The first “hit” wargame
as part of Grognardcon
A great game of simplicity and fast play. Fot those who played
the game in the 1970s, come try it again after decades of newer
games and compare! You might find that this is still a masterpiece
after 40 years. For those who have never played it, read the
rules in less than an hour, and play a game in two hours.
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, Anzio, Bitter Woods/Bulge ’81, Gettysburg,
PanzerBlitz, Squad Leader, The 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.
This tournament is for players who enjoy friendly competition,
new experiences, fast-paced games, and flexible scheduling with
minimal waiting times.
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 or the regular WBC segment or both.
Best performances will be determined as described below in paragraph
5.
2. SCHEDULE. The schedule consists of three segments,
GROGNARD PRE-CON Swiss, CON Swiss and CON Playoffs (semifinals
and Final).
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 four
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 top four players. The two-round
playoffs begin Saturday with the semifinals at 0900 hours.
3. SCENARIOS. Either PanzerBlitz or Panzer
Leader may be played with the former the default version
in the event no agreement can be reached. Players can play any
scenario that they and their opponent agree to during the preliminary
rounds or the playoff rounds. If the players cannot agree on
a scenario to play in the semifinals and Final, then the GM will
provide five PanzerBlitz scenarios (1A, 14, 51, 52 and
45—same as the scenarios provided at the 2008 WBC) for the
playoff play. The players in the semis and Final will be asked
to rank the five scenarios in order of preference that they want
to play. A value of 5 will be given to the highest ranked scenario,
4 to the second highest and so on down to a value of 1 for the
fifth ranked scenario. The highest combined ranked scenario will
be the one that is played for that match. If there is a tie in
the rankings for the highest number of points, the scenario with
the smallest differential between the tied player selections
from these rankings will be the scenario. In the unlikely event
that there is still a tie after this tiebreaker, a die will be
rolled to determine which of the two scenarios will be played.
4. FINAL SEGMENT
Four players from the Swiss segment will play in the two-round
single-elimination Final. All swiss rounds must be concluded
by 2300 on Friday to count towards the calculation of the
playoff rounds. The GM will post the match assignments for
the semifinal by 2330, Friday. The semifinal round will
begin at 9:00 AM Saturday. If any of the four players qualifying
for the semifinal fail to appear at the Kiosk by 0900, Saturday,
they will be dropped from further participation in the playoffs.
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 0900, when higher rated no-shows are
officially dropped. The 1st place finisher will play the
4th place finisher and the 2nd place finisher will play the 3rd
place finisher. If players qualifying for the Final round
do not intend to participate, they should alert the GM as soon
as possible so that lower ranked finishers may be moved up to
play in the single elimination portion.
5. PLAYER PERFORMANCE RATINGS.
a. All game results and performance ratings will be posted
and updated as the results are reported.
b. Performance ratings will be based upon the three best
games played by a participant.
c. Games in excess of your three best games will not add,
nor detract from a player’s performance rating.
d. Performance ratings for a player will be obtained as
follows:
i. Ten points for each win against an opponent in
the first match between two common players.
ii. Two points for each win against an opponent in
the second match between two common players.
iii. If players select a scenario that allows for a draw ending,
and their game ends in a draw, both players will be awarded four
points each.
iv. Players will earn one point for a loss.
v. Finally, a player receives two bonus points for each
victory tallied by an opponent THAT YOU DEFEATED or HAD A DRAW
against, up to a maximum of three wins (six bonus points) for
that opponent. NOTE: The bonus points count towards
your final score if they are for one of your three best games. You
do not get bonus points for a loss (this is a change from the
2008 event).
6. PERFORMANCE RATING TIEBREAKERS:
a. Head to head play (points earned vs. that opponent) 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 opponents is the 4th tiebreaker
e. Die roll is the 5th tiebreaker
7. MULTIPLE GAMES
Entrants may play every day during the Swiss segment, if so desired.
Entrants may play multiple games during the Swiss segment. While
you can play the same opponent multiple times, note that players
can only earn ten points for a win versus an opponent during
their first match against that opponent.
8. MATCH ASSIGNMENTS
The GM will assist in determining match pairings during the
free form segment; however, players can seek each other for matches
independent of the GM assignments.
9. ADMIN
Each player will be given a sheet to record the important
elements of their game. These elements will include the scenario
played, which player played which side, the winner and other
important game elements. The sheets must be handed in to the
GM to have the match be considered official and completed.
10. MISSING PARTICIPANT
If an assigned opponent does not show up 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. JUDGEMENT
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.
12. ORDER OF FINISH
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.
13. AREA RATINGS
The GM will submit the results of ALL games played for inclusion
in the AREA ratings.
The GM will provide a 15mm model
mounted on a diorama for the winner.
14. OFFICIAL RULINGS
The following official old Avalon Hill FAQ and errata will be
in effect:
Q. Can either side voluntarily destroy their own armored
vehicles? A. No
Q. Does a colored hexside obstruct the line of fire? A.
In some cases, yes. It depends on the respective elevation of
the attacker and defender. Consult the Target Elevation Table
and the Examples of play card as there are many different situations.
