ON MY HONOR - pbem ASL system From: beacker@mips.COM (Bradley Eacker) Date: Fri, 01 Feb 1991 23:15:55 +0000 ---------------- ON MY HONOR ---------------- A Play-By-Mail System for ASL by Keith Larson Originally published in ON ALL FRONTS, an ASL Newsletter published 8 times a year. Copyright M.C.C., 1988. ON ALL FRONTS PO BOX 265 Marshall, AR 72650. Reprinted on USENET by permission of the publisher. This system for ASL PBM has been used with great success on the Genie and Compuserve networks to run some tournaments, and is currently being used for that purpose for the 1991 tournaments. I will be willing to act as a volunteer central point for questions regarding opponents, and or questions ( beacker@mips.com ). Key phrase here is volunteer at this time. Note that this posting was given with the provision that it is made available without charge, full credit (including copyright) is given to ON ALL FRONTS and that the address be included as well. I believe that I have fullfilled these requirements. Brad Eacker (beacker@mips.com) --------------- ON MY HONOR --------------- by Keith Larson As we are reminded an the intoduction of the ASL rulebook, ASL "is not disigned with postal play in mind". One of the reasons given is the many phases in each player turn. With eight phases per player turn and two player turns per game turn, there can be sixteen mailings for just one game turn. The average ASL scenario has eight turns which means there could be as many as 130 mailings for just one game! That is far too high a price to pay for most people. To the problem of many mailings can be added the problems created by movement. ASL with its Residual FP rules has nicely solved the problem of the defender having the advantage of being able to move units back and then taking his defensive fire. This was unrealistic in that it gave the defender too much coordination. In postal play much the same problem has returned; the defender has a list of all the movements of his opponent. Another problem created in the movement phase by postal play is that the moving player is forced to record all his movement before he has a chance to send out scouting units to draw the fire of hidden and concealed units. The result being in ASL, in which almost every scenario has hidden and concealed units, is the attacker either has to rush into the unknown or he has to slow his advance; both of which shift play balance in favor of the defender. These three problems are probably the reasons why most choose not to play ASL by mail. But with a little creativity I feel these three problems can be solved. The following is my efforts to solve these problems. The biggest problem, without question, is the many mailings created by the game's multiple phases. Yet a quick look at the Sequence of Play Chart reveals that many of the phases can be joined together. For example, the attacking player for his first mailing could send his RPh, PFPh, and MPh in one mailing. What keeps most from doing this is the need to make DRs in the RPh, and PFPh. Traditionally, in PBM games the die rolls have been generated by stock reports; for ASL this would mean a separate mailing for each phase. But if one used an honor system in which the mailing player makes all the die rols for actions, one can combine phases. By using this system a game turn can be played in only six, that's right, six mailings! That eight turn game is now only 50 mailings. That compares very favorably with TRC and other games that are PBM. This means, of course, that there is a lot of room for cheating; but I have found, contrary to common opinion, that there are still a lot of people out there who have a sense of morality and honor. Many ASL players find themselves in the situation where they cannot play FTF. The extra time and effort of a PBM game is a small price to pay to have the challenge of a real life opponent. They are not about to risk all this to cheating. Besides, if one wants to cheat it is much easier to do it solitaire where there is no guilt involved. Moreover, part of the attraction of SL/ASL is the appearance of those unexpected "snake eyes" or "boxcars", even when they work against you. Below is an illustration of the sequence of mailings. Mailing One Defender's set up. RPh (1a). Mailing Two Attacker's set up. RPh (1a). PFPh (1a). MPh (1a). Mailing Three DFPh (1a). Mailing Four AFPh (1a). RtPh (1a). APh (1a). CCPh (1a). RPh (1a). Mailing Five CCPh (1a). RPh (1b). PFPh (1b). MPh (1b). Mailing Six DFPh (1b). Mailing Seven AFPh (1b). RtPh (1b). APh (1b). CCPh (1b). RPh (2b). Mailing Eight CCPh (1b). RPh (2a). PFPh (2a). Mph (2a). etc. 1. Mailing One 1.1 SET UP: One's original set up is sent to the opposing player. When recording unit locations, first list the grid coordinates as explained in A2.2 and then list all units that are in that location; listing them from top to bottom. By listing the units in this way ramdom selection (A.8) can be resolved and weapon possession (A4.43) can be discerned. Example: In hex 22J7 there is a 9-2 leader, MMGa below the leader, then a 4-6-8d who possesses the MMG according to A4.43 and a 4-6-8e on the bottom. One would record this as follows: 22J7 - 9-2, MMGa, 4-6-8d, 4-6-8e. 1.1 HIDDEN AND CONCEALED UNITS: The location of hidden units is kept on a side record by the possessing player and not revealed to the other player until A12.14 comes into play, at which time he informs the other player of the unit's identity in his next mailing. The location of a stack covered by a concealment counter is sent with the original set up but only the identity of the top concealment counter is recorded. The presence of the other units is noted by writing the total number of other units in that stack after the identity of the top counter. Example: If a stack of units in hex 22F5 consists of a 4-4-7 and three concealment counters and the top concealment counter was ?a, then list the contents of that hex as follows: 22F5 = ?a(3). 