Ranking
Scott B
Bill Soz
Semi-finalists Ken R and Chuck L
The four ranking players were awarded a Squad Leader (or gamette) mug from WargameMemories and a donation was make to Semper Fi Fund, rated A+ by the American Institute of Philanthropy.
Final Game - Capture of Balta
The Axis player conceded on Russian turn seven due to time constraints. This game was lost more on time than combat, with only four and three squads eliminated for the Russians and Germans, respectively. The Germans ran a portion of their at-start eastern force through the marshes and their northern reinforcements dipped east to slip past the range of the entrenched northern Soviets. Too much time passed before they were in position to assault the town. Their assault position was in poor terrain and Russian defensive fire dispersed them, leaving no time for rallying and a second assault.
Some highlights included two T26s crossed the T on the Stug and failed to KO it in nine shots over five turns. They succumbed to a MMG and the Stug. Perhaps it was a pyrrhic German victory as the infantry was drawn away from the town for several turns. It is worth mentioning a T26 in the rear behind the wheatfields is visible to German infantry and may interfere with routs.
The German 9-2 leader failed two MCs and gave up his foothold on the town. He just wasn’t up to the task today.
The ATG hit the stug on a net To Hit roll of ‘5’ and set it ablaze with a net To Kill roll of ‘3’, impeding a German position’s LOS on the town.
The Dice Goddess smiled on the Russians today, although given more time she might have switched her favor.
Balta is always fun and thanks to Bill for an enjoyable game.
Summary of Rounds (winner is bold)
Pace
The tournament is paced for PBEM of a five turn scenario. Players have ten weeks to complete the match or one player turn a week for a five turn scenario. Scenarios of greater length have the same ten weeks and pace must be managed by players. Matches that fall behind should meet face-to-face on VSQL to ensure timely completion.
Rules and Conventions
Generally, all rules are in play unless mutually agreed upon in advance. The Tactical Training Series explicitly state rules in effect. The twelve original scenarios use the rules through those introduced.
The Squad Leader Academy Conventions are in effect, they answer rule questions from prior SQLA tournaments and provide guidance to the Administrators in rule disputes. Players are advised to read them beforehand.
Significant conventions
31B requires passengers to 'bail-out' when an AFV fires or is hit to prevent the 'panzergrenadier' hack. They may not move to an adjacent hex nor fire that player turn.
36B crews may not attempt AFV immobilization.
48B an ATG crew is only effected by a hit on the gun. This is a departure from the example but agrees with the rule.
57A Units may not advance 'up-and-over'. This prevents a unit entering close combat from outside the defender's LOS during the dfph.
Rule disagreements should be resolved in the following steps:
Players should attempt to resolve themselves.
Roll the dice.
Ask the Administrator, he resolves the dispute to continue play. Please post questions to BGG - Squad Leader forums for quickest response.
Medium
Players may use any medium including face-to-face, internet and internet PBEM.
SQLA supports the Squad Leader module of VASSAL, the open source boardgame engine. It is open source and downloadable on their home page. We can provide help with installation and use upon request.
ACTS facilitates the play of wargames by e-mail, by tracking the dice throughout the game. You can create an account here.
Players not desiring the additional record keeping may use VASSAL's internal dice roller, subject to agreement of both players. ACTS requires extra work and players should consider the cost/benefit before commencing play. We suggest testing a few dice rolls in order to determine it's impact on play.