Q. Do you count truck and wagon units for victory conditions?
A. Yes, but you don’t count pieces, which contain no men
such as mines, blocks, and fortifications.
Q. Are units on hilltop hexes such as the plateau-like
hilltop on board 2, that are not forest or town hexes, subject
to the overrun rule by armored units? A. Yes, only hexes
with orange sides are hilltop hexes. A clear hex is a clear hex,
no matter what its elevation is. Clear hilltop hexes are clear
hexes.
Q. If a unit is fired upon from a woods hex or a town
hex, can it return fire without meeting the SPOTTING RULE conditions?
A. No. SPOTTING RULE conditions must always be met.
Q. Using the INDIRECT FIRE rule, may a friendly unit call
in artillery fire even though a friendly CP unit does not see
the enemy unit? A. No.
Q. Can block units ever be destroyed by engineers or artillery?
A. No.
Q. May a unit on a hilltop hex fire at a unit on a slope
directly behind a brown hexside (the reverse slope)? A.
Yes. This is shown on the examples of play card, see note C&D.
Also, note that this is not always the case. The exceptions are
covered in the rules under the SPECIAL NOTES part of the Obstacles
and ELEVATIONS section of the rules.
Q. In situation 10, may the Germans win a marginal victory
by destroying all 12 Russian units on board 1 without even entering
board 3? A. Yes, but the Russians may then win a decisive
victory by moving all their forces onto board 3. Note that the
North direction arrow should be pointing towards board 2.
Q. When making the initial setup of units, can the half
hexes on the sides of the boards be used if a unit in such a
hex would be half on one board and half on another? A. No.
Units must be completely on one board as indicated.
Q. What happens in Situation 1 if three German units are
destroyed? A. Decisive Victory.
Q. If there are several units on a hex that have identical
defense factors, how is it decided which is the weakest? A.
You may attack the unit of your choice.
Q. What would happen in a situation such as No. 6 if the
Russian player refuses to attack the German position?
A. Nothing. No battle—no victory.
Q. In situation 1, may all the CPs be placed in one fort
or may two be placed in one fort or may only one be in each fort?
A. All three may be in one fort, but the fort must be
on a hilltop hex (one with six orange sides).
Q. The TEC states that it costs a truck unit 2 MF to enter
a clear terrain hex. Does this mean each clear terrain hex? A.
Yes.
Q. When a unit becomes dispersed, does he still have Zone
of Control on the hex he occupies? A. Yes, enemy units
may still not move through a dispersed unit. The dispersed unit
still retains its normal defense factor.
Q. If a unit moves to a Fortification, does it cost him
a MF to enter UNDER the fortification, rather than just sit on
top of it?
A. There are no movement penalties for moving onto or
into a fortification counter.
Q. On the optional rules concerning Panzerblitz assault,
must the infantry attack the overrun unit or may it attack any
adjacent unit? A. It must attack the unit being overrun.
Q. If only a transport or CP unit is placed under a fortification
counter, does the fort counter still have its full defense factor?
A. Yes, any fort with people in it will do it.
Q. If a fort is occupied, can enemy units travel directly
through that hex? A. No. They may move onto the fort in
one turn, but they cannot move off until the next turn.
Q. If there are three German units in a fort, can there
also be three German units on that fort? A. Yes, or two
Russian units.
Q. If the Germans have to get units onto board 2, for
example, to satisfy victory conditions, are the units that are
on squares that are half on board 2 and half on another board
considered on board 2? A. No.
Q. If a unit moves onto a minefield and survives the attack,
can it attack in that turn? A. No. On the next turn, it
may move, fire, or execute overrun or CAT attacks. It may remain
on the minefield without suffering further “attacks".
Q. In situation No. 5, do all German units have to move
off the east side of board 2? A. No. But before any given
unit can count toward the victory conditions, it must leave and
stay off for three complete turns.
Q. May wagons move from a gully to a slope hex? A.
Yes. Any unit can always move one hex regardless of movement
costs listed on the TEC. Forbidden movements such as armor entering
swamps are not allowed.
Q. Are cavalry considered vehicles on the TEC? A. Yes,
except that they can pass through green hexsides without cost.
Q. Since units in towns and forts are treated as armor
targets, can they be attacked by I units that are two squares
away? A. No.
Q. If two engineer units are adjacent to a minefield,
can they “attack” it twice in one turn? A. Yes.
Q. Can trucks and wagons spot? A. Yes.
Q. Can a carrier move after it has unloaded if it has
MF left? A. If a transporting vehicle has MF left over
after unloading it can move. “Transporting” does not
equal “moving". “Transport” is a specific
type of movement.
Q. If a defending unit gets a DD and then a D in the same
turn, is it eliminated? A. No. Just dispersed.
Q. Can two carriers unload on the same hex? A.
Yes.
