the second coming of Russian Campaign
A. Tournament Scenario: The 7 Turn Barbarossa Tournament
Scenario beginning May / June 1941 and ending May / June 1942
will be used.
B. Determining Sides: Players will bid to determine
sides. Each player will be provided a bid sheet by the GM. Each
player will secretly record his bid: Preferred Side, VPs, and
RPs. Players will then simultaneously reveal their bid. If players
bid for opposite sides, then they will play those sides at an
automatic VP bid of 19 and 0 RP adjustment.
If both players bid for the Germans, then the higher VP bid
will play the Germans at that level of VPs and a 0 RP adjustment.
If both players bid for the Russians, then the lower VP bid will
play the Russians at that level of VPs and a 0 RP adjustment.
If both players bid for the same side and the same number
of VPs, then the higher RP bid will get to play his preferred
side at that level of VPs. If the preferred side was the Germans,
then the extra RPs bid are added to the Russians. If the preferred
side was the Russians, then the extra RPs are subtracted from
In the unlikely event that both players have identical bids,
they each roll a die. The high roll gets to play his preferred
side at the VP and RP levels that were bid.
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 2 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 once.
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
D. Rules: The updated 2nd Edition Rules and Charts
posted online will be used. Players may use any optional rules
they wish provided both players agree and they are noted
on the Game Sheet.
E. Errata: None
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 150 minutes and the Russian player has 120 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 have been slightly reduced
from last year. The time limits that were used the last two years
were found to be more than sufficient for this scenario. Games
should be completed in 4-5 hours.