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Fall 2012 FCOL Tourney: Info, Announcements and Deadlines
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JimDauphinais
Commander


Joined: 22 Nov 2009
Posts: 769
Location: Chesterfield, MO

PostPosted: Mon Sep 03, 2012 6:59 pm    Post subject: Fall 2012 FCOL Tourney: Info, Announcements and Deadlines Reply with quote

Rules for the Fall 2012 Federation Commander Online Tournament


Tournament Signup and Empire Selection Deadline: September 26, 2012

Final Player and Empire Selection List Posted: September 27, 2012

Ship Selection Deadline: September 29, 2012

Start of 1st Round: October 1, 2012

Completion of 1st Round: October 28, 2012

Future rounds begin on the 1st of a month and conclude on the 28th of that same month.


Signup via E-mail to: jimdauphinais@aol.com and gar1138@yahoo.com


It is highly recommended that players use Skype voice chat while playing their matches.



PLEASE READ ALL OF THE TOURNAMENT RULES VERY CAREFULLY.

THERE ARE A NUMBER OF IMPORTANT CHANGES FROM THE RULES USED FOR THE WINTER 2012 FEDERATION COMMANDER ONLINE TOURNAMENT.

In particular, (i) we will be using a larger map to simulate a Location map, (ii) this is a 300 point rather than 450 point tournament, (iii) e23 ships that are currently fully functional in FC Online may be selected in addition to ships that have been published as laminated ship cards that are fully functional in FC Online, (iv) empire point multipliers have been adjusted again, (v) there will not be an empire oversubscription rule in play, (vi) there is now a victory point cost for launching suicide shuttles and losing launched administrative shuttles, (vii) ships now must start facing their opponent approximately 26 hexes away from their opponent with a minimum Baseline Speed of 8, and (viii) the play deadline rules will be strictly enforced in this tournament -- opponents who are equally at fault of not completing their game will both take a "loss".


1. CORE TOURNAMENT RULES

The 2010 Origins Federation Commander Tournament Rules (http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?t=2900) and their associated clarifications apply except as clarified or amended by the rules which follow below.

The SIXTH Revision of the Federation Commander rules will be used for this tournament including all updates and clarifications of the Sixth Revision rules that have appeared in Communique.

It is expected that all participants have purchased a copy of the Federation Commander Reference Rulebook. This is the only requirement for participation in this tournament besides having a subscription to FC Online. A PDF copy of the Sixth Revision version of the Federation Commander Reference Rulebook can be purchased at: http://e23.sjgames.com/item.html?id=ADB4020



2. FC SHIP AND WEAPON PURCHASE RESTRICTIONS

Except as amended immediately below, all normal Federation Commander ship and weapon purchase restriction rules apply in addition to all other 2010 Origins tournament purchase restrictions on ships and weapons.

Each player has 275 to 300 Points to purchase ships.

Each player must purchase at least two ships, but may not purchase more than three ships.

No more than one leader (i.e., DN, DNH, DNL, BCH, CC) may be purchased by each player. The WYN PBB and CA are also considered leaders. The Federation BC series ships are considered to be BCH. The Romulan King Eagle, Lyran NCA and Lyran CA are not leaders despite each of them having a Flag Bridge.

No more than a total of six Stingers may be purchased by a player playing the Hydrans; you can leave some hangar bays empty (and no, you do not get free
shuttles to replace missing fighters).

Ship cards that have been published on e23 may be selected if they are also available and fully working in the FC Online client.

Note that starting with the Sixth Revision of the Federation Commander rules, AEGIS, LTTs, Special Sensors and Tugs are no longer considered Borders of Madness rules. The AEGIS rules WILL be in play for this tournament. However, the LTT, Special Sensor and Tug rules shall NOT be in play. LTTs, Tugs and ships with special sensors may not be selected. AEGIS ships may be selected within the limits of the AEGIS rules.

All selected ships must be warships for a specific empire. No generic ships may be selected.



3. Available Empires

Only the Federation, Frax, Gorn, Hydran, Klingons, Kzinti, Lyran, Orion Pirate, Romulan, Seltorian, Tholian or Wyn may be selected as an empire by a player. The LDR may not be selected as an empire. The Frax may not select Submarines or ships with Axion Torpedoes. The Seltorians and Tholians are restricted to their Milky Way Galaxy weapons.



