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Armchair Warrior

Panzergruppe Guderian (PBEM)

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Panzergruppe Guderian 2006 - Online! 

BPA PBeM 2006 Tournament Format

Current Status: 2006 Start date 1 November 

Overview: Armchair warrior is proud to host the second BPA Sponsored "PGG PBEM Tournament". This single-elimination tournament will be used to crown  "Wood-worthy" PGG champion. (Plaque to be provided by the BPA.)  6th place and higher will receive points for the 2007 WBC "Caesar" award. All matches are AREA rated. Can you succeed where the Wermacht failed? Those accepting this challenge should contact jeff.lange@mac.com 

Personnel: Gamemaster: Jeff Lange Assistants: Jim Tracy  

Entry Qualifications:

1. Must be a member of the BPA, 'Associate' level or higher.
2. Must have an email account.

Game Format:

The scenario used is the newly revised BPA WBC Scenario. The PBeM Procedure details the default manner in which each tournament match is to be played. All games are automatically AREA rated and are reported by the Gamemaster at the conclusion of each round.

Game Rule Modifications:

The modifications listed below are a reflection of the Avalon Hill General article by Jim Lutz in General Volume 25 number 3 Copyright 1989 by Avalon Hill Game company

Time Limits:

Each match is given three months to complete. At the designated tournament round ending date, all matches will be resolved. If there are any games still going on, the winner will be judged to be the player who took the least time. Any disputes on this issue will be resolved based on the end of turn reports and any e-mail correspondence records. Note: There will be no extensions and no adjudicated games.

Tournament Round 1 Start Date: 1 November 2006
Tournament Round 1 End Date: 31 January 2007
Match Assignments:

All matches will be done randomly. Sufficient byes will be awarded in the first round to ensure that no byes will be given in later rounds. Byes will be assigned randomly.

Rules Disputes & Errata:

All disputes or questions about the game rules are to be directed to the Gamemaster. The GM rulings will be final. The GM Assistant will handle disputes and questions in matches involving the GM.

Dice:

May be handled in any manner agreed upon by both players; die roll web sites ShadowDice and Irony are strongly recommended. When using a die roller, the phasing player must e-mail the impulse's moves prior to sending for the combat die rolls. A player may choose to resolve one combat at a time or do them all at once with all possible results listed. If resolving them individually, a player must resolve (and communicate the results of) a battle completely before resolving another battle.

Playing Aides:

The recommended PGG PBeM tools is the "Above the Fields" software developed by Hank Burkhalter and available at www.abovethefields.com. If any discrepancies are observed between the physical and electronic equivalents, the physical component takes precedence.

Panzergruppe Guderian uses some unique and exciting concepts that can make PBEM difficult. The following paragraphs attempt to explain the methodology used to make this classic game available via PBEM; especially in light of the work to re-introduce it from L2 in the future.

1. Overruns

Soviet overrun attempts will be few in number during a typical game of PGG. The German player will use overruns more frequently during play but since PBEM allows almost instant delivery of information between players, it is not as formidable an obstacle as perhaps play by snail mail could have been.

During the German movement phase overrun attempts will be limited, and if located at different sectors of the front the results can be checked all at once. The remainder of the movement can then take place. In other words, a phased approach to movement needs to be adopted where certain units are moved up to and including a set of one or more overruns, resolved, and then continued until the phase is completed. This will probably take multiple email renderings along with dice rolls for untried units and combat results, but is attainable given the scope of the game.

So, in the movement phase, the German player will often move some of his units, mark the overrun attempts, email the partial move to the Russian player, resolve those overruns, and continue with additional movement / overruns until completed. Play would then proceed to the combat phase as normal.

Overrun attempts will be more frequent in the mechanized Movement Phase, but generally most of those attempts occur at the end of the phase. The Mech movement phase is typically used to surround Russian Units, placing them out of supply and cutting off retreat routes. Since there is no following combat phase in which better attacks can be mounted. Although this means that most of the overruns can be grouped together for resolution together, it is possible and permissible to move units in phases, and resolve attempts as they happen so as to get the same feel as in a FTF game.

