[CCX] R1: FALL (31) vs ICON (12) - FALL Wins - Final 5/20/20

Finished challenges between two competitive clans.

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[CCX] R1: FALL (31) vs ICON (12) - FALL Wins - Final 5/20/20

Post by IcePack »

CC10 Round 1 - FALL vs ICON

Image vs Image

43 Game War (Including 1 Tie Breaker)
14 Doubles, 14 Triples, 14 Quads and a Tie Breaker (Trips Classic Sunny Chained No Spoils created by FALL)
Exchanged:
R1: 2 Doubles 4 Triples 4 Quads Each
R2: 5 Doubles 3 Triples 3 Quads Each + TB

Clan War Page

Contacts
FALL
  • 1st Contact and Privs Holder: [player]IcePack[/player]
  • 2nd Contact: [player]mc05025[/player]
ICON
  • 1st Contact and Privs Holder: [player]iAmCaffeine[/player]
  • 2nd Contact: [player]4 U 2 NV[/player]

Schedule and Round Breakdown(s)

Round 1: Exchange Jan 26th by 2400 CCT
Round 2: Exchange Feb 9th by 2400 CCT
1 Week Maximum from the Exchange to Fill Aways

[spoiler=Default Rules and Settings]Only game types allowed are "Teams" (Polymorphic is not considered a team game)
All games must have automatic initial troop deploy (no manual)
All games must be sequential (no freestyle)
All games must have 24 hour round length (no speed)
All spoils are allowed except zombie spoils (negotiable) see below "negotiated war terms"
All forts are allowed except "no forts" (negotiable) see below "negotiated war terms"
There will be no round limits except for “no forts” and Trench games (For those games a round limit is negotiable) see below "negotiated war terms"
Trench is permitted in a maximum of 60% of home games (negotiable) see below "negotiated war terms"
Each map can only be used twice per clan per clan war but can only be used once per game type (dubs/trips/quads)
Beta maps are not allowed
Each clan will pick the map and settings for exactly half of the games

Games will be exchanged in 2 sets
At least half of the quads games will be exchanged in the first set
12 Hour Fog Rule will not be in effect (negotiable, TO will not enforce any penalties for violations) see below "negotiated war terms"
New settings that are implemented after the start of the Cup will be excluded from wars (negotiable with specific approval of TO)

As has been allowed in the past, for each clan war clans can negotiate to adjust certain rules/settings slightly to their liking. Those rules/settings are marked "negotiable" in "Default Rules and Settings" above. Both clans need to agree on the adjusted rules/settings in the clan war thread before any games are started. Any deviation of the default rules/settings need to be posted in the clan war thread (see below for details). The TO, or another CD who is not involved in the clan war, need to approve the changes in the same thread. To avoid delay, please PM the TO once the changes have been posted.

Note: This ability to adjust rules only applies to individual war settings not to overall rules of CCX. For example, clans may not increase the number of games in their match, change the 6 week limit for having all games started, violate the 1 Clan Rule, etc.

IMPORTANT: If no deviations of defaults are agreed upon and posted within 1 week, the defaults stand.[/spoiler]
[spoiler=Negotiated War Terms]These Terms Override the Default Terms Listed Above and were specifically negotiated into the war:

  • Both clans agree to the 12 hour fog rule (Standard post what would have been seen and what you did if mistake happens. Applies to the teams joining 2nd if they get the start) If broken or not rectified, game re-made
  • No limit on number of trench games
  • Round limits are permitted, but not required on trench and no fort games (at the sending clans discretion)
  • All spoils are allowed (including Zombie)
  • All forts are allowed (including no forts)
[/spoiler]

Games
[spoiler=Round One]FALL Home
D Hive ESC C S Game 19623304
D AOR 2 NS C F Game 19623305
T Traf NS C F Game 19623413
T New World NS C F Game 19623331
T Cricket NS C F Game 19623309
T AYB ESC C F Game 19623314
Q Trench Warfare NS P F T Game 19623326
Q Vancouver NS P F T Game 19623322
Q W 2.1 NS C F Game 19623328
Q Philly NS C F T Game 19623325

