Anzio As part of Grognardcon
Grognardcon is a special
Pre-con consisting of an amalgam of eight of the old classic
hex-style wargames under the watchful eye of GM Bruno Sinigaglio:
Afrika Korps, Anzio, Bulge '81, Fortress Europa, Gettysburg,
Panzerblitz, Panzergruppe Guderian and Waterloo. All
eight 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 it its own GM on Tuesday for reolution 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 PRECON segment
which begins during the PRECON on Saturday, 29 July 2006, the
regular WBC segment which runs from Tuesday through Friday, or
both. Best performances will be determined as described below
in paragraph 4.
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
consists of four daily heats: Saturday 0900, Sunday 0900, Monday
0900 and Tuesday 0900. The PRECON Swiss Segment continues through
Tuesday, 1900 hours, 1 August 2006, 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 four
daily heats: Tuesday 1900, Wednesday 0900, Thursday 0900 and
Friday 0900. The Swiss Segment ends on Friday at 1800 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 with the Semifinals at 1800 hours.
1. ANZIO
The WWII Campaign for Italy proved to be an enormous challenge
of logistics, terrain, willpower and morale. Join in the fun
of recreating the exciting first months of this historic campaign.
With the Allies, you'll be biting your nails as you scratch and
claw your way through rugged terrain up the Italian peninsula.
With the Germans, you'll be sweating it out as you try to cling
to each acre of real estate, resisting the inevitable enemy advance.
Anzio is a classic game that packs tension and interest into
every contest.
2. SUMMARY OF NEW CHANGES FOR THIS YEAR - NONE.
The game scenarios to be played are found below (See 20 and
21).
3. 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 Swiss segment. Best performances
will be determined as described below in paragraph 7.
4. SWISS SEGMENT
There is one Swiss round scheduled for each day: Tuesday, Wednesday,
Thursday & Friday. Each entrant may enter as many or few
of the rounds as he wishes and the results will be used in determining
who advances to the finals. The GM or his assistant(s) will determine
match pairings for each round. Self-determined pairings will
not be permitted. You must be present at the kiosk at the start
of any round you wish to join. Start-times are: Tue 6:00 PM,
Wed 10 AM, Thu-Fri 9:00 AM. Once you receive your match pairing
for a round, you have until midnight to complete the game (exception:
Friday games must be completed by 4:00 PM). Games must start
no later than six hours before the deadline each day.
5. SWISS SEGMENT - EARLY GAMES
Additional "early" games may be played during the WBC
Precons, as both GMs will be present at the convention site.
Advise the GM in advance of the tournament if you wish to play
early.
6. FINALS SEGMENT
Four players from the Swiss segment will play in the two-round
single-elimination finals. The semi-final round will begin at
6:00 PM Friday. All entrants who wish to play in the finals segment
should be present for the announcement of rank and pairings.
Failure to be present for the start of the finals segment (6:00
PM Friday) will be considered dropping out of the tournament.
The Final game will begin at 9:00 AM Saturday. All games in the
finals segment will be timed without exception; however, ample
time will be allocated for completion.
7. 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.
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:
(1) A player receives 15 points for each 15-turn Basic Game
victory.
(2) A player receives 10 points for each 6-turn Tournament
Game victory.
(3) A player receives 1 point for each loss.
(4) 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.
8. 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.
9. MULTIPLE GAMES
Entrants may play every day during the Swiss segment, if so
desired. Entrants may play multiple games during the Swiss segment.
10. MATCH ASSIGNMENTS
The GM will determine match pairings for each round. You must
be present at the kiosk at the start of any round you wish to
join. If you wish to play more than one game in a day, the GM
will attempt to arrange two games for players who want them -
this is subject to availability of opponents.
11. ADMIN
Each player will be given a Match Card (3x5), which will list
the game, opponent and start time.
When opponents are assigned, they must inform the GM when
they will start their game and when they expect to finish. If
the players cannot agree on a reasonable start time, they will
be required to begin the game within one hour.
12. 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.
13. RESULTS
The results of completed games should be reported to the GM
as soon as possible using the Match Card. If game results are
not reported to the GM by the end of a Swiss round (2300 hours)
both players will be credited with a loss. Exception: On Tuesday,
Wednesday or Thursday, but not Friday - The GM will permit players
to continue past 2300 hours, but they must inform the GM beforehand
that they expect to finish after the 2300 deadline.
14. 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.
