russia besieged [Updated April 2009]

RBS     
    17    19 
   9   14   19     9 
  

  Lampeter    Terrace, Table #4

Rob Beyma, MD

2006-08 Champion

2nd: Jim Eliason, IA

3rd: Art Lupinacci, ON

4th: Richard Beyma, VA

5th: Lembit Tohver, ON

6th: Doug James, NC
Event History
2006    Rob Beyma    16
2007     Rob Beyma    18
2008    Rob Beyma    19

Rob Beyma, MD

2009 GM

Links

  
Laurels  

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 the Russians.

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 more VPs.

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.

 GM      Rob Beyma  [3rd Year]   NA  
   robbeyma@aol.com   NA

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