1.111 REMOVAL AND DETECTION: So players can resolve the removal and detection of concealed units instantaneously, without having to wait for a mailing from the other player, each player should record the identity of all units beneath a concealment counter on a small piece of paper which has all units beneath a concealment on a small piece of paper which has been folded into quarters and sealed shut. The first fold will cover the identity of all units. The second fold will cover the identity of only one unit which has been recorded on the outside of the first fold for purposes of detection (A12.15). Finally, on the outside of the paper write the identity of the top concealment counter. There should be one piece of paper for each concealed stack. The pieces of paper can only be opened in those situations which call for the revelation of units. If there is any change in the contents of one of these concealed stacks (EX: two concealed stacks combining) a new piece of paper is sent and the old one is discarded. The removal or detection of hidden units has to wait for the next mailing from one's opponent. 1.2 RPh: The mailing player makes all his own Rally DR/drs as normal, recording the results for his opponent. 1.21 DR/dr RESOLUTION: Each player will make all their own DR/drs, resolving the results immediately. In PBM games it causes less confusion to list each event ther is a die roll for, separately. Thus, the suggestion in A.1 to roll an extra die for a "subsequent dr" can be disregarded. Players should only roll as many dice as called for by the situation. When listing a DR always record the dr of the colored die first. This will inform each player immediately of multiple rates of fire, multiple hits, hull/turret hits, etc. The order of the drs recorded for random selections are as per A.9. 2. Mailing Two 2.1 SET UP: As per 1.1. 2.2 RPh: As per 1.2. 2.3 PFPh: To resolve combat the firing player first lists all units involved, their target, their attack factors, the type of ammo used (AP, HE, Heat, etc.) and any DRMs. He then makes all his PFPh attacks resolving all DR/drs as per 1.21 that are called for in that attack. This will include all MCs, PTCs, sniper attacks, etc. He will even make those DRs his opponent would normally make in a FTF game. 2.31 OPPORTUNITY FIRE: Units that wish to be eligible for opportunity fire (A7.25) are simply recorded as such to the other player in this mailing. 2.4 MPh: In an effort to approximate the feel of a FTF game as closely as possible, the mailing player will take a sheet of paper and divide it into four vertical columns. This sheet of paper will be known as the movement command sheet. In the first three columns the moving player lists his movement commands. He first lists the moving unit's ID and their starting hex. Below this he then lists each hex the stack moves through, one hex after another in vertical columns. He then folds column four (which has been left blank) over column three so that the movement commands of that column are covered. He then folds both three and four over column two, and two, three, and four over one. This way, when your opponent receives the movement command sheet he can open it so that only one column at a time is exposed. He then covers this column with another sheet of paper so as to reveal one line at a time. By doing this the defender is forced to make his defensive firedecisions based on the attacker's movements one hex at a time, just as in a FTF game. 2.41 VEHICLE MOVEMENT: It is helpful for vehicle movement to list after each hex it moves into the total number of MP(s) that it has used up to that point. CAs only have to be recorded on the movement command sheet at the beginning and end of movement, and when the vehicle changes its CA. 2.411 BOUNDING FIRE: Bounding Fire is noted on the movement command sheet at the place in that vehicle's movement it takes place (in). Because the vertical columns on the movement sheet have very little horizontal space, it is easier to resolve the combat on a separate piece of paper which has been sealed. There should be a separate sheet of paper for each attack so the defender cannot see the results of future attacks. Each attack is given a number which will be used to key each piece of paper to its proper attack. 2.42 SEARCH MAILINGS: As was mentioned in the introduction, PBM games of ASL normally do not allow you to learn the results of the efforts of units that were sent out to search for hidden units or to draw fire before you have to move the rest of his units. To help alleviate this problem, allow the moving player the option of sending in the movement commands of only a few of his units. He informs the other player that he has done this on the movement command sheet. He then waits until he receives the results of the defender's defensive First Fire anainst those units before he sends the movement commands for his remaining units. This means that there will be two extra mailings for that player turn but in most games the defender will not care to use this option and the attacker will only do so in a few of his turns, if any. If this option is overused both players can agree to limit its use to once every two game turns for the attacker and once every four game turns for the defender. 3. Mailing Three 3.1 DFPH: Revealing one line at a time as described in 2.4 on the movement command sheet, the defender makes any defensive First Fire he wants. Combat is resolved as per 2.3. Residual Fire markers are placed as per A8.2 and any unit that moves through it is attacked by it. After reaching the end of the movement command sheet, any remaining Final Fire is resolved. 