Last Updated: 12.21.2021
This tournament will be using the The Shortened Campaign as detailed in 17.8 in the rulebook.
The Japanese player will be using the Historical Japanese Hand Option (17.25.F).
The Allied player may choose Arcadia Conference as detailed in 17.25.D and must announce his choice in the ACTS log prior to Allied card draw.
Important Note: 17.25.D has changed in the new rulebook. It includes an option for the Allied player to play the Arcadia card for event prior to the first Japanese card play. The Allied player must declare his intention for this to occur before the JP player's first card play.
Are we using the new rulebook (v3.2) in the upcoming 2nd edition/3rd printing (i.e. 4th Printing)? Yes. The new rulebook is available on GMT's website. A link can be found in Online Support.
Why is this a BPA tournament? The BPA helps advertise and supports this event by providing winners with Plaques and Laurels. Go here for more information on BPA membership and go here to join if not already a member.
Are there other PBEM tournaments supported by the BPA? Yes, indeed there are. Go here for a full list of upcoming and currently running games.
The ACTS log is THE source of truth. If it isn't in the log, it didn't happen. So keep all game related orders/responses in the log. The GM will not review lengthy email chains when deciding a ruling or adjudication.
To simplify reading and composing orders, please be consistent with all abbreviations and hex location names. With uncommon locations, it is helpful to include the hex number (i.e. Viti (5325)). Also, use brackets around the unit name to designate that the unit is flipped or reduced (i.e. [CV Shokaku]).
Dice rolling: For consistency, with all combat resolution rolls, if the dice order is not specified it is assumed that the Offensive player is the first die with the Reaction player being the second. Please note, even just listing out each sides combat strengths is considered specifying dice order. If there is any confusion regarding this, make sure to communicate with your opponent to setup a clear understanding for how dice rolls work at the beginning of the game.
If too few dice are rolled, keep the result and roll the missing die. If too many dice are rolled, ignore the extra ones.
Card Misdraws: It happens occasionally in ACTS that too many (or too few) cards are drawn due to a misclick. If too few cards are drawn, simply click the "Draw Extra Card" link until the correct number of cards is reached. If too many, click the "Discard a random card..." link until the correct number of cards is reached. Then click "View discard pile" and find all the cards that were randomly discarded (reference the log, if needed), click on them and then click the button that puts them back into the deck. When finished, don't "Set whether deck will be reshuffled" because that will reshuffle all the discards back into the deck at the end of the turn.
One other note. When the Allies draw cards for the first turn, draw 5 cards regardless of your choice for Arcadia Conference. ACTS will correctly put Arcadia in as one of the 5 in the Allied hand (if selected) or draw 5 random cards, if not.
Offensive Sequence: To play through an Offensive Sequence and minimize the number of pauses required waiting for player input, walk through the following steps:
Offensive player plays a card, Activates units, Moves units and declares Battle Hexes.
If the Reaction player is JP, they can decide to play a Weather card (if possible).
The Reaction player will make any applicable Special Reaction rolls FIRST before either rolling for Intel or playing an Intercept card. Reaction player also plays any other Reaction cards, as appropriate.
If the Reaction player can react, the Reaction player will Activate and Move units to all applicable Battle Hexes. If not, just move to the next step.
The Reaction player will roll the dice to resolve combat for each battle hex and apply damage. One dice roll for Air/Naval and one dice roll for Ground battles for each Battle Hex. Note: In most cases damage application is obvious for both sides, however if a situation occurs where the damage application for the Offensives player will effect a follow up ground combat or if there is a large number of units to apply damage to (and will affect Reaction player's PBM decisions) then pause to allow the Offensives player to apply damage.
The Reaction player PBMs all of their units, if applicable, and draws any extra cards based on previous Reaction card play.
Offensive player conducts PBM, if applicable, and makes any damage adjustments where there is disagreement on previous Reaction Player decisions.
That's it. It is now the Opposing player's card play.