4. WEAPON LAYOUTS

For ships that have multiple possible weapon layouts (e.g., most Orion Pirate ships), players may only purchase ships with weapon layouts that are fully functional within FC Online.



5. PLASMA G, S AND R TORPEDO TUBES

Note that players will need to use a workaround in FC Online in order to manually setup starting a scenario with the second turn of P/S/R plasma loading complete (see http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?p=43155#43155).



6. POINT VALUE FACTORS

For purposes of this tournament, the printed point value of all ships and weapons are adjusted by multiplying those values by the following factor for each empire (retaining all fractions):

1.10: Orion Pirates
1.05: Federation, Hydran and Kzinti
1.00: Frax, Klingon, Lyran and Tholian
0.96: Gorn
0.92: Romulan, Seltorian and Wyn


These modified point values apply for all game purposes, including, but not limited to, purchase cost and victory determination.

Example: If the factor that applies to the Federation for the tournament is 1.05, the point value of a Federation CA will be 154.35 points rather 147 points. It will cost 154.35 points to purchase and will be worth 154.35 points for victory determination purposes..



7. SHIP SELECTION

The GM of the tournament shall set a deadline for ship selections (September 30, 2012 for this tournament). Only ships available in the Federation Commander Online Client as of September 1, 2012 are available for use. All purchased ships and selected weapon layouts are subject to final approval by the GM and Assistant GM. Weapon layouts may not be changed over the course of the tournament.



8. STARTING LOCATIONS, CLOAKING AND OTHER MAP RELATED RULES

The combat will take place on an 84 hexes by 60 hexes map. This is twice the size of a Standard SFB map (42 hexes by 30 hexes). This is very close to the effective size of a Federation Commander Small Hex Location Map.

This map is fixed, it does not "float" in any manner.

One force begins in or within one hex of Hex 2924 facing Direction C and the other begins in or within one hex of hex 5537 facing Direction F (the opposing starting locations are 26 hexes from one another).

No Ship may select a Baseline Speed of less than 8 on Turn 1.

Any ship which leaves the map as a result of the player's own movement (or the movement of a ship he tractored) is considered to have been destroyed. Any ship held in a tractor beam that will be forced to move off the map as a result of the opposing ship's movement is immediately released from the tractor in the last hex of the map (and does not leave the map). If its facing is such that its next movement would force it to exit the map and it cannot turn by any means to avoid doing so, it immediately stops (Speed Zero) in that hex; it otherwise will move normally (subject to its own speed plot) from that point. Drones, shuttles, and plasma torpedoes whose movement would force them to exit the map are destroyed.

Ships with cloaking devices can use them for a total of 48 impulses, including the fade impulses, in any given game. At the end of the 48th impulse, the cloaking devices fail and will no longer function for the remainder of that game. Note that this is done for each individual ship. This applies whether the opposing ships have cloaking devices or not.



9. SHUTTLES

Players will be awarded 5 Victory Points for each Suicide Shuttle launched by his or her opponent.

Players will be awarded 5 Victory Points for each launched Administrative Shuttle of his or her opponent that is destroyed outside of its launching ship.



10. TIME LIMIT

There is no time limit in terms of hours played. Instead, each match between players shall last for ten (10) turns or until one player concedes. You don't have to play all ten turns at once. You'll have 28 days to get the game in, and it should be possible to save the game in mid-game. In general, player match ups will be provided by the GM in consultation with the Assistant GM prior to the start of each month and results must reported by players back to the GM and Assistant GM by the 28th of that month.


11. COMMUNICATION BETWEEN GM AND PLAYERS

The GM shall post deadline and match-up information on the federationcommander.com site. The GM shall also email players with this information. Announcements may also be posted on the starfleetgames Discus forums and/or the ADB, Inc. Facebook page. While the GM shall make every effort to ensure that players are adequately informed, it is the responsibility of the players to make sure they know the deadlines and matchups, and understand the rules. The GM shall post deadline and match-up information on the Federation Commander Forum.



12. EMAILS TO THE GM AND ASSISTANT GM

All emails to the GM and Assistant GM must have the name of the tournament in the subject line (e.g. "FCOL Tournament #3") or else the email wasn't sent. (This is to make it easy for the GM and Assistant GM to find the email(s) later.)

