Rescued by benga Tibreaker wins
LHDDD 6
Galactic Guzzlers 5
Black Star 4
Ferengi 1
Galaxy Pirates 1
Galaaxians 1
TOFU 1
Click image to enlarge. Details: The Andromedan War, the Galactic Civil War and subsequent demise of the Galactic Federation have resulted in a political climate of mistrust. For over a century, governments and leaders of the planets have all invested heavily in building vast defensive arms and military fleets.
On Earth, a former safe haven during the Federation Era, the sudden decline of the
Earth Alliance (after defeat to
Tamriel ), resulted in a number of opportunist attempts at invasion. Despite withstanding invaders, the military might of Earth was vastly depleted and a number of protagonists attempted to gain control of the range of valuable resources offerred by Earth's Solar System (sector V).
LHDDD gained a temporary, fragile hold of Sector V, but political tensions accross the other four sectors of the known Galaxy have intensified and Galactic War is now believed to be inevitable. Despite the attempts of the
Tamriel Alliance to maintain the period of relative stability under their rule, throughout the Galaxy, powerful alliances are being struck and vast armadas of battle cruisers are finalsing preparations, intensifying the pessimistic expectation for war to break-out at any moment ......
The Five Sectors of the Known Galaxy: show: Military Intelligence - General
Command Centres - (Controlled by the vast 8 Thoughts computers)
show: Military Intelligence - Sector I
Tamriel Hummin - Spyce-Producing Planet Archenland Calormen Discworld
show: Military Intelligence - Sector II
Volcanus Midkemdil Varda - Spyce-Producing Planet Manwe Aule
show: Military Intelligence - Sector III
Loki (Third Age) Atlantis Midgard Thor (Second Age) Aegir - Spyce-Producing Planet Freya, Frigg & Odin Although inhabited, these minor planets are not considered significant enough to be military targets.
show: Military Intelligence - Sector IV
Draknor Amanecer Puck (First Age) Mote Cobweb - Spyce-Producing Planet Peaseblossom, Oberon & Titania Although inhabited, these minor planets are not considered significant enough to be military targets.
show: Military Intelligence - Sector V
Earth (Second Age) Luna Solar System
show: Tournament Format
This will be a 12-team tournament, with 3 players in each team (alliance).Initial Phase Each alliance (team) selects a sector (sectors I to IV), and a planet (other than the sector's spyce-producing planet) , to consolidate their power. Each sector will have 3 warring alliances. Alliances battle to defend their selected planet, to control each other's planets, as well as the spyce-producing planet within the sector (this will be a battle with 3 warring alliances).*** Alliances which gain, or maintain, control of any planet continue to the next phase. *Where too many alliances are attacking / defending the same target for the battle to be completed in one game (e.g. more than 12 players), then the battle will be decided by a series of games such that each alliance plays twice (e.g. 3 x 2-alliance battles or 3 x 3-alliance battles). If no alliance wins twice then the battlefield becomes neutral. ***If alliances all select different home planets, then they battle against one opponent for their own planet, another opponent to gain a planet, and both opponents for the spyce-producing planet. If two alliances select the same planet then there will be a 3-way battle for that planet, two 2-way battles for the other alliance's planet, a 3-way battle for the spyce-producing planet, and a 3-way battles for the other planets in the sector. If all 3 alliances select the same home planet, then there will be a 3-way battle for that planet, a 3-way battle for the spyce-producing planet, and three 2-way battles for the other planets in the sector. Secondary Phase Each alliance (team) select 1 or 2 target planets, command centres, or the solar system, to attack and expand their empire. They then battle with whichever other alliances control, or target, the same target. If no other alliance controls, or targets, the same target, then the target is acquired without contest. If an alliance is not targetted by another alliance and has uncontested targets then they must select another target requiring military engagement.Alliances controlling a spyce-producing planet have the means for hyperspace travel to other sectors, using the wormhole and warp-gate networks. They can therefore attack anywhere in the known galaxy. Otherwise alliances can only attack one planet, or the command centre, within their own sector. Alliances which have control of any planet or command centre (or the solar system) continue to the next phase. Alliances which had control of a battlefield which became neutral also continue. *Where too many alliances are attacking / defending the same target for the battle to be completed in one game (e.g. more than 12 players), then the battle will be decided by a series of games such that each alliance plays twice (e.g. 3 x 2-alliance battles or 3 x 3-alliance battles). If no alliance wins twice then the battlefield becomes neutral. Tertiary Phase Each alliance (team) select 1 or 2 target planets, command centres, or the solar system, to attack and expand their empire. They then battle with whichever other alliances control, or target, the same target. If no other alliance controls, or targets, the same target, then the target is acquired without contest. If an alliance is not targetted by another alliance and has uncontested targets then they must select another target requiring military engagement.Alliances holding a command centre can attack any of the planets in the two adjoining sectors and can select 1 or 2 targets (as well as Aliances controlling a spyce-producing planet being able to attack anywhere in the known galaxy and select 1 or 2 targets). Otherwise, alliances can only attack one planet, or the command centre, within their own system. Targets are declared in two steps:* First Step* Firstly, alliances that can, and wish to declare, more than one target, make their declarations. * These initial targets are then declared. * Second Step* Then, all alliances declare their final (or only) target. * These last targets are then declared. * Finally, battles begin. *Where too many alliances are attacking / defending the same target for the battle to be completed in one game (e.g. more than 12 players), then the battle will be decided by a series of games such that each alliance plays twice (e.g. 3 x 2-alliance battles or 3 x 3-alliance battles). If no alliance wins twice then the battlefield becomes neutral. Final Phase Each alliance (team) selects between 1 and 3 target planets, command centres, or the solar system, to attack and expand their empire. They then battle with whichever other alliances control, or