the russian campaign [Updated April 2009]   

    14+ Grognard PC     9+ Grognard PC
    9+     9+ 
   9   17     9+  
    9+    17        

  Heritage - switching to Conestoga 1 @ Tu18
Terrace, Table #1

Doug James, NC

2008 Champion

2nd: Gary Dickson, CA

3rd: George Karahalios, IL

4th: Bert Schoose, IL

 5th: Tom Gregorio, PA

  6th: Alex Gregorio, PA
Event History
1991    Rob Beyma      31
1992    Alan Frappier      26
1993    Ed O'Connor      20
1994    Jeff Martin      16
1995    Rob Beyma      16
1996    Tom Gregorio      20
1997    Gary Dickson      24
1998    Gary Dickson      27
1999    Gary Dickson     26
2000    Doug James     30
2001    Phil Evans     27
2002    Tom Gregorio     30
2003     Doug James     30
2004    Tom Gregorio     36
2005     Doug James     33
2006     Doug James     23
2007    Bert Schoose     34
2008     Doug James     27

Tom Gregorio, PA

2009 GM


AREA Boardgamegeek Laurels
Consimworld GM Site 

TRC XIX: 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.

Tournament Format & Rules
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 trial by combat for the top four players. The 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.

Grognard Con: Saturday, through Noon, Friday.
Single Elimination: Final Four finishers commence play 5 PM Friday.

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 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'.

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 for forthcoming event details or this summer for event details as they become available.

 GM      Tom Gregorio  [10th Year]   1650 Chadwyck Place, Blue Bell, PA 19422    484-744-1086

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