3.11 GUN DUELS: When after resolving defensive First Fire against an AFV, it is found that the very next command on the movement command sheet is a Bounding First Fire attack against the unit that just fired at it, a gun duel is considered to have taken place. If the moving AFB qualifies for the first shot accorking to C2.2401, its attack is considered to have taken place first. Depending on the results of this attack the defender's attack can be modified or even nullified if it was destroyed. 4. Mailing Four 4.1 AFPH: Advance fire combat is resolved as per 2.3. 4.2 RtPh: The routing player records all hexes his units move through, being sure to note low crawl if it is used. If an interdiction attack is called for by his actions as per A10.53, he resolves those attacks against his own units. If he moves a unit into a concealed unit's location he does not use random selection to determine which unit repulsed the routing; rather, he uses the unit reserved for detection on that stack's concealment sheet as explained in 1.111. 4.21 ROUT PREVENTION: To prevent units from using certain paths for their routs, each player can drop their concealment before the RPh begins. The non-phasing player sends a sealed piece of paper that contains the IDs of the units which will drop their concealment with his defensive fire mailing. The phasing player cannot open them until after he has resolved his AFPh, but before the RPh begins. The phasing player will write the identity of units that drop their concealment after his AFPh of this mailing. 4.3 APh: The phasing player now records the hexes his units advance into, anticipating the routs of his opponent's units in the next mailing. Advance does not require a separate movement command sheet because there is no defensive fire. 4.4 CCPh: CC is begun by predesignating all CC attacks, then on a separate sheet of paper recording the results of those CC attacks. This sheet will be folded and sealed shut so one's opponent can predesignate his CC attacks without being tempted to look at the results of your attacks. The phasing player will also make the Ambush drs. If he loses he goes ahead and predesignates his attacks and resolves them even though he knows that some of his units may be destroyed or that his opponent might leave the hex. In the case of one unit of an attacking group being destroyed, the attack is still make with the same DRs, but at lower odds. The defender will inform the attacker of any changes in his next mailing. In the case of an abandoned hex the attack is considered to have never taken place. Other sequential CC is handled in much the same way. For the player who has prisoners who can CC, he simply resolves those attacks and records the result for his opponent and then predesignates the rest of his CC as normal. If his opponent has prisoners who can CC, then he still predesignates his attacks as normal, yet knowing all along that his odds can change as a result of the attack by his opponent's prisoners. 4.41 CC vs AFVs: For CC vs AFVs the rules must be changed in that only the initial attack versus the AFV and its return attack are sequential. All other attacks are simultaneous. The non-vehicular player makes one attack versus the AFV and then predesignates the rest of his attacks, after which he resolves them; realizing, once again, that the odds can change depending on the results of the AFV's CC attack. The other player, in receiving the first player's mailing, will then resolve his AFV CC attack, but only if it survived the first attack make against it, and then predesignates the rest of his attacks and resolves them. He then can look at the results of his opponent's predesignated CC attacks. 4.5 RPh: as per 1.2. At this point, the other player begins his player turn with mailing five. The same instructions will apply to the appropriate phases. What follow is a few procedural notes to make play easier. PROCEDURAL NOTES 1) Final Dispositions: To aid each player in keeping track of the locations of units over the many months that a PBM game will take, at the end of each mailing each player should record the final dispositions of all units. This includes the forces of each side as well as all terrain and information counters in use at that time. The status of all units should also be recorded. Thus, if a unit is pinned or broken his needs to be noted. The BU or CE status of AFVs should always be recorded, irregardless of whether or not there would be an information counter for this in a FTF game. Below is a list of abbreviations that can be used for this, along with the ones found in the ASLRB. 2) Abbreviations: Assault Boat AB Assault Movement AM Berserk Bsk Bicycle Bc Broken Brkn Disrupted Dis. Double Time DT Excessive Speed ES Fanatical Fan. Field Phone FP Horse Hr Labor Status Lab. (-?) Large Boat LgB Low Crawl LC Malfunction Malf. Motion Status Mot. Motorcycle MtC No Effect NE Opportunity OpF Pinned Pin. Pulka Pk Radio Rd Residual FP RFP Sidecar Sc Shock Sk Small Boat SmB Spray Fire SF Wagon Wg Wall/Hedge Advantage WA Wounded WIA 3) Returning the Last Mailing: To aid each player in setting up for each mailing, it is helpful if the mailing player will always send back with his current mailing his opponent's last mailing. 4) Transparency Overlays: To avoid having to leave a game set up or setting it up each time, it is suggested that each player overlay their mapboards with a clear transparency-type plastic. Then, using fine point overhead projector pens, mark the locations of each stack with a letter from the alphabet. These transparencies use a different color for each nationality. Between mailings simply store the transparencies in a safe place. By doing this the use of counters can be avoided completely. (c) Copyright M.C.C. 1988 Up