The Rulespack in its present form is posted here.
Issues such as command cards and who can use which will hopefully be cleared in the next LFTF (rumors are that it will be adressed)
Issues with terrain is not stricktly the rulespack so it will not be part of the generic rules pack.
Rulespack Draft ETC FOW 2019:
Formations and units allowed:
Any V.4 MW formation or unit that has been incorporated into forcesofwar before the 1. may will be allowed
Lists MUST have the following in the name as the first thing in the list name: Country - Player Last Name, Player First name.
Other stuff such as type of force is not mandatory... but nice to have
After the deadline, all the rosters will be distributed to each captain who submitted his team's lists on time.
The lists will be checked by the FoW Captain's Council, and any necessary changes made ASAP with minimal changes to the list.
List checking deadline will be July 7th.
Rulespack Team Matchup:
- Each team will recieve 6 player force cards, showing the player name and what formations his force contains.
- Each team will recieve 6 card sleeves with a battleplan fixed to it.
2 x attack 2 x Maneuvre 2 x Defend.
The text has to be on the inner side of the card Sleeve, making it hidden when a card is in the Sleeve..
- The missions for each round is preselected before ETC
- Before each round's matchup. The player force cards are put into the sleeves, showing the force cards, but consealing the battleplan. thus the battleplan of the individual player force is hidden (much like in an ordinary V.4 game).
-The matchup is now done using the following system:
1.Team A puts up one if its 6 armies, Team B does the same.
2.Team A puts up two armies against the one put up by Team B, Team B does the same.
3.Team A chooses one of the two armies put up by Team B to be played against their army first put up by team A . this is the first matchup. Team B does the same.
4.The armies that did not get chosen return to the team pool.
5.Team A puts up one if its 4 remaining armies, Team B does the same.
6.Team A puts up two armies against the one put up by Team B, Team B does the same.
7.Team A chooses one of the two armies put up by Team B to be played against the army first put
up by team A and determines one pair, Team B does the same.
8.The army of Team A that did not get chosen by team B plays against the last army remaining in
the pool of Team B. The army of Team B that did not get chosen by team A plays against the last army remaining in the pool of Team A.
9. the Battleplans are now revealed, determining who attacks and defends, in case of the same battleplan, attacker and defender is determined by roll off
10.The table for each pairing will now be randomly drawn.
Rulespack building the force:
- A maximum of two players can field formations from the same nation (An allied formation counts as 1 use of that nationality)
- No formation may be repeated, this also goes for formations with the same name such as a panzer grenadier formation. If the name is different eg mixed tankovy vs mixed tankovy (late) they are separate formations.
An upgraded formation.. such as a "Grenadier Formation" upgraded to SS, still counts as a "Grenadier formation", therefore no other player can take the "Grenadier formation".
- Command cards may not be repeated by 2 players, an individual player may repeat command cards if allowed by the card, by no other player on the team may use the same command card
Individual force composition:
- 100 point limit on lists (this includes command cards)
- There is no limit to the number of formations a player can field
- The List MUST be produced on forces to make checking it easier
- The Player must bring at least 1 photocopy of the list being played
- Unit cards and command cards must be brought along with the list, to make it faster and easier to play (A photocopy can be used)
- Player submitted units on battlefronts homepage can be used, IF the are added to forces
Schedule and Missions – During each round, all players will play the same mission. Missions will be drawn from the “More Missions” pdf (https://www.flamesofwar.com/hobby.aspx?art_id=5507) and they will be selected immediately after the list due date and will be published at that time.
Two of each of the following groups of missions will be selected:
- Dust-up, Encounter, Free for All
- Bridgehead, No Retreat, Rearguard;
- Breakthrough, Counterattack, Contact;
- The Friday afternoon and Saturday afternoon games will be defensive battles. If Rearguard is played it must go the full nine turns (unless the attacker wins earlier) regardless of time taken.
Point Scoring system:
Scoring System: Standard version 4 Flames of War scoring, the winner gets 8 points, the loser gets 1 point, and this is then adjusted based on how many platoons the loser manages to kill, and if any important historically figures met their end on the battlefield. There are no draws, so if neither player wins a fair fight then both score as if they lost. Also, any game where the appropriate number of turns (9 turns for Rearguard) have not been played AND victory conditions are not met will be classed as a mutual loss.
The points scored in each game are added to team's score and are recorded as Small Points (SP). If a player wins a game then a Big Point (BP) is added to the team's score as well.
The leader board will be sorted primarily by BPs, and then by SPs.
4.If the game result would be decided at the start of the next turn, players should check the victory
conditions for the start of the next turn as per Sudden Death rules i.e.: the player that went first
check victory conditions i.e. sole survivor, company morale, possessing enemy objective as if the
turn has started and has been played.
Time alloted for games:
1.Each round will last for 3.5 hours. This includes the time for the pairings process which must be
completed within 30 minutes.
2.Any players not paired after 30 minutes should be randomly paired.
3.Both Players must get the same number of turns played. There will be an overtime period of up
to 10 minutes available to give the player who went second the opportunity to catch up.
1. Players should first consult the rule book and unit cards, and the LFTF. Go over the rule/issue step-by-step together to see if a solution can be found.
2. If this doesn’t work, call over both team captains and have each player (if needed) explain the situation and show the relevant section in the rules. Allow the two captains to discuss to see if they can reach consensus.
3. Call a referee. This can be either one of the official referees or one of the player/captain referees. The only requirement is that the referee cannot be from one of the countries involved in the rules/issue discussion.
4. Finally as the last resort, for issues that cannot be resolved by any of the above escalations, call a panel of three referees (official or player, and again, not from either country involved in the discussion). Explain the issue, the three referees deliberate, majority referee decision is implemented.