GM: jimdauphinais@aol.com

Assistant GM: gar1138@yahoo.com



13. SIGNUP

Players sign up by sending an email to the GM and Assistant GM by no later than September 26, 2012 indicating the player's real name, username on the Federation Commander forum and the player's choice of empire. Once all the players have signed up for the tournament, the GM and the Assistant GM will as necessary resolve any oversubscription of empires by players. On September 27, 2012 the GM will post on the Federation Commander forum the final list of players and empire selections. Ship Selections will then be due to the GM and Assistant GM by no later than September 29, 2012.



14. PLAY DEADLINES

Once the Players are informed of their match-ups, they must arrange between each other a mutually agreeable time to play the game on FCOL. The Players shall have approximately 28 days to make these arrangements and complete the game. It's up to both players to actively pursue the match; if one player makes a reasonable effort to arrange a game and another does not, the first player is awarded a win. If neither does, both are awarded a loss. "Reasonable effort" is in the judgment of the GM and Assistant GM. All emails between players attempting to arrange a game should be carbon-copied (cc'ed) to the GM and Assistant GM so that the GM and Assistant GM have evidence that players are actively pursuing the match-up. If both players are actively pursuing the match but circumstances beyond the players' control prevent it from happening, the GM and Assistant GM will adjudicate a result. If the GM and Assistant GM do not have a consensus on the adjudication, the game will default to both players earning a draw result.



15. HOW TO WIN A ROUND

The 2010 Origins rules to win a round are amended as follows:

Victory for each round will be determined at the end of that round based on the following criteria:

Subtract the lower point value fleet from the higher point value fleet and award that many points to the player with the lower point value fleet.

At the end of the game, add to that:

10% of the points of opposing ships with internal damage.

50% of the points of any opposing ships that are considered to be crippled (8B2b).

100% of the points of any opposing ships that are destroyed.

110% of the points of any opposing ships that are captured.

If the points scored by each player are within 30 points of each other, the battle is declared a draw.

If the point totals differ by more than 30 points, the player with the lower total "loses" the battle. If the player with the higher total has earned at least 100 victory points, he "wins" the battle, otherwise he earns a "draw" (the other player still earns a "loss").

If one player resigns, he "loses" the battle, and the other player either "wins" or "draws" the battle based on the criteria above (Exception: if the "other player" has not earned at least 100 points, he still wins if he has at least earned 30 points for each Turn completed).


16. NUMBER OF ROUNDS

The number of rounds will be a function of the number of participants. For example, if there are five to eight participants, it will take three rounds to determine a winner. If there are 9 to 16 participants, it will take four rounds to determine a winner.

This will be a Swiss-style tournament. As such, all participants will play in each round and all players will be ranked at the end of the tournament. Points will be awared to players as follows: "Win" 2 points, "Draw" 1 point and "Loss" 0 points. Except for the first round, when a "bye" is necessary due to an odd number of players, it will be awarded as a "draw" to the player with the lowest score at that time. If there is a tie for the lowest score, it will be awarded to the player with the lowest score that has received the lowest number of "byes". If there is still a tie, it will be awarded to one of the tied players by random selection by the GM. If a "bye" is needed for the first round, it will be granted as a "win" to the player in this tournament that ranked highest in the Winter 2012 FC Online Tournament. Random selection will be used if there is a tie between highest ranked participating players.

If at the end of the tournament there are any players that are tied for points, the final ranking of those players will be resolved by comparing the tie breaker points earned by each. Each player's tie break points will equal to the sum of the all the points earned by all of that player's opponents in the tournament.



17. RULINGS

Federation Commander rules questions will be resolved on the Federation Commander Forum by Mike West when possible. When this is not possible, they will be resolved by consensus of the GM and Assistant GM.

All tournament rules questions will be resolved by consensus of the GM and Assistant GM.

For games involving the GM, the Assistant GM will resolve all tournament rules questions for that game.

For games involving the Assistant GM, the GM will resolve all tournament rules questions for that game.

In the event the GM and Assistant GM face each other in a game, another participant in the tournament will be recruited by the GM and Assistant GM to resolve all tournament questions for that game.



