even better 2nd edition ...
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 preferred choice of sides. Players
will then simultaneously reveal their choices. 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 choose the
same side, then they will bid VPs and RPs.
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 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. The first
RP is added or subtracted on Turn 1, the second RP is added or
subtracted on Turn 2, and so on. If the RP bid is 8 or more,
then a second RP will be added or subtracted on Turn 1, etc.
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 the same VPs for them.
The German player receives one 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
three VPs for the city. If the German player captured Moscow
during November / December 1941 and lost it in January / February
1942, he would receive one VP. The bonus point may only be received
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 final 2nd Edition Rules (July 20, 2009),
Charts, and OB Cards will be used. Players may use any optional
rules they wish provided both players agree and they are noted
on the Game Sheet. The errata below are also used.
E. Errata: The following errata will be used.
1. Rules and Charts: None.
2. Map - Hex 2231 is a Clear hex (not a Mountain hex).
A rail line runs from hex 2732 to 2831 to 2931 to 3030.
A rail line runs from Bucharest to the West map edge (3135
- 3139 and then off map).
Hex 3433 is Port hex. It is the Rumanian port of Constanta.
It functions as a port but is not a minor city.
These are the map errata that affect the Tournament Scenario.
For a complete listing of the map errata, see Art Lupinacci's
Post 6216 (April 2009) on the Russia Besieged board on
3. OB Cards: None.
F. Special Tournament Rule: The tournament will use
Optional Rule A27.0 Weather Die Roll Modifiers. For this tournament,
the following changes are made to the weather DRMs:
1. The DRM for Snow / Snow in Nov / Dec is changed from -2
to -3. Because of the short scenario played, there is less time
for the die roll modifiers to even out.
2. The DRM for Lt Mud / Clear in May / Jun is changed from
-1 to 0. Since May / Jun 1942 is the last turn of the scenario,
the DRM cannot have an effect on future weather rolls.
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 were used last year and
were found to be sufficient for this scenario. Games should be
completed in 4-5 hours.