"Fire and Ice in the Ardennes"

 

Deluxe Bitter Woods Play by Electronic Mail Ladder
2014

1. Introduction:  The ladder is a ranked list of players.  Each player engages in a match against an 'adjacent' player.  Winners advance halfway up

the list while defeated players drop halfway down the list.  The person at the top is the "King of the Ladder".

Mike Kaye finished at the top of the last two Ladders - he is again the "King of the Ladder

2. Game masters: Bruno Sinigaglio (GM), Tom Gregorio (Asst.), Bob Ryan (Asst.), Eduord Witkowski (Asst.)

3. Objective:  The first and foremost objective of this ladder is to promote playing BWD in a competitive but friendly manner.  Gentlemanly behavior and
good manners are expected at all times.

4. Administration:  The Game masters are responsible for administering the event and addressing issues that come up in individual matches.  A Game
master may not address issues that come up in his own match.

5. AREA. The results of all matches will be submitted to AREA for ranking.


Ladder Format and Details

1. Each ladder match shall consist of one campaign game of BWD.

2. Each round lasts about one year and new players may join in at any time as long as there is a match outcome reported before the start of the next
round.

3.
The Ladder bginning in April 2014 will be referred to as the The 2014 Ladder.

4. New participants will be added to the bottom of the ladder in the order in which the Game master receives their request to join the ladder.

5. The ladder position table lists the rankings, opponent match-ups, and match outcomes.

6. The winner of the ‘top rung’ game of the ladder will become the Defending Champion and the loser will move down the ladder. 


7. A loser moves half way down the ladder.  For example, in an event with 20 people, the loser of the championship match will begin the round ranked as #11.

8. A participant may withdraw at the end of a round in which case all other participants below the vacated spot move up one position on the ladder
chart.

9. Any participant who drops out or otherwise doesn't start their match at the appointed time will be seeded at the bottom of the ladder.  Seeding is
as follows: Winners, Losers, New Entries, Late Start Winners, Late Start Losers.


Deluxe Bitter Woods Campaign Game Scenario

1. The game to be played is "Bitter Woods Deluxe, 4th Edition" by L2 Design Group.  The 4th Edition DBW Rules Sections 1 through 35 and the Peiper
Variant (Section 36) are in effect.

2. Determining Victory:  The victory conditions for the campaign game as described in the BWD rule book (Section 17) will be used.  Exception: A Draw
is considered a win for the Allied player and a loss for the German player. As a result, if The Victory Level Shift for eliminated units (Section 17.6),
results in a Draw, this will be a win for the Allied player and a loss for the German player.

3. Other DBW Rules:  Each pair of BWD players is free to adopt and use any other applicable Campaign Game rules or Variants as long as both players
agree in advance. The possibilities include German Army Artillery (section 37.1 and/or 37.2), Additional Random Events (Players Handbook) and the
Southern Shoulder Alternative (Players Handbook and Section 41).

4. Choosing Sides:  The lower ranked player has the choice of sides. Rankings are based on AREA ratings. Unrated players are assigned an Area
rating of 5000 and automatically get their choice of side.  If two unranked players play, the person who signed up to the ladder first gets the choice.

5. Before the start of the game, the Allied Player must receive the location of the hidden fuel dumps from the GM.


Deluxe Bitter Woods Player Admin

1. Participants are encouraged to use a play by email playing aid such as ADC2 or Cyberboard to transmit unit position data. Players are also
encouraged to set up and use the excellent game map and components for their matches, but for data transmission the unit positions are easily entered
into one of the administrative play aid tools.  If both players are in agreement, play may proceed without using ADC2 or Cyberboard.

2. The Deluxe Bitter Woods PBEM procedure listed below is the official procedure for the ladder. Players may deviate from the procedure for
convenience, if both agree; however, Game master rulings will revert to the Deluxe Bitter Woods PBEM procedure and the DBW Default PBeM Error Resolution
below for settling disputes. Disputes will be resolved by the Game master and will heavily depend on copies of player correspondence. It is in both
parties interest to keep their game e-mails.

