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">

 

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.

 

Feel free to send email to Tom with comments about TRC-Online!
Last modified: 10/27/07

1 1