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Class Struggle [Round 8: Thanksgiving]

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Class Struggle [Round 8: Thanksgiving]

Postby TaCktiX on Mon Jan 19, 2009 5:37 pm

This is a meta-map tournament. In essence, there will be one map that shows every player's current holdings, and conquering other players' territories requires a game to be played. Victory is a successful attack and takeover, defeat is a successful defense.

The Premise

Each player will be treated as if they had just arrived on campus for their first year of school. There are places that students aren't allowed to access during their years. The first year, or Knob Year, everyone will be members of the 4th Class, unable to visit other battalions, use the Parade Deck, use the Quads, and most certainly not talk to the Commandant and the President. Sophomore Year, a few more privileges occur for the now-3rd class, and everyone can visit other battalions. Junior Year, everyone can set foot on the quads at last, as 2nd class sergeants. Senior Year, the Parade Deck, the Commandant, and the President are finally available, as everyone is a 1st class cadet.

The Map

The meta-map will be my own The Citadel. All matches will be played on the same map, Standard Sequential Escalating Chained Sunny.

Player Setup

20 players will participate in the tournament. Each one will need to pick a Home Company and a School Affiliation. There are 20 of each on the map, with 10 territories unavailable at game start, in accordance with the premise above. Due to there potentially being more than 4 games played by a player, it's a Premium-only tournament.

Elimination and Advancing to the Next Class

A player is eliminated from the tournament when they no longer own any territories on the map. Advancing to the next class occurs based on how many people are left in the tournament:

Sophomore Year: 15
Junior Year: 10
Senior Year: 5

Round Procedure
Every round will proceed identically to a normal turn on CC: Deployment, Attacks, Advances, and Fortifications, just simultaneously for all players. Each part will have PMs sent out to get the needed information for the round to proceed. All PMs MUST be replied to within 48 hours or I will assume a "missed turn" and you will only get your deployment at the end of the next round before fortification. 48 hours is maximum time. If I get replies from everyone sooner than that I'll proceed to the next step, so in the interest of a faster tournament, PM even if you aren't going to do anything.

Deployment
Attacks
Games Played
Advances
Fortifications
- Unlimited on the metamap

All other Play Rules are in the second post, but pay attention to the bottom line at the end of them.

Signups
slickstick: An English Major from Bravo Company Eliminated
AgentSmith88: A Football Player from Charlie Company
Lucifer4o: A Disciplinary Problem from India Company
carl2216: An Army Contract from Alpha Company Made Neutral
acores2005: A Business Major from Tango Company Eliminated
amazzony: A Gift Shop Regular from Delta Company Eliminated
Evil Semp: An Exile from Hotel Company
whitestazn88: A Basketball Player from Echo Company
Shai: A Graduate Student originally from Mike Company
Mjinga: A Mathematics Major from Band Company Replaced with reserve TaCktiX
geigerm: An Electrical Engineering Major from F-Troop
Haggis_McMutton: A Food Junkie from November Company
KidWhisky: A Library Assistant from Oscar Company
The Chosen: A Protestant Choir Member stuck in a state of Disrepair Made Neutral
ultidominator: A Chemistry Major from Papa Company
Zorbas: A Political Science Major from Palmetto Battery
seamusk: A Tour Guide from Golf Company Made Neutral
Jackofalltrades: A Biology Major from Romeo Company
negoeien: A Civil Engineering Major from Lima Company Made Neutral
snakedoctor: A Spirit Officer from Kilo Company

Reserves
angola
murphy16
3.
4.
5.
Last edited by TaCktiX on Mon Jul 20, 2009 1:02 pm, edited 44 times in total.
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Re: Class Struggle [0/20;0/5 Reserves]

Postby TaCktiX on Mon Jan 19, 2009 5:38 pm

The Classes and Restrictions

As players progress through their "years" at The Citadel, they will gain more privileges, and are able to access areas they used to not. If a territory or attack route is red on the following maps, a player cannot use it or attack it.

