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.
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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.