XXI: A Third Decade Commences!
Tournament Format & Rules
Overview: 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 five-turn scenario, and bidding for sides
to ensure that a player can play the side he wants. (For a price!)
Format: Players must present a current 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 John
Ohlin. The GM will also be accessible at (484) 744-1086.
Rules: TRC 4th Edition rules are in effect. Optional rules
are permissable with the consent of both players. Tournament
matches will feature the five-turn scenario described below.
All games are AREA rated.
Grognard Con: Saturday, through Noon, Friday.
Single Elimination: The top four finishers commence play
Grognard: Self-selected, facilitated by GMs.
Single Elimination: Top vs Bottom
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
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
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.
The average bid during the Grognard component of the event over
the past years has been 11 with bids increasing in the semi-finals.
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 the Russians getting 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.
Tournament Scenario: Barbarossa "The Breaking
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. 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 TWO (-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.
Contact the GM at the address below, visit www.russiancampaign.com,
or check in at www.consimworld.com
if you have any questions about the event.