Battles of the American Revolution
2012 PBeM Tournament
GM: Ric Manns (email)

Requirements: *BPA Membership at least Associate level
                            *Ownership of the game
                            *Must have an email account
                            *Must use ACTS for game journals
                            *All games will be AREA Rated
                            *A PBEM aid (VASSAL, Cyberboard or ADC) is encouraged, but not
                             required.  If the players cannot agree on a PBeM aid then moves will
                             be swapped via text using the ACTS Module.  Live play using Vassal
                             is acceptable and encouraged as long as time can be mutually
                             agreed.




EVENT FORMAT.

The tournament will consist of six preliminary rounds following by a qualification round and three
Rounds of single elimination.

All players may play in any or all of the preliminary rounds regardless of record.

The top players will advance to a qualification round of Savannah (3 Player game).

The single elimination rounds will follow Savannah.

Round 1 - 1777 in Delaware:  Tournament Scenario (Brandywine Creek).

Round 2 - 1777 in Pennsylvania: Germantown.

Round 3 - 1777 in New York: Oriskany.

Round 4 - 1777 in New York:  Saratoga (2nd Day Scenario).

Round 5 - 1778 in New Jersey:  Monmouth (Washington’s Stand Scenario).

Round 6 - 1779 in New 1779 in New York: Newtown.

Single-elim Qualifier - 1781 in Georgia:  3-Player Savannah Campaign.

Quarter Final - 1781 in North Carolina: Guilford Campaign Scenario.
Semi Final - 1781 in Florida:  Pensacola Campaign Scenario.

Final/Match Play – 1781 in South Carolina: Eutaw Springs Campaign.

The Final will feature a two match in which players play both sides and the winner has the most VPs. Tie break is the higher cumulative Army Morale.

PAIRINGS
For the six preliminary rounds all matches will be assigned at random. Based upon the number of
players already signed up, it is expected that no player will play the same opponent twice during the preliminary rounds.

ADVANCEMENT

Advancing to the Savannah round will be based on performance points scored during the six preliminary rounds in accordance with the following:

1. A player receives 4 points for each Decisive Victory.
2. A player receives 3 points for each Substantial Victory.
3. A player receives 2 points for each Marginal Victory.
4. A player receives 1 point for each Draw.
5. A player receives 0 points for each Marginal Loss.
6. A player receives -1 points for each Substantial Loss.
7. A player receives -2 points for each Decisive Loss.
8. If one player surrenders before the game ends, the victorious player is awarded +1 Tournament Point in addition to his level of victory.

TIEBREAKERS
in order of priority:
a. Cumulative Army Morale Points - total at completion of all games.
b. Cumulative BoAR Game Victory Points - total at completion of all games.
c. Head to head play.
d. Cumulative BoAR Game Victory Points versus mutual opponents.
e. Cumulative BoAR Game Victory Points scored BY mutual opponents.
d. Cumulative BoAR Game Victory Points scored BY all defeated opponents.
e. Cumulative BoAR Game Victory Points scored BY all opponents.
f. Totaled AREA ratings for all players defeated.
g. Totaled AREA ratings for all players played.
h. Die roll or a coin flip.
4.  PERFORMANCE TIEBREAKERS:
a. Head to head play is the 1st tiebreaker.
b. Points scored versus mutual opponents is the 2nd tiebreaker.
c. Points scored BY mutual opponents is the 3rd tiebreaker.
d. Points scored BY all defeated opponents is the 4th tiebreaker.
e. Points scored BY all opponents is the 5th tiebreaker. We have never passed this tiebreaker.
f. Totaled AREA ratings for all players defeated.
g. Totaled AREA ratings for all players played.
h. Die roll or a coin flip.

AWARDS

Tournament Champion. The winner of the tournament will be awarded a BPA Championship plaque and a $50.00 gift certificate to a WBC vendor of choice.

High Achiever. The beginning AREA rating of all players participating in the preliminary rounds will be noted. The players will then be separated into two groups – a first tier with the higher rated group of players and a second tier with the lower rated group of players. The player with the best performance advancing from the second tier of players will receive a $50.00 gift certificate to a WBC vendor of choice. It is possible that all three awards may be won by a player with the best performance advancing from the second tier of players.

TOURNAMENT PROCEDURES.
The American Revolution Series rules are used for all games.
Rule disputes will be handled by the GM, Ric Manns. Rob McCracken and/or Bruno Sinigaglio will rule on disputes in games involving the GM. Mark Miklos will make final rulings, if necessary.

