Afrika Korps Play By E-Mail Procedures
1. The following PBeM procedures are recommended for the BPA Classics Afrika Korps PBeM Tournament. Any deviation from the recommended PBeM procedure must be agreed upon by both players. Gamemaster rulings will revert to either the Standard or Optional procedure below for settling disputes.
2. The German player rolls for his supplies via internet die roll.
3. Standard Afrika Korps PBeM Tournament Procedure:
a. Player #1 sends his move along with combat orders. All losses must be pre-designated. Also, possible attacker advances must be 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 Afrika Korps game.
b. Player #2 reviews move and requests combat die rolls. Since Player #1 pre-designated the combat results, Player #1 combat is resolved as soon as the internet die rolls are received. Note that the defender rolls the dice.
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 Afrika Korps PBeM Tournament Procedure. For complex moves where pre-designation of combat results may be unreasonable. the attacker may request individual combat resolution when he sends his move. The procedure for this method follows:
a. The attacker sends his move along with his combat orders, but does not pre-designate any results. Instead, he requests individual combat resolution.
b. The defender reviews opponents move. If he accepts the validity of the move, he rolls the die to resolve the attack.
c. The attacker applies the results and the designates the next attack to be resolved. If the combat result requires input from the defender, the process will need to halt until the information is obtained.
d. The procedure continues until all attacks are resolved.
5. Illegal Moves or Moves with Errors. See BPA Classics PBeM Error Resolution
6. 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 contact the Gamemaster. The initial recommendation for the length of the 'reminder period' is FOUR days but this should be confirmed with your opponent.
7. The defeated player must communicate the match results to the gamemaster.
8. 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 is to use a previous accurate mailing and modify the content as necessary. There are many good Internet die rollers - players should agree on which to use.
9. 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.
Afrika Korps Format