panzergruppe guderian [Updated April 2006]

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  Marietta (Heritage on July 29)  

Robert Frisby, VA

2005 Champion

2nd: John Popiden, CA

3rd: Kevin Hacker, PA

4th: James Tracy, OH

5th: Michael Pustilnik, NY

6th: John Keating, IL
Event History
1991    Phil Rennert    16
1992    Phil Rennert    10
1993    Phil Rennert    12
1994    Phil Rennert    11
1995    Phil Rennert      8
1996    Phil Rennert      8
1998    Micheal Pustilnik    10
1999    Robert Frisby    16
2000    Robert Frisby    16
2001    Michael Pustilnik    14
2002    Robert Frisby    16
2003    Keith Schoose    16
2004    John Popiden    16
2005     Robert Frisby     24

AREA Ratings:

GM: James Tracy

 

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 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 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 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. 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.

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 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, Friday.

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.

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.

TOURNAMENT PROCEDURES AND RULE INTERPRETATIONS

Tournament Procedures

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.

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 (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 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.

 GM      James Tracy [5th Year]   6493 Rangeview Dr., Dayton, OH 45415 
    jimtracyii@msn.com  937-890-1574

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