Peiper's Race Tournament Delay

L

Lighthorse

Guest
I have decided to delay my tournament "Peiper's Race", until way after the release of CMBN. Then I hope to redesign the maps and forces for CM2 engine, instead of CM1 engine.
I have all the historic maps design done, force lay out completed, and 50% of the 24 scenarios done. But given the lack of interest by most FGM members, lack of willing scenario testers(tried recruiting 5 players without any luck), Bootie statement "there are to many on-going tournament", and the future release of CMBN end of April 2011, I just figured that the CM gaming gods were trying to tell me something, hahaha.

I shall finish Peiper's Race for all my good FGM friends gaming pleasure later this year.

Lighthorse:rockon::laser::RpS_thumbsup::tongue:
 
I am sorry, I really did plan to test the maps, but my personal problems took too much of my time and energy, had even to almost stop playing altogether... I still have interest in these scenarios, when things clear up...
 
No worries Corsaire31, I'm get it done.
When I do, you do the first one play it, buddy.

:")
LH
 
If you ve made such a progress it would be a pity not to launch this tourney.
Also there is no limit concerning tourneys.As for playtesting i m willing to do it.
 
...But given the lack of interest by most FGM members, lack of willing scenario testers...

From past experience I know most people like to be presented with a tourney that's already been fully-designed and is ready to go.
For example last year I posted here saying I was thinking of making a "USA v Rest of World Tourney" and asked if anybody was interested, but only ONE person said "yes I am", so I dropped the idea.
Yet at other times when I've announced ready-to-go tourneys, lots of people have signed up!
So from now on I never say "I'm thinking of making a tourney", I just go ahead and make it and then launch it by saying "Okay sign up!"

As regards 'Peipers Race', i'm sure many people would sign up (if they like what they see) after the design work has all been done and it's ready to go..:)
 
As regards 'Peipers Race', i'm sure many people would sign up (if they like what they see) after the design work has all been done and it's ready to go..:)
Thanks POS.

The following is email communication between mTK and myself on Peiper's Race
Mtk,

I'm throwing out every idea but the maps. Laying in bed sick...provided allot of time to think over our emails. In the end, I beleive whats most importmant is a fun and simple system for the tournament players. This new system I thought of will take me a little longer to do...but it can be used year after after with a small modification to it.

1. KISS...keep it simple stupid..no complex rules.
2. Every map will have a river or creek crossing with bridges...one bridge will be a heavy bridge unable to be destroyed by either side. the light/medium bridges will be on the flanks and the heavy bridge will be for the highway..center of the map.
3. To win the tournament you must force your way pass the American and cross the Meuse River. Every time you reach the other map edge(westside), by crossing one or more bridges you won that scenario. As Americans you need to prevent Germans from exiting off the map.
4. Every one plays all the way though four scenarios. You failed in one scenario, doesn't stop you from trying again in the next round...fun rules, reason out the door.
5. The scenario cease as soon as A German vehicle exits off the west edge..simple enough regardless what turn it is. Remember this is Peiper's Race. Scenario will have between 25 to 30 each
6. All those that reaches and crossed the Meuse River are winners.
7. The hard part for me...finish four of the six maps.
Round One starts with "Breakthrough"/the test map we're testing now, second round north or south route part one, third round north or south route part two, and the last map "Meuse River in Sight"
8. I will design four scenarios for each map, label them; A, B, C and D...each will have different American forces, set up, random events, weather, etc. This part is fairly easy for me.
Players can review all six maps, and plan they route, but can't review any scenarios until they start playing them. Lastly players matched against each other won't have the same scenario. ie A vs B or C or D, but NOT A vs A. for each round.
I will need to place a time limit for each round...start thinking how long a 30 turn scenario would need .
The Americans reinforcements will start small around turn 10, and increase to larger sizes columns as the scenario continues...thus if the Germans don't push hard, they will be swamped.
9. The Germans forces will start with appox 5000 points, second scenario 4000 points, the third scenario 3000 points and finial scenario 2000 points. This will account for they loses, fiction, breakdowns, lack of fuel, garrisoning they supply lines, etc. All forces will be purchased and deployed in set up areas for players..KISS again. Players will be allow to deploy them.
10. There will be no fuel allotment, or holding rear areas, or figuring percentage of vehicles breakdowns, keeping a rooster, etc.....all that is out the door.

What you think Mtk?

Lighthorse

LH -
You have been thinking! LOL!
I think you are on the right track. K.I.S.S. indeed.
The major issue with tournaments (as I see them) is longevity. The longer the tournament the less likely if will ever be finished because for a variety of reasons players will drop out. The very large point totals in the initial rounds may prove problematic.
What happens to the German player if he loses a battle?
For this type of tournament I think Lord Bane has done a fine job with his Kampfgruppe Tournament. He may already have built the better mousetrap if you will.
mTk

mTK,

The very large point totals in the initial rounds may prove problematic.
The test map one..German were 5000 points in that, with platoon of Panther and PzVI's, company of infantry on halftracks, plus some extra stuff.
If one was to set a time limited..Is it a good idea? and how long for a thirty turn game?
I'm need to read LB tournament then, thanks for that tip.
Also thinking of letting teams of two players progress at they own speed too?

Crazy me
LH

LH -
I wish I could be more helpful on the creative end, but my expertise is entirely restricted to complaining as a player. <g>
I can only imagine how much work it takes to make a successful scenario.
You have a built in time limit. Just set the amount of turns to a fixed figure. I loath variable endings.
How long would best be determined by some playtesting I suppose unless you scenario creators have a more intuitive system.
I love two-man team games, but again the secret is K.I.S.S. Team games by their nature will take more time to complete.
The very best tournament I've ever played in was Rico's "Tag Team."
Two player teams, one scenario, mirror play. I usually played Axis and my partner Allied. The two players were allowed to examine the scenario in detail before and during game play. They were encouraged to discuss it as it was played out. That made it feel like a team game. When the battles were over the results of each teammate were added together (the percentages) and a winner declared. The OOB's were about 2000 pts or so.
I would encourage you to do the same and you could carry your "Peiper" theme through out. Four or five rounds max. Smaller scale, smaller map making and easier for you all around.
Just thinking out loud.

download


Here the Rules for Peiper's Race;

1. I finally decided on use a two tier scoring system, base on as the German player you exited the western edge and the final score in percentage for both sides. The very top players will be in a group of four exits successfully done. Each group will have the highest combined score for four scenarios. Thus there will be five groups from four exits to none.
2. A player is responsible for find his opponent for Peiper's Race and locating a replacement his the original opponent drops out.
3. The two players progress through the campaign as fast as they want. On completing a scenario, they post they results on FGM forum and which route they on, and I'm send each of them the next scenario for the American player to start. I'm keep track of all scores for all players.
4. Player can play this campaign twice, but can never refight the same scenario letter again (A, B, C or D). Thus he can try a second time to better his first score.

To start this campaign, we only need one team of two players. Once I received notice from them I will start the campaign and finish the last scenarios. I have the first round of scenarios already.
Once started I will further explain the scenarios, set-up, random events built into the scenarios, etc.

And if there no interest, I stay with my other plan the delay it.

Lighthorse :frusty:
 
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