Deluxe Bitter Woods,

4th Edition

DBW PBEM Procedures


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, the German player sends for an internet die roll to determine the random event. The Random Event rolled will be immediately reported to the Game master.

d) German Special Movement Tactic E-Mail. When there will be a German challenge of US Air Interdiction, the German player will first e-mail the involved unit's move to his opponent, listing all units placed in reserve in the email. The Allied player will then request the internet die roll(s) to resolve the movement attempts. 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. The Allied player checks the move for errors. This German 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 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 and any exploitation movement.

i) 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 and the German End-of-Turn E-Mail may frequently be combined, when the situations are not complicated.

 

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 and any exploitation movement. Note, that the Allied After Combat E-Mail and the Allied End-of-Turn E-Mail may frequently be combined, when the situations are not complicated.

i) 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 accompanying units. The Allied player simultaneously sends for demolition rolls. Note: 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. A summary of DBW Play by Email die roll assignments follows:

(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 die rolls are requested by the German player.

(c) German challenge of US Air Interdiction are requested by the Allied player.

(d) German combat die rolls are requested by the Allied player.

(e) Allied combat die rolls are requested by the German player.

(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 is attempting to blow the bridges.

 

4) Error Protocol: Each player checks the otherís move for any errors. If any movement errors exist, e-mail an inquiry to the opponent before taking any further steps in that turn. The opponent is then entitled to correct his move and combat (not limited to just the unit which moved in error). If no movement errors are reported, the move stands as sent. If any combat errors exist (such as incorrectly calculated odds or failure to apply column shifts or die roll modifiers), the receiving player does not provide an opportunity for correction to his opponent, instead noting the correction in his listing of defensive support and final odds. Any issues not resolved by the players should be promptly referred to the GM and/or Assistant GM, whose rulings will be final. The GM and/or Assistant GM reserve the right to request assistance in the ruling from the other and/or from Bruno Sinigaglio, but are not required to do so. If the game in question involves the GM, the issue is referred to the Assistant GM, and vice versa.

                                         

 

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