Last Man Standing VIII: Armour Joust, Blue vs Blue

The FINAL of LMS 7 is now being fought out to see who'll be the new champion (if they manage to sort out their h2hh problems :) ) ... so I've been thinking of what to do for Last Man Standing 8.

I was thinking of making it an Armoured Joust, Blue vs Blue event.

All-armour battles, short and sharp ME battles CMBN & CMFI ... all BLUE vs BLUE.
That means the battles will be pitting teams of exact same number and type of tanks against each other ... Shermans vs Shermans ... Panthers vs Panthers ... etc.

I've set up a few battles like that for the King Of The Hill competition ... and they seem to be a LOT of fun and quite a different challenge.

What you guys think?
 
You don't even have to ask me. I have stopped playing QB's just because these tournaments rock!!!!!! And the other fact that I suck at quick battles. I just haven't been able to master troop selection.
 
Alright I never knew this.

But I'll pass. I'm not a big fan of blue on blue. ;)
 
Bootie's given the green light for this and I've been thinking about LAST MAN STANDING 8 and have come up with a format that'll give the all the first round players at least 3 matches.

We'll try and rustle up 16 dedicated players -- divide them by random draw into 4 groups of 4 players each.

Within each group, we'll play a series of round robin games ( 3 rounds ) -- the two highest-scoring players in each group go forward to the KO - elimination rounds, whittling down the roster down from 8 to 4 semifinalists and then 2 remaining players into the final to see who's left standing.

This should be quite quick as all battles will not be longer than 15 turns.
 
We'll try and rustle up 16 dedicated players -- divide them by random draw into 4 groups of 4 players each.

Maybe now is time to try out one of our ideas about accountability for turn rate? At least a turn a day or 7 a week? Or something like that?
 
I'd like to suggest that you throw some Zook/Schreck/PIAT teams into the grinder, too (maybe in Kübels/Jeeps for larger maps). These could act as mobile mines or break up static LOS-lock situations. Not too many to deter from the tank fun of course :)
 
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