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The Russian Campaign (TRC) Email GM   Updated July 2, 2023
Class A: Experienced Players Only Rules will not be explained. Neither GMs nor players will teach the game to beginners during the event. 
Schedule  GM: Bert Schoose (1st Year)
Heat/Round Day Start Time Duration Location
Demo 1/1FSu141Exhibit Hall Annex #5
Round 1/7FSa135Winterberry
Round 2/7FSu125Winterberry
Round 3/7Mo95Winterberry
Round 4/7Tu95Winterberry
Round 5/7We95Winterberry
Round 6/7Th95Winterberry
Round 7/7Fr95Winterberry
2023 Tournament Format  Swiss Elimination

Overview: The 2023 Russian Campaign tournament will be conducted the same as the 2022 event with regards to accumulating points for advancement and for the default scenario to be played. This year’s event will have the default be the 5th edition since it was in print and available to the public in accordance with the WBC’s rules. The tournament will continue to utilize the “Free Form" method which allows gamers to maximize their playing time while enhancing their schedule flexibility. A full week of free form play will lead to a single elimination semifinal and final for the top four players. The tournament includes a default 5-turn Barbarossa scenario with bidding of replacement points for sides to ensure that a player can play the side he wants (for a price!).

Format: Players must present a current valid convention badge to the GM upon request in order to participate in this tournament. Players can play any number of matches during the free form phase in order to qualify for the 4-player single-elimination semifinals. Any questions about the tournament should be directed to the GM.

Rules: TRC 5th Edition rules are in effect as the default rules for this tournament. Those rules are currently available on-line at:

No optional rules, except for what is outlined in the scenario section below, are part of the default for this event. The players can utilize optional rules with the consent of both players. Those agreed to should be written on the event form at the start of the game. Tournament matches will feature the five-turn scenario described below as the default scenario. Players may agree to play with any other scenario that they agree to including the campaign game as long as they understand that the five-turn is the default scenario. The players may also choose to play with the 4th edition (or even an earlier edition) game and rules, provided both players agree to utilize that game in advance. All games will be AREA rated.

Due to the size of the 5th edition map (5 inches longer from east to west), players are recommended to utilize the 4th edition map for this tournament to optimize the usage of the tables available for the tournament. Space permitting, we will do our best to accommodate the larger 5th edition map for players that want to play with that version.

As of the time of publishing, the following are the known differences between the 4th edition and 5th edition rules that have a potential impact on the 5-turn scenario:

  • Leaders have a ZOC in the six adjacent hexes and not just their own hex
  • Rail junctions count as a city for rail control: Control of a rail junction is determined as if it were a city, see Rule 17.2.1. When rail control is being assessed at the end of each player’s turn, treat rail junctions as cities.
  • Combat EX result – no change of control in cities, oil wells or rail junctions
  • OMB – allows Russian replacements and not just Russian reinforcements
  • Archangel replacements are a die roll and not automatically 3 factors. Clarification on rule 22.4 – the note on the map on the Russian replacement pool for the Archangel DRM of (-1) is wrong. The rulebook is correct.

The above list may not end up being all inclusive. Any questions on rules prior to playing should be brought to the attention of a GM or AGM. If something comes up during a game, reach out to us and we’ll clarify the ruling for both players as needed.

Schedule: Swiss rounds from Saturday 13 through Friday 17. Any game not completed by 5 PM on Friday can be adjudicated if the two players can’t agree on who would win the game. There will not be a challenge round held in 2023.

Single Elimination - the top four finishers will advance to a single elimination playoff

Matchups: Swiss round matchups are self-selected, facilitated by GMs, as needed. Playoffs are Single Elimination - #1 plays #4, #2 plays #3.

Advancing to the Single-Elimination Competition: Player performance ratings using the approved GrognardCon scoring system will determine the top four players who will advance to the single-elimination portion of the event.

In general, but subject to change, those rules include 10 points for a victory if it is the first game between two players. 2 points for a win if it is a second game against the same opponent. You get 1 point for a loss. Those points are earned for a maximum of your three best (win vs loss) games played. As a result, you can earn from 3 to 30 points from this method regardless of whether or not you play or win more than 3 games. Based on our past history in this event, a player most likely must win at least three games to have any hope of advancing to the single elimination phase. Next, you will accumulate 2 bonus points for every win that an opponent gets- provided that you defeat that opponent in the first match against them. (Bonus points are not awarded for either player in any rematch games against that same opponent!) You earn these bonus points for EVERY opponent that you defeat. For example, if you win 4 games and lose 1 in the free form rounds, you will get 30 points as your base score. Next, if those 4 opponents that you defeated win games against 15 other opponents through the week, you will get 2 bonus points for each of those 15 wins for a total of 30 more points. Your total score would be 60 points in this example. Ties are often unlikely, but the first tiebreaker will be head-to-head match with the first one against an opponent determining the winner. Subsequent ties are broken based on the GrognardCon system which can be provided upon request.

Tournament Scenario: Barbarossa “The Breaking Storm" – the 5-turn scenario is the default. (Players may agree to play other scenario’s / optional rules provided they both agree to it.) The semi-final and finals matches must use the default scenario.

Scenario Length: May/June 1941 through January/February 1942 (Five Turns)

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 5 turns with earlier turns having priority. The average bid during the GrognardCon component of the event over the past years has been 15, with bids sometimes increasing in the Semifinal.

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.

Scenario Rules: Modifications for the scenario from the standard 4th or 5th edition rules are as follows:

  • If Clear weather is rolled in Sept/Oct 41, the weather is automatically Snow in Nov/Dec 41.
  • If Light Mud weather 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.
  • 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 one from 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.

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. Control is defined as the city being in the uncontested ZOC of an Axis unit OR if an Axis unit is IN THE CITY at THE END of an impulse.

The Russian player wins by preventing a German victory. Campaign Game and Sudden Death victory conditions are not used.

MOST IMPORTANT RULE: Thanks for playing and enjoy the games!