BPA Classics PBeM Error Resolution

1.    Players are free to use any PBeM procedure; however, the following stipulations and dispute resolution protocols are based on the default PBeM procedure found on this website. You will note that this procedure assigns die rolling to the defending player – this method assures that dice rolls will not be negated due to errors found after the fact. Click for Anzio PBeM procedure

2.    If the non-erring player (defender) receives a move with routine errors and rolls the dice to resolve combat before alerting his opponent of the errors, the errors will stand without correction. The defender is not required to return moves with mistakes; however, if he rolls the dice for any type of game situation resolution, the errors will not be corrected. It behooves the defender to ascertain the legality of a move before he rolls the dice.

3.    When a player is alerted by his opponent that an unacceptable error has been made, the erring player has the option to redo his entire move.

    Example #1: The Allies move a unit further than allowed. If the German player alerts the Allied player before rolling the dice for attacks, the Allied player may correct his entire move. 

    Example #2: The Allies move a unit slightly excess of its movement allowance. If the German player rolls the dice for attacks before alerting the Allied player of the illegal movement, the Allied move need not be corrected.  

4.    Players may agree to handle errors in any mutually agreeable manner, acting as gentlemen to resolve disputes in any acceptable manner without involving the GM; however, disputes brought to the attention of the GameMaster will be addressed based upon the default PBeM procedure, the guidelines listed above and common sense.

5.    Expedient Corrections by the Defender.

    a.    The defending player may switch identical units if so doing would correct a problem without affecting the opponents move or combat.

    b.    Units are considered identical if they are equivalent in all respects except for unit identifier and there are no special rules governing either particular unit within the time frame of the scenario being played.

    c.    Units are usually 'switched' by the defending player to address movement and/or attack problems. Please note that the defender does this at his own discretion but he must specifically inform his opponent of the change when the request for die rolls is submitted.

6.    Expedient Corrections must be simple to explain and easy to understand. Otherwise, it is best alert the erring player to correct his unacceptable move. Opponent complaints about expedient corrections will be addressed based upon the default PBeM procedure, the guidelines listed above and common sense.

7.    GM rulings involving Combat Errors mandate that any errors which result in the rerolling of one battle will result in the rerolling of ALL battles for that player turn.

8. Resolution of some situations may dictate drastic measures by the GM when common sense requires that only drastic measures will be reasonable. The GM will not be constrained by the Default Error Resolution Procedure, if it appears that a player is using the procedure in an attempt to circumvent the rules of the game. For Example:

    a. In Afrika Korps, The German lands two new supply units on a turn for which he only receives one supply unit. If the Allied player resolves German combat without catching this error, the Default Error Resolution Procedure would normally allow the German player to keep the extra supply unit; however, the GM would probably not permit it.

    b. In Bitterwoods, a German unit turns up in Liege in gross contravention of movement and/or zone of control  rules. If the Allied player resolves German combat without catching this error, the Default Error Resolution Procedure would normally allow the German player to keep the unit in Liege; however, the GM would probably not permit it.

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