The PBEM Procedure
The following procedures are to be used for all TRC AREA/BPA sanctioned matches to taking place via E-mail. Both players must agree upon changes. Some modifications are available to speed up the game, see “Quick Play” below. In order to minimize problems in competitive and tournament play, please review the “Combat Resolution” notes below. Error resolution issues are addressed here.
(i) Both players agree on sides, scenario, rules, and stakes.
(ii) Any bidding takes place.
(iii) The Soviet player sends the Axis player his setup. [German Timeclock starts]
(iv) The Soviet player informs the gamemaster that the match has started, the German player name, the Russian player name, scenario, optional rules, and the final bid.
German Player Turn
(i) The German player sends a die roll for the weather, if applicable.
(ii) The German player sends the Soviet player his first impulse move including Stuka placement and combat orders. All possible battle results must be listed except for the last battle which the attacker may choose to mark “TBD” (example: C10: 2-1 A1/EX 7i AR 7i to B12; 4i,6i to A11 DR: B9). [German Timeclock stops].
(iii) The Soviet player verifies move, resolves combat (e.g. removes losses, marks surrenders, moves retreating units) and sends resulting move to German player [German Timeclock starts]
(iv) The German player sends the Soviet player his second impulse move along with combat orders. [German Timeclock stops].
(v) The Soviet player verifies move, resolves combat and sends resulting move to German player [German Timeclock starts]
(vi) The German player sends an end-of-turn move reflecting combat results and rail conversions. [Russian Timeclock starts]
Russian Player Turn
Repeat German Player Turn ii – vi, with the Russian player as the phasing player.
End of Game
The winner should communicate the outcome of the match to the GM with a copy of the message going to his opponent.
In order to speed up the game, it is recognized that certain steps may be eliminated or compressed. There is a certain amount of risk in doing so and both players must agree to their usage for the game to be BPA or AREA sanctioned.
- The attacker may resolve his attacks individually as long as results are applied (and communicated to his opponent) prior to any subsequent battle’s resolution.
- The attacker may resolve all his attacks prior to a confirmation of his move by his opponent. In exchange for speeding up the game, the attacker takes the risk that he made a mistake. The defender will be given the benefit if any disputes arise during error resolution.
- The phasing player may omit an end-of-turn mailing; the assumption here is that the defender will make the appropriate rail adjustments. Note that all attack results must be specified when abbreviating the turn in this manner.
The compressed PBeM sequence looks like this:
- Send first impulse movement and combat orders.
- Resolve first impulse combat, apply results, and send second impulse movement and combat orders.
- Resolve second impulse combat, apply results and send the situation at the end of his turn.
- Review German moves and combat results. Working with his opponent, resolve any errors.
- Conduct Russian move in a fashion similar to that of the German.
It is strongly recommend that players first attempt the standard PBeM procedure and gain a familiarity with their opponent, the TRC game tool, and the dice servers PRIOR to trying the compressed PBeM routine.
It is advised that both players agree to a ‘reminder’ period. If a player hasn’t heard from his opponent after that period, and he expects to get something from him, he should follow up with his opponent again. If he hasn’t heard from him after two reminder periods, he should follow up with the GameMaster. The initial recommendation for the length of the ‘reminder period’ is FOUR days but this should be confirmed with your opponent.
- Both players must receive die rolls. Having email@example.com as a recipient is also recommended. Copies of rolls sent to this address may be retrieved by contacting Tom.
- There are a variety of internet die rollers available on the Internet. The currently favored approach is to use ACTS (http://acts.warhorsesim.com) because it maintains a public log of all die rolls and enhances visibility of the match to third parties, including GMs.