Knob Year (Lots of restrictions)
Click image to enlarge.
image


During Knob Year, all players are granted one army to deploy at the start of the round.

Sophomore Year (Gain The Tower and Battalion Attack Routes)
Click image to enlarge.
image


During Sophomore Year, all players are granted two armies to deploy at the start of each round.

Junior Year (Gain the Quads)
Click image to enlarge.
image


During Junior Year, all players are granted four armies to deploy at the start of each round.

Senior Year (Gain the Deck, the President, and the Commandant)
Click image to enlarge.
image


During Senior Year, all players are granted six armies to deploy at the start of each round. The Parade Deck itself has a special rule. No one can hold it, but anyone with an attack force 5 or greater can attack through it. In other words, when Senior Year hits 14 territories on the map are all attackable by each other, provided the assault is large enough.

Region Bonuses
Over time a player may own a region on the metamap. They gain half of the bonus noted on the map, rounded up. If a territory is unavailable for claim, it is NOT required for the region bonus. So the bonuses for regions are as follows:

1st Battalion: 2
2nd Battalion: 3
3rd Battalion: 2
4th Battalion: 1
Support Battalion: 2
Lee Avenue: 3
Avenue of Remembrance: 2
Jenkins Avenue: 2

Attacks, Defense, and Claiming Territory
WARNING: The following is relatively complex at first, so diagrams are provided.

Every owned territory starts the game requiring one victory to claim (more on "locked" territories later). Think about this as if one army was on every territory. At the start of each round, each player gets armies to place on any of their owned territories.
Image
Then each player PMs to me whether they'd like to attack or defend with each territory they own.

Defend: Any player attacking the territory must win a best-of-3 series (2 victories) to conquer the territory.
Attack: If they attack, there are three things that can happen.

Red attacks Green, Green defends:
Image
- If Red wins the best-of-3 series, he advances the army and Green loses both.
- If Green wins the best-of-3 series but loses one of them, Green loses 1 army, and Red loses his attacking force (Green keeps the territory).
- If Green wins the best-of-3 series with no losses, Green loses no armies, and Red loses his attack force.

Red attacks Green, Green attacks Red:
Image
- If Red wins the one match (1 to conquer the territory), Green loses both the attacking army and the territory, and vice versa.

Red attacks Green, Green attacks Yellow:
Image
- If Red wins the one match, he takes over Green's territory.
- If Green wins his best-of-3 against Yellow, he takes over Yellow's territory, even if Red wins.
- If Red wins and Green loses, Green loses both attacking force and territory.

Those are the most basic examples. There are three other cases:

Red attacks with more than one army:
Image
- If Red wins the best-of-3, he can either advance both armies or leave one on the attacking territory.
- If Red loses the best-of-3, he can lose one of the attacking armies to replay one of the lost matches, provided that would cause him to win the series (with 2 attackers, losing 2-1 on the series, with 3 attackers, losing 3-0 on the series). He can repeat this until he decides to retreat or runs out of armies to replay with.

Red and Yellow attack Green: (multiple people attacking the same territory)
Image
- Green is not allowed to attack unless his army count is higher than the total of armies attacking him (in this case, he can't attack).
- All 3 players play a number of matches equivalent to the number that would be played if only one person was attacking (3 matches since Green has 2 defenders, it would be 5 if Green had 3).
- Any extra armies that Green sends to attack do NOT count toward the number of matches played (so if he had 3 but sent 1 off to attack, only 3 matches are played).
- If Red has the highest finishes of all 3 players, he conquers Green's territory and Yellow loses his attacking army.
- If Green has the highest finishes of all 3 players, he successfully defends against both Red and Yellow.

Red and Yellow attack Green, Green attacks Yellow:
Image
- Both the above rules about multiple people attacking AND the rules about two people attacking each other apply.
- If Red wins the multiple and Green wins the attack against Yellow, Green advances and Red advances.
- If Red wins the multiple and Yellow wins the attack against Green, Red advances and Green loses both attacking force and territory.
- If Yellow wins both sets, he advances and Green loses both attacking force and territory.

