BHGS Tournament Rules - Flames of War
Rules, Lists and Clarifications to be used
BHGS tournaments use Version 3 of the Flames of War rules plus any official errata or clarifications from Battlefront.
All equipment will use the stat lines as listed in the briefing book(s) or PDF that the army is drawn from as modified by any official errata or clarifications.
Regardless of which briefing book(s) your army is drawn from national rules will be as per the V3 equivalent rule if that exists. Those nations whose national rules do not exist in V3 may continue to use their V2 equivalents
Individual company special rules will use their briefing book rules unless they are specifically covered in the main rule book. Individual units who have gained special characteristics under V3, e.g. motorbike Aufklarung, only receive them if it is listed in their army list. Where equipment special rules have changed from V2 to V3 (e.g. one man turrets, bunker busters, wheeled, jeeps) the V3 rules apply regardless of which briefing the army is drawn from.
Where possible players are asked to resolve rules queries amongst themselves, should an Umpire be needed he will make a decision as best he can but please remember we're all learning at the moment!
Once an army list has been submitted it may not be changed or altered other than to correct any errors. Players may only correct their errors by making reasonable changes to their list. It is not allowed to completely re-write the list, and the list checkers decision on this is final. Any incorrect list discovered after a game has commenced (after set up dice have been rolled) must be corrected prior to deployment if spotted in time, and fully corrected in any case before the next round.
Players must fully define their troops as they are placed on table. Figures must provide a reasonably accurate representation of the troops they are trying to represent they must not look deliberately misleading. All figures must be painted and based to an acceptable standard.
Terrain will need to be provided by the players. Any clubs or individuals who can supply terrain for the competition please contact the period umpire as your help would be greatly appreciated. Each table will be preset with terrain at the start of the tournament, where possible players will be allocated to tables that they have yet to play on.
Players must be present and ready to start the match at the appointed time. Where a player has a reasonable excuse for arriving late the match start will be delayed by up to 30 minutes. After which time the effected player will be awarded a bye. No player will be awarded more than one bye for any reason. A bye will carry 15 points.
If a player resigns from a game at any stage after the first set up dice have been rolled their opponents will be awarded 20 points, and the resigning player will be awarded 1 point.
When time is called, play will continue until the end of the turn of the player who moved second, such that both players will have had an equal number of turns unless the tournament umpire in question is allowing Blitz Play.
A modified Swiss Chess system will operate throughout the competition. Players may not play against fellow club players in the early rounds, nor players whom they have played in earlier rounds, nor against any relatives in the first degree of consanguinity. Thus a player cannot be matched against his/her spouse, parent, brother, sister, and/or child. Where possible the draw will be such that axis vs allied games are maximised but it is more than likely that some blue on blue games will occur.
The Scoring System
The scoring system will be a derivative of the Flames of War system, as used at the Corrivalry competition.
For a 'mobile battle' or 'defensive battle' where the attacker wins or a complete 'fair fight' then the winner scores their FoW score for the game multiplied by 3 plus 1 point if one third of the losers platoons have been destroyed and 1 further point if the losers force is broken, the maximum the winner can score is 21 points. The loser scores 21 points minus the winners score.
For a 'mobile battle' or 'defensive battle' where the defenders wins via the victory conditions or the game is timed out with 6 or more turns played then the winner scores their FoW score for the game multiplied by 3 plus 1 point if none of the objectives the attacker is trying to capture are contested and 1 further point if the attackers force is broken , the maximum the defender can score is 21 points. The attacker scores 21 points minus the winners score.
If the game is a timed out 'fair fight' or a 'mobile battle' or 'defensive battle' where fewer than 6 turns have been played then each player scores as if they have lost the game. Their score for the game is their FoW score multiplied by 3 plus 1 point if they are contesting any of the objectives they are trying to capture. N.B. the total score in a drawn game will not add up to 21, the absolute maximum score would be 10-10.
The Flames of War scoring system is detailed on page 275 of the Flames of War rules.
Admission to the tournament is at the sole discretion of the organisers and their decision on all matters is final. An application to enter denotes acceptance of these rules.