3. 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. The Internet die roller available at http://www.irony.com/mailroll.html is
recommended. If you wish to use another, please inform the game master.
 
4. 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 Game
master. The initial recommendation for the length of the 'reminder period' is seven days but this should be confirmed with your opponent.

5. Time Allotment:  Each player is allocated 160 days to complete their match. The first player to exhaust his allotted time is automatically the
loser without regard to his actual situation in the game. Players 'use up' their time as follows:

a) When making a move.  (As measured from the time that the opponents turn is complete until the time that a valid move is received by his opponent.

b) Time spent determining the validity of a turn is assigned against the receiving player.

c) Time spent correcting the turn is assigned against the erring player.

6. The defeated player should communicate the match results to the game master. All matches are worth one AREA victory claim.  The Game masters will
report all match results at the end of each ladder round; individual players should not report to AREA the results of BWD ladder matches


Deluxe Bitter Woods PBEM procedure

Sequence of Play and PBEM Message System

1. German Player Turn. Each phase is described in detail as follows:

a) Mutual Supply Phase. The German player checks the supply status for all units in play and denotes out-of-supply units with an OOS marker. The German player checks the Allied player end of turn message from the last Allied turn to determine, if the Allied player has scheduled supply air drops for this Mutual Supply Phase. If necessary, the German player places Air Drop markers. The German player sends for internet die roll(s) for German units subject to Surrender.

b) Allied Interdiction Phase. The German player checks the Allied player end of turn message from the last Allied turn to determine, if the Allied player has scheduled air interdiction for this phase. If necessary, the German player places Aircraft markers.

c) Random Events. If this is a Random Event turn (17AM, 18AM or 19AM), the German player sends for an internet die roll to determine the random event. Please send the Random Event results game-master as soon as they are determined.

d) German Special Movement Tactic E-Mail. When there will be a German challenge of US Air Interdiction and/or a 150th Panzer Brigade Infiltration attempt, the German player will first e-mail the involved unit's move to his opponent - also, note well, that in this message the German player must list all units placed in reserve this turn. If the German player does not list units in reserve, there will be no German units placed in reserve in a later phase. If the Allied player deems the special movement attempts legal, he will then request the internet die roll(s) to resolve the movement attempts. If the Allied player deems the special movement attempts NOT legal, he will notify the German player and the issue(s) will be resolved. If there are no German special movement tactics, this message phase will be skipped.

e) German Movement E-Mail. The German player sends his movement, listing the final locations for all units at the end of the movement phase, plus notation for units placed in Reserve, units repairing bridges, and units building Improved Positions and Forts. Special Note: See Paragraph 3a through 3e below for German movement adjacent to hidden fuel dumps. The Allied player checks the move for errors. This German Movement E-Mail also includes a list of Surprise Attack rolls, SS Panzer Scare rolls, bombardments, attacks, and angriffs, which could be all attacks OR the first set of attacks to be resolved with a note alerting the opponent that there may be more attacks after the first set is resolved. Attacks must list the units involved, any air or artillery support allocated by the attacker, and odds as calculated before Allied artillery or air support is added. Do NOT send for combat rolls at this point.

f) Allied Defender Response E-Mail: The Allied player sends his air and artillery support allocation to the German player listing the recalculated odds and simultaneously sends for die rolls for all listed combats. All die rolls must be resolved in the order listed by the German player - no exceptions.

g) Combat Results E-Mail: The Allied player lists the combat results together with any retreats or losses applied to his units (taking into account, as much as possible, the advances by the German in prior combats). Advances after combat in earlier attacks will sometimes cause the elimination of retreating Allied units.

h) German After Combat E-Mail. The German player lists any advances after combat. Special Note: See Paragraph 3a through 3e below for German advances or movement adjacent to hidden fuel dumps. The Allied player verifies and/or accepts the German advances after combat via email message.

i) German Exploitation E-Mail. The German player lists any exploitation movement. Special Note: See Paragraph 3a through 3e below for German movement adjacent to hidden fuel dumps. The Allied player verifies and/or accepts the German Exploitation movement via email message.

j) German End-of-Turn E-Mail. The German player lists any bridge demolition attempts and any bridge construction with bridge construction move across a river with any accompanying units. The German player simultaneously sends for demolition rolls.

