WTC25 FORMAT, CALENDAR & RULES

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Triarii
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WTC25 FORMAT, CALENDAR & RULES

Post by Triarii »

TEAM CHAMPIONSHIP 2025 (WTC25)


Attached below is the format and ruleset for WTC25 - A Swiss tournament of matched, mirror, games where army lists and terrain (map type) are set for all players and only differ between the periods (4 periods) and each round (5 rounds).

Registration for the tournament can be made on the thread here viewtopic.php?t=118187 between 4th August and 31st August.

A draw by Slitherine for the first round match-ups will be made between 3rd September and 9th September.
Tournament games will commence 10th September and finish on 17th September according to the calendar in the rule set below

The rule set is attached here and please post any requests for clarification in this thread.

TEAM CHAMPIONSHIP 2025 (WTC25)

New format: Swiss tournament of matched, mirror, games where army lists and terrain type are set for all players and only differ between the periods (4 periods) and each round (5 rounds).

SUMMARY OF FORMAT
Entries are invited from teams of four are invited with or without a fifth reserve player. Groups of two or three or individuals who wish to participate and are willing to be allocated to a team are invited to enter.
Each team will nominate a player for one of the four periods in each of the five rounds.
The periods are FoGII platform; Bronze Age, Classical, and Fall of Rome and the FoG Medieval platform – Medieval period.
After a draw for the first round each team will be matched against another team using the Swiss system and a new, bespoke, game scoring system to rank the teams after each round. No teams will ever play each other twice during the five rounds.
Each match will be of four games: the four players of one team playing the four players of the opposing team with one mirror game in each of the four periods. The army lists and terrain type will be set for each period by the organisers. They will be historical opponents and will be different in each round.
The Slitherine scoring system will also be used to rank individual players effectiveness as in WTC24 and Slitherine’s in-house tournaments.


ENTRY
Entries are invited from.
  • • Teams of four or four plus reserve.
    • Groups of three who wish to participate in the same team.
    • Pairs who wish to participate in the same team.
    • Individuals who wish to participate either as a team member or as a reserve
Where groups of three, two or individuals enter the organisers will draw those players into teams of four matching threes with individuals, and pairs with another pair or with two individual entries.
Previous teams are welcome to apply and keep the same membership and name.
The organisers will only work to match entries from players who are not yet in a full team of four or four plus reserve.
Players who enter are committing to make their best effort during the tournament to
  • • finish ten games* being one mirror game in each of five rounds.
    • maintain an average rate of play of 1.33 turns a day.
    • accept challenges and return game turns within 48 hours.
    • keep their opponent and organisers informed where these conditions cannot be met.
*Teams are welcome to have a reserve/floating player to help manage this commitment.
Please note the need for certain DLCs to participate in specific periods.

FORMAT
Swiss tournament of matched, mirror, games in five rounds between 10th September 2025 and 17th December 2025.
In the first-round teams will be matched by a draw, in second and subsequent rounds teams will be matched according to their team score using the Swiss system; first plays second, third plays fourth and so on. This will only change to avoid two teams being rematched (see rules addendum).
Each round will be an historically matched pair of army lists on a specified terrain type for each of four periods. The games will be mirror games so each player will play each of the nominated army lists in their period on the specified terrain type.
The periods are three FoGII periods and one FoG Medieval.
Broadly
  • • Bronze Age FoGII requires Swifter than Eagles
    • Classic and Early Rome FoGII requires Immortal Fire
    • Fall of Rome FoGII requires Legions Triumphant and Wolves at the Gate
    • Medieval FoG Medieval requires Storm of Arrows and Reconquista
Army list choices are not being requested in this tournament – all players will play the same match-up and though terrain will be same map type, maps will be randomly generated by game engine.
E.g.
  • Round 1
    Bronze Age
    Babylonian 1594-891BC vs Assyrian 1395-891 BC
    Map Type = Middle Eastern Plain.
The match-ups will be notified by the organisers for each round and will be different in each round. No two teams would play each other more than once in the tournament. All battles will be open battles, medium force (1200 points) and medium map (32x32) with a 24-turn limit.

Each round is 18 full days with one admin day between each round. Total of 98 days.
After each round teams will be ranked according to the new team scoring system and the matches for the next round published.