18. SEEKING WEAPON LAUNCHES

FC Online does not currently support the simultaneous plotting of Seeking Weapon launches on a given Impulse (4F2a). The following method can be used a substitute.

When two or more ships oppoing ships want to launch Seeking Weapons:

Step a. Both players roll a die (reroll on ties).

Step b. The higher roller declares one of his Seeking Weapon launches.

Step c. Then the other player declares one of his Seeking Weapon launches.

Step d. The launches continue back and forth between players (using Steps b. and c.) until all of the players are finished with their Seeking Weapon launches for that Impulse.



Edited on 9/27/2012 to update deadlines, correct leader purchase restrictions and correct round victory requirements.
_________________
Jim Dauphinais, Chesterfield, MO

St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/


Last edited by JimDauphinais on Fri Sep 28, 2012 2:42 am; edited 10 times in total
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ncrcalamine
Lieutenant Commander


Joined: 23 Feb 2010
Posts: 272

PostPosted: Sat Sep 08, 2012 11:57 pm    Post subject: Cloak Reply with quote

I suggest we try the new cloaking proposed rules change. This would possibly give more data on the cloak

Nicole
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JimDauphinais
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Joined: 22 Nov 2009
Posts: 769
Location: Chesterfield, MO

PostPosted: Sun Sep 09, 2012 8:16 pm    Post subject: Reply with quote

Sign ups as of 9/9/12:

Archer -- Klingons

Jim Dauphinais -- Federation
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Jim Dauphinais, Chesterfield, MO

St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
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m1a1dat
Lieutenant JG


Joined: 17 Dec 2008
Posts: 99
Location: 91320

PostPosted: Mon Sep 10, 2012 9:08 pm    Post subject: Reply with quote

I will join in again, not sure what race i want to play yet though. I think with the smaller point limit, the bpv adjustments for the different races get slightly magnified in either direction.

Gotta ask though: what is with the points for suicide shuttles and admin shuttles? And so, if i launch an SS at my opponent he gets 5 extra points toward figuring standard victory conditions just because i launched it? And another 5 points when it is destroyed either by defensive fire or hitting him? Why the points at all?
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JimDauphinais
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Joined: 22 Nov 2009
Posts: 769
Location: Chesterfield, MO

PostPosted: Mon Sep 10, 2012 11:55 pm    Post subject: Reply with quote

Launching a Suicide Shuttle cost 5 VPs under the FCOL Fall 2012 tourney rules regardless of whether it damages its target or it is destroyed. The key is that once its launched, it is never coming back.

Administrative Shuttles that are not launched as Suicide Shuttles only cost 5 VPs if they are destroyed outside of their launching ship. In this case it is only never coming back if it is destroyed while outside the launching ship.

The first rule is to serve as a disincentive for passive play that slows down the game (such as going baseline speed zero in order to launch a whole bunch of Suicide Shuttles over the course of a turn).

The second rule is to disincent the "tactic" of flying Admin shuttle "buddies" in order to weaken the offensive use of ESGs.

These rules should only have a minor impact on other uses for shuttles in the tournament such as when using a Suicide Shuttles for a Coup de Grace when you have tractored a ship.
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Jim Dauphinais, Chesterfield, MO

St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
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JimDauphinais
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Joined: 22 Nov 2009
Posts: 769
Location: Chesterfield, MO

PostPosted: Wed Sep 12, 2012 2:27 am    Post subject: Reply with quote

Signups as of 9/11/2012:

Archer -- Klingon

Jim Dauphinais -- Federation

M1A1DAT -- To be determined

Terryoc -- Seltorian
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Jim Dauphinais, Chesterfield, MO

St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
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Patrick Doyle
Lieutenant Commander


Joined: 18 Aug 2007
Posts: 208
Location: Norfolk, VA

PostPosted: Fri Sep 14, 2012 4:43 pm    Post subject: Reply with quote

I'm in. Not sure what empire yet.

As always, thank you for your work setting this up. I know its appreciated by everyone.

Jim, please consider droping Gorns to .92. They are most definately NOT better than the Romulans, and I think much worse despite the ability to bring a little more plasma firepower.

