Rules

       »  General Rules        »  Ladder / Championship        »  Scoring        »  4 Player Rules     

Last update: 30/06/2011 (dd/mm/yyyy)

The following rules have intentionally  been restricted to the absolute necessities.
We want to play and not be burried in regulations.
We do assume that the members of this league are reasonably sensible humans who can agree amongst themselves!
The 'unwritten laws' of a community do apply.
Questions regarding finer details are answered in the forum if necessary.

General Rules
1. Membership:

  • Membership is free - except for the individual Internet fees.

  • Normally, everybody is accepted. However, in exceptional cases membership can be denied without explanations.

  • Each applicant - regardless of his experience - has to finish at least 1 match within 6 weeks after registration
    - see the boot camp.

  • A withdrawal is possible at any time after completion / surrender of the current matches and reports of the results (!).
2. Games
Note: the following refers to standard ladder games which we call 'duels' according to our friends at TBG.
  • The following will be scored:
    - PG1, PG AG, PG2, and PeG duels by e-mail or online
    - vs. other Raiders or
      vs. members of the The Battle Group, Die Panzerliga, and the Wargames-Player-Club.

  • For PG II the UK-patch v2.20 is mandatory. The RSF equipment is strongly recommended and used by 95+ % of the players. You can find both of them on our PG2 Downloads page.

  • You have to play in 'mirrored' mode, i.e. each player plays the same scenario once as the attacker and once as the defender. (1 duel = 2 single games).

  • You may challenge any Portal member at any time. There is neither a fixed gaming schedule nor need you accept a challenge. Each member, however, must play at least 2 duels within one year (1 season); otherwise he / she will be dismissed from the league. Exceptions to this rule are possible if:
    • a reasonable excuse is submitted to the ladder master before expiration,
    • if the member contributes something else to the community, e.g. scenarios, campaigns, e-files , webmastering etc ....

  • Before the beginning of a duel the players have to agree on the course of the duel (cancellation / undo of moves, play frequency, prestige, PG II version, equipment file, taking advantage of bugs and 'gaps in the rules' etc.).
    Guideline: most players prefer to play at least 1 turn every 2 days!
3. Cheating:
It is almost impossible to prove deliberate cheating (e.g. re-load of turns) when cleverly done.
And not everything that looks like cheating is really cheating! On closer inspection, you can often find a reasonable explanation for what you thought to be unexplainable. Therefore let's stay calm and cool and simply assume that no Raiders member needs to cheat.
4. Defaulting a duel:
Here, too, we believe in fair behaviour among the players. Of course you immediately inform your opponent or even give up a duel before you take a longer break. Please agree among yourselves!
5. Copyrights:
The contents and downloads (scenarios etc.) we offer here are intellectual property of the authors and must not be published or sold elsewhere without written permission.


Ladder / Championship
  1. League / Ladders:

    There is only one league, but several ladders. These differ in:

    Timespan:
    a) Season ladder (see 2)
    b) Long term ladder (league start - today).
    This way championships can be played, but nobody will ever lose points earned

    Evaluation mode::
    a) absolute ladder: placement according to points scored
    b) relative ladder:    placement according to the points / duels ratio.
    This is fair for both, members playing a lot and those playing few duels with great success.
    Military 'ranks' will not be assigned due to usually different positions in the two ladders.

    Note: after a certain no. of recorded games each ladder layout is split into 2 or 3 divisions. This has absolutely no influence on the rules, though. This has just been done in order to get things visually structured and to motivate players to advance to the 1st divisions.

  2. League season:

    A season lasts for 1 year, i.e. from July 1 to June 30 of the following year.
    Thus, the 22th season will end on 30/06/2012, the 23th on 30/06/2013 etc..

  3. Championship:

    At the end of each season 2 champions, 2 vice champions, and 2 third-placed players will be determined:
    a) Those who scored the most points during the season
        (absolute champion / vice champion / third);
        however, at most the first 30 matches per player will be scored!
        The winners get 15 / 10 / 5 extra points respectively in the long term ladders.

    b) Those who achieved the best points / matches ratio during the season
        (relative champion / vice champion / third);
        however, these must have completed at least 6 matches!
        The winners get 15 / 10 / 5 extra points respectively in the long term ladders.

  4. Honors / Awards:

    The champions, vice champions, and thirds will be highlighted in the season's ladder, get a medal each in the long term ladder and an entry in the hall of fame.
    The same is valid for the Player of the Season, i.e. the one with the most matches played.
    He gets a 10 points bonus in the long term ladder as well.
    The Player(s) of the Month (most matches, at least three, each ony once a season) get(s) 5 bonus points for the current season.
    Those who achieve 100 duels or 300 points in the long term ladder will be inducted in the hall of fame as 'Mega General' and receive 10 bonus points for the current season.
    Those who achieve 300 duels or 1,00 points in the long term ladder will be inducted in the hall of fame as 'HYPER General' and receive 20 bonus points for the current season.


Scoring
     Explanations:
  • 'Victory' means the conquest of all the opponent's initial victory hexes, and, in some scenarios, holding own victory hexes as well (as described in the scenario README file plus image).
  • 'Successful defense' means holding at least one of your own victory hexes without the conquest of all of the opponent's; i.e. neither the attacker nor the defender achieves a victory.
  • The classifications ' brilliant', normal, and 'tactical victory' are not relevant.
  1. attacker or defender victory for both players
    - one is faster than the other:

    The faster winner gets 4 points, the slower 2 points.

  2. attacker or defender victory for both players
    - both at the same turn:

    Each player gets 3 points.

  3. Successful defense for both players:
    Each player gets 2 points.

  4. attacker victory + successful defense for one player:
    The winner gets 6 points. The loser gets 1 point.

  5. defender victory for one + successful defense for the other player:
    The winner gets 6 points. The loser gets 1 point.

  6. attacker and defender victory for one player:
    The winner gets 8 points. The loser gets 0 points.

  7. Tournament points:
    Points from Portal tournaments are recorded in the Raiders ladder like regular league points if the player starts for the Raiders in the tourney.
    1st / 2nd / 3rd place get 15 / 10 / 5 extra points respectively.


4 Player Rules
  1. Only 4 player duels with '2 vs. 2' scenarios are scored.

  2. The duel is played 'mirrored' as in a 2-player duel.

  3. In one game 2 players are the attacker and 2 players are the defender. Therefore you have the same victory or draw conditions as in a 2-player duel.

  4. Therefore the normal scoring rules apply (s.a.).
    The only difference is that each participant gets the full points awarded.

    Example: A and B are playing against C and D. Both sides achieve an attacker victory, but A and B are faster (scoring rule 1).
    A and B get 4 points each , C and D 2 points each.


  5. For the statistics the duel is reported twice: for A vs. C and for B vs. D.

  6. You need to observe the 'Instruction Multiplay by e-Mail' - especially the EML naming rules! They are attached to each multiplayer scenario.

  7. A victory turn cannot be loaded by all participants unless the next player gives his / her password to all his successors. Therefore, to prove your victory, you have to produce a screen hardcopy (using F11 or an adequate program like HyperSnapDX) and send it to everyone involved - please use as small a filesize as possible ( JPG, GIF).

  8. As one turn goes through several stations before returning to the same player, the fun of the game can be lost if only one player procrastinates!
    Therefore each participant is obligated to deal with his multiplayer turns with the highest priority and should, as a rule, send them to the next player within 24 hours after receipt!