Post by ELITEOFKINGWARMAN88 on May 26, 2011 15:19:15 GMT -5
This is rules for the NTW Intercontel Championship:
Contest Rules
This is a 1v1 tournament for Napoleon Total War.
The first position in the bracket will always be a Player with the highest point or sign-up order listing.
The first Player in the Bracket will set the conditions of the Battle, and be the assigned Attacker for that Battle.
They will choose the map, the funds and unit size, and which deployment that their Player will use.
All maps can be used, with the exception of Grassy Flatlands, and all unit sizes except Ultra.
Players can only Host with maps that they have not previously played on in this contest.
The second players in the bracket will accept the opposing deployment, and be the assigned Defender in that Battle.
The map and deployment choices “must’ be posted in the Battle Assignment thread “before” the Battle is fought.
All factions are allowed to players at the beginning of “each new Battle”. There is still no duplication within a Team in each Battle.
The winning players will proceed to the next Round of the contest.
Each Battle also has a point score that will be added to establish the seed ranking of participant Clan Players in our “next” contest.
Rounds will be three weeks each, with a one week extension allowed, only if there were problems playing a scheduled Battle in the third week.
Players are required to set time and date in week one, fight and post the results before the end of week three.
Second Teams
3 sign ups per clan.
Clan players will not be scheduled to play against each other, and if they both come to the Final together will take dual honors for their Clan.
Game Rules
The default in-game rules are:
Limit of two artillery units maximum per player.
No rockets or mortars.
No artillery with greater than a 12 pound shot.
(Ottoman 18lbers and Russian 20lbers are not allowed, but Russian 10lber Unicorns are).
These restrictions are optional on agreement between the two Match players.
Any such agreements to change the default restrictions are to be posted on the Assignment thread within the First Week of the Round, and are then to be the rule for their Match.
Failure to reach an agreement to change any or all of the above limits, requires acceptance of the default set.
Starting Countdown
In the interest of fairness and good sportsmanship, and as a convention of our contest community, I ask that no player click to start the post deployment countdown into our contest Battles.
The game Host is responsible to ask and confirm that all are ready to begin the Battle, and is the only player authorized in our competitions to start that countdown.
Re-Hosting can be requested should any other player initialize the countdown prematurely, and there is an objection to proceeding as is.
Player Drops
First deployment phase drop from either player does not count.
Second (or more) from that same player increases the drop count total for that player.
1st drop after first casualty - drop count total increased
2nd drop of same player - Tried again
3rd drop any player on the same player - technical loss of Battle
In any of the above cases it is up to the player which has lost the player whether the game should be re-hosted.
If not called for by them at the time of the drop, the game proceeds to completion, with no further consideration of that particular drop.
After a counted drop, the drop count "must" be agreed to between playersbefore restarting.
You can also agree to reset the count at any point, or to reschedule with a clear count to compensate for agreed poor internet conditions of a particular day.
Re-Hosting
In all cases the Battle is to be re-hosted with the same factions and units.
Corner Camping
Positioning an army in the corner of a map to take advantage of the red-lines to support your flanks is against the rules.
The criteria for a charge of corner camping would include these three things:
1. In-the-corner positioning of a body of forces to intentionally take advantage of that corner as a defensive mechanism.
2. Proximity of that body of forces to the red-lines, inhibiting out-maneuvering on either flank, meaning both red-lines must be close enough to the troop line to prohibit enemy flanking.
3. A period of over three minutes in that position, without showing signs of an attempt to break the appearance of camping; that would demonstrate that this was a temporary maneuvering error.
Battle Assignments
The assignment of the Attacker is to pursue, engage, and subdue the enemy, at all cost!
The maximum time allowed to engage infantry to this end, is one half an hour.
Failure to meet this requirement and to continue in the intentions of the order to attack can be penalized by the loss of the Battle by default.
The assignment of the Defender is intended to include, but is not limited to, repelling incursions, pursuing, and subduing the enemy, at all cost!
Failure to meet this requirement and to continue in the intentions of the order to defend can be penalized by the loss of the Battle by default.
The player with the last man standing will be the winner.
