afrika korps [Updated April 2005]

AFK   3 prizes Beginners Sing Elim w/Mul  
 Demo18   19+     10
     
  

  Lampeter  DemoBallroom Foyer, Table 6

Randy Heller, MD

2004 Champion

2nd: Bruno Sinigaglio, AK

3rd: Johnny Hasay, PA

4th: Ed Menzel, CA

5th: James Tracy II, OH

6th: Vince Meconi, DE
Event History
1991    John Poniske      12
1992    Mike Crowe      15
1993    Joe Beard      20
1994    Joe Beard      17
1995    Phil Evans      16
1996    Bruno Sinigaglio      10
1997    Bruno Sinigaglio      25
1998    Gregory Smith      23
1999    Gregory Smith     24
2000    Randy Heller     20
2001    Lane Newbury     29
2002    Vincent Meconi     29
2003    Jon Lockwood     22
2004     Randy Heller     30

AREA Ratings


GM: Jon Lockwood

once more behind the sand dunes ...

Tournament Format

Welcome to the Afrika Korps tournament ! My goal is to make it possible for as many people to participate as possible without interfering with other tournaments or unnecessarily slowing down the completion of this tournament. The following paragraphs will give you the information you need to prepare for the tournament and fit it into your busy schedules.

OFFICIAL RULES: The official tournament rules in effect will be the 3rd edition (1980) rules, supplemented by the interpretation of those rules as set forth in the Avalon Hill General Vol 18, No 1 article by Frank Priessle. Copies of these will be available for players who need them prior to the start of the tournament.

LOCATION: The primary location for the "main start" of the tournament will be Lampeter on the lower level starting Wednesday at 10 AM. This will be a "staggered start" first round, with players able to be paired off as early as Tuesday evening at 7 pm io begin play of their first round game. The remaining "first round" starts can take place all day Wednesday, with players allowed to begin their first round as late as 8 pm. This represents a lot more room for us. I anticipate that all players should be able to play their games there without having to move anywhere else. For all subsequent games after Wednesday, the GM kiosk for the Afrika Korps tournament will be moved to Lampeter near where the War at Sea tournament will begin play on Thursday at 9am. AFK players who are still in the tournament are strongly encouraged to play their games near there to facilitate reporting the results to the GM.

FORMAT: The format for the AFK tournament is single elimination; you lose, you're out. Tournaments prior to this year have never needed more than five rounds to complete because the number of entrants has never exceeded 32. It is entirely possible that this number will be exceeded. In that case, it will become a six-round tournament with probably a few byes being given at some point. I will make every effort to keep the number of byes to the absolute minimum in order to keep the tournament moving quickly. New this year is the optional Mulligan Round on Tuesday evening. Win and you are excused until Round 2. Lose and you can chalk it up to experience and start anew Wednesday in Round 1.

AREA RATINGS: Although AREA ratings will NOT be used to determine pairings, they will be used to determine byes (if necessary). I will use the latest official AREA ratings and provide the printout at the tournament for curious players. All games in this tournament will be AREA rated. All players without an AREA rating will be given a starting rating of 5000 for tournament and recording purposes.

STARTING TIMES: The "official" starting time for the tournament is 7 PM on Tuesday. However, if you wish to start at a time other than the officially listed one, you should make your request known to me prior to the start of the convention (preferably by e-mail. That is when I begin making the pairings for the first round. This makes the job of pairing a lot easier for me, but I will accept first round entrants until 8pm on Wednesday evening. All first round games, regardless of starting time, should be completed within four hours of when the players begin play (no seven-hour marathon games like last year, please; that defeats the purpose of the staggered start format) Regardless of starting time, all first round games MUST be completed no later than 9am Thursday. Players who fail to do so are subject either to adjudication or disqualification, at the GM's discretion. Games which exceed the four-hour limit by more than 30 minutes are also subject to adjudication.

