other player plays the other side at handicap level 0.

3) If players bid the same side and handicap level, low DR plays the side and level bid; high DR plays the other side at level 0.

Rules

This section is intended to ease up the flow for specific rules that we know can be hard to handle or used very rarely, and may be involved in one ore more of the scenarios. 

  • E3.74 Extreme winter.
  • B10.211 Alpine Hills
 

What to bring

2024-11-19. List affirmed by all RD's.

a. Boards

1
5
10
11
20
22
32
3a
42
43
46
47
56
58
62
8a
BFP R*
RB*

b. Overlays

M1
M2
O1
OG1
OG2
RB4*

c. Nationalities and Counters

Infantry
Germans (incl SS)
Russians (incl NKVD)

Ordnance and Vehicles

BRITISH
Vehicles
Carrier A x1
Carrier B x1
M17 MGMC(a) x1
Valentine II x2

GERMAN
Ordnance
AA 20L 2cm FlaK 30 x1
AT 28 LL 2.8 sPzB 41 x1
AT 50L PaK 38 x1
AT 75L PaK 40 x1
RCL 75* LG40 x1

Vehicles
PzJg Tiger x2
PzKpfw IIIH x2
PzKpfw IIIJ x2
PzKpfw IIIL x3
PzKpfw IVF1 x1
PzKpfw IVH x2
SdKfz 10/5 x1
SPW 251/1 x1
SPW 251/9 x1
StuG IIIB x3
StuG IIIG x3

RUSSIAN
Ordnance
ART 76* PP obr. 27 x1
ART 76L PtP obr 39 x1
AT 45 L PTP obr. 32 x1

Vehicles
GAZ MM x1
KV-1 M39 x1
KV-1 M41 x3
Lee(a), MT, T37LL/B75 x2
M3A1 SC(a) x1
M4/76(a) x2
Sherman III(a) x2
SU-76M x2
SU-85 x1
T-34 M41 x3
T-34 M43 x2
T-34/85 x6
T-35 x1
T-60 M40 x3
T-70 x2
Valentine III(b) x5

* Will be available at the tournament as well.

d. Playing Gear

ASL Utility counters, Approved Dice, something to roll the dice in (eg cup, tower, etc), Rules and charts if you need them.

e. Other

Sleeping gear and such if you intend to sleep at the gaming club.