Play By E-Mail Procedures
The following procedures are proposed for all TRC AREA/BPA sanctioned matches
to take place by E-mail. Both players must agree upon changes.
Some modifications are available to speed up the game. To minimize problems
in competitive and tournament play, please review the
dice server notes.
Startup
(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, final
bid and reminder period.
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 along
with 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]. In case of dispute, the default dice server is:
www.irony.com.
(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
Both players must communicate the match results to the tourney master.
Quick Play
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.
(A) 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. This is most efficient with an online roller like
irony.com
(B) The attack may resolve all his attacks prior to a confirmation of his
move by his opponent. The risk here is that a mistake was made; the defender
will be given the benefit if any disputes arise as to how to
resolve mistakes.
(C) 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.)
(D) The compressed PBeM sequence for player turns looks like this:
German Player
German player applies Soviet
2nd impulse combat results, adjusts Soviet rails, rolls weather, sends 1st
impulse move and combat orders.
German player resolves 1st
impulse combat.
German player sends 2nd
impulse move and combat orders.
Soviet Player
Russian player applies German
2nd impulse combat results, adjusts German rails and sends 1st impulse move and
combat orders.
Russian player resolves 1st
impulse combat.
Russian player sends 2nd
impulse move and combat orders.
(E) It is strongly recommend that players first attempt the standard PBeM
procedure and gain a comfort level with their opponent, the TRC game tool being
used, and the dice servers PRIOR to trying the compressed PBeM routine.
(F) 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.
Dice Server
Notes:
- Both players must be listed on the receipt line of any
dice mailing. Additionally,
russiancampaign@yahoo.com should also be cc'ed. Copies of rolls
sent to this address may be retrieved by contacting
Tom.
- The easiest way to ensure valid mailings to use a
previous accurate mailing and modify the content as necessary.
- Make sure you do not 'drop' the highest or lowest rolls;
any such request is voided in its entirety.
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