SPI still lives on 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
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 1500 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 Friday with the Semifinals at 2100 hours.
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-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
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.
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:
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.
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.
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.
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.
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 2100 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,
18. FINALS MATCH POSTINGS
The GM will post the match assignments for the semi-finals
by 1500, 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.
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.
TOURNAMENT PROCEDURES AND RULE INTERPRETATIONS
Early First Round Games:
Entrants can arrange with the GM to play the first round early,
provided another entrant is willing to play at the same time.
Pairings: Pairings will be random, except that former
champions will not be paired against each other in the early
rounds, and entrants who play against each other at home will
not be paired against each other in the early rounds.
Victory Conditions: This year there will be no bidding
vp's to play the Germans. The Germans win if they acquire 50
vp's or more and the Soviet player wins if the German player
acquires 49 or less vp's.
Determining sides: After rolling to determine whether
the 16th and 19th armies can move, the players determine sides:
The players may mutually agree on sides and if both players wish
to play the same sides then the players roll to determine who
will have the option to play the side they want to play.
AREA Ratings: All games will be AREA rated.
Playing Time: Each game may take up to five hours.
By mutual agreement, players can continue to play until ten minutes
prior to the next round (nearly six hours). If a game has not
ended after five hours and both players do not consent to play
longer, the GM and two assistant GMs will adjudicate the game.
Close games will be adjudicated in favor of the faster player.
1. The absolute retreat priority is:
a) Empty hex
b) Friendly occupied hex out of enemy ZOC
c) Friendly occupied hex in enemy ZOC
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
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 (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 (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 independant 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
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.