CALENDAR
WTC25 CALENDAR 2025-07-27.png
WTC25 CALENDAR 2025-07-27.png (209.22 KiB) Viewed 1867 times

GAMES AND CHALLENGES
The four games that make up each match will be posted in the WTC forum thread before the first day of each round. The official start for each round will be 00:00 UCT on the first day of the round. It is acceptable to post challenges before that official start time but the clock for accepting challenges starts at the later of the round start time or challenge posting. This means that a challenge opened before the start time of the round.

Either player may post the challenge ensuring paired (mirror) challenge is checked and a 1200 point medium, open battle with the stipulated army lists and terrain being picked.
Challenges must be posted in the WTC25 challenge thread for the round and a PM sent to the opponent on the Slitherine messaging forum. The PM must include any password used.

Once a challenge is posted the opponent has 48 hours from the later of the official start time or the challenge post time on the forum (UCT) to accept the challenge or be liable to a slow play notification. It is the opponent's responsibility to carefully check the accuracy of the challenge set up. An incorrectly set up challenge must be reset as soon as possible and certainly within first two turns.

If a challenge has to be reset due to mistake in army list(s) or terrain then the whole mirror challenge (both games) must be reset. See also Map change.

Once the games start each player has 48 hours to return their turns or be liable to a slow play notification. (See slow play rules).

Note the rules for slow play have been made tighter but please remember enjoyment of the tournament is the primary aim and where an opponent lets you know that real life might make delays likely please be supportive at least in the first instance.

MAP CHANGE
Important rule change. As the games are now mirror challenges a map will not confer advantage to one player over another. Therefore, no player has a veto for the map that appears.
A map can only be changed by reset of a challenge only if both players agree to do so.
Important if any player unilaterally cancels a map without agreement from their opponent that player is liable to forfeit that game. Please ensure any cancelled map is agreed in the in-game chat or by PM.

RESULTS AND SCORING

Results
The results of each game are expected to be published in the WTC forum, using the dedicated results thread, by the winning player as soon as is possible. Examples of how to show scores are in thread. These results will be used to build and publish a ranked Team Performance table and maintain an Individual Player Performance table. The ranked Team Performance decides next round matches at end of each round* and Team Champions at end of tournament.

Important - Games not completing
Results must be reported before the deadline for completion of the round. Completion will always be 24:00 UCT on the final day of the round. Anything not reported by the deadline will be treated as a 0-0 timed out score. It is very important to post a screenshot of incomplete games to be credited with any draw points or damage bonus points (see scoring). Note; Where a game is likely to time out then either player may post screenshots results and organisers will accept the last posted before the round deadine of 24:00 UCT on the designated final day.

Important – agreed draw
At any point, but only where both players agree a draw can be agreed and a result posted.

[Scoring

Team Scoring
Scoring for the team rankings will not be using the Slitherine system. Team performance will be ranked using a bespoke system designed to reward aggressive play and punish defensive play while also making delaying playing games to an outcome punishingly expensive.
  • The team scoring uses a base 3/2/0-win, draw, loss score.
    • A winning player gets base 3 points.
    • A draw gets base 1 point.
    • A loss gets base zero points.
Bonus points are also available:
  • 1. Winning score where own loss is 15, or fewer points, adds one (+1) bonus points.
    2. Winning score where own loss is 35, or fewer, points (inclusive) adds one (+1) bonus point.
    3. A winning margin of greater than 30 points (Defenders loss minus Attackers loss is 31 or more)
    4. A loss or draw where damage to opponent is equal to 50% or greater gains one (+1) bonus point.
    5. A draw where a player has not inflicted a minimum of 20% of damage (has caused 19 points or less) on their opponent is penalised by one point (-1) penalty point.
Scoring no-fault time out and forfeit games (slow play)
NOTE: Penalty Points can be applied for timed out games. Please read the slow play rules below to understand why and how penalty points might be applied.

No fault timed out games will be scored as draws but anyone involved in timed-out games or forfeiting games in more than one round will be penalised as it will be held to be persistent slow play.

Where notifications for slow play are upheld, a game will be adjudicated as either a 45-15 win (5-0) or as 45-actual damage caused (if less than 15) which would be (6-0). This would be in favour of the player who has suffered the slow play and has made timely notification(s) under the rules. See detailed slow play rules and checklist below.
  • Penalty Points for persistent slow play – multiple time outs
    1. A player in a second no fault timed out game will receive a one-point penalty (-1).
    2. A player involved in a third no-fault timed out game will receive a two-point penalty (-2).
    3. A player involved in a fourth no-fault timed out game will receive a three-point penalty (-3).
The only exclusion will be if a player was the innocent party in a game adjudicated in their favour for their opponent’s slow play or exceptional circumstance such as there having been a prolonged Slitherine server outage.

