TRC
XVIII: Life of the GrognardCon Party!
Grognardcon is a special
Pre-con consisting of an amalgam of ten of the old classic hex-style
wargames under the watchful eye of GM Bruno Sinigaglio: 1776,
Afrika Korps, Anzio, Bulge '81, Gettysburg, Panzerblitz, Panzergruppe
Guderian, The Russian Campaign, Waterloo and Wooden Ships
& Iron Men. All ten use the Free Format scheduling device
which allows players to schedule preliminary games at their convenience.
Play as many or as few preliminary games as you like but only
your best three results in each game will determine the four
finalists to advance to Single Elimination play at the end of
the week. Each event will be turned over to its own GM on Tuesday
for resolution in the normal manner - the only difference is
that participation in Grognardcon gives you additional days to
qualify with preliminary games in the events of your choice.
Play at Grognardcon is free to all Tribune level members and
subject to an additional fee for all others.
2008 WBC: The Russian Campaign
Tournament Format & Rules
Overview: Russian Campaign goes into its 18th year
at WBC following a spectacular performance in the 2007 event!
Leveraging the GrognardCon "Free Format" allowed classic
wargamers to maximize their playing time while enhancing schedule
flexibility. This year, a full week of Swiss Elimination will
lead to a single elimination event beginning on Saturday, 2 Aug
08. The 2008 TRC tournament will feature the 4th edition rules,
the proven 5-turn scenario, and bidding for sides to ensure that,
ultimately, a player can play the side he feels most comfortable
with.
Format: Players must present a convention badge
to the GM in order to participate in this tournament. Players
can play any number of TRC games, at any time, in order to qualify
for a 4-player single elimination event. Tom Gregorio is the
GameMaster and any game issues should be brought to his attention
or to either designated 'GM assistant', Gary Dickson or George
Karahalios. The GM will also be accessible at (484) 744-1086.
Rules: TRC 4th Edition rules are in effect as modified
by the scenarios. Optionals are allowable with prior agreement
of both players. The default will be the 5-Turn scenario. If
both players agree, the 10-Turn scenario may be played instead.
All games are AREA rated.
Schedule:
Grognard Con: Saturday, 8/2/08, through Noon, Saturday, 8/9/2008.
Single Elimination: Final Four finishers commence play 1 PM
Saturday, 8/9/2008.
Matchups:
Grognard: Self-selected, facilitated by GMs.
Single Elimination: Random Matching
Advancing to the Single-Elimination Competition:
Player performance ratings will be used to determine the
four players who advance to the single-elimination portion of
the event. These ratings will be based upon the best three games
played by a participant. Games in excess of three will not add,
nor detract from a player's performance rating. A player must
win at least three games to advance to the single elimination
phase. Note that the 2008 performance ratings formula has changed
from 2007, participants now get points for losses and more
points for their defeated opponents' wins. This is consistent
with other GrognardCon events.
Performance ratings for a player will be determined as follows:
1. 10 points for each victory.
2. 1 point for each loss.
3. 2 bonus points for each victory tallied by an opponent that
he defeats. All of the defeated opponent's games will qualify
for the scoring of these points, but only the first game against
a particular opponent will qualify for these bonus points.
Bonus Point Examples: if player A defeats player B, then player
A receives 2 points for all games won by Player B during the
Swiss segment. However, if Player A and B play each other a
second time, no bonus points will be awarded regardless of the
match outcome.
If multiple players have tied performance ratings, the following
tiebreakers will be applied to determine who advances to single
elimination :
1. Head to head play.
2. Points scored VERSUS mutual opponents.
3. Points scored BY mutual opponents.
4. Points scored BY all defeated opponents.
5. Points scored BY all opponents.
Determining Sides: Players bid for sides.
The bidding will be an open auction with the lower AREA-ranked
player bidding first. The initial bid consists of a 'replacement'
bid and a preferred side (Axis or Russian). A replacement
bid represents extra replacement factors being given to the Russian
over the course of the game. The extra replacements will
be evenly distributed to the number of turns available with earlier
turns having priority.
Bidding is then alternated between players with the requirement
that each bid for that side being higher than the prior bid,
if bidding for Germans, or lower, if bidding for the Russians.