2. Step loss or retreat

There is a choice on the CRT between step losses and retreats. This forces combat to be resolved virtually one combat at a time using abovethefields.com; using this service is critical as it gives a historical tally of all combat results and die rolls and can be resolved in a similar fashion to combat in Russian campaign where the player lists the combat and the corresponding possible outcomes, along with retreat routes and losses.

Whereas there may be occasional problems in terms of choices between step losses or retreats, they should not prove numerous and the answers are a simple email away.

3. Untried Divisions

The fact that all Russian divisions are initially untried is the integral part of PGG that makes it such fun to play! If the German player is attacking units that are untried he will roll a die against the following two tables, ARMORED FOR ARMOR AND MOTORIZED, AND INFANTRY FOR NON MOTORIZED FORMATIONS to ID the correct unit to place in the hex.

For example in table one if the Russian division is armored (tank or motorized) he rolls a 20-sided die on above the fields and the resultant number corresponds to the unit to be put in play.

Difficulties with this process could occur if the chosen division is already in play, or has been eliminated in earlier turns while there are still divisions in the unused reinforcement pool. If either of these two situations is present; players can agree to one of the following before play begins:

A: Re-roll until a corresponding number matches a remaining division.
B: If the division in question is not available (already on the board or previously eliminated), an equivalent unit appears. If say the 93rd Infantry is unavailable, any other 0-0-6 infantry is taken in its place.

Table one indicates how many armored units of different strengths are available, while table two has a listing of all infantry divisions by offensive and defensive strengths. (Note that this does not agree with the summary on page 11 of the rules booklet, which is incorrect-, the values listed in the tables below are taken directly from the counters)

It may be possible that no substitute unit is available. To resolve this situation easiest; if the die roll was even, move up the ID list and down if the roll is odd. Example: If the 93rd is not available. All other 0-0-6 have already appeared and been eliminated. If the die roll is a 20; the player would move down the list.

There will be times when all but five or six of the Russian Infantry divisions have either been revealed or have been eliminated. Both players will know which units remain available. At this point, the player who forcing the unit to reveal it may simply assign each unit left an ID number and roll a corresponding die.

In any given turn, Russian or German, no Russian unit is added to the eliminated pile until the end of that player turn. Thus, any unit eliminated in the German Movement Phase, by an overrun, cannot reappear until the Russian Movement or Combat Phase; it can only appear then if all the untried units have been entered onto the board already. Thus the players involved will have to have three groups of Russian Units off board. There will be the initial of untried units, infantry divisions eliminated in the present player turn and infantry units previously eliminated. Since there are more armored divisions than needed, they will never reappear. Once all infantry divisions have entered the game for the first time the process will be even simpler.

Admittedly, it will be a bit awkward to check the identities of untried infantry divisions when so many identities may be already face down on the board, and before specific units have been placed in hexes. Blank counters could be used for untried units that have not been revealed, or even counters from another game. The actual units are placed when revealed and therefore little difficulty should result given the number of units in play in the game.

4. Email listings

The Russian OOB should list untried units as ?-6 and ?-10 as appropriate as well as specific unit designations as known. It will also be necessary to indicate starting and ending hexes for the movement of all forces German and Russian. Given this is a 12-turn scenario the number of emails should not be any more onerous than a game of TRC.



