Players dice and HIP sheets are subject to TD
inspection. We would like all players to use Precision
Dice if possible. Some kind of dice-rolling-equipment
is required. You can use a dice-cup, throw the
dice into a glass or use a dice-tower. Whatever
the method used, your opponent must be able to
see the result at the same time that you are.
Ideally players can agree what is and what is not
acceptable dice. If necessary, ask the Tournament
In general -
Schwerpunkt dice or Non-Precision dice are not
allowed unless your opponent lets you use them.
At ASO we consider Battleschool dice acceptable
as precision dice. Excessively noisy equipment
may be disallowed at TDs discretion.
Players HIP sheets are subject to TD inspection.
Please show your HIP sheet to your opponent when
possible during the game.
Infantry Fire Table:
The standard IFT Fire table is the default
fire table used. If both players agree you may
use the IIFT.
CHOOSING WHICH SCENARIO TO PLAY:
There are two ways of choosing a scenario;
1) you could agree on one of the three scenarios
2) use the following method; Both of you choose
one of the three scenarios which you will not
play, and give the other 2 a priority of 1-2. In
case of an equal "priority score" (2-1
vs 1-2) you will roll a dice to determine which
scenario you are going to play.
Starting in 2017 we shall use PBS (Point Bidding
System) with all of the scenarios. Inspired by
the Albany tournament. Included in the scenario
list are the PBS for all the scenarios. For those
who are unfamiliar with PBS, this is how it works:
FB 13-Dont Economize (player B vs player A)
This scenario favors the Russians. Player Abid
Russians giving 4 points. player B bids Russians
giving up 5 points. player B wins the bid as he
is giving up more points to play the Russians (if
it were a tie, you dice off for the Russians).
A-(1 point) Delete a Russian DC
B-(2 points) Exchange Russian 9-2 for a 9-1
C-(2 points) Russians get 6PP instead of 7PP in
D-(2 points) Delete a 447
E-(3 points) Delete a 458
player A is playing the Germans since he lost the
bid but player A gets to pick the 5 points from
the above table that will weaken the Russian
chances for victory and balance out the scenario.
player A picks A,C and D for 5 points. player A
sets up as the Axis and player B is playing
Russians minus a DC, minus a 447 and receiving
only 6PP per SSR 6.
The player losing the bid can pick any amount of
points up to the bid number (5 points in this one)
from the above table.
Each balance provision can only be picked one
Cross bids will be honored. Meaning if Player A
bids 3 points for the Russians and Player B bids
2 points for the Germans both sides will be able
to make balancing selections.
ZERO bids for a side and NO BIDS are legal.
The tournament uses the official ASL Rules, 2nd.
edition, with the exceptions of the TOURNAMENT
SSR's as mentioned below
ASO TSR 1
- Kindling is NA in all scenarios (B25.11)
ASO TSR 2
- No Snap-shots across walls/hedges
ASO TSR 3
- If the scenario contains OBA please use the
following Pleva Rule: Each red card/chit
drawn as per C1.21 is mixed back into the pile,
along with another red card/chit. Battery access
is never lost due to drawing two red cards/chits.
Extra card draw mechanics remain the same.
ASO TSR 4
- In all scenarios, with building control,
building hex control or building location control
rubbled building hexes still counts for Victory
Condition purposes. Note, falling rubble outside
original building hexes does not count for
Victory Condition Purposes.
ASO TSR 5
- For vehicular mounted FT TK attempt vs an
enemy AFV the following TK DRM apply:
Case A DRMs
Firer in Motion +2
Target in Motion +2
Concealed AFV +2
Regardless of the DRMs an Original DR of 2 is a
Burn result and an Original DR of 3 is an Elim
result if not already a Burn result.
ASO TSR 6
AFV crews cannot voluntarily abandon (D5.4)
their vehicle. AFV crews can also not
intentionally disable their MA/SA in order to be
able to abandon their vehicle (A.973)
ASO TSR 7
Radios and Phones malfunction on a Radio
Contact/Maintenance DR of 12. Radios have an R#
value of 2. Phones have an R# value of 2. Both
have no X#. (C1.22-C1.23)
Amendment to B26.53 (in bold): Whenever a
fully-tracked vehicle passes a Bog check when
entering a Wire hex through non-VBM, it removes
that Wire counter from the hex if the colored dr
of the Bog DR is 1.
The tournament is a 5 round tournament. The
tournament format is modified accelerated swiss
style, with 3 scenarios
each round to choose from.
