Introduction: The ladder is a ranked list of players. Each player engages in a match against an ‘adjacent’ player. Winners advance halfway up the list while defeated players drop halfway down the list. The person at the top is the “King of the Ladder”.
History: The TRC ladder is the longest continuous organized event associated with The Russian Campaign. Rounds used to last several years but the advent of EMail and play-by-email aides has allowed competitors to complete campaign games in less than a year.
Administration: Gamemaster (GM): Gary Dickson Assistant GM’s: Tom Gregorio, Jim Eliason. These individuals volunteer their time to run this event and have the authority to address and resolve any issues that come up regarding the ladder.
Objective: The first and foremost objective of this ladder is to promote playing TRC in a competitive but friendly manner. Gentlemanly behavior and good manners are expected at all times.
Administration: The Gamemaster is responsible for administering the event and addressing issues that come up in individual matches. (He will have two assistants to address issues that come up in his own match.)
- The top rung of the ladder will match the defending ladder champion and the next player on the ladder list.
- Each round lasts one year and new players may join in at any time.
- All ladder matches must have an outcome reported before the start of the next ladder round.
- A loser moves half way down the ladder. For example, in a ladder round with 20 competitors, the loser of the championship match will begin the round as number 11.
- New participants will be added to the bottom of the ladder in the order in which the Gamemaster receives their request to join the ladder.
- The ladder position table details the rankings, opponent matchups, and match outcomes.
- A participant may withdraw at the end of a round in which case all other participants below the vacated spot move up one position on the ladder chart.
- Any participant who drops out or otherwise doesn’t start their match at the appointed time will be seeded at the bottom of the ladder. Seeding is as follows: Winners, Losers, New Entries, Late Start Winners, Late Start Losers.
Overview: “The Russian Campaign, 4th Edition” by L2 Design Group is the default version of the game to be played. The campaign game is the default scenario. The ATF playing aide – downloadable for free from this website – is the default playing aide. To support players making the transition from the 3rd Edition, a summary of the rule changes is here.
- Determining Victory: The victory conditions for the campaign game as described in the TRC4 rule book are being used.
- Rules: Each pair of TRC players is free to adopt whatever playing conditions, victory conditions, optional rules, combat resolution and/or error correction conventions, they wish as long as both players agree in advance. (They may even agree to use 3rd edition rules.)
- New (June 2010): Starting with Ladder Round 14, optional rules 26.5 Off Board Encirclements and 26.7 Russian Air Power – Sturmoviks are in effect.
- Choosing Sides: Players bid to play their desired side. The lower seeded player bids first. The first bid must include the desired side as well as the extra replacement factors being given to the Russian over the course of the game. Bidding continues until a player declines to bid at which point his opponent has the desired side at the stated bid. The extra replacements will be evenly distributed across the number of turns available with earlier turns having priority. Negative bids are allowed; if the final bid is negative, remove replacements to satisfy the bid by starting with the first turn and moving backwards.
Example bidding session #1: Assuming the campaign game is being played (25 turns), Phil bids 25 for the Germans. Forrest mulls this over and then bids 26. Phil then decides that he want to play the Russians and declines to bid. Forrest will now play the Germans giving Phil’s Russians two extra replacements on the first turn and one extra replacement on each of the subsequent twenty-four game turns.
Example bidding session #2: Gary wants to play the Russian side. He bids -2 for the Russians. Doug mulls this over and then bids -3. Gary doesn’t want to play the Russians while having to ‘give away’ that many replacements and declines to outbid Doug. Doug will now play the Russians and will forgo one Russian replacement on the first three turns of the campaign game.
PBEM Procedure: Please review the PBeM Standard procedure and the PBM/PBEM Error Resolution Procedure.
Time Clock: A time clock process is established to ensure that the game completes within the allotted time period.
- Time Allotment: Each player is allocated 170 days to complete their match.
- Time Usage: Players ‘use’ their time when doing their moves. (As measured from the time that the opponents turn is complete until the time that a valid move is received by his opponent. Time spent determining the validity of a turn is assigned against the receiving player. Time spent correcting the turn is assigned against the erring player. If a turn is determined to be ‘invalid’, up to three of the days spent reviewing the move are assigned back to the erring player.
- Any disputes will be resolved by the Gamemaster and will heavily depend on copies of players’ correspondence: It is in both parties interest to keep accurate records with time stamps. The first player to exhaust his allotted time is automatically the loser without regard to his actual situation in the game.
- Reporting Game Results: All matches are worth one AREA victory claim.
- The Gamemaster will report all match results at the end of each ladder round; individual players should not report to AREA the results of their ladder matches.