We are all here to have fun and to play, so be nice and play nice.
Determining final standing:
CC2020 is a 4-round swiss-style tournament with room for up to sixteen players.
The winner of the tournament is the last undefeated person in the tournament. Each round you play an opponent who has the same amount of points. The organisers set up the pairings for each round by semi-random drawing among players with approximately the same number of wins (the swiss principle); we will try to avoid matching regular opponents in the first couple of rounds.
In case of a rules dispute or other disagreement, please do not hesitate to contact Øyvind (main TD) and/or Nils (backup TD) by mail or discord to get a ruling.
In case of an odd number of participants for a round, one of the TDs will play two matches. The one counting for the TD will be predetermined; the other match will _only_ count for his opponent.
Tuomo, Erik and Eivind.
Rulings from the tournament directors can be appealed to the Tournament committee. This committee will have final word in case of rules disputes or other adjudication is necessary. The TDs handle the communication between the players and the committee.
Choosing scenarios (the ASO-way):
There are two ways of choosing a scenario;
1) you could agree on one of the three scenarios or
2) use the following method; Both of you choose one of the three scenarios which you will not play, and give the other 2 a priority of 1-2. In case of an equal “priority score” (2-1 vs 1-2) you will roll a dice to determine which scenario you are going to play.
Bidding for side:
For this tournament we use the standard balance provisions given by the publisher. So, one bids for side, and can bid 0 or 1 to give the other side their balance. No bids are legal. Cross bids are honoured.
Players HIP sheets should be mailed in to the TD (or backup TD in case you play against the TD) before game start. In addition, the players should use the VASL functionality for HIP.
Infantry Fire Table:
The standard IFT Fire table is the default fire table used. If both players agree you may use the IIFT.
Please use the latest VASL version (at the moment of writing, 6.5.1).
By default, dice from random.org should be used.
RULES (The same as ASO 2019-rules):
The tournament uses the official ASL Rules, 2nd. edition, with the exceptions of the TOURNAMENT SSR’s as mentioned below
ASO TSR 1
– Kindling is NA in all scenarios (B25.11)
ASO TSR 2
– No Snap-shots across walls/hedges
ASO TSR 3
– If the scenario contains OBA please use the following “Pleva Rule”: Each red card/chit drawn as per C1.21 is mixed back into the pile, along with another red card/chit. Battery access is never lost due to drawing two red cards/chits. Extra card draw mechanics remain the same.
ASO TSR 4
– In all scenarios, with building control, building hex control or building location control rubbled building hexes still counts for Victory Condition purposes. Note, falling rubble outside original building hexes does not count for Victory Condition Purposes.
ASO TSR 5
– For vehicular mounted FT TK attempt vs an enemy AFV the following TK DRM apply:
Case A DRMs
Firer in Motion +2
Target in Motion +2
Concealed AFV +2
Regardless of the DRMs an Original DR of 2 is a Burn result and an Original DR of 3 is an Elim result if not already a Burn result.
ASO TSR 6
AFV crews cannot voluntarily abandon (D5.4) their vehicle. AFV crews can also not intentionally disable their MA/SA in order to be able to abandon their vehicle (A.973)
ASO TSR 7
Radios and Phones malfunction on a Radio Contact/Maintenance DR of 12. Radios have an R# value of 2. Phones have an R# value of 2. Both have no X#. (C1.22-C1.23)
ASO TSR 8
Amendment to B26.53 (in bold): Whenever a fully-tracked vehicle passes a Bog check when entering a Wire hex through non-VBM, it removes that Wire counter from the hex if the colored dr of the Bog DR is 1.