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SPI
still lives on as part of Grognardcon
Grognardcon is a special
Pre-con consisting of an amalgam of ten of the old classic hex-style
wargames under the watchful eye of GM Bruno Sinigaglio: 1776,
Afrika Korps, Anzio, Bulge '81, Gettysburg, Panzerblitz, Panzergruppe
Guderian, The Russian Campaign , Waterloo and
Wooden Ships & Iron Men. All ten 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 Tuesday for resolution in the normal manner - the
only difference is that participation in Grognardcon gives you
three 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 preliminary Swiss segment
during either the GROGNARD PRECON segment; the regular WBC segment
which runs from Tuesday, August 5 through the morning of
Saturday, August 9; or both. Best performances will be determined
as described below in paragraph 5.
2. SCHEDULE
The schedule consists of three segments, GROGNARD PRECON Swiss,
CON Swiss and CON Playoffs (Semifinals and Final).
a. GROGNARD PRECON SWISS. The PRECON Swiss Segment runs until
Tuesday, August 5, whereupon the CON Swiss Segment begins.
Essentially, the PRECON Swiss Segment simply continues unabated
into WBC.
b. CON SWISS. The CON Swiss Segment consists of five daily
heats: Tuesday 1800, Wednesday 1000, Thursday 0900, Friday 0900,
and Saturday 0900. The Swiss Segment ends on Saturday, August
9, at 1300 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 PRECON Swiss and the CON Swiss, will be used
to determine the four top players. The two-round playoffs begin
Saturday, August 9, with the Semi-Finals at 1300 hours.
3. SWISS SEGMENT
To participate in a Free Form tournament, players must appear
at the kiosk within one hour of the scheduled starting time.
Match pairings for each game will be determined by the GM, subject
to the availability of opponents. Pairings will be random,
except if possible former champions will not be paired against
each other in the swiss rounds, and entrants who play against
each other at home will not be paired against each other in the
swiss rounds. Players may participate in more than one
game during the same day. When opponents are assigned, they must
determine when they will play their game during the day and inform
the GM. If they cannot agree on a reasonable start time,
they will be required to begin the game within one hour.
If an assigned opponent does not appear for a mutually agreed
upon start time, a player who has appeared must go to the kiosk
and inform the GM. After the GM is informed and after waiting
15 minutes at the kiosk, the missing player forfeits the game
to the waiting player. Results of completed games should
be reported to the GM as soon as possible. Results not
reported to the GM by 1300 Saturday, August 9 will not count
toward the tournament. GMs have the right to adjudicate any game
that extends beyond six hours. Note that any game started
on Saturday, August 9 must be completed by 1300, the start of
the Semi-Final round (any games started that morning will be
adjudicated if not completed by 1300). The GM will supply
3x5 cards for the players to record basic information about their
game, which they should return to the GM (the card should indicate
the winning side and whether the 16th and 19th armies were able
to move on Turn 1).
4. SINGLE ELIMINATION ROUNDS
The four players with the best performance during the Swiss will
advance to a Single Elimination Semi-Final at 1300 on Saturday,
August 9. The 1st place finisher will play the 4th place finisher,
and the 2nd place finisher will play the 3rd place finisher.
The GM will post the match assignments for the Semi-Final by
1300 Saturday. If players qualifying for the Final round do not
intend to participate, they should alert the GM by 1200 Saturday,
so that lower ranked finishers may be moved up to play in the
single elimination. Failure to be present for the start of the
finals segment (1300 Saturday) will be considered dropping out
of the tournament. The Semi-Finals must end by 1900 so
that the Final can begin, unless all players agree to extend
the duration of the Semi-Final round.
5. PLAYER PERFORMANCE RATINGS
a. All game results and performance 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 against different opponents (an entrant
can only count one game against the same opponent).
c. Games in excess of three will not add, nor detract from a
player's performance rating.
d. Performance ratings for a player will be obtained as follows:
10 points for each win.
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.
6. 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.
c. Points scored BY all opponents is the 4th tiebreaker.
7. ORDER OF FINISH
WBC rules require submission of a Winner's Claim with the top
six players listed in order. 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.
8. AREA RATINGS
The GM will submit the results of ALL games played for inclusion
in the AREA ratings.
TOURNAMENT PROCEDURES AND RULE INTERPRETATIONS
Determining Sides and Victory Conditions: This year
the players will bid to play the Germans by bidding the
number of victory points they believe they can take as the Germans.
The players should roll a die to determine who bids first, and
then start the bidding after rolling to determine whether
the 16th and 19th armies can move.
Playing Time: Each game may take up to six hours, although
any game beginning on Saturday, August 9, must be completed by
1300 so that the semi-final Semi-Finals can begin. During
the SWISS rounds, if a game has not ended after six hours and
both players do not consent to play longer, the GM and two assistant
GMs will adjudicate the game. Each Semi-Final game must
end within six hours unless all four players agree to extend
the playing time. Close games will be adjudicated in favor
of the faster player.
