A. Tournament Scenario: The 7-Turn Barbarossa Tournament
Scenario beginning May / June 1941 and ending May/June 1942 will
be used. The 10-Turn Barbarossa Scenario beginning May/June 1941
and ending November / December 1942 will be used in the semifinals
B. Determining Sides: Players will bid to determine
sides. Each player will be provided a bid sheet by the GM. Each
player will secretly record his preferred choice of sides. Players
will then simultaneously reveal their choices. If players bid
for opposite sides, then they will play those sides at an automatic
VP bid of 20 [28 in the 10-Turn Tournament Scenario] and 0 RP
adjustment. If both players choose the same side, then they will
bid VPs and RPs.
If both players bid for the Germans, then the higher VP bid
will play the Germans at that level of VPs and a 0 RP adjustment.
If both players bid for the Russians, then the lower VP bid will
play the Russians at that level of VPs and a 0 RP adjustment.
If both players bid the same number of VPs, then the higher
RP bid will get to play his preferred side at that level of VPs.
If the preferred side was the Germans, then the extra RPs bid
are added to the Russians. If the preferred side was the Russians,
then the extra RPs are subtracted from the Russians. The first
RP is added or subtracted on Turn 1, the second RP is added or
subtracted on Turn 2, and so on. If the RP bid exceeds the number
of turns in the scenario, then a second RP will be added or subtracted
on Turn 1, etc.
In the unlikely event that both players have identical bids,
they each roll a die. The high roll gets to play his preferred
side at the VP and RP levels that were bid.
C. Determining the Scenario Winner: The only victory
conditions used are the VPs described below. None of the victory
conditions specified in Rule 27.0 are used. If the German player
does not win in this manner, he must have VPs equal to or greater
than his bid at the end of the scenario to win. Otherwise, the
Russian player wins. Each major city east of the Axis-Soviet
border controlled by the German player is worth 2 VPs. Each minor
city or oilfield east of the border is worth 1 VP. Should the
Russian player control any cities or oilfields west of the border,
the German player loses the same VPs for them. Half of the VPs
are received for major cities containing units with an OOS marker
on them. Note: The German player can also get VPs for Russian
controlled major cities containing units that have an OOS marker
on them. Examples:
1. Russian units in Leningrad have an OOS1 marker on them.
The German player receives 1 VP (half of 2).
2. German units in Voronezh have an OOS1 marker on them. The
German player receives 1 VP (half of 2).
In the 7-Turn Tournament Scenario only, the German player
receives 1 bonus point for controlling Moscow at any time during
the scenario. Example: If the German player controls Moscow at
the end of the scenario, he would receive 3 VPs for the city.
If the German player captured Moscow during November / December
1941 and lost it in January / February 1942, he would receive
1 VP. The bonus point may only be received one time.
The number of VPs needed for the German player to win the
scenario may be adjusted up or down by the cumulative weather
DRM at the end of the last turn of the scenario. Divide the cumulative
weather DRM by 2, drop fractions, and apply that adjustment to
the German bid. Example #1: Use a German bid of 20 for all examples.
The weather DRM is -2 at the end of the scenario. The German
player wins with 19 or more VPs. Example #2: The weather DRM
is +2. The German player wins with 21 or more VPs. Example #3:
The weather DRM is -1 or +1. The German player wins with 20 or
D. Rules: The final 2nd Edition Rules (July 20, 2009),
Charts, and OB Cards will be used. Additionally, optional rule
A6.0 Russian War Economy will be used. Players may use any other
optional rules they wish provided both players agree and they
are noted on the Game Sheet. The errata below are also used.
E. Errata: The following errata will be used.
1. Rules Clarifications
- Units may over-stack during retreats. Excess units must
be eliminated at the end of the Combat Phase per Rule 5.04.
- Partisans are eliminated (removed from the board) at the
end of the movement phase per Rule 16.31 whether influenced by
an Axis ZOC or within 5 hexes of the SS Polizei unit.
- Friendly WEC and Dictator units do not have to attack any
adjacent enemy units even if in a hex by themselves.
- In an unusual situation where a WEC has a higher printed
combat strength than any of the combat units in the hex, the
first step loss may be taken by a combat unit.
- For purposes of Combat Supply (Rule 13.7), the 'First Winter'
is defined as November 1941 through March 1942.
- An exception to the Rule 13.74 Note: if the only Axis units
in combat supplyare those types of units listed in Rule 13.71,
then the -1 DRM is not applied.
- Units may also be retreated through an enemy ZOC hex occupied
by a friendly combat unit to avoid having to retreat to a hex
where they would be overstacked (owning player's choice).,
- Hex 2231 is a Clear hex (not a Mountain hex).
- A rail line runs from hex 2732 to 2831 to 2931 to 3030.
- A rail line runs from Bucharest to the West map edge (3135
3139 and then off map).
- Hex 3433 is Port hex. It is the Rumanian port of Constanta.
It functions as a port but is not a minor city.
- Baku is a major city.
These are the map errata that affect the Tournament Scenarios.
For a complete listing of the map errata, see Art Lupinacci's
Post 6216 (April 2009) on the Russia Besieged board on
3. OB Cards
- German The Axis have three additional Field Marshals
in 1941 and one additional Field Marshal in 1942 (see Rule 14.28).
- Russian: November / December 1941 - The 53rd Army arrives
in November at Baku rather than in December in Kalinnin. One
of the two partisans is delayed until April 1942.
F. Special Tournament Rules: The tournament will use
the following Weather Die Roll Modifiers. Unless specified below,
the weather DRMs from optional rule A27.0 are used
November / December 1941: * Lt. Mud / Mud: +3, Mud / Mud:
+2, Snow / Snow: -3
May/June 1942: In the 7-Turn Tournament Scenario only, the
DRM for Lt. Mud/Clear in May/June 1942 is changed from -1 to
The Lend Lease roll is also modified by the current cumulative
Weather DRM. Example: In Jan / Feb 1942, the Weather DRM is +1.
The Lend Lease DRM will be +1 (for weather DRM) and -2 (for 1942)
for a net DRM of -1.
In the 7-Turn Tournament Scenario, the number of German Field
Marshals available in 1942 is reduced from 6 to 3. This is because
only three of the six turns in 1942 are played in this tournament
In the 10-Turn Tournament Scenario, the Russian player receives
a 2-factor Urals WEC in September 1941.
G. Time Limits - Time limits will be used.
7-Turn Tournament Scenario: The German player has 150 minutes
and the Russian player has 120 minutes for the entire scenario.
10-Turn Tournament Scenario: Time allotments are divided into
two 5-turn blocks.
May / Jun 41 Jan / Feb 42
Mar / Apr 42 Nov / Dec 42
Players may save half of their unused time (round down to
a whole number of minutes) from the first block and add this
time to their allotment for the second block. Example: The German
player has 11 minutes remaining in block 1. He may save 5 minutes
and begin Mar / Apr 42 with 85 minutes.
Timed activities include setups, reinforcements and replacements,
movement, and placing Stukas, executing advances after a Blitzkrieg
Attack, and placing partisans. A chess clock is recommended.
Players do not automatically lose if they run out of time. However,
they can no longer perform any timed activities.