Attacking means the engagement of four or more units of infantry (could be skirmishers shooting at 125 meters for 5 minutes), out of all of your three armies, at some time within a half hour of the end of deployment (if you want to wait that long).
It does not mean you have to rush anybody, just show some reasonable intention of aggression.
The defenders are under the same rule after the attacker has made first contact (if they wait that long), the defenders must respond in like manor, that is the rule.
They can't just sit there after "repelling incursions" (your first attack), after that point they are just as responsible for the progress of the battle as the attackers are.
Limbered Artillery
Both foot and horse drawn artillery are nearly indestructible when limbered.
Because of this they can be used as a shield, absorbing small arms fire.
Using this weakness in game design as a battle tactic is not allowed in my contests.
Exclusive Content Units
We require all players to honor the request of their opponent, should they ask that the Match be played “without” Exclusive Content units.
EXCLUSIVE CONTENT UNITS
0. Retailer Gift (1 unit gift from different retailers)
Grand Battery of the Convention
Royal Scots Greys
1. Heroes of the Napoleonic Wars (available with the Imperial Edition)
7th Lancers – France
Brandenburg Uhlans – Prusia
1st Hussars – Austria
15th Hussars - Great Britain
1st East Prussian Grenadier Battalion – Prussia
6th Regiment d'Infanterie Légère – France
17th Jäger Regiment – Russia
1st Regiment Emperor's Own – Austria
18th Regiment d'Infanterie de Ligne "The Brave" – France
Moscow Musketeers – Russia
2. Elite Regiment (available with most pre-order editions)
5e Regiment de Hussards – France
Pavlograd Hussars – Russia
8th Life Regiment – Prussia
47th (Czech) Regiment – Austria
88th Foot "Connaught Rangers" - Great Britain
No Lag Is Good Lag
A small amount of lag is generally acceptable in multiplayer, but if there is enough so that it interferes with the playability of that game as judged by any of the participating players, the problem must be resolved before the Battle can be fought.
Play It Through
Beyond initial re-hosting to correct startup errors, if you suspect that your opponent is in violation of the rules, do not stop the game. Play it through to your best ability, submit the replay and let us know.
Contest Rewards
Contest titles and badges will include Champion and Finalist.These cover the winning Champion and Champion’s last opponent.
Contest Rules
This is a 1v1 tournament for Napoleon Total War.
The first position in the bracket will always be a Player with the highest point or sign-up order listing.
The first Player in the Bracket will set the conditions of the Battle, and be the assigned Attacker for that Battle.
They will choose the map, the funds and unit size, and which deployment that their Player will use.
All maps can be used, with the exception of Grassy Flatlands, and all unit sizes except Ultra.
Players can only Host with maps that they have not previously played on in this contest.
The second players in the bracket will accept the opposing deployment, and be the assigned Defender in that Battle.
The map and deployment choices “must’ be posted in the Battle Assignment thread “before” the Battle is fought.
All factions are allowed to players at the beginning of “each new Battle”. There is still no duplication within a Team in each Battle.
The winning players will proceed to the next Round of the contest.
Each Battle also has a point score that will be added to establish the seed ranking of participant Clan Players in our “next” contest.
Rounds will be three weeks each, with a one week extension allowed, only if there were problems playing a scheduled Battle in the third week.
Players are required to set time and date in week one, fight and post the results before the end of week three.
Second Teams
3 sign ups per clan.
Clan players will not be scheduled to play against each other, and if they both come to the Final together will take dual honors for their Clan.
Game Rules
The default in-game rules are:
Limit of two artillery units maximum per player.
No rockets or mortars.
No artillery with greater than a 12 pound shot.
(Ottoman 18lbers and Russian 20lbers are not allowed, but Russian 10lber Unicorns are).
These restrictions are optional on agreement between the two Match players.
Any such agreements to change the default restrictions are to be posted on the Assignment thread within the First Week of the Round, and are then to be the rule for their Match.
Failure to reach an agreement to change any or all of the above limits, requires acceptance of the default set.
Starting Countdown
In the interest of fairness and good sportsmanship, and as a convention of our contest community, I ask that no player click to start the post deployment countdown into our contest Battles.
The game Host is responsible to ask and confirm that all are ready to begin the Battle, and is the only player authorized in our competitions to start that countdown.
