TOURNAMENT WINNERS
Allies highest rank is Brian T with 180 points. Axis highest rank is Pete with 110 points.
Congratulations to Brian and Pete, the first and second place winners, respectively.
The highest ranking Axis player faced off against the highest ranking Allied player, with three squads each. They fought three rounds of Close Combat until Nate had the last squad standing.
Thanks to everyone for playing, Scott and I very much enjoyed presenting you with these challenging scenarios and we hope you enjoyed them as well. Until next time...
PLAYER OPINIONS OF THE SCENARIO
"A tight and fun scenario with mines, FTs, DCs, Stukas, Sturmoviks, Elefant, Panthers, KVs, Molotov Cocktails, Anti-Tank Guns, Artillery Guns, wire, entrenchments, OBA, and unlimited German smoke!"
"The air support plays a crucial role in this battle."
"This is a fun battle with lots of "toys" for each side."
"Difficult for the German player, especially if the Russian gets some highly favorable result early in the game like immobilizing a Panther, or the Russian air support shows up and kills several German units."
"The Russians were put in the hole from the opening attacks. The Germans rolled for air support on Turn 1 and got it. The Russians did not."
HISTORICAL OVERVIEW
Image one link and image two link.
At Kursk the Germans delayed and the Russians dug in. The German offensive lasted less than a week, with Model advancing only six miles. They fought until exhausted at Ponyri and Hill 253.5. Then the Russians counterattacked and drove them back almost forty miles in a month. The Germans never again held the strategic initiative.
Wikipedia. The Battle of Kursk.
https://en.wikipedia.org/wiki/Battle_of_Kursk#Ponyri_and_Olkhovatka
Glantz, David M. Colonel (1986) "Soviet Defensive Tactics at Kursk, July 1943". US Army Command and General Staff College.
https://www.armyupress.army.mil/Portals/7/combat-studies-institute/csi-books/glantz2.pdf#page=52
Single Round Split Competition
This is a dual competition for the best allied player and the best axis player. This provides a level playing field between opponents and reduces the effect of an unbalanced scenario.
Pace
The tournament is paced for PBEM of a seven turn scenario. Players have fourteen weeks to complete the match or one player turn a week for a seven turn scenario. Scenarios of greater length have the same fourteen 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.
The Supplemental Rules of Combat compile rules by firing unit type and target types. Use this to find the related rules in one paragraph and to resolve uncommon situations
Rule disagreements should be resolved in the following steps:
Players should discuss between themselves.
Roll the dice by mutual agreement.
Ask the Administrator, he resolves the dispute to continue play. Please post questions to BGG - Squad Leader forums for quickest response.
Medium
The official medium is VASSAL's SQUAD LEADER module. Players may use another medium upon mutual agreement.
VASSAL version 3.6.19
VSQL version 4.3.5
Boards version 5 SK
ACTS is the official dice roller, it verifies rolls and it facilitates play-by-email. You can create an account and log in here.
You should use the Squad Leader Series Module in ACTS, a template for our games.
Quick and easy ACTS
Place fire and target counters on VSQL board and type Firepower, modifiers and terrain.
Copy and paste this into ACTS Dice Roll comments and roll dice.
Copy and paste dice roll results into VSQL and resolve shots.
Players not desiring the additional record keeping may use VASSAL's internal dice roller, subject to agreement of both players.