The tournament is complete! Congratulations to winner Doug DeMoss! See the Current Standings page for the complete standings. Thanks to everyone who played during the tournament—you made this a great event and a lot of fun for everyone!
The twelfth round is over! See the Round Twelve page for full results, along with points scored for that round.
New module version available! Download it from http://www.gmtgames.com/combatcomm/Combat_Commander_1-6.mod. You must upgrade to VASSAL 3.0, which requires Java 1.5 or 6.0 (they have a funky numbering scheme). You'll also need to patch the module. Get the patch and installation instructions.
Spectators welcome! You'll find the scheduled date and time for each match on the page for the current round (see the Round One link up and to the left?) I've added a page explaining the simple rules of being a spectator. Better yet, spectators can listen in as the players talk in some matches!
Chad Jensen has generously offered to sponsor the First Annual Combat Commander: Europe VASSAL Tournament. First prize is the winner’s name on a leader counter in a future Combat Commander game!
This tournament uses a modified Swiss system. Every player plays in every round, earning tournament points based on that player’s performance relative to all the other players playing the same side in the round. This system means that players can come back from early defeats by scoring resounding victories in later rounds.
Registration for the 2007 tournament has closed. You can still find plenty of opponents on VASSAL, though, so keep playing! Also, watch for the 2008 tournament...
There will be twelve rounds; in each round, all players will play the scenario of the same number as the round. Round one is scenario one, round two is scenario two, and so forth out to scenario twelve. Players must complete each round within two weeks.
In each round after the first, players are matched according to their rankings. The two highest ranked players will play against each other, as will the third- and fourth-ranked players, on down to the two lowest ranked players. Players will be matched randomly in the first round. Should there be an odd number of players in a round, the tournament organizer or his proxy (which may be Chad) will play against the lowest-ranked player (or a randomly selected player in the first round or in case of a tie for lowest rank). Fortunately for these players, the tournament organizer is not a very good player.
Players are responsible for coordinating with their opponents to arrange a time to play. When you agree on a time to play, e-mail the tournament organizer with the date and time (GMT) on the game will take place. Failing to show up within 15 minutes of the established game time constitutes a forfeit; you may reschedule before that time, with your opponent’s agreement. Games may be played part-way through, saved, and resumed later any number of times, so long as the game finishes within the time limit. Should you save the game to resume later, e-mail the tournament organizer with the date and time (GMT) on which you will resume the game. Players may even play by e-mail, although this method is usually painfully slow, given the interactivity of Combat Commander.
Should players be unable to agree on a time to play, the tournament organizer will assign a time, based on the participants’ time zones, work or school schedules, religious holidays, and anything else that the tournament organizer thinks is relevant. Sleep will not be considered, so if you want to avoid a 3 a.m. game, come to an agreement with your opponent. The tournament organizer’s decision is likely to be arbitrary and unfair to both sides; the tournament organizer may use or ignore any information he desires in making this assignment.
This is a serious commitment of time. Do no enter the tournament unless you intend to play in all twelve rounds. Players who forfeit a round are out of the tournament.
Each round, players on the same side of a scenario are ranked against each other. Each player that you are ranked above gives you one tournament point; each player with whom you are tied gives you a half-point. The player with the most tournament points after all twelve rounds wins the tournament.
Forcing a Surrender is the highest ranked victory. If several players force surrenders, they will be ranked by adding the position of the Time marker (the number of the box on the track) to the number of their units on their Casualties track. Lower totals outrank higher totals.
Winning a scenario by fulfilling the requirements of Objective V is the second-highest ranked type of victory. Obviously, this only applies if Objective V is in play! If several players win by meeting Objective V, they will be ranked by adding the position of the Time marker (the number of the box on the track) to the number of their units on their Casualties track. Lower totals outrank higher totals.
Winning a scenario by having more Victory Points at Sudden Death or when one player has no units on the map is the next highest-ranked type of victory. If several players win by VPs, they will be ranked according to their VP totals. Naturally, the highest VP total is the highest ranking in this category. If several players win by the same VP margin, they will be ranked by the number of their units on their Casualties track. Lower totals outrank higher totals.
