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FaveDAve
04-19-2006, 11:50 PM
I have posted a question in the rules forum asking if I can mix axis and allies in official DCI events.

Since the DCI rules ignore and break several basic rules, I was wondering if this was broken as well. (Another example: whoever wins the die roll for map setup also must move first. Another violation of the basic rule book).

Also, the DCI rules do not say that you are limited to 15 units.

I eagerly await the replies to these questions.


BTW, I cannot help but wish that they would exercise the same conciseness and clarity they use in the original rulebook in the DCI rules.

The DCI document is astonishingly poorly written and confusing. Not to mention vague, inconclusive, even obfuscating.

I have no experience with any other tournament play than this game, so perhaps they all suffer from this and I'm being unfair. But the regular rules are so well-designed and the answers provided on the forum are like manna from heaven, so I guess I'm spoiled.

The folks over at Eagle games should learn a lesson from Avalon Hill about writing rules!

Kulgan
04-20-2006, 02:33 AM
What would the best mixed army be? Probably will take a long time to figure out that.

FaveDAve
04-20-2006, 03:12 AM
Off the top of my head - SSPGs and 2 Shermans. Plus 1 Bofors and an ELite Panzer IV.

Melichor
04-20-2006, 05:56 AM
I have no experience with any other tournament play than this game, so perhaps they all suffer from this and I'm being unfair. But the regular rules are so well-designed and the answers provided on the forum are like manna from heaven, so I guess I'm spoiled.

I have an idea.
Run some tournaments.
Run them the way you think they should be run.
Develop a system to rank the participants. Ensure that it is unbiased and fair.
Document your tournament system.
Present your system to WOTC as an alternative to the current DCI system.
Or, promote your system to other players, tournament organizers and venues as an alternative and better tournament format.
If it's successful, then you've proven your point. If it isn't you can go back to the drawing board.

I'm unsure what your agenda is, but you've admitted to being a tournament neophyte. I would suggest learning the system, from both sides (as a player and as an organizer), before you start pushing revolution and change.

XAos
04-20-2006, 09:38 AM
BTW, I cannot help but wish that they would exercise the same conciseness and clarity they use in the original rulebook in the DCI rules.

The DCI document is astonishingly poorly written and confusing. Not to mention vague, inconclusive, even obfuscating.

I'd have to agree with you.
The DCI floor rules for aam are the worst of any of the DCi rules I have read/used in tournaments.
Persoannally the absolute worst sctiob. Is that the tie-break rules on a time-out are actually the reverse of the standard aam victory criteria.
i.e. it the game reaches turn:10 then control of the objective is the main criteria with points surviving being secondary.
But if the game only reaches turn:6 the reverse becomes true. surviving points are most important with control of the objective something like 4th on the list of criteria. I can't think of a greater positive incentive for players to cheat by deliberatly stalling. :(

MektonZero
04-20-2006, 10:22 AM
But if the game only reaches turn:6 the reverse becomes true. surviving points are most important with control of the objective something like 4th on the list of criteria. I can't think of a greater positive incentive for players to cheat by deliberatly stalling. :(

Time to break out the chess clocks. :D

'panzer' Mayer
04-21-2006, 12:13 PM
Time to break out the chess clocks. :D

I am going to try that one day. :D

J.L.Robert
04-21-2006, 04:30 PM
I am going to try that one day. :D

We already did. I play fast, so it put the pressure on my opponents (they were always running out of time before I was even close).