HIGH TIDE

 

1.  High Tide is an ACWGC sanctioned club wide single elimination compilation of tournaments for those commanders who own HPS Gettysburg.  It is a compilation because there will actually be three tournaments running consecutively (three tournament divisions) with each tournament division employing different options of play.  Commanders can sign up to compete in one, two, or all three of the tournament divisions.  In the end, only one commander will remain standing in each of the three tournament divisions.

 

2.  The three divisions for the High Tide Tournament are:

 

a.  The Round Top Division will be played in turns with all options on except MDF and Optional Melee Resolution

 

b.  The Cemetery Ridge Division will be played in turns with all options on except MDF to include Optional Melee Resolution is turned on

 

c.  The Culp’s Hill Division will be played in phases with all  options on to include MDF and Optional Melee Resolution

 

3.  There will be five custom scenarios used throughout the tournament.  The five are available for download at GameSquad (http://forums.gamesquad.com/downloads.php?do=cat&id=7) and are:

 

Round 1:  06c Wheatfield To Roundtop – 12 (5 weeks)

Round 2:  Raid On Stephenson’s Depot – 18 (8 weeks)

Round 3:  Worth Dying For Scenario A – 18 (8 weeks)

Round 4:  Things Heat Up V2 – 16 (7 weeks)

Round 5:  The Climax V2 – 32 (13 weeks)

Round 6:  one of the above

Round 7:  one of the above

 

4.  Participants will be seeded for the first round by computing their winning percentage based upon what is in the Department of Records (DoR) on January 2nd, 2010.  All commanders that have registered at least 20 conflicts in the DoR will receive their seeds first and then those with 0 to 19 registered battles will be seeded subsequently.  It will be the high seed for one side (e.g. Union) to be bracketed against the lowest seed for the other side (e.g. Confederate).  If one side has more tourney participants than the other side, then the middle seeds for that side will be bracketed against each other.

 

5.  Participants will be accepted until midnight CST January 23rd, 2010.  The first round of the tournament will begin on January 31st, 2010.  There will be a maximum number of participants allowed depending upon how many commanders sign up to participate in each division.  Cutoff points are at 2, 4, 8, 16, 32, 64, 128, and 256.  For example, if 148 commanders sign to participate in the Round Top Division of the tournament then only 128 will be seeded and allowed to play (notice that I didn’t say the first 128 but it would be the first 64 Union and first 64 Confederate or whatever combination is necessary to reach 128 if one side has less than 64 wanting to participate).

 

6.  Time limits will be very strictly adhered to.  Winners of unfinished battles will be decided by the Tournament Director (Lt Gen Ned Simms, tnbloodngutsATyahoo.com) if the parties cannot agree upon the winner; and both participants could conceivably be eliminated.  Draws will also be decided by the Tournament Director but in the favor of those that came the closest to a victory (if a Reb minor victory is reached at -1,000 and a Union minor victory is reached at 1,000, then the player with the score closest to their minor victory goal will advance and a score of 0 may result in a double elimination).  Whoever wins gets to advance to the next round.

 

7.  In cases where Reb is versus Reb or Yank is versus Yank, the sides will be chosen alphabetically by last name with the name closest to A being the Confederate commander and the name closest to Z being the Union commander.

 

8.  All games can be registered by the participants with the ACWGC DoR as either battles or maneuvers (as appropriate).

 

9.  There will be tournament ribbons for all participants and the USA/CSA CoAs will present awards to their respective winners and runnerups in each division.

 

10.  E-mails for all participants will be what is registered with the ACWGC and depicted in the DoR.  Verify and update your ACWGC e-mail address if necessary.

 

11.  NOTIFICATIONS REQUIRED:

 

a.  The contestant playing as the Union Commander will notify Lt Gen Ned Simms (tnbloodngutsATyahoo.com) when the first turn has been completed by both sides.  The information needs to include which division of the tournament is involved (Round Top, Cemetery Ridge, or Culp’s Hill), who the two participants are, and that the game has started.

 

b.  The winner will notify Lt Gen Ned Simms (tnbloodngutsATyahoo.com) with the name of the winner, and which division of the tournament is involved (Round Top, Cemetery Ridge, or Culp’s Hill).  Notification must occur within 3 days after the deadline for completion of the round.

 

c.  In case of a draw, see paragraph 6 above and if you still can’t determine who the winner is, then notify Lt Gen Ned Simms (tnbloodngutsATyahoo.com) with the names of the contestants, the final point score from the game, and which division of the tournament is involved (Round Top, Cemetery Ridge, or Culp’s Hill).  Notification must occur within 3 days after the deadline for completion of the round.

 

d.  In case you don’t finish by the round’s deadline, if you cannot decide between you who the winner is, then each contestant should send an e-mail to Lt Gen Ned Simms (tnbloodngutsATyahoo.com) stating why they should be declared the winner (honesty and integrity are expected from commissioned officers) and state which division of the tournament is involved (Round Top, Cemetery Ridge, or Culp’s Hill).  Notification must occur within 3 days after the deadline for completion of the round.