Eric Pass' PBEM Mailing Sequences Die-rolls (DRs) can be done on either the honour system or an alternative method (such as the die-roll server at dice@pbm.com) is used. I prefer the die roll server myself. Send the message 'help' for a full list of commands. Here's a sample script as a starting point: #P epass@nyx.net #P a-yngve@nwu.edu #S 6 #D 2 #R 6 #L 1 #C O5+P4 -> N2 20FP +3stone 20IFT+3 #C Line 1 - Attack roll #C Line 2 - MC for 9-1ldr #C Line 3 - MC for 4-6-7#1 #C Line 4 - MC for 4-6-7#2 #C Line 5 - NMC for 4-6-7#1 if leader breaks #C Line 6 - NMC for 4-6-7#2 if leader breaks #T Gamma-1 PBEM - Russian Turn 3 PrpFPh Definitions: Phasing Player: Player doing Prep Fire, Movement, Advancing Fire and Advance Phases. Non-Phasing Player: Player doing Defensive Fire Phase. PBEM Mailing 1: 1a) Phasing Player Rally Phase. Rally attempts are automatic so Non-Phasing Player should advise Phasing Player of all rally/repair attempts he wishes to make in the previous mailing (not applicable in first mailing)(in the unlikely event, he does not want to try and rally/repair a particular unit). 1b) Phasing Player Prep Fire Phase. Phasing Player rolls MCs as applicable so that they don't have to predesignate fire (unless desired). 1c) Phasing Player Movement Phase. PBEM Mailing 2: 2a) Non-Phasing Player does the Defensive Fire phase and resolves all MCs as above PBEM Mailing 3: 3a) Phasing Player Advancing Fire Phase, Phasing Player Rout Phase. If Non-Phasing Player's routs will not affect outcome then Phasing Player can proceed to the Phasing Player Advance Phase and Close Combat Phase. If Non-Phasing Player's routs may affect future phases, then the Phasing Player finishes their Routs and PBEM Mailing 4 would be the Non-Phasing Player's routs. PBEM Mailing 5 would then be the Phasing Players's Advance and Close Combat Phases. The Phasing Player send a list of their Rally and Repair attempts for the upcoming Rally Phase. The Non-Phasing Player would include their Close Combat results (if any) with the upcoming Rally Phase mailing. The sequence then repeats with the Non-Phasing Player becoming the Phasing Player and vice-versa. NOTES: ====== 1) This list of mailings is for the simplest sequence of phases. Additional phases and die rolls necessary in subsequent SL modules can be included with the appropriate mailings. 2) Typos and misunderstandings are common! Be prepared to clarify moves and die roll modifiers frequently. 3) Keep a transcript of ALL back moves and communications with your opponent. This will help simplify clarifications. Also, it makes a cool series replay for when you can't find an opponent. You can replay a previous game from either side and see how you or your opponent at the time might have done things differently. 4a) Here's a syntax for infantry movement: 1x8-3-8,1xFT,1xLMG 1AA4 - 1Z3 - 1Y4 The first column is the number and type of moving units followed by the equipment they are carrying. Don't forget to check portage points! The second column is the list of hexes moved through starting with the hex the unit starts in. This will help track errors and typos. 4b) Here's a syntax for AFV movement: MkIVF2#1 transporting 1x4-6-7 1Z5:Y7 - 1Y6(0.5MP) - 1X6:V6(1.0MP)... The first column is the type and ID# of the moving unit followed by the equipment they are towing/transporting as passengers. The second column is the list of hexes moved through starting with the hex the unit starts in. This will help track errors and typos. The hex listed after the colon indicates the hex the unit is facing. Unless the vehicle changes that relative facing, just the following movement location hex may be listed. The movement point cost to enter the hex is given next as a check against typos and errors. Vehicular movement is generally done in "impulses" of a fex hexes at a time in PBEM play as a compromise between the strict hex-by-hex movement and Defensive Fire opportunities (per rule 16.7) and the amount of time that would take in a PBEM setting. Vehicles that are continuing to move have "..." after listed impulses and I'll include an "End" tag to indicate that that particular vehicle has ended its movement. 5) Here's a syntax for firing combat: Y8 -> X5 14FP+3stone-2ldr 12IFT+1 DR= 12+1=13 NE (MG Breakdown) 10-2ldr,2x4-6-7,1xHMG On the first line: The first column is where the firing units are firing from and to. this will help resolve LOS disputes (the most common). In the second column are shown the raw firepower used and the modifiers. The third column is the final column used on the IFT and final modifier. The fourth column is the raw DR +/- the modifier and the final DR and result. Any extra events are noted at the end. On the second line: This is a complete list of units and equipment used for this fire combat. This may seem redundant but in multi-hex firegroups and when trying to resolve why the number of FPs your opponent claims versus how many you think should be there, you'll appreciate this line for debugging purposes 6) Have fun! THE OBJECT OF PBEM MAILINGS IS TO KEEP THE GAME FLOWING AND NOT OBSTRUCT ENJOYMENT OF PLAY.