Negative bids are allowed; if the final bid is negative, remove
replacements to satisfy the bid by starting with the first turn
and moving backwards. (Example: An 11 bid for the Germans
will result in giving the Russians two extra replacements on
the first turn and one extra replacement on all subsequent turns).
Scoring Victory Points: Major cities and oil wells
are worth two points each and minor cities are worth one point
each. Each city east of the Fall Blau (Green) line controlled
by the German player counts as positive points. Each city
west of the line controlled by the Russian player counts as negative
points. IMPORTANT: Uncontrolled cities do not subtract
from the VP total of the player whose side of the line that city
is on.
Example 1: If Kiev is uncontrolled at the end of the scenario,
the Germans will not lose any VP.
Example 2: If the Germans control Sevastopol and Leningrad
while the Russians control Kursk, Kharkov, and Stalino, the total
VP count would be MINUS ONE. As the VP needed for a German victory
is MINUS TWO, the Germans would thus win.
Option Schoose (10-turn scenario only): The following
rule is intended to mitigate extreme weather results. In 1941,
the German may use TWO Stukas during mud or light mud weather.
A total of three Stukas may be used in Sep/Oct and Nov/Dec combined.
The German may choose not to use an available Stuka in Sep/Oct
41.
Time Clock details: The game clock starts when the
Soviet completes his setup and hits the clock button. Neither
clock should be running when executing combat. This includes
odds confirmation, die rolling, and resolution. If errors
need to be corrected, such time is charged against the 'erring'
player. Neither play may adjust the clock for any reason.
Any clock issues should be surfaced to the GM or one of his assistants.
When a player's clock has expired, they may no longer move.
They do not automatically lose but must carry out attacks as
the board situation dictates. The GM considers it extremely
poor sportsmanship to not point out a situation where
it seems like an opponent has neglected or otherwise forgotten
to stop his clock. The GM reserves the right to make
any clock adjustments he feels necessary.
If, prior to the match starting, both players agree to not use
a clock, they may do so as long as a winner is determined prior
to the next scheduled round of the tournament. Any match
without a clock that fails to complete in time will not be adjudicated,
both players will be considered to have 'lost'.
2007 WBC: The Russian Campaign
Tournament Scenarios
Scenario #1: 5-Turn Barbarossa "The Breaking Storm"
Scenario Length: May/June 1941 through January/February
1942 (Five Turns)
Rules: Use the fourth edition standard rules.
Players may use any optional rules they both agree on, prior
to bidding for sides. Option Schoose is not in
effect. Rule modifications are as follows:
The loss of STAVKA adds one to the German final VP count.
Each German HQ lost reduces by one the German final VP
count.
If Clear is rolled in Sept/Oct 41, the weather is automatically
Snow in Nov/Dec 41. If Lt Mud is rolled in Sept/Oct 41, the weather
is automatically Lt Mud in Nov/Dec 41.
The Russians only receive two paratroop brigades, the 8th Brigade
is not brought into play.
Each side is limited to one sea invasion.
Victory Conditions: The German player wins the match
if his Victory Point total equals or exceeds MINUS 2 (-2)
at the end of the Russian January/February 1942 turn using
the "Green" scenario line. The German player
wins IMMEDIATELY if he controls Moscow at any point in 1941.
Campaign Game and Sudden Death victory conditions are not
used.
Time limits: Upon request, the GM will provide time
clocks to ensure that each round is completed in a timely fashion. The
German will be allocated 75 minutes and the Russian player will
get 55 minutes.
Scenario #2: 10-Turn Barbarossa "Standard Tournament
Scenario"
Scenario Length: May/June 1941 through November/December
1942 (Ten Turns)
Rules: Use the fourth edition standard rules.
Players may use any optional rules they both agree on, prior
to bidding for sides. Option Schoose is in effect.
Victory Conditions: The German player wins if his
Victory Point total equals or exceeds FOUR at the end
of the Russian November/December 1942 turn using the "Green"
scenario line. The German player wins IMMEDIATELY if he
controls Moscow at any point in 1941. Campaign Game and
Sudden Death victory conditions are not used.
Time limits: The GM will provide time clocks to
ensure that each round is completed in a timely fashion. The
German will be allocated 150 minutes and the Russian player will
get 110 minutes.
Contact the GM, at the address below for more details and
visit www.russiancampaign.com
for forthcoming event details.or www.consimworld.com this summer
for event details as they become available.
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