Unclaimed Territories:

Red attacks an unclaimed territory:
Image
- Red takes it and advances as many as he wants to.

Red and Green attack an unclaimed territory:
Image
- The same rules apply as if it was the two attacking each other, but victory for either results in the winner taking over the territory, nothing more.
- If they attack with multiple but equal armies, the number of games played expands to accommodate the number of victories required to overcome the other (so if both attacked with 2, best-of-3).
- If either has more armies than the other, the extra armies count toward "redoes."

So to sum that all up, here's the gist of it:
Basic Rules:
- Each player gets a specific number of armies, determined by Class Year, to place on their owned territories at the beginning of each round.
- Number of armies on a territory denotes how many victories in a best-of series must be won to conquer it.
- If two people attack each other, the winner holds his own and takes over his opponent's territory.
- If one person is attacked by two or more people, he must defend against the attack with armies equal to the total force attacking him.
- If a person attacks with more than one army, they can redo any lost matches as long as it would cause them to win the series, losing the extra army or armies in the process.
- If more than two people are involved in an attack, the winner is decided by who finishes highest in all games of the attack.
- Attacking an unclaimed territory is "free" as long as it is uncontested.
- Two or more people attacking an unclaimed territory fight over it according to the rules above, with the victor getting the unclaimed territory.

But, here's the bottom line:
I will handle all of the paperwork. Just tell me your deployments, your attacks, and your advances. I will send you the games you need to play.
Last edited by TaCktiX on Mon Jan 19, 2009 6:47 pm, edited 2 times in total.
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Re: Class Struggle [0/20;0/5 Reserves]

Postby TaCktiX on Mon Jan 19, 2009 5:38 pm

Tournament Tracking Sheet

Click image to enlarge.
image


Player 01: slickstick ATTRITION
Player 02: AgentSmith88
Player 03: Lucifer4o
Player 04: carl2216 DISMISSED FROM TOO MANY ABSENCES
Player 05: acores2005 ACADEMICALLY DISCHARGED
Player 06: amazzony ATTRITION
Player 07: Evil Semp
Player 08: whitestazn88
Player 09: Shai
Player 10: TaCktiX
Player 11: geigerm
Player 12: Haggis_McMutton
Player 13: KidWhisky
Player 14: The Chosen RESIGNED PENDING DISCIPLINARY ACTION
Player 15: ultidominator
Player 16: Zorbas
Player 17: seamusk DISMISSED FROM TOO MANY ABSENCES
Player 18: Jackofalltrades
Player 19: negoeien DISMISSED FROM TOO MANY ABSENCES
Player 20: snakedoctor
Last edited by TaCktiX on Wed Jul 22, 2009 2:46 pm, edited 28 times in total.
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Re: Class Struggle [0/20;0/5 Reserves]

Postby acores2005 on Mon Jan 19, 2009 6:40 pm

in but i dont understand!
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Re: Class Struggle [0/20;0/5 Reserves]

Postby TaCktiX on Mon Jan 19, 2009 6:46 pm

Nuts and bolts requirements: you will be playing a lot of games total but not many at once. Most of them will be 1v1, but some of them will have 3, 4, or 5 people in them. Who you can attack each round is determined by the territories you own on the metamap. Signing up you decide your first two territories, your home Company and your school Affiliation. Those are both listed in the first post. Since the bottom line is I'll handle the rules and I mostly posted them so people can see where they're coming from, I'll be switching Signups to the first post and all the rules to the second post.
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Re: Class Struggle [0/20;0/5 Reserves]

Postby slickstick on Tue Jan 20, 2009 8:39 am

in pls.,bravo,school of english
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Re: Class Struggle [0/20;0/5 Reserves]

Postby amazzony on Tue Jan 20, 2009 8:53 am

Wow, this looks really great =D> Forza run something similar on Doodle Earth but it was way less complicated. Good luck with it!

