The Russian Campaign tournament will be conducted as part of the GrognardCon Free Format which allows wargamers to maximize their playing time while enhancing schedule flexibility. A full week of nearly unlimited play will lead to an elimination trial by combat for the top four players. Per Grognard rules, a challenge round will also be allowed whereby players 5 through 8 may challenge players 1 through 4. 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. Players can play any number of TRC games, at any time, in order to qualify for a 4-player single elimination event. Gary Dickson is the Game Master and any questions should be directed to him at firstname.lastname@example.org or (209) 470-2141. Tom Gregorio and John Ohlin are the Assistant GMs.
Rules: TRC 4th Edition rules are in effect. Optional rules are allowed with the consent of both players. Tournament matches will feature the 5-turn scenario described below. All games will be AREA rated.
Schedule: Saturday July 23rd, through Noon, Friday. A challenge round will be held at 6 pm Friday, whereby players 5 through 8 may challenge players 1 through 4 see Grognard rules or contact the GM for further info. Elimination - the top four finishers will commence a single elimination playoff at 9 AM Saturday.
Pairings: self-selected, facilitated by GMs. Elimination - #1 plays #4, #2 plays #3.
Advancing to the Elimination Competition: player performance ratings using the approved GrognardCon scoring system will determine the top four players who will advance to the elimination portion of the event. A player must play at least three games to advance to the single elimination phase.
Determining Sides: players bid for sides. The bidding will be an open auction with the initial bidder determined by a die roll. The initial bid consists of a replacement bid and a preferred side (Axis or Russian). A replacement bid represents extra replacement factors to be given to the Russian over the course of the game. The extra replacements will be evenly distributed over all five turns with earlier turns having priority. The average bid during the preliminary round of the event in recent years has been 15, with bids increasing in the semifinals. The initial bid may be accepted or countered. If countered, bidding alternates between players until concluded, with the requirement that each bid must be 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 three extra replacements on the first turn and two extra replacements on all subsequent turns).
Scoring Victory Points: victory is based on cities and oil wells controlled at the end of the scenario in relation to the Fall Blau (Green) line. Major cities and oil wells are worth two points each while minor cities are worth one point each. For convenience, the following border cities are on the Russian (east) side of the Green line: Leningrad, Kalinin, Moscow, Tula, Voronezh, Rostov, and Sevastopol. Each city east of the Green line CONTROLLED by the German player counts as positive victory points (VP). Each city west of the Green line CONTROLLED by the Russian player counts as negative VP. 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 while the Russians control Kursk, Kharkov, and Stalino, the total VP count would be MINUS THREE. Since the VP needed for a German victory is MINUS ONE, the Russians would win.
Example 3: same as Example 2 except the Germans also control Leningrad, for a total VP count of MINUS ONE. The Germans would win.
Tournament Scenario: 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. Rule modifications are as follows:
The loss of STAVKA adds one to the German final VP count each time that STAVKA is lost.
The loss of STALIN adds one to the German final VP count.
Each German HQ or HITLER lost reduces by one the German final VP count. If the scenario ends with an enemy combat unit stacked in the same hex as HITLER or STALIN, then the leader counter is considered destroyed.
If Clear is rolled in Sept/Oct 41, the weather is automatically Snow in Nov/Dec 41. If Light Mud is rolled in Sept/Oct 41, the weather is automatically Light 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 ONE (-1) 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. The Russian player wins by preventing a German victory. Campaign Game and Sudden Death victory conditions are not used.
Contact the GM at the above email or visit the external links if you have any questions about the event.