ICON Home
D Forbidden City NS P F Game 19623357
D Operation Drug War NS C F T Game 19623356
T Rorke Drift NS C F Game 19623362
T 4 Star Meats NS C F T Game 19623364
T Napoleonic Europe FR U F T Game 19623372
T Battle Iraq! NS C F T Game 19623376
Q Supermax NS P F Game 19623460
Q Eurasia Nuk U F T Game 19623458
Q middle ages NS C F Game 19623449
Q Rail Europe NS C F Game 19623447[/spoiler]
[spoiler=Round Two]FALL Home
D Conquer Rome NS C F Game 19657787
D TOG NS C F Game 19657786
D Feudal War ESC C F Game 19657788
D City Mogul NS A F T Game 19657789
D Clande NS C F Game 19657785
T F Epic ESC C T 30 rs Game 19657782
T Spanish Armada NS NF F T Game 19657779
T Poison Rome NS C F Game 19657778
Q Gallipoli NS C F Game 19657777
Q F Epic NS C F T Game 19657774
Q Baseball ESC C F Game 19657772

ICON Home
D Battle for Iraq! NS C F T Game 19658090
D Antarctica NS C F Game 19658125
D Woodboro NS C F Game 19658133
D Bamboo Jack Nu U F T Game 19658151
D Monsters ESC C F Game 19658163
T Third Crusade NS C F T Game 19658127
T Prohibition Chicago NS C F Game 19658136
T Northwest Passage NS P F T Game 19658145
Q Pot Mosbi NS C F Game 19658098
Q First Nation Americas Nuk U F T Game 19658100
Q Cairns Coral Coast FR C F T Game 19658105

Tie Breaker TB Classic NS C S Game 19657791[/spoiler]

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Last edited by IcePack on Wed May 20, 2020 11:09 pm, edited 46 times in total.
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Re: [CC10] R1: FALL vs ICON (Building)

Post by iAmCaffeine »

All good.
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Re: [CC10] R1: FALL vs ICON (Building)

Post by Lindax »

Approved.

Lx

IcePack wrote:CC10 Round 1 - FALL vs ICON

Image vs Image

43 Game War (Including 1 Tie Breaker)
14 Doubles, 14 Triples, 14 Quads and a Tie Breaker (Trips Classic Sunny Chained No Spoils created by FALL)

[url]Clan War Page (Pending)[/url]

Contacts
FALL
  • 1st Contact and Privs Holder: [player]IcePack[/player]
  • 2nd Contact: [player]mc05025[/player]
ICON
  • 1st Contact and Privs Holder: [player]iAmCaffeine[/player]
  • 2nd Contact: [player]4 U 2 NV[/player]

Schedule and Round Breakdown(s)

Round 1: Exchange Jan 26th by 2400 CCT
Round 2: Exchange Feb 9th by 2400 CCT
1 Week Maximum from the Exchange to Fill Aways

[spoiler=Default Rules and Settings]Only game types allowed are "Teams" (Polymorphic is not considered a team game)
All games must have automatic initial troop deploy (no manual)
All games must be sequential (no freestyle)
All games must have 24 hour round length (no speed)
All spoils are allowed except zombie spoils (negotiable)
All forts are allowed except "no forts" (negotiable)
There will be no round limits except for “no forts” and Trench games (For those games a round limit is negotiable) see blow "negotiated war terms"
Trench is permitted in a maximum of 60% of home games (negotiable) see below "negotiated war terms"
Each map can only be used twice per clan per clan war but can only be used once per game type (dubs/trips/quads)
Beta maps are not allowed
Each clan will pick the map and settings for exactly half of the games

Games will be exchanged in 2 sets
At least half of the quads games will be exchanged in the first set
12 Hour Fog Rule will not be in effect (negotiable, TO will not enforce any penalties for violations) see below "negotiated war terms"
New settings that are implemented after the start of the Cup will be excluded from wars (negotiable with specific approval of TO)

As has been allowed in the past, for each clan war clans can negotiate to adjust certain rules/settings slightly to their liking. Those rules/settings are marked "negotiable" in "Default Rules and Settings" above. Both clans need to agree on the adjusted rules/settings in the clan war thread before any games are started. Any deviation of the default rules/settings need to be posted in the clan war thread (see below for details). The TO, or another CD who is not involved in the clan war, need to approve the changes in the same thread. To avoid delay, please PM the TO once the changes have been posted.

