+1 as part of Grognardcon
Grognardcon is a special
Pre-con consisting of an amalgam of the old classic hex-style
wargames under the watchful eye of GM Bruno Sinigaglio: Afrika
Korps, Anzio, Bulge '81,Gettysburg, Panzerblitz, Squad
Leader, the Russian Campaign, Waterloo, Wooden
Ships and Iron Men. All 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 Monday
for resolution in the normal manner-the only difference is that
participation in Grognardcon gives you two 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.
Wild, all night partying was the highlight of the 2012 WATERLOO
tournament as the participants proclaimed the 50th anniversary
of this timeless classic! Special commemorative shirts were available
that enabled participants to herald their loyalty. While the
participants did not display the same histrionics of your typical
Circus Maximus game, their intensity of competition was
just as strong. Now what is it about this particular wargame
that has contributed to its longevity? Consensus among current
players points to simplicity of rules, maneuvering and attacking
by both sides, and most importantly an incredibly balanced contest.
WATERLOO is a game that keeps on giving.
Perennial challengers Ray "the Rapacious" Clark
and Joe "the Anvil" Angiolillo were joined by last
year's champion, Richard "Beyma the Younger" and a
true WATERLOO grognard, Joe"the Surgeon" Beard
as semifinalists. In semifinal #1, the Surgeon's French faced
Ray's masterful PAA defense. By the afternoon of 18 June, Joe's
French were trapped at Waterloo between the arriving Prussian
IV Corps and the British which required two successful 1 to 1
French attacks to open the road to Brussels and victory. In semifinal
#2, the Anvil's French used his good luck early in the game to
pressure Richard's defense. However, by late on 17 June, Richard
had defeated most of the Prussian Army near Genappe gaining him
a seat in the Final. The championship game featured Richard playing
the French and Joe taking the PAA. This game was marked by deliberate
play by both contestants as the French cautiously probed the
PAA defense. By mid-day on 17 June, the battle was joined, but
by the end of the day Joe was winning. Richard's series of low
odds attacks early on 18 June were not successful and he was
escorted to exile. The WATERLOO master, Joe Beard, was
headed back to Arizona as Champion!
1. WBC FREE FORM FORMAT. This Tournament uses a Swiss
Elimination format for the preliminary rounds followed by a Single
Elimination format for the four players with the best performances
during the Swiss segment. Entrants may play multiple games during
the preliminary Swiss segment during either the PRE-CON segment
which begins during the PRE-CON on Saturday, and which concludes
during the CON on Friday. Best performances will be determined
as described below in paragraph 17.
2. SCHEDULE. The schedule consists of three segments,
GROGNARD PRE-CON Swiss, CON Swiss and CON Playoffs (semifinals
a. GROGNARD PRE-CON SWISS. The PRE-CON Swiss Segment consists
of two daily heats: Saturday 1000, Sunday 0900. The PRE-CON Swiss
Segment continues through Monday, 0900 hours, whereupon the CON
Swiss Segment begins. Essentially, the PRE-CON Swiss Segment
simply continues unabated into WBC.
b. CON SWISS. The CON Swiss Segment consists of five daily
heats: Monday 0900, Tuesday 0900, Wednesday 0900, Thursday 0900
and Friday 0900. The Swiss Segment ends on Friday at 2300 hours,
at which time the four players with the best performances during
the Swiss Segments will advance into the Single Elimination Playoffs.
c. CON Playoffs. All games played during the Swiss Segment,
which includes the PRE-CON Swiss and the CON Swiss, will be used
to determine the four top players. The two-round playoffs begin
3. Entrants need not participate in Grognardcon preliminaries
to play and win the tournament. For their part, Grognardcon players
will not be able to win the tournament unless they also participate
in the Single Elimination portion of the event at the end of
4. Entrants may play every day during the Swiss segment,
if so desired. Entrants may play multiple games during the Swiss
5. The GM will determine match pairings for each round.
You must be present at the kiosk at the start of any round you
wish to join. If you wish to play more than one game in a day,
the GM will attempt to arrange two games for players who want
them - this is subject to availability of opponents.
6. Each player will be given a Match Sheet, which will
list the game, opponent and start time.
7. When opponents are assigned, they must inform the
GM when they will start their game and when they expect to finish.
If the players cannot agree on a reasonable start time, they
will be required to begin the game within one hour.
8. If an assigned opponent does not appear for a mutually
agreed upon start time, the GM will forfeit the game to a player
who is waiting. The player who is waiting must alert the GM that
a forfeit is imminent within 15-minutes of the start time listed
on the Match Card. If the tardy opponent fails to appear, the
game will be forfeited to the player who is waiting at 20-minutes
past the start time on the Match Card. There is no deviation
from this procedure; therefore, if a waiting player alerts the
GM beyond the specified 15-minute alerting period-there will
be no forfeit-instead, the game will be cancelled.