Resolving Errors: Players should attempt to resolve issues between themselves before asking for help from a moderator. Generally speaking, as soon as the dice are rolled, the move is committed and it is not allowed to be adjusted or rolled back. Also, be careful when cycling the turn in ACTS as it can be very difficult to walk back the game state.
No Kibitzing/Interference: Please don't offer strategy advice to other players in the tournament that is specific to the board state they are currently in. Also, if you see an incorrect application of the rules in another game that neither player caught, don't interfere with the game by bringing this up. If it is something egregious, contact the moderator of that game and let him address it.
Be nice people: This is a game folks, so practice good sportsmanship in all communications between players and between players and GMs. We very much appreciate it.
Contacting the Moderator: The moderator will not be following along with the ACTS game logs for all the games he is assigned to, so posting into the game to get the moderator's attention won't be useful. When needed, directly email the moderator so that they know that you have a question.
MIA Players: If a player goes missing for more than 3 weeks (21 days) without any explanation or notice then that player is considered to have forfeited the match in the current round and will be removed from the rest of the tournament.
Reporting Results: The winner of the match should direct email the moderator with game number, the winner, and how victory was achieved (Political Will, A-Bomb, Japan Blockaded, Japan Conquered, Japan Survived)
I don't have the 2019 2nd Edition/2nd Printing of Empire of the Sun, can I still play? Yes, certainly. The Vassal module uses the latest edition of the map board, cards and counters. Please note, that the 2015 2nd Edition/1st Printing introduced a large number of changes to the 1st Edition base game that was released in 2005. A summary of all these changes and tips for updating a 1st Edition set can be found here.
I don't use Vassal, can I use Cyberboard? Yes, it can be found here. Can't I just use my physical board and counters? Yes, whatever works for you, as long as your physical set is 2nd Edition; ACTS keeps track of everything else needed to play the game. Please note, however, that if you have a 2nd Edition/1st Printing set, the South HQ counter now has a range of 13. Everything else is the same.
I haven't played in a while. What can I do to prepare? Go looking for an opponent on BGG or CSW for a quick refresher game. Also, there are a couple of ways to play solo. One, a beta copy of the Erasmus V2 solo bot is available here and here (released with the 2nd edition/2nd printing). Two, Stuka Joe's excellent CDG Solo Method has a Tweak Sheet for Empire of the Sun that can be found here.
I'm a new player, what is the easiest/best way to learn this game? Learning Empire of the Sun can be a challenge, but it is made much easier if you know which scenarios you should tackle in which order.
First, read through the rulebook and/or watch John Steidl's YouTube series. The main objective here is to focus only on the core concepts: Sequence of Play; Strategy Cards; ZOI, Supply, Activation; Offensive Sequence; Unit Movement; Battle Resolution. It can also be helpful to review the Comprehensive Example of Play (19.0).
Second, play the South Pacific Scenario before any other scenario. For those who don't own C3i#30, the scenario can be found here and the Vassal module for it can be found here (it is also included with the 2nd edition/2nd printing of the base game). This scenario strips away a lot of the chrome, focuses on those core mechanics, limits the number of cards being used, and has simple strategic objectives. It can also be solo played using Stuka Joe's CDG Solo Method. Repeatedly refer to the rulebook or the YouTube series to drive home those core concepts as you play. The 2nd edition/2nd printing rulebook and the C3i#30 rulebook are the same. It's just the C3i#30 rulebook is cut down (sections are removed that aren't needed for the scenario) and it has the South Pacific Scenario detail at the end. There is also a pair of strategy articles on Inside GMT that may help: Part 1, Part 2
Third, when you feel you've got the core mechanics down and can play the South Pacific Scenario smoothly, level up to the 1943 scenario. Of all the yearly scenarios, this one has the best balance as both sides have defensive and offensive objectives to accomplish. There are still some restrictions on card play, but much of the chrome the game has to offer is on display in this scenario.
Finally, when you've played 1943 a few times, graduate to the Full Campaign, starting either in 1941 or 1942 as you choose. Here all the restrictions are removed and the game is experienced in its full glory. I assure you, it is well worth the time and effort it takes for you to get this point. Enjoy!