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The first “hit” wargame
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,Gettysburg, Panzerblitz, Panzergruppe
Guderian, the Russian Campaign 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 to its own GM on Tuesday
for resolution 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 7.
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: Sunday 1400, Monday 0900
and Tuesday 0900. The PRECON Swiss Segment continues through
Tuesday, 1700 hours, 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 1700, 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 Friday with the Semifinals at 2100 hours.
SCENARIOS. Either PanzerBlitz or Panzer
Leader may be played with the former the default version
in the event no agreement can be reached. Players must
choose from a pool of six situations (three from each game)
with the GM designating the one to be played barring an
agreement to the contrary.
This tournament is for players who enjoy friendly competition, new
experiences, fast paced games, and flexible scheduling with minimal
waiting times. Situation pool and errata is posted at http://www.panzerblitz.org/index.php?form=wbc2006
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 6:00 PM). Games must
start no later than six hrs 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 9:00 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 (9:00 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.
d. Points scored BY all opponents is the 4th 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 1900, Friday.
18. FINALS MATCH POSTINGS
The GM will post the match assignments for the semi-finals
by 1900, 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 2100, 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 2100, when higher rated no-shows are officially dropped.
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.
Alsom note that this is not always the case. The exceptions
are covbered 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 positionn?
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,
cvan 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 overstacked).
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 totalled 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 totalled 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. |