bitter woods [Updated April 2008]

BWD   
  18   10   15   20   
   9       
         

   Lampeter

 Tom Gregorio, PA

2007 Champion

2nd: Randy Heller, NH

3rd: Steve Likevich, OH

4th: Bruno Sinigaglio, WA

5th: Ed Witkowski, VA

6th: Johnny Hasay, PA
Event History
1999    Phil Evans     19
2000    Randy Heller     16
2001    Rich Ogata     14
2002    Tom Gregorio     16
2003     Bob Ryan     17
2004    Bob Ryan     20
2005     Randy Heller     20
2006     Steve Likevich     21
2007    Tom Gregorio     21

GM: Ed Witkowski, VA

Links

AREA Boardgamegeek GM Site
Laurels Consimworld  L2 Design Group

DELUXE EDITION BITTER WOODS

Bitter Woods is an Operational Level game of the Battle of the Bulge. The version played will be Deluxe Fourth Edition Bitter Woods produced by the L2 Design Group.
The tournament will include a mulligan round, where the winners will advance to the second round, and the defeated players and entrants who didn't play in the mulligan round may play in the regularly scheduled first round on Wednesday morning. The first and subsequent rounds will be single elimination.
1. Players are to determine sides by mutual agreement or die roll prior to the determination of scenario played.

2. Once sides are determined the scenario played will be determined:

A. Mulligan Round: The players can choose: The Patton's Relief of Bastogne scenario or either player will roll one six sided die to determine the scenario: a die roll of 1, 2, or 3 results in the six-turn tournament scenario as per the game's rules book, whereas a 4, 5, or 6 results in the eight-turn tournament scenario as per the game.
B. First Round through Semi-Finals: The Patton's Relief of Bastogne scenario or either player will roll one six-sided die to determine scenario: a die roll of 1, 2, or 3 results in the six-turn tournament scenario as per the game's rules book, whereas a 4, 5, or 6 results in the eight-turn tournament scenario as per the game's rules book
C. Final: The Patton's Relief of Bastogne scenario is the preferred scenario, however if not agreed to by both players, the eight-turn tournament scenario as per the game's rules book will be the scenario played during the Final Round.

3. Before the start of the game (six- and eight-turn scenarios), the Allied Player must determine the location of the hidden fuel dumps. These die rolls are to be witnessed by the GM or an assistant GM. Record locations on a piece of paper and place under a corner of the game map for later verification.

4. Should either player desire the use of a time clock, a clock must be used. Both players may select not to use a time clock, but risk the possibility of adjudication should they be unable to complete the game within the allotted time. Protocol for the use of time clocks will be distributed by the GM to the players at the start of the tournament.

5. Rounds are limited to five hours.

6. The sequence of play is to be utilized verbatim. The German Player must allocate reserves after the Allied Interdiction Phase, not during the German Movement Phase.

Use of Time Clocks
1.
Should either player desire the use of a time clock, a clock must be used. Both players may select not to use a time clock, but risk the possibility of adjudication should they be unable to complete the game in the allotted time.
2. Each player is allocated two hours on his or her time clock. Games unfinished after five hours may be adjudicated.
3. Before starting the clock, the Allied Player places his or her at start units on the given map locations while the German Player
places his or her units on either their given map locations or the order of battle.
4. At this point, the time clock starts with the movement of units into their combat positions.
5. The clock is stopped after movement.
6. The clock is restarted after combat resolution.
7. The reserve movement phase is timed for the phasing player.
8. Players may not adjust their clocks or stop the clock for any other reason.
9. When one player's allocated two hours are up, he may no longer move units. The other player may continue to move and conduct combat, with the passage of turns, until he runs out of time, declares he is finished, or achieves the necessary victory conditions.
Clock Etiquette
1.
Inform your opponent if he forgets to stop the clock.
2. If your opponent is running out of time, provide 10 minute, 5 minute, and 1 minute warnings.
3. If your opponent leaves the immediate area and you have completed your move, have someone witness you stop the clock.
4. A clock may be restarted to correct an error or bring on forgotten reinforcements only at the discretion of both players.

 GM      Ed Witkowski [1st Year]  15403 Skyline Dr, Dumfries, VA 22025 
 edwski@comcast.net   703-986-0515

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