And no, not in, can't stand unlimited, based too much on luck in 1v1.
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Re: Class Struggle [0/20;0/5 Reserves]

Postby TaCktiX on Tue Jan 20, 2009 10:49 am

If you think Chained or Adjacent would be a better call for this tournament, let me know. I just went with basic settings to offset the other complexity.
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Re: Class Struggle [1/20;0/5 Reserves]

Postby AgentSmith88 on Tue Jan 20, 2009 11:32 am

in football team from charlie company
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Re: Class Struggle [2/20;0/5 Reserves]

Postby Lucifer4o on Tue Jan 20, 2009 3:17 pm

in...Disciplinary problem, the India Company :D
1st in Centerscape Tournament
1st in LW's Red and Green Double Tournament! (with BagwellTheGreat)
2nd in Australian Open Tournament (with BagwellTheGreat)
2nd in Best 3 of 3 Tournament
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Re: Class Struggle [3/20;0/5 Reserves]

Postby carl2216 on Tue Jan 20, 2009 3:55 pm

i'm in Rotc, alpha company
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Re: Class Struggle [3/20;0/5 Reserves]

Postby acores2005 on Tue Jan 20, 2009 4:53 pm

Business Major for Tango company
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Re: Class Struggle [5/20;0/5 Reserves]

Postby amazzony on Tue Jan 20, 2009 9:15 pm

Still need to do a lot of reading before I understand everything completely but I'm so in :D

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Re: Class Struggle [6/20;0/5 Reserves]

Postby TaCktiX on Tue Jan 20, 2009 10:03 pm

I've edited this above, I'd just like to note that I have changed the Fortifications from Unlimited to Chained, to keep as little luck involved in 1v1 as possible.
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Re: Class Struggle [6/20;0/5 Reserves]

Postby Evil Semp on Tue Jan 20, 2009 11:05 pm

I'll play.

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Re: Class Struggle [7/20;0/5 Reserves]

Postby whitestazn88 on Wed Jan 21, 2009 12:38 am

in

echo

basketball team
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Re: Class Struggle [8/20;0/5 Reserves]

Postby juliusceaser on Wed Jan 21, 2009 8:11 pm

im in. graduate student. mike
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Re: Class Struggle [9/20;0/5 Reserves]

Postby TaCktiX on Sat Jan 24, 2009 6:59 pm

So the tournament is almost halfway full. Anyone else interested?
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Re: Class Struggle [9/20;0/5 Reserves]

Postby ZeakCytho on Sun Jan 25, 2009 3:03 pm

Sign me up. Mathematics major from Kilo company.
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Re: Class Struggle [10/20;0/5 Reserves]

Postby TaCktiX on Wed Jan 28, 2009 3:02 pm

*Bump*

I think this is a novel tournament that virtually everyone involved will find fun, so having it stall out at halfway full would be a shame.
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Re: Class Struggle [10/20;0/5 Reserves]

Postby geigerm on Wed Jan 28, 2009 3:13 pm

This looks cool to me; just didn't see it before. I'll be an Electrical Engineer from F-Troop.
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Re: Class Struggle [11/20;0/5 Reserves]

Postby TaCktiX on Wed Jan 28, 2009 5:08 pm

Student ID's have been issued for the first 11 applicants. Their home companies and affiliations can be viewed in the third post now.
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Re: Class Struggle [11/20;0/5 Reserves]

Postby tyler197802198 on Thu Jan 29, 2009 11:10 pm

In, Canteen and Novem
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Re: Class Struggle [12/20;0/5 Reserves]

Postby TaCktiX on Wed Feb 04, 2009 2:38 pm

Shameless bump #2. I need just 8 more people to fill this tournament. :D
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Re: Class Struggle [0/20;0/5 Reserves]

Postby KidWhisky on Thu Feb 05, 2009 11:20 pm

I'll be the hansom Librarian (Daniel Library) from Oscar Company. Everyone like a librarian right.
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