target, the same target. If no other alliance controls, or targets, the same target, then the target is acquired without contest. If an alliance is not targetted by another alliance and has uncontested targets then they must select another target requiring military engagement.Alliances holding a command centre can attack any of the planets in the two adjoining sectors and can select 1 or 2 targets. Aliances controlling a spyce-producing planet can attack anywhere in the known galaxy and select 1, 2 or 3 targets). Otherwise, alliances can only attack one planet, or the command centre, within their own system. Targets are declared in two steps:* First Step* Firstly, alliances that can, and wish to declare, more than one target, make their declarations. * These initial targets are then declared. * Second Step* Then, all alliances declare their final (or only) target. * These last targets are then declared. For an alliance to become rulers of the galaxy they must achieve both of the following:Have no opponent in two entire sectors. Gain (or maintain) control of a combination of three spyce-producing planets and/or command centres. Final Phase - Part 2 If no alliance gains the objective (or more than one alliance does), then the final phase of the war continues as above, with another round of the final phase. Alliances which have control of any planet or command centre (or the solar system) continue to this next round.Final Phase - Part 3 Again, if no alliance gains the objective (or more than one alliance does), then the final phase of the war continues as above, with another round of the final phase. Alliances which have control of any three planets or command centres (or the solar system) continue to this next round.Final Phase - Part 4 If, after three rounds of the final phase, no alliance has gained the objective, then the fate of the galaxy will be determined by a galaxy-wide final battle between the three strongest alliances**. **The three strongest alliances are determined by the number of battlefields held. If this proves inconclusive, then alliances with equal number of battlefields will be ranked by number of command centres held then by number of spyce-producing planets held. If this is still inconclusive then undecided final position(s) of the three strongest alliances will be determined by the relevant equal alliances enduring a play-off battle (on the Space Trade Map). If more than one of the final positions of the three strongest alliances is to be determined by a play-off then finishing positions in the play-off will be used. *Where too many alliances are attacking / defending the same target for the battle to be completed in one game (e.g. more than 12 players), then the battle will be decided by a series of games such that each alliance plays twice (e.g. 3 x 2-alliance battles or 3 x 3-alliance battles). If no alliance wins twice then the battlefield becomes neutral.
show: TPA6 Fine Print
This is a Tournament Players Association Year 6 [TPA6] event, and is governed by its rules, guidelines, and judgments which are detailed here: https://www.conquerclub.com/forum/viewtopic.php?f=89&t=215395 . All are welcome to join and participate in the association. You do not need to do anything more than join one or more of the TPA6 events that will be announced on Mondays. This tournament for the May 16 slot in TPA6.
show: Settings
Battles will be triples, sequential, automatic, escalating, chained, fog and no trench, with a 20-round limit. Where multi-alliance battles take place on battlefields with limited slots (e.g. Thor (Feudal War) / Loki (AoR3), battles will be doubles (or singles if more than three battling alliances make it necesary). In these instances, the first player(s) listed by alliances will be selected, unless otherwise indicated by alliance captains.
show: Signing-Up
Teams must select a sector (I to IV) within which to commence their quest. Teams must also nominate a captain (who will send target decisions at the start of each phase). There will be 3 alliances in each of sectors I to IV, so choices may become limited as signing-up goes on. Preemiums only as there can be many battles at any time. Players signing-up individually will be randomly matched to other individual players. The final individual player(s) to sign up might not be guaranteed a place if there aren't sufficient individuals to make full teams. Teams signing-up together should provide a team name.
show: Declaring Targets
At the beginning of each Phase (and if the Final Phase is continues into further rounds), team captains will be asked, by PM, to send their target selection(s) to the Tournament Organiser (if the TO's alliance is still in the tournament then he will send his selections in advance to the Tournament Director Mad777 by PM for independance) . They will have 48 hours to do so, otherwise they will be assigned one random target. The tournament organiser will then announce battles and send game invites. If an alliance have selected an uncontested target, then they will gain control of it, but be asked to select another target (see above).
show: Missing Turns or Timing-Out
If deliberate missed-turns are suspected then they will be investigated. If timing-out occurs, it will be assumed to be deliberate , and the team in question will not be allowed to win the game in question (if they do win then the game is declared as a draw).
show: Joining Matches
Players will be sent invites and will have 24 hours to join. If they fail to do so then they will be ejected from the tournament and a reserve will replace them.
First Turn Fog of War Courtesy Rule show
Where Fog of War is present, the team to go first in round 1 must either wait 10 hours before taking their turn, or inform their opponent(s) in game chat of any regions conquered from their opponent during their first move, and where from. Failure to do either will mean the competitor in question is unable to score any points in the game. If the turn is taken within 10 hours but no regions are conquered, or only neutral regions are conquered, then no information need be left. Players must contact the Tournament Organiser by PM to alert him to any indiscretions of the rule.
Some of the other Tournaments by Teflon Kris show
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Teflonic Tournament Series Index show: Teflonic Tournament Series Index
ALLIANCE SERIES INDEX EVOLVING STORYLINE SERIES INDEX NATIONALITY-BASED SERIES INDEX SHORT TERMINATOR SERIES INDEX 1 v 1 CHAMPION SERIES INDEX SPECIAL AGENT SERIES INDEX RED ARMY FOOTBALL SERIES INDEX WORLD CUP FOOTBALL SERIES INDEX BETA MAPS CHAMPION SERIES INDEX TRAINEE TRIPLES SERIES INDEX ST PATRICK'S DAY SERIES INDEX ATP TOUR SERIES INDEX SPEED TOURNAMENT INDEX (Shows All Community-Run Speed Tournaments)
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