Note, that the German After Combat E-Mail, the German Exploitation E-Mail and the German End-of-Turn E-Mail may frequently be combined, when the situations are not complicated; however, the Allied player reserves the right to object to questionable advances, exploitation or end-of- turn operations.

2. Allied Player Turn. Much of the Allied player turn is similar to the German player turn and much is not. Each phase is described in detail as follows:

a) Mutual Supply Phase. The Allied player checks the supply status for all units in play and denotes out-of-supply units with an OOS marker. The Allied player sends for internet die roll(s) for Allied units subject to Surrender. There is no Allied supply air drop during the Allied player turn.

b) Interdiction Phase. There is no Interdiction Phase during the Allied player turn.

c) Random events are not rolled on the Allied player turn.

d) There are no Allied Special Movement Tactics.

e) Allied Movement E-Mail. The Allied player sends his movement, listing the final locations for all units at the end of the movement phase, plus notation for units placed in Reserve, units repairing bridges, and units building Improved Positions and Forts. The German player checks the move for errors. This Allied Movement E-Mail also includes a list of bombardments, attacks, and angriffs, which could be all attacks OR the first set of attacks to be resolved with a note alerting the opponent that there may be more attacks after the first set is resolved. Attacks must list the units involved, any air or artillery support allocated by the attacker, and odds as calculated before German artillery or air support is added. Do NOT send for combat rolls at this point.

f) German Defender Response E-Mail. The German player sends his air and artillery support allocation to the Allied player listing the recalculated odds and simultaneously sends for die rolls for all listed combats. All die rolls must be resolved in the order listed by the Allied player - no exceptions.

g) Combat Results E-Mail. The German player lists the combat results together with any retreats or losses applied to his units (taking into account, as much as possible, the advances by the Allies in prior combats). Advances after combat in earlier attacks will sometimes cause the elimination of retreating German units.

h) Allied After Combat E-Mail. The Allied player lists any advances after combat. The German player verifies and/or accepts the Allied advances after combat via email message.

i) Allied Exploitation E-Mail. The Allied player lists any exploitation movement. The German player verifies and/or accepts the Allied Exploitation movement via email message.

j) Allied End-of-Turn E-Mail. The Allied player lists any bridge demolition attempts and any bridge construction with bridge construction move across a river with any accompanying units. The Allied player simultaneously sends for demolition rolls.

Note, that the Allied After Combat E-Mail, the Allied Exploitation E-Mail and the Allied End-of-Turn E-Mail may frequently be combined, when the situations are not complicated; however, the German player reserves the right to object to questionable advances, exploitation or end-of- turn operations.

k) Allied Start-Next-Turn E-Mail. For turns that precede an Aircraft available turn, the Allied player must list supply air drops for the next turn Mutual Supply Phase and he must list air interdiction for the next turn Allied Interdiction Phase.