Re-Hosting can be requested should any other player initialize the countdown prematurely, and there is an objection to proceeding as is.
Player Drops
First deployment phase drop from either player does not count.
Second (or more) from that same player increases the drop count total for that player.
1st drop after first casualty - drop count total increased
2nd drop of same player - Tried again
3rd drop any player on the same player - technical loss of Battle
In any of the above cases it is up to the player which has lost the player whether the game should be re-hosted.
If not called for by them at the time of the drop, the game proceeds to completion, with no further consideration of that particular drop.
After a counted drop, the drop count "must" be agreed to between playersbefore restarting.
You can also agree to reset the count at any point, or to reschedule with a clear count to compensate for agreed poor internet conditions of a particular day.
Re-Hosting
In all cases the Battle is to be re-hosted with the same factions and units.
Corner Camping
Positioning an army in the corner of a map to take advantage of the red-lines to support your flanks is against the rules.
The criteria for a charge of corner camping would include these three things:
1. In-the-corner positioning of a body of forces to intentionally take advantage of that corner as a defensive mechanism.
2. Proximity of that body of forces to the red-lines, inhibiting out-maneuvering on either flank, meaning both red-lines must be close enough to the troop line to prohibit enemy flanking.
3. A period of over three minutes in that position, without showing signs of an attempt to break the appearance of camping; that would demonstrate that this was a temporary maneuvering error.
Battle Assignments
The assignment of the Attacker is to pursue, engage, and subdue the enemy, at all cost!
The maximum time allowed to engage infantry to this end, is one half an hour.
Failure to meet this requirement and to continue in the intentions of the order to attack can be penalized by the loss of the Battle by default.
The assignment of the Defender is intended to include, but is not limited to, repelling incursions, pursuing, and subduing the enemy, at all cost!
Failure to meet this requirement and to continue in the intentions of the order to defend can be penalized by the loss of the Battle by default.
The player with the last man standing will be the winner.
Attacking means the engagement of four or more units of infantry (could be skirmishers shooting at 125 meters for 5 minutes), out of all of your three armies, at some time within a half hour of the end of deployment (if you want to wait that long).
It does not mean you have to rush anybody, just show some reasonable intention of aggression.
The defenders are under the same rule after the attacker has made first contact (if they wait that long), the defenders must respond in like manor, that is the rule.
They can't just sit there after "repelling incursions" (your first attack), after that point they are just as responsible for the progress of the battle as the attackers are.
Limbered Artillery
Both foot and horse drawn artillery are nearly indestructible when limbered.
Because of this they can be used as a shield, absorbing small arms fire.
Using this weakness in game design as a battle tactic is not allowed in my contests.
Exclusive Content Units
We require all players to honor the request of their opponent, should they ask that the Match be played “without” Exclusive Content units.
EXCLUSIVE CONTENT UNITS
0. Retailer Gift (1 unit gift from different retailers)
Grand Battery of the Convention
Royal Scots Greys
1. Heroes of the Napoleonic Wars (available with the Imperial Edition)
7th Lancers – France
Brandenburg Uhlans – Prusia
1st Hussars – Austria
15th Hussars - Great Britain
1st East Prussian Grenadier Battalion – Prussia
6th Regiment d'Infanterie Légère – France
17th Jäger Regiment – Russia
1st Regiment Emperor's Own – Austria
18th Regiment d'Infanterie de Ligne "The Brave" – France
Moscow Musketeers – Russia
2. Elite Regiment (available with most pre-order editions)
5e Regiment de Hussards – France
Pavlograd Hussars – Russia
8th Life Regiment – Prussia
47th (Czech) Regiment – Austria
88th Foot "Connaught Rangers" - Great Britain
No Lag Is Good Lag
A small amount of lag is generally acceptable in multiplayer, but if there is enough so that it interferes with the playability of that game as judged by any of the participating players, the problem must be resolved before the Battle can be fought.
Play It Through
Beyond initial re-hosting to correct startup errors, if you suspect that your opponent is in violation of the rules, do not stop the game. Play it through to your best ability, submit the replay and let us know.
Contest Rewards
Contest titles and badges will include Champion and Finalist.These cover the winning Champion and Champion’s last opponent.