The tournament is basically a swiss draw
tournament, but the pairing is accelerated, in
the sense that in round 2-5, a higher number of
players is losing their first game each round
thereby reducing their chance of winning
the tournament to almost nothing.
players with one or more losses, we try to
increase the fun-factor a bit, by trying to avoid
pairing the player with regular opponents in
particular and by making the pairing less strict.
are paired according to the following principles
(see definitions below):
32 players (based on World-ratings)
are matched in one pool, seeded.
remaining players are matched in a
separate pool, seeded
X players (maximum point players, in
order of World-rating) are matched in one
pool, seeded. X is based on the round:
Round 2 = 16, Round 3 = 8, Round 4 = 4,
Round 5 = 2
remaining player with maximum points is
matched with a player that has exactly
one draw or loss. Highest rated (World-rating)
maximum point player against highest
rated player with one loss/draw.
remaining players are matched according
to World rating (against player of
similar amount of points in the
tournament with a similar world rating),
with the following adjustments:
Well try not to match players of similar
nationality or regular opponents
Players mutually agreeing and with similar amount
of points are welcome to request to be matched up
players: All players with maximum points in the
tournament (i.e. have not had a loss or a draw)
are put on a list, ranked in order of their World-rating
at tournament start (ties resolved randomly). The
top 16 players are the topmost 16 players on this
matching: The players in the pool are ranked in
order of their World-rating at tournament start.
The list is then split in the middle, and the top
half ranked players are matched with players in
the bottom half of the list.
Players with no rating are given a temporary
rating for the seeding of the
first tournament. E.g. 6 players on a list are
matched like this: 1 vs 4 / 2 vs. 5 / 3 vs. 6
style means that in each round, you will play an
opponent who has approximately the same amount of
points as you (i.e. has won / lost about the same
number of games as you).
Points: When you play a match you will get 3
points for winning and 0 for losing.
DETERMINING FINAL STANDINGS IN THE
The winner of the tournament is the last
undefeated person in the tournament. Please note
that it is therefore possible for a winner to be
declared before the last round of the tournament
if there are less than 32 players in the Main
rank of all other players is determined by their
points at the end of the tournament. For players
with equal scores, the following tiebreakers are
used, in the listed order:
Round where the player lost his first game (the
later the better).
2. The average World-rating of
opponents played, based on rating at tournament
all of the tiebreakers are a tie as well, the two
players in question share the same rank.
note, that no tiebreaker is used to determine the
winner of the tournament if all the players in
question have the maximum possible points. There
is a theoretical possibility af two or more
players being undefeated in the event of 32+
participating players. If two undefeated players
are tied for the first place, they both win the
tournament in combination. If a tie exists for
the first place, but all of the implicated
players have had at least one loss, then the
tiebreakers above apply.
Starting in 2019 ASO will adopt new
principles for judging games. Draws are no longer
possible. With these new principles we will not
be able to allow players extra time
like we have in the past. The onus is on the
players to take into account the scenario size
and the speed with which they play.
We will use the following principles:
The players who are unable to finish a game
within the allotted time, they have to decide the
outcome of the scenario, using one of these three
agreement, i.e. the players agrees on a
the Organizers decide the game.
the players cannot agree on a result, or if at
least one of the players does not want to roll
the dice for the victory, then the organizers
will decide the outcome of the match, The
Tournament Directors (Bo Siemsen and Michael
Hastrup-Leth) will judge each scenario in the
of the implicated players gets 3 minutes
each, to give his assessment of the
situation, as well as explain how he is
going to achieve the Victory Conditions
in the scenario. During the players
presentation, the judges may ask brief
questions, but should take care not to
give the player ideas that he would not
have thought of himself. This
presentation is done one player at a time,
without the presence of the other player.
judges will then, based on the situation
on the board, as well as the presentation
determine if the scenario is: A) Too
close to call (50-50) B) -Favored by one
player (60-40) C) Significantly favored
by one player (70-30) or D) Heavily
favored by one player (Greater than 70%
chance of winning)
Tournament Directors roll a 20-sided
dice. 1-10 Attacker wins
Tournament Directors roll a 20-sided
dice. 1-12 Favored player wins
Tournament Directors roll a 20-sided
dice. 1-14 Favored player wins
Favored player is awarded the win
AT the conclusion of the tournament prizes will
be awarded to the following (List is subject to
adjustment depending on the number of prizes we
will be prizes for the winner of the Main
will be prizes for the winners of Mini-tournaments
will be prizes for the Main Tournament
will be prizes to the runner up in Mini-tournaments
will be prizes to the Top-10 places in
the Main Tournament
anyone the Tournament Directors sees fit
to award a prize to J