Players must use the ACTS for die rolls and tactics play unless you are using a VASSAL module. VASSAL can be used in real time or in conjunction with PBEM log files exchanged through e-mail.

Games not completed by the listed deadline will be subject to adjudication. The GM and his assistants 
(McCraken and Sinigaglio) will examine the game state and declare a victor. Slow play by one party or the other or both are acceptable criteria for adjudication when the current VPs or AM do not show one player with an obvious advantage. Players should save all emails until game completion.

Side Determination and Bidding.  Prior to the game, both players will "bid" AMs for their desired side. A bid of 0 is acceptable. If both players want to play the same side, the player with the higher bid, plays his desired side but gives up AMs equal to his bid.

Bidding Procedure: Email a GM with your preference for side and any bid for that side.
If both players want to play opposing sides then there is no bid.
If both players want to play the same side then whoever bids the most receives that side.
If both players want to play the same side and they have the same bids, then sides will be determined randomly using the bid value.

PACE OF PLAY.

The BoAR PBEM Tournament is a long-term, multi-round event and we appreciate that real life does sometimes interfere with gaming; however, if you are able to participate, you will get to play great games against great players. Each round will vary depending upon game and scenario. The shortest round will last three months. The entire tournament will last about three calendar years.

MISSING ROUNDS
.
Participating in each of the six preliminary rounds will greatly increase a player’s chances of advancing to the Savannah round; however, we do understand that life gets in the way. A player may miss or skip a preliminary round, but that will affect his chance for advancement. On the other hand, every player will get to play six tournament games, win or lose, during the preliminary rounds.

SEQUENCE OF PLAY and PBEM MESSAGE SYSTEM

1. Initiative Segment. Each player rolls an initiative die roll. If this is for a turn after the first turn, the player who had the initiative last turn must designate the play of momentum chits before the player who did not have the initiative last turn. The player who wins the initiative becomes the first player for the turn.
2. First Player Turn Movement. The first player sends his movement file, listing the final locations for all units and designation of all units that are requesting a Rally die roll. The first player does not roll his own rally die rolls.
3. The second player checks the first player move for errors. If the second player contests the move for an illegality, if any, the first player must correct his move and all units may be adjusted.
4. If the second player does not contest the move, he rolls the Rally requests. As soon as the rally die rolls are received, the first player move stands whether it has illegal movement or not.
5. Note Well: the second player is not required to return moves with mistakes; however, if he rolls the dice for rally or combat resolution, the errors will not be corrected; therefore, it behooves the second player to ascertain the legality of a move before he rolls the dice.
6. After first player movement and rally, the second player lists his defensive artillery fire. The first player rolls the second player defensive artillery fire.
7. After defensive artillery fire has been resolved, rifle fire attacks are resolved.

8. RIFLE FIRE MECHANICS
.
8.1 The first player designates his rifle fire attacks and … the second player has no rifle fire or chooses not to shoot. The second player immediately rolls the first player rifle fire die rolls.
8.2 The first player has no rifle fire or chooses not to shoot – he informs the second player. The second player then designates his rifle attacks. The first player rolls the second player rifle fire die rolls.
8.3 The first player designates his rifle fire attacks and the second player also has rifle fire. The second player designates his rifle fire attacks. Only after all attacks have been designated are the dice rolled. The second player rolls the first players shots and the first player rolls the second players shots.

9. CLOSE COMBAT MECHANICS. The steps in the Series Rules are followed explicitly with the following play by mail related stipulations:
9.1 The first player must designate all Close Combats before resolving any of them. The first player designates which friendly units are attacking and which enemy units are being attacked. All enemy units which are adjacent to friendly units must be attacked. Exception: See 12.14 Diversion.
9.2 If the first player fails to include any units in his close combat designations that are required to attack or be attacked, the second player should inform the first player now. It is easy to correct errors before dice are rolled, but almost impossible after the dice are rolled. If close combat dice are rolled and errors are discovered afterwards, the GM’s will not correct the results or allow the dice to be re-rolled.
9.3 Close combats are resolved one at a time in accordance with the series rules. After odds and modifiers are determined, the second player rolls each of the first player attacks.
10. Die roll certainty. In most cases, a legal die roll resolution will seal everything that occurred prior to that roll. Therefore, it behooves the die roll requestor to ascertain the legality of things that occurred since the last legal die roll, before he rolls the dice anew.
The AmRev Series rules are used for all games.