How do i Play by Email (PbEM)?

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Scott B

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Apr 30, 2012, 2:18:08 PM4/30/12
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In Play by Email, each player tun is separated into three log files.  the log file is recorded by player A and sent to player B who then reviews the log and records the next.  Players may play a log by 1) clicking the => on the VSQL tool bar or pressing the PgDn button on the keyboard.  The recording player makes all necessary die/dice rolls, including those of his opponent.  This method balances playing as close as possible to Face-to-Face and as quickly as possible.

See the post 'How to Record and Read Log Files" on log file mechanics.

Sequence of Play Summary by Log File
  1. Log A
    1. Phasing players Rally phase, Prep Fire Phase and Movement Phase
    2. See Exception for Vehicles below.
  2. Log B
    1. Non-phasing Players Defensive Fire phase
  3. Log C
    1. Advancing Fire Phase, Rout phase, Advance Phase
    2. Predesignate CC attacks but do not roll.
      1. CC is resolved (rolled) by non-phasing player.
    3. Rally phase of next turn
  4. Vehicle Movement
    1. The phasing player may send a 'pulse' log with one, some or all of his vehicle movement.
    2. The defending player then defensive fires against moving vehicles.
    3. this is repeated until the phasing player has completed moving his vehicles.
The Details of PbEM:

------------------------------------------------------------------- 
SQUAD LEADER SEQUENCE OF PLAY FOR EMAIL GAMES: 
SL# refers to the SoP on back page of rulebook, NOT rule numbers! 
------------------------------------------------------------------- 
<<<<< A. FIRST MAILING OF PLAYER TURN >>>>> 
Verify opponent's actions (prior C1-C8) 
A1. Rout own units, as desired/required 
A2. Determine initial spotting round accuracy (SL 8.1) 
A3. Make own Close Combat attacks 
--NEXT PLAYER TURN ACTUALLY STARTS-- 
A4. Own Rally Phase activity (SL 1.) 
A5. Offboard Artillery actions (1 of 5, fifth is counter-battery) (SL 
1.6) 
A6. Prep Fire attacks (including FFE) 
A7. Movement of units (potential for impulses with vehicle movement) 
May be conditional on specific Mine discovery guidelines. 
A8. SPECIFY OVERRUN ATTACKS 
<<<<< B. NON-PHASING RESPONSE MAILING >>>>> 
Verify: opponent's actions (A1-A8) 
B1. Minefield attacks (SL 3.3) (unit continues unless situation meets 
special "mine discovery" order submitted as part of A7) 
B2. Defensive Fire attacks (SL 4.1) 
B3. Remove concealment from units adjacent to enemy units (SL 4.2) 
<<<<< C. LAST MAILING OF PLAYER TURN >>>>> 
Verify opponent's actions (B1-B3) 
C1. OVERRUN ATTACKS (A8) 
C2. Advancing Fire attacks 
C3. Rout own units as desired/required 
C4. Advance phase (SL 5.) (note that adjacent broken units will rout 
prior to this Advance Phase movement) 
C5. Determine initial spotting round accuracy (SL 8.1) 
C6. Make own Close Combat attacks 
--PARTS OF NEXT PLAYER TURN-- 
C7. Own Rally Phase activities (SL 1.) 
C8. Offboard Artillery actions (1 of 4) for coming Defensive Fire (SL 
1.6) 
---------------------------------------------------------------------- 
NOTES: 
1. The goal of this sequence of play is to assure that each side has 
full ownership of all the decisions and actions of his/her own forces. 
If an internet dice-roller is used, usual procedure is for the firing 
player to summarize all attacks and results within the mailing. 
2. (Pregame) Any activities that would have been ordered prior to the 
first mailing must be provided as a special PREGAME ORDER. 
3. The phasing player is given the option to do vehicle movement in 
impulses, if this is desired. Impulses permit subsequent actions based 
upon the reaction of the defense to earlier movement. 4. (Warning) Overruns must be specified during FIRST MAILING (A8) but 
not resolved until LAST MAILING (C1) so that defender has a chance to 
defensive fire without the pre-knowledge of the result. 
5. Three numbering schemes that players have used: 
  * 1.1-1.3 (three mailings of first player turn in turn #1, 1.4-1.6 
(three mailings of second player turn in turn #1). 
  * 1a.rpm/def/end (three mailings of first player turn in turn #1), 
1b.rpm/def/end (three mailings of second player turn in turn #1). 
  * R/G/A (force identification), a/b/c (for three mailings of 
specified force's player turn. 
6. Email Turn syntax. There are many ways to do this, and each player 
will tend to develop his/her own as you play more games. Important 
issue is to provide all of the information that your opponent needs to 
interpret your text, which should include: current location, movement 
route (perhaps MF and MP expended), target for firing (range is helpful 
to minimize the effect of typos), firepower/basic to hit numbers, all 
applicable DRMs to be applied. 
A comment about VASL (Virtual ASL) Java-based gaming assistant: 
When Using VASL for email play, this sequence of play can work well. 
This game assistant has numerous advantages, including keeping unit 
location records and making available the opportunity to play 
interactively over the internet. VASL also has an internal pseudorandom number generator, which can speed play if its use is acceptable 
to both players. If using VASL software interactively, one should get 
agreement on announced attacks before requesting a dice roll and all 
Morale Check rolls should be done by the player owning the units. 
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