Note: This ability to adjust rules only applies to individual war settings not to overall rules of CCX. For example, clans may not increase the number of games in their match, change the 6 week limit for having all games started, violate the 1 Clan Rule, etc.

IMPORTANT: If no deviations of defaults are agreed upon and posted within 1 week, the defaults stand.[/spoiler]
[spoiler=Negotiated War Terms]These Terms Override the Default Terms Listed Above and were specifically negotiated into the war:

  • Both clans agree to the 12 hour fog rule (Standard post what would have been seen and what you did if mistake happens. Applies to the teams joining 2nd if they get the start) If broken or not rectified, game re-made
  • No limit on number of trench games
  • Round limits are permitted, but not required on trench and no fort games (at the sending clans discretion)
[/spoiler]

Games
[spoiler=Round One]Placeholder[/spoiler]
[spoiler=Round Two]Placeholder[/spoiler]

Image
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Re: [CC10] R1: FALL vs ICON (Building)

Post by shoop76 »

Lindax wrote:Approved.

Lx

IcePack wrote:CC10 Round 1 - FALL vs ICON

Image vs Image

43 Game War (Including 1 Tie Breaker)
14 Doubles, 14 Triples, 14 Quads and a Tie Breaker (Trips Classic Sunny Chained No Spoils created by FALL)

[url]Clan War Page (Pending)[/url]

Contacts
FALL
  • 1st Contact and Privs Holder: [player]IcePack[/player]
  • 2nd Contact: [player]mc05025[/player]
ICON
  • 1st Contact and Privs Holder: [player]iAmCaffeine[/player]
  • 2nd Contact: [player]4 U 2 NV[/player]

Schedule and Round Breakdown(s)

Round 1: Exchange Jan 26th by 2400 CCT
Round 2: Exchange Feb 9th by 2400 CCT
1 Week Maximum from the Exchange to Fill Aways

[spoiler=Default Rules and Settings]Only game types allowed are "Teams" (Polymorphic is not considered a team game)
All games must have automatic initial troop deploy (no manual)
All games must be sequential (no freestyle)
All games must have 24 hour round length (no speed)
All spoils are allowed except zombie spoils (negotiable)
All forts are allowed except "no forts" (negotiable)
There will be no round limits except for “no forts” and Trench games (For those games a round limit is negotiable) see blow "negotiated war terms"
Trench is permitted in a maximum of 60% of home games (negotiable) see below "negotiated war terms"
Each map can only be used twice per clan per clan war but can only be used once per game type (dubs/trips/quads)
Beta maps are not allowed
Each clan will pick the map and settings for exactly half of the games

Games will be exchanged in 2 sets
At least half of the quads games will be exchanged in the first set
12 Hour Fog Rule will not be in effect (negotiable, TO will not enforce any penalties for violations) see below "negotiated war terms"
New settings that are implemented after the start of the Cup will be excluded from wars (negotiable with specific approval of TO)

As has been allowed in the past, for each clan war clans can negotiate to adjust certain rules/settings slightly to their liking. Those rules/settings are marked "negotiable" in "Default Rules and Settings" above. Both clans need to agree on the adjusted rules/settings in the clan war thread before any games are started. Any deviation of the default rules/settings need to be posted in the clan war thread (see below for details). The TO, or another CD who is not involved in the clan war, need to approve the changes in the same thread. To avoid delay, please PM the TO once the changes have been posted.

