the second coming of Russian Campaign
...
Russia Besieged 2008 WBC Tournament
A. Tournament Scenario: The Seven-Turn Barbarossa scenario
beginning May/June 1941 and ending May/June 1942 will be used.
B. Determining Sides: Players will bid VPs to determine
who plays which side. Each player rolls a die. The player with
the high die roll gets first bid. That player must bid a number
greater than 10. Players then alternate bids. Each bid must be
a number greater than the previous bid or a pass. All bids must
be whole numbers. When a player passes, the bidding is concluded.
The player with the high bid plays the Germans. The final bid
is recorded on the Game Sheet.
C. Determining the Scenario Winner: The German player
can win immediately by eliminating Stalin and controlling
Moscow at any time during the scenario. If the German player
does not win in this manner, he must have VPs equal to or greater
than his bid at the end of the scenario to win. Otherwise, the
Russian player wins. Each major city east of the Axis-Soviet
border controlled by the German player is worth two VPs. Each
minor city or oilfield east of the border is worth 1 VP. Should
the Russian player control any cities or oilfields west of the
border, the German player loses VPs for them.
The German player receives 1 bonus point for controlling Moscow
at any time during the scenario. Example: If the German player
controls Moscow at the end of the scenario, he would receive
3 VPs for the city. If the German player captured Moscow during
November/December 1941 and lost it in January/February 1942,
he would receive 1 VP. The bonus point may only be received one
time.
The number of VPs needed for the German player to win the scenario
may be adjusted up or down by the cumulative weather DRM at the
end of the May/June 1942 turn. Divide the cumulative weather
DRM by 2, drop fractions, and apply that adjustment to the German
bid. Example #1: Use a German bid of 19 for all examples. The
weather DRM is -2 at the end of the scenario. The German player
wins with 18 or more VPs. Example #2: The weather DRM is +2.
The German player wins with 20 or more VPs. Example #3: The weather
DRM is -1 or +1. The German player wins with 19 or more VPs.
D. Rules: The 2nd Edition Rules and Charts will be
used. They are posted online. Players may use any optional rules
they wish provided both players agree and they are noted
on the Game Sheet.
E. Errata: The SS Poliezi unit cannot be used to enable
a Blitzkrieg Attack. The Axis player must have at least one other
armor type unit in the battle to make a Blitzkrieg Attack. The
SS Poliezi unit may advance after the Blitzkrieg Attack like
other armor type units.
F. Special Tournament Rule: The tournament will use
Optional Rule A27.0 Weather Die Roll Modifiers. For this tournament,
the DRM for Snow/Snow in November/December is changed to -3.
Because of the short scenario played, there is less time for
the die roll modifier to even out. Players may choose whether
to play with the last paragraph of this rule pertaining to adjusting
Russian RPs like any other optional rule.
Weather DRMs The cumulative weather die roll modifier
is kept by the players. The weather results and the cumulative
weather DRM are recorded on the Game Sheet each turn.
G. Time Limits Time limits will
be used. The German player has 160 minutes and the Russian player
has 130 minutes for the entire game. Timed activities include
setups, reinforcements and replacements, movement, and placing
Stukas and partisans. A chess clock is recommended. Players do
not automatically lose if they run out of time. However, they
can no longer perform any timed activities. These time limits
were used the last two years and were found to be more than sufficient
for this scenario. Games should be completed in 4-5 hours. |