Individual Player Performance Scoring
All players will be scored on the Slitherine system to provide an Individual Player Performance Rank for the most effective players. This ranking will also be published.

Prizes
Slitherine are generously supporting the tournament with prizes for winning teams and recognition of valuable players/committed players not in the winning teams.

EXAMPLES OF FoG GAME RESULTS CONVERTED TO WTC TEAM SCORES.
  • 43-11
    Winner scores 3 plus1 bonus point for a winning score where own damage is 15 or less also plus 1 for own damage less than 35 and plus one for winning margin of greater than 30 points. Winner scores 6. This is the maximum score. Defeated scores 0.
    Score 6-0

    43-15
    Winner scores 3 plus 1 bonus points for a winning score where own damage is 15 or less and plus one bonus point for a winning score where own damage is 35 or less. Winner scores 5. Defeated scores 0.
    Score 5-0

    50-19
    Winner scores 3 plus 1 bonus point for a winning score where own damage is 35 or less and plus 1 bonus point for winning margin of greater than 30 points. Winner scores 5. Defeated scores 0.
    Score 5-0

    67-36
    Winner scores 3 plus one bonus for winning margin of greater than 30 points. Winner scores 4
    Defeated scores 0.
    Score 4-0

    58-38 score
    Winner scores 3, no low damage score bonus and no winning margin bonus.
    Defeated scores 0.
    Score 3-0

    66-51
    Winner scores 3
    Defeated scores 0 plus one bonus point for causing 50 or more damage points.
    Score 3-1

    54-53 at turn 24
    A draw, both players score 1 plus one bonus point for causing 50+ damage points.
    Player A scores 2 and Player B scores 2
    Score 2-2

    54-44 at turn 24
    A draw, both players score 1 but player A gets plus one bonus point for causing 50+ damage points.
    Player A scores 2 and Player B scores 1
    Score 2-1

    32-28 at turn 24
    A draw both players score 1 point.
    Score 1-1

    28-19 at turn 24
    A draw both players score 1 point, but player B has not inflicted the minimum of 20 points of loss so is penalised 1 point.
    Score 1-0

    18-17 at turn 24
    A draw both players score 1 point but neither player has inflicted the minimum of 20 points of loss, so both are penalised 1 point.
    Score 0-0

SLOW PLAY RULES
The expectation is that all players continue to treat their opponents with courtesy and respect. That anyone meeting real life challenges meaning issues with timely play keeps their opponent informed and where such notification is given it is treated at least in the first instance sympathetically and supportively.
There have been very, very, few instances where players have not behaved in this way in the previous tournaments and this rule is in place to aid players in the very unlikely event their opponent does not meet the expected standards.


Tournament entry expects players are agreeing to, and will strive to, play at an average rate of 1.33 turns per day during the competition. It is recognised that real life means completing games may not be possible even when players do maintain a minimum rate of a turn every 24 hours. Therefore, there is an allowance for any player to have this happen in one round.

However, if a player fails to maintain a minimum rate of play, and to keep their opponent informed, there is a system for their opponent to claim that game. Failure by an opponent to post a turn within 48 hours allows their opponent to make a notification of slow play.

Importantly any player who fails to complete a game in a second or subsequent round (whether adjudicated or not) will have penalty points applied.

No fault timed out games.
A no fault timed-out game is where both players maintain a minimum rate of play and no notification of slow play and/or adjudication request has been made.
No fault timed out games will be scored as draws but bonus and penalty points will apply. Penalty point(s) are applied to any player who has time-outs in second or subsequent rounds and where their opponent had no notification for slow play made against them.

Penalty for persistent time outs
  • A player having a no fault or penalty timed out game in a second round will receive a one-point penalty (-1) in each such game.
    A player involved in a no-fault or penalty timed out game in a third round will receive a two-point penalty (-2) in each such game.
    A player involved in a no-fault or penalty timed out game will receive a three-point penalty (-3) in each such game.
    This rule will be strictly applied to all.
The only exclusion to a penalty will be if a player was the innocent party in a game adjudicated in their favour for their opponent’s slow play or exceptional circumstance agreed and recognised by the organisers, such as a prolonged Slitherine server outage.

