Bitterwoods Tournament Rules

Overview:  The following are rules governing the format of the tournament scenario for Bitter Woods.  Bidding is introduced to allow some degree of flexibility in choosing sides while the German army artillery is added to help balance the six-turn scenario.  Unless both players agree otherwise, in advance, the rules of the game are those found in the Compass “Designer Bitter Woods” edition.

Scenario Selection:  The tournament scenario is either the 6-turn or the 8-turn scenario as identified in the latest Bitter Woods rule book.  If both players agree, they can select the scenario to be used.  If they don’t agree, then they roll a die with a result 1-3 being the 6-turn and 4-6 being the 8-turn scenario being played.

Choice of Side:  A player that has an AREA rating that is 1000 or more points lower than his opponent has the choice of sides.  No bidding need occur but the lower rated player may allow his opponent the option to bid for a desired side.

If the players are within 1000 AREA points of each, sides are randomly assigned, a result of 1-3 giving the lower-rated player the Americans.  If both players are happy with the sides assigned no bidding is required, otherwise they take turns bidding for the side they both prefer.  The lower rated player gets to bid first.

If both players want to play the Germans, the bids are as follows:

  • Level 1:  Give the Americans an extra air unit on 17AM.
  • Level 2:  Give the Americans an extra air unit on 17AM and 17PM.
  • Level 3:  Infantry Regiment 4/8-22 and Arty 422 enter on 17AM at B, C, or D.
  • Level 4:  Infantry Regiment 1/16 is automatically released from Herve on 17AM.
  • Level 5:  Levels 3 and 4 combined.

If both players want to play the Allies, the bids are as follows:

  • Level 1:  Give the Germans an extra air unit on 17AM.
  • Level 2:  Give the Germans an extra air unit on 17AM and 17PM.
  • Level 3:  Fuhr Gd begins the game in Bitburg as part of the 7th army.
  • Level 4:  The 15th PzG Division begins the game in Bitburg with the 7th army.
  • Level 5:  Levels 3 and 4 combined.

Bidding Example:  Tom is playing the higher-rated Bruno.  They are within 1000 AREA points of each other according to the latest AREA standings.  They agree to play the 6-turn scenario.    The random die roll for sides is a 4 which means Tom gets the Germans.  He would rather be the Americans so he starts off with a “Level 1” bid  which means he wants to be the Americans giving Bruno’s Germans an extra air unit on 17AM.  Bruno thinks a while and goes to Level 2.  After an agonizing delay, Tom accepts.  This  means Bruno gets the Americans but Tom’s German’s will get an extra air unit on 17AM and 17PM.

German Army Artillery:  Only applicable in the six-turn scenario.  The Germans get the three army artillery units as described in 37.1.  Important:  37.2 is NOT in effect.

Additional Random Events:  The following are automatically in effect for all tournament games.

  • At the start of the 17AM turn, a random event roll is made.  Consult the 17AM Random Events table in the rule book.
  • At the start of the 19AM turn, both players roll two dice.  If they roll the same total, consult the 19AM Random Events table in the rule book.

Official Tournament Errata:

  1. Unaccompanied leaders are automatically eliminated when adjacent to any enemy non-artillery, non-leader units.
  2. The retreat rules are applied as written and supercede examples of play #1 and #3 in the DBEW rule book.
  3. Per a literal reading of 16.3, delayed reinforcements may only enter on boxed letter road hexes along the same map edge they were scheduled to enter.  Note that this means American units can enter on “R” so the Germans should be wary of off-board Americans possibly entering on this hex.

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