first "hit" wargame as part of Grognardcon
Grognardcon is a special
Pre-con consisting of an amalgam of ten of the old classic hex-style
wargames under the watchful eye of GM Bruno Sinigaglio: 1776,
Afrika Korps, Anzio, Bulge '81, Gettysburg, Panzerblitz, Panzergruppe
Guderian, The Russian Campaign, Waterloo and Wooden
Ships & Iron Men. All ten 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, August 2nd, the regular
WBC segment which runs from Tuesday through Friday, or both.
Best performances will be determined as described below in paragraph
2. SCHEDULE. The schedule consists of three segments,
GROGNARD PRECON Swiss, CON Swiss and CON Playoffs (Semi-Finals
a. GROGNARD PRECON SWISS. The PRECON Swiss Segment consists
of four daily heats: Saturday 1400, Sunday 0900, 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
b. CON SWISS. The CON Swiss Segment consists of four daily
heats: Tuesday 1700, Wednesday 1000, 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 Semi-Finals at 1800 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 can play any scenario that
they agree to during the preliminary rounds. The semifinals
and finals will use PanzerBlitz scenarios only. The GM will
provide 5 scenarios for this play. The players in the semis
and finals will be asked to rank the 5 scenarios in order of
preference that they want to play. A value of 5 will be given
to the highest rank scenario, 4 to the second highest and so
on down to a value of 1 for the 5th ranked scenario. The highest
combined ranked scenario will be the one that is played for that
match. If there is a tie in the rankings for the highest number
of points, the scenario with the smallest differential between
the tied player selections from these rankings will be the scenario.
In the unlikely event that there is still a tie after this tie
breaker, a die will be rolled to determine which of the two scenarios
will be played.
This tournament is for players who enjoy friendly competition,
new experiences, fast paced games, and flexible scheduling with
minimal waiting times.
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. 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.
5. 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 against an opponent in the first match
between two common players. 2 points for each win against an
opponent in the second match between two common players. If
players select a scenario that allows for a draw ending, and
their game ends in a draw, both players will be awarded 4 points
each. Finally, players will earn 1 point for a loss.
A player receives 2 bonus points for each victory tallied by
an opponent up to a maximum of 3 wins (6 bonus points) for that
6. 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.
7. MULTIPLE GAMES
Entrants may play every day during the Swiss segment, if so desired.
Entrants may play multiple games during the Swiss segment. Note
that players can only earn 10 points for a win versus an opponent
during their first match.
8. MATCH ASSIGNMENTS
The GM will assist in determining match pairings during the free
form segment; however, players can seek each other for matches
independent of the GM assignments.
Each player will be given a sheet to record the important elements
of their game. These elements will include the scenario played,
who played which side, who won and other important game elements.
The sheets must be handed in to the GM to have the match be
considered official and completed.
10. 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 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.
12. 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.
13. AREA RATINGS
The GM will submit the results of ALL games played for inclusion
in the AREA ratings.
14. 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 1730,
Friday. All swiss rounds must be concluded by 1700 on Friday
to count towards the calculation of the playoff rounds.
15. FINALS MATCH POSTINGS
The GM will post the match assignments for the Semi-Final by
1730, 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
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.
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
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?
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.
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
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.
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.
Q. In situation No. 9, the 1st edition scenario card calls
for 4 Russian 120mm. Is this correct? A. No. They should
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?
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
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
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
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
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