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NCCMA Tourney round-1 results and notes


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GENERAL BLITZKRIEG FROM THE NCCMAHQ:

Gentlemen,

The results of the final battle at Wilts has been received. It's confirmed that TROOPER is to be championed with an Allied Major Victory, in his battle with BIGDOG at Wiltz. The After Action Report of this battle will be sent (in short) as a separate document, please review...

This latest report will conclude round-1 of play. The following table lists "mach-ups" for round-2 and is separated by divisions of play.

Please note the following table:

________________________________________________________________________

______________________________DIVISION ONE______________________________

TROOPER(axis)----------------------VS----------------------TINK (allied)

GENERAL BLITZKRIEG(axis)-----------VS---------------------ROMMEL(allied)

________________________________________________________________________

______________________________DIVISION TWO______________________________

SEAHAWK(axis)----------------------VS-------------------ROCKDAWG(allied)

GONZOATTACKER(axis)----------------VS--------------------BIGDAWG(allied)

________________________________________________________________________

__________________________________END___________________________________

*To ensure fairness, all names were pulled from a hat and a coin flipped to determine forces of play...

STYLE OF PLAY:

THE RANKS HAVE SPOKEN!

With the Dawn of TCP/IP, SEAHAWK has presented me with a idea for round-2 and future tourneys that will not only eliminate scenario bias, predictability, and imbalance, but will also increase the dependence for a General to be more creative, tactical, and strategic. This of course is achieved through using "Quick Battles," where one may hand pick their units and personalize their resources for battle...

In SEAHAWK's words:

Concerning future plans: I think a more realistic way of planning our future engagements is to play a blind scenario. I already participated in such multi-player games with CM and believe me: having no idea of what is going to face our forces adds to the suspense and realism.

I found myself choosing my actions from what I already knew about the scenario and the initial forces setup and the game is forcibly biased. My suggestion for future engagements is to either have a Quick Battle generated by CM with fixed points/forces for both sides at time of encounter or having a brand new scenario each time (this was the way I have been playing in previous experience: we had a Master of battles who was preparing the next scenario as we were playing a sort of campaign with each scenario ideally following the results of previous battles: a sort of hand made operation.

Any thoughts on this issue?

Seahawk...END

*BIGDAWG has also agreed to this idea.

I'm in full support of SEAHAWK's idea and am recommending "Quick Battles" are to be used for round-2 and there after. Point information, # of turns, weather, map size, etc., will be fixed. That information will be coming to you soon, but for now grab a partner and practice your skills at Quick Battle...and know your military!

SECOND DIVISION PLAY & THE WILD CARD:

Many players have requested that a "wild card" should be offered to further enhance second division play. I have no qualms about this idea, in fact, all I have received from other players is support. So, unless I get some strong negative feedback the "wild card" is a go! Here is the idea as presented to me by ROCKDAWG:

My suggestion (ROCKDAWG),

All round 1 losers play off... mix the 4 losers and have each play one

game. The winners of that game will play off to have a round 1 lower

div champ.

At the end of round two, there will be two losers... the lowest point

scorer in round two will play the lower div champ for round 1. Then

the winner of that plays the top seeded player of lower div for round

two.

For round 3, the lower div champ should play the 2nd seed for div

1/round 3. The winner of that game plays the top seed for the

championship. That way the top seeded player has to play less games

than the either the second seed or the wildcard and risks less.

Is that enough steps? Should be shouldn't it for 8 initial play?

ROUND-2 LAUNCH:

Round-2 will begin after fixed parameters are formulated. I'm going to allow for some "down time" so players can get familiar with their army, Quick Battles, and TCP/IP style of play. Launch will not begin for another week or so. Official launch starts when a list of parameters is received from me via-E mail...In the mean time get out and practice!

Questions answered at: x_maximum_x@hotmail.com

More to come,

General Blitzkrieg

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More ideas and input from Rockdawg:

Send your thoughts

Blitz-

--------------------------------------------- Sorry I couldn't just reply to all... Can't get Agent to do it easily.

If you could broadcast this to your mailing list, I'd appreciate it.

>STYLE OF PLAY:

>THE RANKS HAVE SPOKEN!

>

> With the Dawn of TCP/IP, SEAHAWK has presented me with a idea for round-2 and

future tourneys that will not only eliminate scenario bias, predictability, and

imballance, but will also increase the dependence for a General to be more

creative, tactical, and strategic. This of course is achieved through using

"Quick Battles," where one may hand pick their units and personalize their

resources for battle...

>In SEAHAWKS words:

>

> Concerning future plans: I think a more realistic way of planning our

future engagements is to play a blind scenario. I already participated in such

multi-player games with CM and believe me: having no idea of what is going to

face our forces adds to the suspense and realism.

Blind, defiantely. Like the idea of not knowing what's around the

corner... but the thought of a QB makes me pause just a bit. We've all

played QB's where one player sets parameters in an unbalanced (not

even out of malice, but still... small battles with large maps... very

long low point games, etc...) way or the odd weird map that just

favors one side.

Like the more even matchup of a set scenario. blind is good, though I

did enjoy discussing Wiltz with others... "What was your setup?" Ideas

on midgame... When should the germans show the armor... Allied Arty

use... blah blah blah. Was fun partly becasue everyone knew the

scenario well, but also becasue we all had a common frame of

reference. Hope we could keep that part. A blind set scenario would

aid that.

>

> Master of battles who was preparing the next scenario as we were playing a

sort of campaign with each scenario ideally following the results of previous

battles: a sort of hand made operation.

Sounds intriging if someone can be found. Or maybe just finding a

scenario that no one's played from WBW or someone known to make good,

balaced games.

>

>SECOND DIVISION PLAY & THE WILD CARD:

>

> Many players have requested that a "wild card" should be offered to further

enhance second division play. I have no qualms about this idea, in fact, all I

have received from other players is support. So, unless I get some strong

negative feedback the "wild card" is a go! Here is the idea as presented to me

by ROCKDAWG:

>

> My suggestion (ROCKDAWG),

This guy's a genius!

>

--

Faith in a holy cause is to a considerable extent a

substitute for the lost faith in ourselves. - Eric Hoffer

clay.cahill@ intel.com

cacahill@pacbell.net

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I'm thinking that I should change my ICQ nick... Wasn't there a rockdog on here sometime in the past? Do't want to be confusing..

Anyway, once again, QB not the way to go for a tourney. Same scenario's a better plan. Perhaps get a third party to select one that no one's played?

Clay-

[This message has been edited by Compassion (edited 12-07-2000).]

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I think the key word is "blind" . I think there is nothing wrong with QB or 3rd party "blind" scenarios (there is that word again smile.gif ). It is very hard to find a well balanced scenario. Just my 2¢ And Trooper you kicked my butt fair & square <Salute> tongue.gif

Big Dog

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