bitter woods  

Updated May 23, 2015

   10+     9+   9+   10
   9+   9+
   9+    9+ 16   9  

 Heritage; moves to Conestoga 1 @  9
Terrace 2 

Bill Morse, VA

2014 Champion

2nd: Richard Beyma, VA

3rd: Forrest Pafenberg, VA

4th: Tom Gregorio, PA

5th: Ed Witkowski, VA

6th: Bob Bassin, MD

Event History
1999    Phil Evans     19
2000    Randy Heller     16
2001    Rich Ogata     14
2002    Tom Gregorio     16
2003     Bob Ryan     17
2004    Bob Ryan     20
2005     Randy Heller     20
2006     Steve Likevich     21
2007    Tom Gregorio     21
2008    Tom Gregorio     22
2009     Tom Gregorio     26
2010     Bruno Sinigaglio     22
2011    Tom Gregorio     21
2012    Tom Gregorio     25
2013    Forrest Pafenberg     21
2014    Bill Morse     21

* 2014: Merged with Bulge '81

Tom Gregorio, PA
 2015 GM

one Top Six GM Nomination

2014 Sportsman
of the Year



Deluxe Edition Bitter Woods

Bitter Woods is an Operational Level game of the Battle of the Bulge. The version played will be Deluxe Fourth Edition Bitter Woods produced by the L2 Design Group. Although players opting to play Bulge '81 will be matched with others expressing the same preference, the default version to be played when opponents preferences cannot be matched will be Bitter Woods. The new designer's edition from Compass Games can also be played but only if both players agree beforehand. The default edition remains the L2 version.

The scenarios to be played during all rounds except the Final will be the 6-turn 16AM Attack scenario or the 8-turn 16AM Attack scenario. Each round will end after six hours and games not completed will be judged. Pairings will be at random as will scenario and side. For scenario determination, a 1-3 rolled by the GM assigns the 6-turn 16AM scenario; a 4-6 rolled assigns the 8-turn 16AM scenario. Sides will also be determined at random; however, during the Mulligan Round and Round 1, a lower AREA rated player may chose the Shark Repellent Option in order to switch sides.

Shark Repellent - A lower AREA player may exercise the Shark Repellent option to switch sides after the GM die roll to determine sides. If this option is chosen, the higher rated player may call for a Re-Roll of the Random Event when it is rolled. If the Random Event Re-Roll is requested, the Re-Roll must be used.

Six-turn 16AM Attack Scenario: this scenario will be played as described in rule section 38 of the rule book.

Eight-turn 16AM Attack Scenario: this scenario will be played as described in section 39 of the rule book.

Grognardcon is a special Pre-con consisting of an amalgam of nine of the old classic hex-style wargames under the watchful eye of GM Bruno Sinigaglio: Afrika Korps, Bitter Woods, Gettysburg, Panzerblitz, Squad Leader, Russian Campaign, Waterloo, and Wooden Ships & 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.

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 Swiss 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 4.

2. SCHEDULE. The schedule consists of three segments, GROGNARD PRE-CON Swiss, CON Swiss and WBC Playoffs (semifinals and Final).

a. GROGNARD PRECON SWISS. The PRE-CON Swiss Segment consists of two daily heats: Saturday 1000 and 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 the CON.

b. CON SWISS. The CON Swiss Segment consists of four daily heats: Tuesday 0900, Wednesday 0900, Thursday 0900 and Friday 0900. The Swiss Segment ends on Friday at 1600 hours, at which time the four players with the best performances during the Swiss Segments will advance into the Playoffs.

c. WBC 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 best players. The two-round playoffs begin Friday with the semifinals at 1600 hours.

3. BULGE '81 SCENARIO. The WBC 8-turn Tournament Scenario will be played using Second Edition, Advanced Game rules, with Optional Rule 36.0 (SS Panzer Commitment in 16AM) in effect. Per errata: 4NW and 388 Arty start in Area B; 17NW and 405 Arty start in Area A. The Scenario Victory Conditions are described below:

a. Time Limit: The game ends at the conclusion of the American 19PM turn - Exception: The game ends earlier, if the German player can attain an automatic victory as described in the next paragraph.

b. German Automatic Victory: The game ends immediately for any of the following:

  1. A German combat unit enters a Liege hex or a Meuse River city hex.
  2. German combat units occupy two cities on the west board simultaneously.
  3. Three German mechanized-class units exit the mapboard from road hexes AA1, DD1 or any hexes containing a German cross.

 c. If an automatic victory is not achieved, the German player wins by accomplishing four of the following 11 objectives - Note: 'capture' is defined as occupying the hex at the end of the American 19PM turn, regardless of supply status:

  1. Capture Bastogne.
  2. Capture Parker's Crossroads (hex AA17).
  3. Capture Stavelot.
  4. Capture Trois Ponts.
  5. Capture Spa.
  6. Capture Eupen.
  7. Capture a fuel dump.
  8. Capture any city on the west map that is east of the Meuse.
  9. Eliminate 18 or more Allied combat units.
  10. Lose three (3) or fewer German mechanized or artillery-class units.
  11. Create a bridgehead across the Ourthe River by capturing one of the following hexes: T26, V23, X22. For this victory condition to be accomplished, Bastogne must also be captured.


  1. All game results and player ratings will be posted and updated as results are reported.
  2. Performance ratings will be based upon the best three games played by a participant.
  3. Games in excess of three will not add, nor detract from a player's performance rating.
  4. A player must play at least three games to advance to the single elimination phase.
  5. 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 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 who wins.


  1. Head to head play is the 1st tiebreaker.
  2. Points scored VERSUS mutual opponents is the 2nd tiebreaker.
  3. Points scored BY mutual opponents is the 3rd tiebreaker.
  4. Points scored BY all defeated opponents is the 4th tiebreaker.
  5. Points scored BY all opponents is the 5th tiebreaker.

6. Entrants may play every day during the Swiss segment, if so desired. Entrants may play multiple games during the Swiss segment. 

7. The GM will determine match pairings for each round. Present yourself at the kiosk during 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.

8. Each player will be given a Match Sheet, which will list the game, opponent and start time.

9. 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.

10. 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.

11. The results of completed games should be reported to the GM as soon as possible using the Match Card. 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 - Any day other than 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.

12. 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 the adjudication.

13. 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 standings.

14. The GM will submit the results of ALL games played for inclusion into AREA.

15. The four players with the best performance during the Swiss will advance to a Single Elimination semifinal at 1600 on Friday. The 1st place finisher will play the 4th place finisher, and the 2nd place finisher will play the 3rd place finisher.

16. If players qualifying for the semi-finals do not intend to participate, they should alert the GM, so that lower ranked finishers may be moved up to play in the playoff rounds.

17. If any of the four players qualifying for the semifinal fail to appear at the Kiosk by 1600, Friday, 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 Friday at 1600, when higher rated no-shows are officially dropped.

18. The two winners of the semifinals may mutually arrange to play their final game at a convenient time after the semifinal, subject to approval by the GM. The final championship game must be completed by midnight, Saturday, at which time the results must be reported to the GM.

 GM      Tom Gregorio [1st Year]  1650 Chadwyck Place, Blue Bell, PA 19422   484-744-1086

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