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Breakout Normandy Tournament Home Page.

PBeM #11 Start Date: February 15, 2018

Contact the GM: Mark Gutfreund: gutfreund15@yahoo.com for further information.

Please look under "Sitemap" at Navigation on the left for key changes to AH rules for the L2 version. 

Further down this page are the rules for the next tournament.

Final Standings from BKN PBeM #10
 1. Kevin Hammond
 2. Jim Eliason
 3. Larry Meyers
 4. Kevin Wojtaszczyk
 5. Ron Fedin
 6. Mike Kaye

Requirements to Play:

  • you must be a member of the BPA; the BPA now has a special PBeM membership for only $10; go to http://www.boardgamers.org/bpaterms.htm
  • you must allow the game to be submitted to AREA; this will be done by the GM; no chits need be exchanged
  • you must own a physical copy of the game (in this case, owning the AH version is sufficient) and have an email address
  • you are required to use ACTS to keep a record of the game


Game: The standard one-week game of Breakout: Normandy. In a change from prior tournaments and in order to keep in congruence with the WBC Tournament, the L2 will be the only version being played.   

Rule 12.53 per the L2 rules.

Victory Points:
 Rule 22 per the L2 rules

Format: This will be a single elimination tournament. There will be no byes. When one becomes necessary, an Eliminator - an ineligible player -  will be assigned as an opponent. The Eliminator cannot advance, but he can eliminate an opponent. All eliminated players and interested latecomers are urged to offer their services as an Eliminator.  

Positions three through six will be resolved in the following manner: 3rd place goes to player who lost to the eventual winner in the 2nd last round; 4th place to the player who lost to the runner-up in the 2nd last round; 5th place to the player who lost to the eventual winner in the 3rd last round; and 6th place to the player who lost to the runner-up in the 3rd last round.  

Time Limits: Each round will last for 5 months or until all matches have been completed, whichever comes first. There will be no adjudications of games at the end of the 5 months. Instead each player will indicate the amount of time they used to complete their side of the game and the side greater than 2.5 months in total time will be the automatic loser, no matter what the actual situation in the game is. I am hoping that in the spirit of good sportsmanship that players can agree on which player used the most time. If not, each player in a timely manner will submit evidence of how long he took to complete all of his moves. We will now have ACTS to assist in this process.

 Playing Officials: Prior to the start of the tournament, two Assistant GMs will be named to assist the GM. Assistant GMs may participate in the tournament as active players and are eligible to play in all rounds and compete for awards and prizes just as any other player. The GM and Assistant GMs will not be allowed to issue rulings on questions or rule interpretations for matches in which they are personally involved.

GM: Mark Gutfreund: gutfreund15@yahoo.com

Asst GM: Kevin Hammond: kevinmst@yahoo.comknmst@yahoo.com

Asst GM: Scott Fenn: saftaurean@aol.com

Side Determination:  Bidding for sides has always been a bit of a bugaboo for players. I know that I get confused at times myself and I get more questions on bidding than any other area of the rules.  We will use the blind bid for all rounds of the tournament.

Blind bidding: You do not have to state a side preference; it will be assumed that you are bidding for the German side. You will then bid a number that represents the number of supply that you are willing to give the Allies to start the game. Thus, the higher the number you bid, the more likely you will get the German side. Conversely, the lower the number, the more likely you will get the Allied side. It is even possible to bid "negative supply" to increase your chances of getting the Allied side. 

The difference between the bids is divided by 2 and then subtracted from the higher bid with fractions rounded up. So if player One bid 50 supply and player Two 30 supply, player Two would get the Allied supply with 40 in the "bank". These points can only be used for buying impulses and not for refitting units.

Another example: player #1 bids -10 supply hoping to get the Allies; player #2 bids 20 supply. The difference between these bids is 30 (try thinking of this as being on a number line); 30 divided by 2 is 15; 20 minus 15 is 5. Player #1 will get the Allies and have 5 SP in his back; player #2 will be the Germans with no supply in reserve.

Matching: Matching in every round will be completely at random. A random 4 digit number will be assigned to each player. These numbers will be sent to both assistant GM's for verification. Starting with the player with the lowest number, that player will be matched with the player with the next highest number, and so forth. 

Computer Aides
: All players are encouraged but not required to use computer aides. These aides facilitate speed of play, especially during refit and regroup phases, and can represent a permanent record of what has previously occurred in a game if a dispute should arise. Among those available are VASSAL ; one advantage of VASSAL is that it is operating system neutral and therefore workable not only with Windows but also with Macs and Linux. Cyberboard only works with Windows and you have to be able to find a module of each particular game, although this is usually not a problem. Lastly there is Aide de Camp. If there is any discrepancy between the computer board and the physical board, such as counter values or map features, the latter always prevails.

Mistakes and Illegal Moves:
  First, the Internet Die Roll Error Handling Convention will be the default method of deciding disputes. Players can agree to use their own, but I think these are sensible.  In addition, if a dispute arises, the decision of the GM in consultation with the assistant GM's will be final and the GM reserves the right to disqualify a player for deliberate or repeated illegal moves. In short, players should make every effort to work these things out for themselves and, then and only then, consult the GM.
  • 8.13 will be enforced as follows. If a mistake is made, the player who received the illegal move has only two choices: either accept that move in all of its parts and aspects or have the offending player completely redo the move from the start. So if the allied player is executing a movement impulse with three parts, it is not possible to reroll just one part. The entire thing must be redone. If it is the refit, it is either the whole refit or none of it; if regroup, the whole or none of it. I would encourage players to point out an opponent's error if they are willing to do so. That is merely good sportsmanship. The above applies only to disputes. Obviously this doesn't cover every problem, but it will be the guiding principle for myself and the assistant GM's.  
End of Your Turn: You should make it clear to your opponent when your turn has ended. Again, according to 8.13, once your opponent has moved one of his units, or a die has been rolled, it is not possible to change any part of your move. In some cases, it will be obvious that an impulse has ended, such as a naval or air bombardment. However, in cases where there happen to be multiple fresh units in the activated area, it may not be obvious to your opponent that you have ended your move; so please try to do this in the interest of faster play. This may also come into play if you have experienced a very adverse die roll (of course, in actual play this hardly ever happens) and are contemplating using the Advantage. If you have a quick response opponent, you may wish to indicate to him that you are considering using the Advantage before he can fire off a move to you and that you need a little time.

Internet Dice Rollers: It is permissible to use the honor system to roll dice, use playing cards, or use chits to decide random events as long as your opponent agrees. Most will want to use one of the internet dice rollers. Among those available are ACTS. One advantage of using this site (which is free) is that it sends an email of every activity to both players and also keeps a log of all those activities. Even if you are using a computer aide, this can be handy if there is a question about a previous move or dice roll.

 Internet Die Roll Error Handling Convention:

  • Too many drs: use the ones you need discarding the rest. Do not reroll.
  • Not enough drs: use the ones you got and send for the rest.
  • If not specified, Attacker dr(s) first, then Defenders 
  • No response from die roller: Best not to send for a second die roll. Wait about 24 hrs, if the drs still haven't shown, the original sender will notify the original receiver to send for the drs. When the receiver is notified he is to roll because of missing drs, and the receiver has yet to receive those drs, the receiver will send, and at that instant the original senders drs will not be used, even if they come in.
  • Multiple die roll requests: Use the drs the receiver got first.
  • If one gamer gets die rolls and the other doesn't and the email addresses were fine : use those dr's. Whoever got the dr's should forward them to the other gamer so he may inspect the email addresses, and if all is OK, use those drs.