Winning a scenario by having a tie in VPs and holding the Initiative card is the next lower ranked victory. If several players win by holding the Initiative card, they will be ranked by the number of their units on their Casualties track. Lower totals outrank higher totals.
Winning a scenario by forfeit is the lowest ranked victory. All players who win by forfeit are tied within this category.
Players who lose a scenario are ranked below all winning players and are themselves ranked inversely by their opponent’s ranking. The player who lost to the highest-ranked victor is therefore the lowest-ranked player on the other side.
You may not concede a game. Given the scoring of tournament points, it’s worth it to keep fighting until the end. Turning a horrible loss into a bad loss may boost you in the rankings! It is important to your fellow players that your performance is ranked properly so that they can be ranked properly!
A player may return to his or her hand any card played to the board by not yet revealed. Once revealed, the card has been played and the player must make a legal play using the card, if any such legal play is possible. This means that the player must activate a unit if the card so requires and if they player has a unit that the player can activate legally.
If a player plays an illegal card, the opponent chooses what happens to the card. The opponent may force the player to discard the card, or the opponent may force the player to take the card back into the player's hand. An illegally-played Order still counts against the player's Orders Limit.
Each pair of CC:E players is free to adopt whatever playing conditions, optional rules, combat resolution, and/or error correction conventions they wish, so long as both players agree in advance.
Rules questions may be posed on BoardGameGeek or Consimworld as normal, but you are still bound by the per-round time limit.
If a player suffers technical problems during a game:
Should players fail to complete a game, the tournament organizer may declare a winner or disqualify both players, completely at his discretion and without appeal. Any winner declared in this manner will be ranked with players winning by forfeit.
Any disputes will be resolved by the tournament organizer in a manner guaranteed to be totally arbitrary and unfair. If anyone ends up happy, it was the wrong decision.
Please e-mail the tournament organizer (Ethan McKinney: elbmc1969 on BGG) with your results, cc:ing your opponent. The tournament organizer will provide a template for the e-mail, which must include which player played which side, who won, what type of victory it was, and any scoring information (VPs, casualties, Time position, and so forth).
Management reserves the right to change any and all rules, procedures, conditions, pairings, scenarios, or anything else we feel like at the drop of a hat with no prior notice. But we won’t be capricious. Much.
This tournament will be played over the Internet using VASSAL 3.0 and version 1.61 of the Combat Commander: Europe VASSAL module. Be sure that you have downloaded the latest versions of both the VASSAL engine and the CC:E module.
To download VASSAL, go to http://www.vassalengine.org and click the Download link.
You can download the CC:E module from http://www.gmtgames.com/combatcomm/Combat_Commander_1-6.mod. You must upgrade to VASSAL 3.0, which requires Java 1.5 or 6.0 (they have a funky numbering scheme). You'll also need to patch the module. Get the patch and installation instructions.
To learn how to use VASSAL, go to http://www.vassalengine.org/wiki/doku.php?id=getting_started:getting_started and start reading the tutorials. “Installation” is a good place to start, since you’ll need to install VASSAL. Make sure to read “Connecting to the Server” and figure out how it works. Otherwise, you won’t be able to play in the tournament!
The tournament organizer is working on instructions for using the CC:E VASSAL module in the CC:E VASSAL Wiki. Don’t hold your breath. (If you can draft even a small section, like “Hiding Units to View the Map,” please let me know, then go ahead and draft it. It doesn’t have to be perfect; it hardly even needs to be good. All contributions welcome!)
NOTE: It is assumed you own a legal copy of Combat Commander: Europe. Only legal owners of the game are welcome to play in this tournament. If you do not own the game, you may purchase it from GMT Games.
Special thanks to Dick Jarvinen for offering the use of his Bonaparte at Marengo tournament and ladder rules.
Combat Commander: Europe is a copyright of GMT Games.