When requesting starting times, please let me know at which of the following times you prefer to begin your first round:
7pm Tuesday
9am Wednesday
1pm Wednesday
5pm Wednesday
8pm Wednesday
Other (please specify)

All preregistered players who do not express a starting time preference will be assumed to start at 10 am on Wednesday.

SUBSEQUENT ROUNDS: Players are encouraged to play their subsequent rounds as soon as possible so as not to hold up the completion of the tournament. Although flexible starting times are a great way to maximize use of available player time, they can be abused if players do not take the initiative to complete and report their games promptly. Remember that there are many other players here besides you who are anxious to get in as much playing time as they can. Please show your consideration of them (and me) by not wasting time.

PAIRINGS: In a change from the practice of previous tournaments, pairings will be made randomly by the GM based on the starting time selected by the players. In other words, if you have selected a starting time of 1 pm, you will be paired randomly with someone who has also selected a 1 pm starting time. If you have expressed no preference, you will be placed in the 10 am pool (which presumably will be the largest) and paired randomly with someone from that pool. Every player will be given a 3X5 card on which to report their game results, and which is to be turned in to the GM at the conclusion of each game. These cards will be shuffled for a blind drawing by the GM to determine pairings for the first round and all subsequent rounds. Please note that if you have selected a really odd starting time, it may not be possible to pair you with someone of a like preference. I will do my best to accommodate you, but I will place you in the nearest time slot available if there is no other player expressing your same preference.

SIDE DETERMINATION AND BIDDING FOR SUPPLIES: The following procedure will be used to determine sides:
1. Each player will hide an AFK piece of the color indicating the side they wish to play (blue for British, pink for Germans). They then reveal their choices simultaneously. If the sides selected are different, play proceeds as normal using the AFK supply table to determine supplies.
2. If both players want the same side, they MUST BID SUPPLIES FOR SIDES.
The procedure is as follows:
The players bid a supply handicap for their choice of sides. The two players will roll a die to determine who begins the bidding, with the higher die roll being given that choice. If both players want the German side, the number bid represents the number of extra supplies the British player can declare "sunk" in addition to those that are sunk by the supply table during the course of the game. For example, if the German player has bid two supplies for the right to play his side, then the British player has the right to sink any two supplies that the German would otherwise receive as a result of his supply roll at the beginning of the turn. (Given the vagaries of the supply table, this can get really nasty.) If both players want the British side, then the number bid represents the number of "free supplies" that the German may get during the game. The German player may choose to claim these supplies right at the beginning with his initial setup, or he may use them to nullify any "sunk" result on the supply table during the course of the game. Once the bidding has been completed and sides determined, players should write down any supply handicap that was bid on their 3X5 cards for that game and keep track of the number used.

KEEPING NOTES ON GAMES: On a separate sheet (which the GM will provide) players should make notes about the distinguishing features of their individual games so that your friendly GM will be able to record the noteworthy events for the WBC Yearbook entry on the AFK tournament. The more material I receive, the more justice I will be able to do to the tournament players in the writeup. That should be enough for your planning purposes for the conference. Please let me know by e-mail as soon as you have preregistered for the convention, along with any starting time preferences you may have. The sooner I know, the better I can plan. I look forward to seeing you all there!

A FINAL NOTE: Chess clocks will not be used this year, but are under serious consideration by the GM. They will become mandatory for next year's tournament if there is a problem with prompt completion of games due to slow play, excessive player absence or taking of "breaks" during games, etc. I am providing timesheets for all players to use in their games to keep track of how many minutes both sides use for each move, which will be used as a guide for adjudication. I will be manning the "demo" table in the Ballroom Foyer from 6 pm to 7pm on Tuesday evening. Players who wish to sign up before 7 pm can check in with my Assistant GMs, Bruno Sinigaglio and Randy Heller.

 GM      Jonathan Lockwood  [6th Year]   P.O. Box 3436, Reston, VA 20195-1436
    locklamp@starpower.net   703-471-7906

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