9. The results of completed games should be reported
to the GM as soon as possible using the Match Sheet. If game
results are not reported to the GM by the end of a Swiss round
(2300 hours), both players will be credited with a loss. EXCEPTION
- Tuesday, Wednesday or Thursday, but not Friday: The GM will
permit players to continue past 2300 hours, but they must inform
the GM beforehand that they expect to finish after the 2300 deadline.
10. The GM (or assistant GM if the game involves the
GM) reserves the right to adjudicate any game at the end of the
time limit for the round. If one player is moving at a significantly
slower pace than the other, this will be taken into account in
11. WBC rules require submission of a Winner's Claim
with the top six players listed in order (although there may
be no prizes for some of these finishes for this event). At the
end of the Swiss, players will be ranked in order from 1 to 6.
The final 5th & 6th places will be determined from these
12. The GM will submit the results of ALL games played
for inclusion in the AREA ratings.
13. The four players with the best performance during
the Swiss will advance to a Single Elimination semi-final. The
1st place finisher will play the 4th place finisher, and the
2nd place finisher will play the 3rd place finisher.
14. The GM will post the match assignments for the
semifinals by midnight, Friday. If players qualifying for the
final round do not intend to participate on Saturday, they should
alert the GM by midnight Friday, so that lower ranked finishers
may be moved up to play in the final round.
15. If any of the four players qualifying for the semifinal
fail to appear at the Kiosk by 1015, Saturday, they will be dropped
from further participation. Players who finished lower than 4th
in the Swiss segment may move into the Single Elimination rounds,
if they are present at the Kiosk on Saturday at 1015, when higher
rated no-shows are officially dropped.
16. After players report to the kiosk on Saturday morning,
they may mutually arrange to play their Final at a convenient
time, subject to approval by the GM; however, all semifinal games
must be completed by 1600, Saturday. The winners will then play
for the championship. The results of the Final game must be reported
to the GM by midnight, Saturday.
17. PLAYER PERFORMANCE RATINGS.
a. All game results and player ratings will be posted and updated
as results are reported.
b. Performance ratings will be based upon the best three games
played by a participant.
c. Games in excess of the three best will not affect a player's
d. A player must play at least three games to advance to the
single elimination phase.
e. Performance ratings for a player will be obtained as follows:
(1) A player receives 10 points for each victory.
(2) A player receives 1 point for each loss.
(3) A player receives 2 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
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 who wins.
18. PERFORMANCE RATING TIEBREAKERS:
a. Head to head play is the 1st tiebreaker.
b. Points scored VERSUS mutual opponents is the 2nd tiebreaker.
c. Points scored BY mutual opponents is the 3rd tiebreaker.
d. Points scored BY all defeated opponents is the 4th tiebreaker.
e. Points scored BY all opponents is the 5th tiebreaker.
19. Waterloo Tournament Instructions:
A 7PM turn is added to each day. Thus, the Prussian lV corps
arrives two turns later. Only the first four days are played.
This results in a maximum game length of 28 turns. The addition
of the 7PM turn is not only realistic (Ligny and Mont St. Jean
raged until after 9PM) but also helps play balance; however,
experienced players believe that the PAA player still retains
The French player may choose to use the official Avalon Hill
ten-sided die roll combat results table. The PAA must also use
the ten-sided CRT, if it is chosen by the French player. The
ten-sided CRT slightly favors the French side. When a 1/2-Attacker
Elim result is rolled, the surviving attackers DO retreat. The
GM will provide ten-sided dice and the CRT.
NEW!: PRUSSIAN AND ANGLO-ALLIED ARMY COORDINATION
During the actual campaign, the Prussian and Anglo-Allied staffs
had conducted prior planning that enabled strategic coordination
and cooperation at the army level. However, this degree of coordination
did not exist at the tactical level. To reflect this reality
during the game the following rules are introduced for this tournament.
a. Prussian and Anglo-Allied units may not stack in the same
b. Prussian and Anglo-Allied units may move or retreat through
each others units but cannot be in the same hex at the conclusion
of combat unless no other legal retreat hex is available. They
must immediately unstack during the next PAA movement phase.
c. Prussian and Anglo-Allied units may not combine their attack
strengths against the same French unit(s).
d. Separate stacks of Prussian and Anglo-Allied units may
attack the same stack of French units; however the Prussian and
Anglo-Allied attack strengths cannot be combined to attack the
same French units.
DETERMINATION OF SIDES
Which side you played in previous games will not have a bearing
on who you play in the current round. Players will have an opportunity
to play whichever side they prefer or believe holds the advantage.
First, the players must secretly choose sides. If they choose
different sides, the French player must then choose the CRT.
If they choose the same side, the process will continue by bidding.
Each player will secretly bid the side he wants to play and the
number of factors that he is willing to give up to play that
side. If players bid opposite sides, they will play those sides
with no loss of factors. If both players bid the same side, the
higher bid plays that side. He must remove factors from his INITIAL
FORCES equaling his bid. After sides are determined, the player
that eventually plays the French side must chose the CRT.