Note: This ability to adjust rules only applies to individual war settings not to overall rules of CCX. For example, clans may not increase the number of games in their match, change the 6 week limit for having all games started, violate the 1 Clan Rule, etc.

IMPORTANT: If no deviations of defaults are agreed upon and posted within 1 week, the defaults stand.[/spoiler]
[spoiler=Negotiated War Terms]These Terms Override the Default Terms Listed Above and were specifically negotiated into the war:

  • Both clans agree to the 12 hour fog rule (Standard post what would have been seen and what you did if mistake happens. Applies to the teams joining 2nd if they get the start) If broken or not rectified, game re-made
  • No limit on number of trench games
  • Round limits are permitted, but not required on trench and no fort games (at the sending clans discretion)
[/spoiler]

Games
[spoiler=Round One]Placeholder[/spoiler]
[spoiler=Round Two]Placeholder[/spoiler]

Image


Privs granted. GL to both clans.
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Re: [CC10] R1: FALL vs ICON (Pending Approval)

Post by iAmCaffeine »

Adjusted terms are accepted.
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Re: [CC10] R1: FALL vs ICON (Pending Approval)

Post by shoop76 »

iAmCaffeine wrote:Adjusted terms are accepted.


What has been adjusted?
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Re: [CC10] R1: FALL vs ICON (Pending Approval)

Post by IcePack »

shoop76 wrote:
iAmCaffeine wrote:Adjusted terms are accepted.


What has been adjusted?


There were minor changes, I’ve been working w Caff and Lx via PM.
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Re: [CC10] R1: FALL vs ICON (Pending Approval)

Post by Lindax »

Approved with changes.

Lx

IcePack wrote:CC10 Round 1 - FALL vs ICON

Image vs Image

43 Game War (Including 1 Tie Breaker)
14 Doubles, 14 Triples, 14 Quads and a Tie Breaker (Trips Classic Sunny Chained No Spoils created by FALL)

[url]Clan War Page (Pending)[/url]

Contacts
FALL
  • 1st Contact and Privs Holder: [player]IcePack[/player]
  • 2nd Contact: [player]mc05025[/player]
ICON
  • 1st Contact and Privs Holder: [player]iAmCaffeine[/player]
  • 2nd Contact: [player]4 U 2 NV[/player]

Schedule and Round Breakdown(s)

Round 1: Exchange Jan 26th by 2400 CCT
Round 2: Exchange Feb 9th by 2400 CCT
1 Week Maximum from the Exchange to Fill Aways

[spoiler=Default Rules and Settings]Only game types allowed are "Teams" (Polymorphic is not considered a team game)
All games must have automatic initial troop deploy (no manual)
All games must be sequential (no freestyle)
All games must have 24 hour round length (no speed)
All spoils are allowed except zombie spoils (negotiable) see below "negotiated war terms"
All forts are allowed except "no forts" (negotiable) see below "negotiated war terms"
There will be no round limits except for “no forts” and Trench games (For those games a round limit is negotiable) see below "negotiated war terms"
Trench is permitted in a maximum of 60% of home games (negotiable) see below "negotiated war terms"
Each map can only be used twice per clan per clan war but can only be used once per game type (dubs/trips/quads)
Beta maps are not allowed
Each clan will pick the map and settings for exactly half of the games

Games will be exchanged in 2 sets
At least half of the quads games will be exchanged in the first set
12 Hour Fog Rule will not be in effect (negotiable, TO will not enforce any penalties for violations) see below "negotiated war terms"
New settings that are implemented after the start of the Cup will be excluded from wars (negotiable with specific approval of TO)

As has been allowed in the past, for each clan war clans can negotiate to adjust certain rules/settings slightly to their liking. Those rules/settings are marked "negotiable" in "Default Rules and Settings" above. Both clans need to agree on the adjusted rules/settings in the clan war thread before any games are started. Any deviation of the default rules/settings need to be posted in the clan war thread (see below for details). The TO, or another CD who is not involved in the clan war, need to approve the changes in the same thread. To avoid delay, please PM the TO once the changes have been posted.