TABLE 1: Identification for untried Soviet Armored Divisions

ID Number
Division
Strength
Similar Units
1
3 TANK
7-10
1
2
4 TANK
0-10
3
3
7 TANK
3-10
3
4
22 TANK
0-10
3
5
26 TANK
5-10
3
6
27 TANK
4-10
4
7
29 TANK
3-10
3
8
30 TANK
3-10
3
9
31 TANK
5-10
3
10
33 TANK
0-10
3
11
4 MOTORIZED
2-10
1
12
22 MOTORIZED
6-10
2
13
29 MOTORIZED
6-10
2
14
82 MOTORIZED
8-10
3
15
103 MOTORIZED
8-10
3
16
204 MOTORIZED
5-10
3
17
205 MOTORIZED
4-10
4
18
208 MOTORIZED
4-10
4
19
210 MOTORIZED
4-10
4

20

PRGD MOTORIZED

8-10

3

TABLE 2: Identification For untried Soviet Infantry Divisions

ID Number
Division
Strength
Similar Units
01
2 Infantry
0-0-6
8
02
6 Infantry
2-4-6
4
03
13 Infantry
1-1-6
3
04
17 Infantry
4-4-6
2
05
18 Infantry
1-3-6
5
06
19 Infantry
3-5-6
3
07
24 Infantry
3-4-6
6
08
27 Infantry
0-0-6
8
09
37 Infantry
3-4-6
6
10
38 Infantry
2-2-6
3
11
42 Infantry
3-4-6
6
12
46 Infantry
2-1-6
2
13
49 Infantry
0-1-6
1
14
50 Infantry
9-8-6
1
15
53 Infantry
5-5-6
3
16
55 Infantry
3-3-6
3
17
56 Infantry
4-3-6
1
18
60 Infantry
0-0-6
8
19
61 Infantry
6-5-6
1

20

64 Infantry

2-6-6

1

21

73 Infantry

2-4-6

4

22

75 Infantry

1-5-6

1

23

85 Infantry

1-2-6

1

24

86 Infantry

5-4-6

1

25

89 Infantry

5-8-6

3

26

91 Infantry

2-2-6

3

27

93 Infantry

0-0-6

8

28

98 Infantry

1-4-6

1

29

100 Infantry

6-6-6

1

30

102 Infantry

2-3-6

4

31

108 Infantry

1-1-6

3

32

110 Infantry

1-1-6

3

33

111 Infantry

7-6-6

2

34

112 Infantry

4-6-6

2

35

117 Infantry

3-7-6

1

36

118 Infantry

4-4-6

2

37

121 Infantry

1-3-6

5

38

127 Infantry

5-8-6

3

39

132 Infantry

3-3-6

3

40

133 Infantry

8-8-6

2

41

134 Infantry

3-3-6

3

42

137 Infantry

5-5-6

3

43

138 Infantry

3-5-6

3

44

143 Infantry

1-3-6

5

45

144 Infantry

2-3-6

4

46

145 Infantry

0-0-6

8

47

148 Infantry

5-5-6

3

48

151 Infantry

3-4-6

6

49

152 Infantry

1-3-6

5

50

153 Infantry

4-5-6

6

51

154 Infantry

4-7-6

1

52

155 Infantry

7-7-6

2

53

158 Infantry

2-3-6

4

54

160 Infantry

4-5-6

6

55

161 Infantry

8-8-6

2

56

162 Infantry

2-5-6

3

57

167 Infantry

2-2-6

3

58

171 Infantry

3-8-6

1

59

172 Infantry (a)

1-3-6

5

60

172 Infantry (b)

2-3-6

4

61

174 Infantry

6-7-6

1

62

178 Infantry

2-5-6

3

63

187 Infantry

3-5-6

3

64

191 Infantry

4-5-6

6

65

232 Infantry

4-5-6

6

66

258 Infantry

6-8-6

1

67

260 Infantry

4-5-6

6

68

276 Infantry

2-4-6

6

69

300 Infantry

0-0-6

8

70

303 Infantry

2-5-6

3

71

1 MOS RES

5-8-6

3

72

2 MOS RES

0-0-6

8

73

5 MOS RES

2-1-6

2

74

7 MOS RES

0-0-6

8

75

8 MOS RES

2-4-6

4

76

9 MOS RES

3-4-6

6

77

13 MOS RES

2-4-6

4

78

17 MOS RES

3-4-6

6

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I can be contacted at jeff.lange@ntlworld.com or jeff.lange@cwcom.net