Slow play and forfeit of a game.
A game may be forfeited if a player makes a timely notification of slow play by their opponent and that opponent does not quickly respond. (see below).
Where notifications for slow play and non-response are upheld, a game will be adjudicated. Adjudication would award either a 45-15 win (5-0) or as 45-actual damage caused (if less than 15) which would be (6-0). This would be in favour of the player who has suffered the slow play and has made timely notification(s) under the rules.
The rules and process for ‘Timely Notification of Slow Play’ are set out below.

Timely Notifications of slow play, adjudication and forfeit of games.
If a player has not returned a turn (including accepting a challenge) within 48 hours a notification for slow play can be made and request for an adjudication started.
A notification of slow play means: -
Where an opponent has not played their turn(s) in a timely manner and without agreement a player may post a notification in this way.
  • • After 48 hours of non-return for a game turn by their opponent a player must do two things to start a claim of slow play.
    • 1. Post a screenshot of the Enemy Turn tab from their Multiplayer Inbox in their FoG application. It must show scenario, player and Forum details as below.
      As forum posts and game times are all date stamped using UTC any delay of 48 hour+ hours is evident when the Post timestamp and the Enemy Turn Multiplayer Inbox timestamp are compared (See screenshot and checklist)
      2. Using the Slitherine PM system message their opponent copied to organisers pointing out a claim has started.
    • If after 72 hours no further turn has been made by the opponent a further forum post with screenshot can be made to claim the game. If the time on the post and the game turn timestamp in the screen shot are 72 or more hours apart the game is successfully claimed.
    • The organisers will note and score the game accordingly. Unless counter evidence is provided** the game will be adjudicated in favour of the player complaining at that point.
    • Where a player does return their turn within the 72 hours allowed the game can continue. However, should that game be incomplete at the end of the round the organisers reserve the right to adjudicate in favour of the player who made the original notification.
** Note should a game be unfairly claimed this can be proven by a screenshot from the inbox or outbox of the player alleged to have failed to return a game. If they can show a return within the 72 hours, then a false claim would be decided and the game adjudicated against the complainant.

Penalty Scoring of timed-out games.
  • A player in a second round with a timed-out game will receive a one-point penalty (-1).
    A player involved in a third round with a no-fault timed out game will receive a two-point penalty (-2).
    A player involved in a fourth no-fault timed out game will receive a three-point penalty (-3).
This rule will be strictly applied to all.
The only exclusion will be if a player was the innocent party in a game adjudicated in their favour for their opponent’s slow play.
Where notifications for slow play are not addressed and remedied a game will be adjudicated as either a 45-15 win (5-0) or as 45-actual damage caused (if less than 15) which would be (6-0). This would be in favour of the player who has suffered the slow play and has made timely notification(s) under the rules.

NOTIFICATION OF SLOW PLAY CHECKLIST
  • 1 It is 48 hours without a turn being returned and without agreement.

    2 Post in results thread a screenshot of your Enemy Turn Tab in your Multiplayer Lobby making sure the game is highlighted and Date Modified clearly visible. If the difference between Forum Post Date stamp and the game’s Date Modified stamp is greater than 48 hours notification is valid. See below where forum post is date stamped 18th July @17:44 and Date Modified in the Enemy Turn tab of the Multiplayer Lobby screen is over 48 hours later – 15th July @ 23:03.
Forum Screenshot.png
Forum Screenshot.png (428.23 KiB) Viewed 1867 times
  • 3 Use the Slitherine messenger system to inform your opponent of post and copy this to the organisers.

    4 If 72 hours have passed since your opponent’s last turn, please repost on the forum with a second screenshot claiming the game. Organisers will then adjudicate.
Important notes
Additional time will be allowed in the case of Slitherine Server downtime.
An unfair claim can be proven by a screenshot from the enemy turn tab of the player alleged to have failed to return a game. If they can show a return within the 72 hours, then a false claim would be decided and the game adjudicated against the complainant.


Addendum - Note on system to avoid rematched teams in rounds two to five.

Teams are ranked according to cumulative scores achieved and at end of round position 1 plays 2, 2 plays 3 and so on.
[*]A) At any point in sequence where teams 1 and 2 have played before change matches to
1 vs 3 and 2 vs 4.
B) If either of those matches are replays change to
1 vs 4 and 2 vs 3
C) If either of those were replays, we then lift a team from below - team 5 to position 4
and then team 6 and so on.

If the match between the lowest ranked teams is a replay the lift from below is reversed and the team above is considered.[/i]


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