BPA Classics Play By E-Mail Procedures for Anzio
1. The following PBeM procedures are recommended for the BPA Classics AnzioTournament. Any deviation from the recommended PBeM procedure must be agreed upon by both players. Gamemaster rulings will revert to one of the two procedures below for settling disputes.
2. Standard Anzio PBeM Tournament Procedure:
a. Player #1 sends his move along with combat orders. All losses are pre-designated. Also, all possible attacker advances/retreats are pre-designated and these may need to address different retreat possibilities by the defender. Please note, this is not as bad as it sounds, as there are usually only a few attacks per turn in a normal Anzio game.
b. Player #2 reviews move and requests combat die rolls. Since Player #1 predesignated the combat results, Player #1 combat is resolved as soon as the internet die rolls are received.
c. Player #2 repeats the entire procedure starting with 2a, except that he becomes the active participant by sending his move along with combat orders.
4. Optional Anzio Korps PBeM Tournament Procedure. The attacker may request individual combat resolution when he sends his move. This method may be best when the possibility of second combats are likely. The procedure for this method follows:
a. The attacker sends his move along with his combat orders, but does not predesignate any results. Instead, he requests individual combat resolution.
b. The defender reviews opponents move and finds no unacceptable movement errors. The defender indicates that combat may begin.
c. Attacker resolves first attack (this is most efficient with an online roller like irony.com). The results must be applied and communicated to the defender prior to any subsequent battle's resolution. If the combat result requires input from the defender (for example, retreats), the process will need to halt until the information is obtained.
5. 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.
6. At a minimum, the defeated player must communicate the match results to the gamemaster.
7. Dice Server Notes. Both players must be listed on the receipt line of any dice mailing. Keep records. The easiest way to ensure valid mailings to use a previous accurate mailing and modify the content as necessary. The Internet die rollers www.pbm.com or www.irony.com are recommended.
8. Any disputes will be resolved by the Gamemaster and will heavily depend on copies of players' correspondence. It is in both parties interest to keep accurate records with time stamps.