Thanks,
Pat
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JimDauphinais
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Joined: 22 Nov 2009
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PostPosted: Sat Sep 15, 2012 1:05 am    Post subject: Reply with quote

Thanks Patrick.

You may be right about the Gorns, but let's leave them as is for now.
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Jim Dauphinais, Chesterfield, MO

St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
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JimDauphinais
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Joined: 22 Nov 2009
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Location: Chesterfield, MO

PostPosted: Sat Sep 15, 2012 1:08 am    Post subject: Reply with quote

Signups as of 9/14/2012:

Archer -- Klingon

Jim Dauphinais -- Federation NCA, NCL

M1A1DAT -- To be determined

Terryoc -- Seltorian BCH, CL

Patrick Doyle -- To be determined
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Jim Dauphinais, Chesterfield, MO

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m1a1dat
Lieutenant JG


Joined: 17 Dec 2008
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Location: 91320

PostPosted: Wed Sep 19, 2012 7:14 pm    Post subject: Reply with quote

I would like a clarification about "leader" units. First of all do you mean only one leader period or one leader of of each kind of leader (eg. you can have one CC and one CWL)? Also if you define leader as any ship having a Flag Bridge, note that some races ships, Lyran cruisers and the WYN CA in your example, have the flag bridge but are not really considered "leaders" as there is a Command version of those ships and the Flag bridge is standard for those classes.

I also disagree with the points for launching the shuttles, but i think few games are decided on points, so i don't think it is anything worth bothering about.

In making up some fleets for various races I am feeling that with the smaller BPV limit that the racial modifiers for adjusting BPV,s is having a greater effect (in both directions) than with the bigger point fleets. Not sure if it needs to be adjusted for this size fleet or not.

Thanks
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storeylf
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Joined: 24 Jul 2008
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PostPosted: Wed Sep 19, 2012 7:30 pm    Post subject: Reply with quote

m1a1dat wrote:
I would like a clarification about "leader" units. First of all do you mean only one leader period or one leader of of each kind of leader (eg. you can have one CC and one CWL)? Also if you define leader as any ship having a Flag Bridge, note that some races ships, Lyran cruisers and the WYN CA in your example, have the flag bridge but are not really considered "leaders" as there is a Command version of those ships and the Flag bridge is standard for those classes.


Not to mention that klingons don't bother with flag bridge at all (luxuries for wussies)
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JimDauphinais
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PostPosted: Wed Sep 19, 2012 10:22 pm    Post subject: Reply with quote

No more than one leader period. The limit is because of the smaller point totals. The Standard FC Tournament rule is up to two leaders, but they need to be different ship types.

I blew it on the Klingons.

Basically, only one Command Cruiser, Heavy Battlecruiser or Dreadnought. But recognize, for example, that a Fed BC is a Heavy BC because of the Flag Bridge. I was tryng to do a catch all via the Flag Bridge, but I failed.

I believe the Wyn stuff with the CA and PB is standard FC Tournament rules. I'll have to double check.
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Jim Dauphinais, Chesterfield, MO

St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
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JimDauphinais
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PostPosted: Thu Sep 20, 2012 5:51 am    Post subject: Reply with quote

Yes, the Wyn ca and pb being leaders is per the standard FC tournament rules of Module T (2012). It is a carry over from the 2010 Origins FC Tournament Rules.
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Jim Dauphinais, Chesterfield, MO

St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
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storeylf
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Joined: 24 Jul 2008
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PostPosted: Fri Sep 21, 2012 8:52 pm    Post subject: Reply with quote

JimDauphinais wrote:
Thanks Patrick.

You may be right about the Gorns, but let's leave them as is for now.


Maybe you should at least allow then to use the DBC, it isn't on e23, but it is in the online game (assuming it is all correct), and does fill an otherwise bad point gap for Gorn (right where most others heavy cruisers are pointed). I know I've looked at taking Gorns before and using the DBC before realising it isn't allowed given the ship restrictions.
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JimDauphinais
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PostPosted: Sat Sep 22, 2012 8:34 pm    Post subject: Reply with quote

I have extended the signup deadline until Wednesday, September 26th since we do not have a empire oversubscription rule in the new tournament. I have a tentative 6th player. It would be great if we could get a 7th and 8th player.
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Jim Dauphinais, Chesterfield, MO

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