Rule Interpretations:
1. The absolute retreat priority is:
a) Empty hex
b) Friendly occupied hex out of enemy ZOC
c) Friendly occupied hex in enemy ZOC
d) Death
Retreats must be done so as to put the maximum possible number
of units into empty hexes, (a stack of units retreating do not
have to be split up and can end up in the same hex after retreat)
and subject to that the maximum number into friendly/out of ZOC
hexes, and subject to that, the maximum number into friendly/in
ZOC hexes.
Clarification of how to retreat units:
a) Retreating units can never "switch places": no retreating
unit can ever go into or through hexes initially occupied by
other units retreating from the same combat.
b) In the event of a D1/A1 result with a single defender who
is eliminated, attacking units may not be retreated into the
defender's former hex.
(Note: For a single combat retreats are to be considered simultaneous,
therefore if there is a retreat available to all units at the
time of retreat then no units may be eliminated by retreating
units from the same combat. In other words, the attacker may
not retreat units in such a way as to cut off a unit's retreat
path by any retreating units from the same combat. If any questions
arise on this matter, the GM will demonstrate so that all participants
understand the intent of this rule. You may retreat units in
a prior combat so that units in another combat would then be
cut off if forced to retreat)
2. Subject to rule 1 above, the opponent will choose which units
retreat in which order which will determine what unit will die
due to non available retreat route. In other words the opponent
will retreat the enemy units with rule 1 in mind.
3. If a unit is retreated onto a leader who is attacked later
that phase, the leader's defense strength is used and any adverse
result (not including engaged) will kill the previously retreated
unit before any combat losses or retreats. That retreated unit
will not count for combat losses. If a unit is retreated onto
an untried unit who is attacked later that phase and turns out
to be a zero defense strength then the retreated unit(s) are
automatically eliminated and the attacker can then advance up
to two hexes.
4. If a unit is overrun and disrupted, then later that phase
another unit is overrun and retreated onto it, then later that
phase the stack is overrun, the defense strength of the first
unit is used, and any adverse result (not including engaged)
kills the second unit. If a unit is retreated onto another unit
or units as a result of an overrun during the initial movement
phase, the units defend normally during the following combat
phase.
5. The Soviet leader evacuation rule is not in effect.
6. The German player does not have to move over old rail breaks
to reutilize them, he simply removes them and places the rail
break in the new hex. The German player must have just moved
into or is currently moving a unit through that hex, where the
new rail break is to be used. No more than six rail breaks can
be on the map at one time.
7. If during an overrun the hex to be overrun is cleared of enemy
units and there is an adverse result for the over running units
(i.e. split result or an engaged result), and the over running
player wishes to take loses instead of retreating, he must remain
in the hex from which the overrun came from. The units must then
end their turn and their movement phase.
8. German supply is 20 hexes to a road that leads to hex 0120
and is unblocked by enemy ZOC's (German units negating ZOC),
or 20 movement points to any western edge hex, note the 20 movement
points does not include moving off the map. When using movement
points to determine supply, use the unit type for movement purposes.
(i.e. Panzer and Motorized units get the road movement rate,
and it costs two extra MP's for all German units to cross rivers).
9. German divisions are doubled for divisional integrity before
being halved for supply or overrun. Example: an intact motorized
division overruns or fights out of supply as a 6, overruns out
of supply as a 3.
10. Divisional Integrity. The only units that may stack with
a 2 regiment Motorized unit and not break it's divisional integrity
is either of the independent regiments GD and Lehr.
11. A stack of units which has conducted a successful overrun
may split up after the overrun and move separately, with any
remaining movement points. However, movement for all of these
units must be concluded before any other unit is moved.
12. Multiple Soviet leaders can be on the same hex, subject to
the four unit stacking limit, and can add to the attack of the
same unit or units, as long as the attack factors due to leaders
do not exceed the factors due to combat units. Soviet leaders
can overrun in conjunction with one or more non-leader units
under the same conditions set forth in Rule 10.36, except like
all overrunning units their combat value is halved (rounded down).
13. Soviet lines of communication from leaders to units, like
lines of supply, may be traced into but not through swamp.
14. All original Soviet rifle divisions must be used before any
destroyed divisions enter the game as reinforcements. On the
turn that the last of the original rifle divisions arrive as
reinforcements, the Soviet player selects any other reinforcements
from units destroyed on previous turns other than the immediately
preceding turn (no rifle division may return as a reinforcement
on the first turn after it is destroyed). Subsequently all destroyed
rifle divisions are available as reinforcements beginning two
turns after their destruction (a division destroyed on turn 9
is available on turn 11).
15. Air interdiction markers add one to the movement point cost
of overrunning units in the hex where the marker is placed.
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