Q. In situation No. 9, the 1st edition scenario card calls
for 4 Russian 120mm. Is this correct? A. No. They should
have three.
Q. In Situation No. 12, the scenario card calls for 6
German wagons but there are only four provided. A. Use
Russian wagons for the other two.
Q. Can CAT be used against units that are on a minefield?
A. Yes.
Q. Can you explain spotting more? A. There are
four things to keep in mind. First, since firing occurs prior
to movement, a spotting unit must be in place at the beginning
of a turn. It cannot move into position and spot for firing in
the same turn. Second, even after a unit is spotted, the firing
unit must still have a clear line-of-fire to the target(unless
the optional indirect fire rule is being used). Third, if the
spotting unit moves away, fire may no longer be directed at units
that were previously spotted. Fourth, if you are using the Indirect
Fire rule, the CP must be able to see the spotting unit.
Q. If armor is carrying units which are attacked and dispersed,
what happens? A. Passengers must unload (and are eliminated
if overstocked).
Q. In situation No. 8, it states that CPs may only spot
for 120mm mortars (within 4 hexes). Does this refer to the enemy
within 4 hexes of the 120mm mortars? A. The CPs must be
within 4 hexes of the 120’s to spot.
Q. Can overrun attacks be conducted on a unit on a stream
ford? A. Yes. A stream ford is considered a plain hex.
Q. The CRT shows results for die-roll subtraction to -2;
but it is possible to have a -3 subtraction. What happens?
A. For attacks at 1-4 and 1-3; when a -3 is rolled take
the results from the -2 line of the next higher odds column.
Therefore, -3 at 1-4 odds = DD; -3 at 1-3 odds = X.
Q. If I had a unit on a slope hex directly behind a brown
hexside, is my unit in the LOS of a unit firing from a hilltop
(assuming no other obstacles)? A. Yes. Brown hexsides
block LOS only when the target unit is on ground level (see TET).
Q. Can the German unload three units in the same hex?
A. Yes. If the transporting units all have extra MF. However,
he can never load those units again (Transporting …B) unless
have a movement capability and can move to other hexes.
Q. Must a CP unload to observe? A. Yes.
Q. In situation 12, Wespe and Hummel units cannot move.
Can they be transported by trucks? A. Yes, In this case
those units represent towed divisional artillery.
Q. May units being transported by tanks be CAT’ed without
involving the tank? A. No. Rules state that all units
in a stack must be totaled for defense in CAT. Therefore, infantry
while being transported is ignored.
Q. Which board are the half hexes considered to be part
of? A. As a rule of thumb, consider the half squares to
be part of the middle board, but keep in mind that they are not
considered in determining victory conditions.
Q. Are units outside of a fort totaled in with the fort’s
defense in the cases of CAT and combination attacks? A. Yes.
Q. Does a unit move at the normal road movement rate even
on a road that goes up a slope? A. Yes.
Q. Can a truck, wagon or halftrack drop infantry for a
CAT attack, and then retreat? A. Vehicles may unload units
and move off but a passenger unit may not fire in the turn of
unloading.
Q. While dismantling mines, do engineers undergo the mine
attack? A. Not as long as they observe the proper procedure
for dismantling mines. If they attempt to cross them in the normal
manner they are subject to attack just like any other unit.
Q. May engineers make a mine removal attempt and attack
in the same turn? A. No.
Q. Are mines placed in towns subject to the “add
1 to attacker’s die roll” rule of the TEC? A. No.
Q. Are units outside of a fort destroyed if the fort is
eliminated? A. No.
Q. Assume three AT guns with an attack factor of 7 each
are firing at an infantry unit. Is the total attack factor 3
+3 +3 = 9 or 3.5 + 3.5 + 3.5 = 10? A. 9. Unit attack factors
are halved and fractions dropped individually.
Q. May a unit fire through a green hexside through the
width of a road in that hex? A. No—unless the units
are adjacent.
Q. Since armored units cannot use the road movement rate
while executing an overrun attack, can they still use the road
to go through obstacles such as green hexsides while still moving
at the non-road movement rate? A. No.
Q. The rules state that ford hexes are treated as plain
terrain for ALL purposes. Therefore does a unit moving along
a gully have to pay 3 MF to leave the gully in addition to moving
into the ford hex? A. No. The rules state that fords allow
a unit to leave a gully at no extra cost.
Q. What is the stacking limit for fortifications? A.
3 for Germans; 2 for Russians.
Q. The rules state that stacking limits do not apply during
movement—only before and after movement. Therefore, may units
pass through a hex already occupied to its maximum stacking ability
by wrecks? A. Yes, except as qualified by road movement
rules.
Q. Do terrain qualifications affect odds or die rolls
in a CA attack? A. Yes.
Q. In situation 7, is the Russian player free to move
his other units as soon as the lead unit comes within 3 hexes
of the Germans? A. Yes, but following Russian units must
have moved up the road in convoy fashion up to that point in
the time span of the turn.
Q. Do units which move onto mines in woods or town hexes
still add 1 to the minefield attack? A. No
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