Note: This ability to adjust rules only applies to individual war settings not to overall rules of CCX. For example, clans may not increase the number of games in their match, change the 6 week limit for having all games started, violate the 1 Clan Rule, etc.

IMPORTANT: If no deviations of defaults are agreed upon and posted within 1 week, the defaults stand.[/spoiler]
[spoiler=Negotiated War Terms]These Terms Override the Default Terms Listed Above and were specifically negotiated into the war:

  • Both clans agree to the 12 hour fog rule (Standard post what would have been seen and what you did if mistake happens. Applies to the teams joining 2nd if they get the start) If broken or not rectified, game re-made
  • No limit on number of trench games
  • Round limits are permitted, but not required on trench and no fort games (at the sending clans discretion)
  • All spoils are allowed (including Zombie)
  • All forts are allowed (including no forts)
[/spoiler]

Games
[spoiler=Round One]Placeholder[/spoiler]
[spoiler=Round Two]Placeholder[/spoiler]

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Re: [CC10] R1: FALL vs ICON (R1 Jan 26)

Post by Swimmerdude99 »

Can we please change the title to CCX so we don't look like goons?
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Re: [CC10] R1: FALL vs ICON (R1 Jan 26)

Post by IcePack »

Round 1 is exchanged, I'll edit the OP tomorrow w/ games etc.
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Re: [CC10] R1: FALL vs ICON [1:1] (R2 Exchange)

Post by IcePack »

Looks like ICON got first blood:

Game 19623357 2020-02-08 08:53:36 - aaronvollrath, donkeyman won the game
Game 19623305 2020-02-09 08:45:55 - *Pixar*, swimmerdude99 won the game

Round 2 is being exchanged today, official score is 1-1 =D>
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Re: [CC10] R1: FALL vs ICON [3:2] (R2 Away Invites)

Post by IcePack »

Away game invites go out today. Current score is 3-2 for FALL
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Re: [CC10] R1: FALL vs ICON [3:2] (R2 Away Invites)

Post by iAmCaffeine »

Just finished sending our away invites out. Looking pretty close so far.
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Re: [CC10] R1: FALL vs ICON [3:2]

Post by IcePack »

All games underway
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Re: [CC10] R1: FALL vs ICON [4:2]

Post by *Pixar* »

Game 19658133 has Fallen
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Re: [CC10] R1: FALL vs ICON [5:2]

Post by IcePack »

AYB has Fallen! =D>
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Re: [CC10] R1: FALL vs ICON [7:3]

Post by IcePack »

Vancouver has Fallen! =D>
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Re: [CC10] R1: FALL vs ICON [8:3]

Post by IcePack »

Nap Euro has Fallen
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Re: [CC10] R1: FALL vs ICON [9:3]

Post by GoranZ »

Middle Ages has Fallen
Even a little kid knows whats the name of my country... http://youtu.be/XFxjy7f9RpY

Interested in clans? Check out the Fallen!
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Re: [CC10] R1: FALL vs ICON [9:3]

Post by iAmCaffeine »

you've missed 4 other opportunities to post about fallen games, you guys ok?
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Re: [CC10] R1: FALL vs ICON [9:3]

Post by IcePack »

iAmCaffeine wrote:you've missed 4 other opportunities to post about fallen games, you guys ok?


I’m sure we will manage, how about you guys? You alive?
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Re: [CC10] R1: FALL vs ICON [9:3]

Post by iAmCaffeine »

we're good, by my count it's a lot closer than the current score indicates
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Re: [CC10] R1: FALL vs ICON [9:3]

Post by IcePack »

Well that would at least make it more interesting
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Re: [CC10] R1: FALL vs ICON [9:3]

Post by iAmCaffeine »

i agree, conquest maps are largely quite boring
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Re: [CC10] R1: FALL vs ICON [9:3]

Post by IcePack »

They can be especially if it takes a long time for people to take the turns. Really drags them out
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