15. 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.
16. AREA RATINGS
The GM will submit the results of ALL games played for inclusion
in the AREA ratings.
17. SINGLE ELIMINATION ROUNDS
The four players with the best performance during the Swiss
will advance to a Single Elimination Semi-Final at 1800 on Friday.
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 1600,
Friday.
18. FINALS MATCH POSTINGS
The GM will post the match assignments for the semi-finals
by 1600, Friday. If players qualifying for the final round do
not intend to participate, they should alert the GM early on
Friday, so that lower ranked finishers may be moved up to play
in the single elimination.
19. TRUANTS
If any of the four players qualifying for the Semi-Final fail
to appear at the Kiosk by 1800, Friday, they will be dropped
from further participation. 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 Friday at 1800, when higher
rated no-shows are officially dropped.
20. THE 15-TURN BASIC GAME - ITALIA MAP
The new "Italia" maps will be given free of charge
to participants in the tournament. These maps incorporate all
Avalon Hill official terrain corrections, and are required for
the tournament. The functional effect of their use is virtually
unchanged, but is achieved by including the "toe and boot",
not by elaborate rules compensating for their absence.
a. The Basic Game (all 4th Edition Standard Rules in Sections
B & C)
b. Optional Initial Placement of German 1st Para Division
(Rule F.10, last paragraph). . Initial German set-up NW of the
line on the map is unchanged. 1Para may set up in X52 or Y48-54.
c. Rule C.5.G.4 is eliminated to correct an ambiguity.
d. Air Superiority (Rule D.2). This rule makes the more northerly
invasion sites much more risky for the Allies Sept II. The limit
of air cover from Sicily is shown on the map. This more realistic
radius is unlikely to affect play as the change is not in an
area where combat affected by air cover often occurs.
e. South End Entry Rules do not apply. The Germans will not
be able to seal off the South End Entry hexes, because the Italia
map includes all of the Italian Peninsula.
f. Sea Attack Rules (see details below in 24). This rule makes
it impractical to use ersatz units to seal off an invasion zone.
g. Re-Roll Chit (see details below in 25).
h. Messina and Taranto are now on the map, so rules governing
entry from there are no longer needed. All references to "Messina"
in the rules now apply to Reggio.
i. SEPTEMBER I Allies may place up to 8 stacking points in
Reggio with a port counter. They have 3 movement pints per invasion
movement rules. No German movement this turn. Reggio port begins
operational, so may be destroyed only by German occupation. Reggio
governed by existing port rules.
j. SEPTEMBER II. Reggio port functions normally, including
possible additional BU from Sicily. Allied coming up the toe
from Reggio may not use Strategic Movement until they begin a
turn north of the line on the map, which is the southern limit
of the German set-up area. The Germans blew most of the bridges
and left many booby traps as they withdrew up the toe.
k. SEPTEMBER II Allies may place up to 4 stacking points in
Taranto with a port counter, again with 3mp per invasion movement
rules. Taranto port begins operational, so may be destroyed only
by German occupation. Taranto governed by existing port rules.
l. SEPTEMBER II Allies invade at any zone South of Rome on
the West coast and not North of Pescara on the East coast, as
before. This includes several zones not formerly on the map.
Except perhaps for Barletta, they are disadvantageous and unlikely
to be used.
m. On the SEPTEMBER II turn, Germans may enter any area of
the map.
n. SEPTEMBER III - All Allied units may use strategic movement,
if feasible.
o. German reinforcements entering from the NW reach the same
points on their first turn. Since "Italia" adds 2 hex
rows to the NE, it is now 16mp to reach X30, no longer W32.
21. THE 6-TURN TOURNAMENT GAME - ITALIA MAP
The WBC 6-turn Anzio Tournament Scenario is a shorter game
which should be familiar to all those conversant with the Anzio
Basic Game.
a. RULES: The Official Rules for the WBC Anzio Tournament
apply, except as noted here.
b. GAME LENGTH: Six turns, starting with the Allied November
III 1943 turn.
c. PORTS: The Allies have four open ports: Taranto, Messina,
Salerno Beachhead, and Termoli City. All ports have 100% BU saved.
The Allies also have two port counters available.
d. ALLIED ORDER OF BATTLE. The Allies assemble all units available
through November II 1943, except for replacements. The Allies
must step down (reduce strength of) their units a total of ten
steps, in any combination, except that no units of any kind may
be destroyed. The Allies start with two replacement units of
either nationality.
e. GERMAN ORDER OF BATTLE. The Germans assemble all units
available through November II 1943, except for replacements.