3. German Movement and Hidden Fuel Dumps.

a) When a hidden dump is revealed, the Allied or German player should e-mail the location to the GM for verification.

b) If any German Movement E-Mail, After Combat E-mail or End Turn E-Mail has units moving adjacent to a fuel dump that the Allied player wants to reveal and demolish, the Allied Player informs the German player by e-mail, listing the dump location and the unit that will attempt the demolition. The German player then sends for a demolition die roll.

c) If the demolition is attempted by a leader alone in the hex (who thereafter is eliminated by the German ZOC per Rule 24.3), the German player may alter his move to enter the hex with the dump after it is revealed and an unsuccessful demolition roll is resolved. In all other cases, since the German player may not enter an Allied-occupied dump hex, no change is permitted in the German move and the players should continue with the normal sequence described in 1e though 1i above.

d) If any German Movement E-Mail, After Combat E-Mail or End of Turn E-Mail reveals that a German unit entered an unoccupied hidden dump hex, the Allied player must note that fact with an immediate E-Mail. The German player will then be permitted to alter his movement, advance after combat or exploitation. However, players should pay attention to the next paragraph.

e) When the German player is moving or advancing into hexes that could contain an unoccupied hidden dump, the German player should list German unit movement one unit at a time in a hex-by-hex fashion in one or more E-Mails, as needed. If an unoccupied dump is entered, the German player may call a halt to the movement of the discovering unit or he may decide to finish the move of the discovering unit as already listed. After the unit that discovered the dump has completed its movement, all remaining movement will be completed in one E-Mail.

DBW Default PBeM Error Resolution

1. Players are free to use any PBeM procedure upon which they agree; however the following stipulations and dispute resolution protocols are based on the Deluxe Bitter Woods PBEM procedure listed in the preceding section. You will note that this procedure assigns all possible die rolling to a particular player – this method is used to minimize the negation of dice rolls due to errors found after the fact.

2. Die roll certainty. In most cases, a legal die roll resolution will seal everything that occurred prior to that roll. Therefore, it behooves the die roll requestor to ascertain the legality of things that occurred since the last legal die roll, before he rolls the dice anew.

3. Movement and combat. If the non-erring player (the defender) receives a message 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 combat resolution, the errors will not be corrected. It behooves the defender to ascertain the legality of a move before he rolls the dice.

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

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 in 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 player is not required to correct the movement.

5. 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 Game Master will be addressed based upon the Deluxe Bitter Woods PBEM procedure, the DBW Default PBeM Error Resolution, common sense and above all - the DBW Rules.

6. 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.

7. 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 German unit turns up in Liege in gross contravention of movement and/or zone of control rules and 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 not permit it.

8. Summary of DBW Play by Email die roll assignments:

a. Surrender die rolls are requested by the player who controls the units that are out of supply during the Mutual Supply Phase.

b. Random Events are requested by the German player after the Allied player lists Supply Air Drops and Air Interdiction.

c. German challenge of US Air Interdiction and/or a 150th Panzer Brigade Infiltration attempts are requested by the Allied player.

d. German combat die rolls are requested by the Allied player. These would include Variable Surprise, SS Panzer Scare and Artillery Bombardment die rolls.

e. Allied combat die rolls are requested by the German player. These would include Artillery Bombardment die rolls.

f. Fuel Dump demolition die rolls are requested by the German player.

g. Bridge demolition die rolls requested by the opponent of the player who controls the units that are attempting to blow the bridges.

2012 DBW Campaign Game Ladder Finish

1 Mike Kaye    “The King”

#2 Larry Hollern

#3 Lance Roberts

#4 Bruno Sinigaglio

#5Larry Meyers

#6 Tom Gregorio

#7 Jeff Lange

#8 Dan Tierney

#9 Randy Heller

#10 Bob Jamelli

#11 Jeremy Osteen

#12 Jim Tracy ii

#13 John Malaska

#14  Bill Thomson

#15. Bill Morse

#16. Michael Mitchell

#17.  Bob Ryan

#18.  Forest Pafenberg

#19.  EricSeadale

#20.  Charles Drozd

#21.  Steve Likevich

#22.  Heimo Traue

#23.  Steve Lapierre

#24.  Allen Ross

#25.  Edwinski

#26.  Johnny Hassay

#27.  Charlie Catania

#28.  Trevor Sturmy

            

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This page is maintained by Ed Witkowski.  Send him an e-mail at edwski@comcast.net