They must step down (reduce strength of) their units a total
of ten steps, in any combination, except that no units of any
kind may be destroyed. The units to be reduced may not include
the two mountain units. Also, the Germans must reduce such that
only one unit may have an attack factor greater than 5. The Germans
start with one infantry and one armored ersatz unit.
f. GERMANS SET-UP FIRST:
1) The two reinforcements that enter November II must be placed
at X30.
2) Up to four units of any type may be placed anywhere north
of the front line for invasion defense. Note that the reinforcements
placed at X30 do not count in this total.
3) Replacements may not be used to build up depleted units
during the initial placement.
4) All but four of the German units must set up anywhere in
the front line as defined below:
4.1) The row of hexes extending diagonally from J53 to V41.
4.2) The row of hexes extending diagonally from J54 to V42.
4.3) The row of hexes extending diagonally from J55 to V43.
4.4) Hexes O51 and P50.
g. ALLIED SET-UP:
1) Allies set up second, then move first. The Allies start
with the reroll chit.
2) All units may be placed in any playable hex south of the
front line (as defined above).
3) Alternatively, they may be placed in Taranto, Messina or
Sicila.
4) Allied units may not be initially placed in German ZOC.
5) Replacements may not be used to build up depleted units
during the initial placement. This initial placement represents
the position at the end of the German Novmber II 1943 turn.
h. STARTING THE GAME: The Allied player conducts his November
III 1943 normally. The Allied units may move overland, move by
sea, invade, and/or combine with replacements during the movement
phase.
22. SEA ATTACK RULES
a. Invading Allied units may make a sea attack on an invasion
zone hex that is occupied by one or more enemy units.
b. No more than eight stacking points may participate in any
one sea attack. Each separate individual attack may assault only
one defender's hex. Units participating in sea attacks must conform
to applicable Initial Lift rules. ZOCs do not extend from sea
to land nor vice-versa.
c. Units attacking from the sea have their attack strength
halved. Halved factors may be combined, but if the total attack
factors include a fraction, round down. As in attacks through
High Apennine hex-sides, losses are not doubled against an undoubled
defender.
d. A sea attack may combine with a land-based attack to make
one attack, but any terrain benefit which the defender enjoys
against the land attack would remain. Losses must be taken first
from invading units.
e. Any unit attacking from the sea which does not occupy the
defender's hex at the end of the attack (whether because of the
combat result, or voluntarily) becomes an inverted counter subject
to the usual evacuation rules.
f. Units attacking from the sea may advance into the defender's
hex normally, but may not move further, unless they have achieved
breakthrough movement, which would be governed by the usual rules.
g. Units attacking from the sea may engage in second combat
per rule C.14.
23. RE-ROLL CHIT
Because of the major effects that die rolls of "1"
and "6" can have at certain key junctures in the game,
this rule provides a way to flatten or smooth out the role of
luck as a determining factor.
a. Select an unused counter to be used as the Re-Roll Chit.
The holder of the Re-Roll Chit may use it to force a re-roll
of any combat resolution die roll (the player using the chit
may be either the attacker or the defender).
b. As soon as the chit is used, it is given to the opponent.
c. The Re-Roll Chit may be used only once per player-turn.
d. The Allied player begins the game with the Re-Roll Chit.
24. SIDE DETERMINATION: BID FOR SIDE
Sides will be determined by a single "sealed" bid with
a random (die roll) tie breaker if necessary.
a. Each player bids an adjustment to German ersatz reinforcements
from -6 to +6.
b. The player whose bid would result in the fewest German
ersatz reinforcements gets to play the Germans, at his bid. Examples:
-2 beats -1; +1 beats +2; -1 beats +1.
c. Any reductions or increases in German ersatz reinforcements
are taken one per turn, starting with the Oct II turn. An increase
is always taken as an infantry ersatz. When there is a reduction,
the German player gets to choose which type of ersatz unit to
lose, turn by turn.
d. In the 6-turn scenario, if the winning bid is negative,
adjust the German ersatz in the starting OOB. Any further reductions
in ersatz reinforcements will be taken one per turn, starting
with the first turn of the scenario. If the winning bid is positive,
the additional infantry ersatz will be available one per turn,
starting with the first turn of the scenario.
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