Double Impulse Games with One Mailing

Using this system allows the phasing player to complete his first impulse movement and combat, and then proceed to the second impulse without necessitating a first impulse mailing.

Any system can be tampered with, but with this method; the amount of work required to fudge the results would not be worth the efforts. Furthermore, the resultant shuffling of units would quickly become obvious.

First, prepare five coin envelopes labeled on the outside 0 through 4. Inside each envelope you put a single ICRK column. You may also want to put a black piece of paper to prevent spying. You then seal each of the envelopes and mail them with your move.

To resolve your first impulse combat: after recording your entire movement, list all combat on the combat results sheet for the first impulse in alphanumeric order according to the hex being attacked. In other words you would list an attack on E12 before you would list your attack against G3, (or, if you were using a map with a purely numerical hex system, you would list 0824 before you would list 0913). You can also note any attacks that you wish to have the combat results applied to in a different sequence than they are listed by creating a separate column on the combat result sheet and labeling it ORDER OF ATTACK.
This would be needed in cases where units are surrounded or you may be trying to retreat in a given direction. This is fine just as long as the ICRK listing is used in a purely descending sequence based on the hex number being attacked.

As you list each combat situation, you also cross-reference the hex ID on the hex value chart included in this guide. This is accomplished by checking the alphabet letter. (Or numeric hex row column) in the hex with the last digit of the number of the hex. This gives you a hex value. Record this number after the odds on your combat result sheet. Should one of your attacks be made against two or more hexes just add this hex value together and record the total.

When all your combat for the first impulse has been recorded, go back and multiply the hex value by the odds of your attack. Always use the highest value as expressed in your odds for this multiplication. For instance, 3 against the hex value would multiply both 3-1 and 1-3 odds. You do this for each attack.
After all your attacks are computed, add the totals together. It will be easier if you ignore all but the unit positions when adding these results together. You then divide by five and any remainder is the coin envelope number you open.

You may wish to use more or less than five coin envelopes, However any number can be used as long as you remember to divide by the number you are using. Always be sure one envelope is marked 101 since, if the division results in an even number instead of any remainder, this would be the envelope opened.

When the envelope has been opened, it will provide you with an entire ICRK column. If you have more than ten combat situations then you must use the NEXT numbered coin envelope. (If you use number 4, the next to be opened would be 0).

The remaining envelopes are returned unopened to your opponent. All used envelopes are replaced with new ones the following turn. After you have recorded all your die results and have completed your first impulse combat you can then make your second impulse movement and then list your second impulse combat in the normal fashion. This is all mailed to your opponent for him to resolve the second impulse combat and verify the first impulse results.

Example: Suppose you are making three attacks. An attack at 3-1 against F12, another at 5-1 on G13 and a soak-off of 1-4 against units on I-11. By using the chart, we find the hex value of F12 is 7, G13 is 5 and I-11. is 9. We now multiply 3×7=21, 5×5=25, and 4×9=36. We add together 21+25+36=82. We divide 82 by 5 and find we have a remainder of 2. We open the envelope marked number 2. The ICRK enclosed
will give you a die roll for your three combats, the remaining seven ICRKs are null and void. You would then proceed (in order) to apply the die results to the first impulse combat situation.

Having resolved your first impulse combat, make your second impulse movement and record your second impulse combats normally on the combat result sheet listing any ICRKs normally.

NOTE: BE SURE THAT YOU PREDETERMINE BEFORE THE MATCH STARTS, TWO THINGS:
Which ICRKs will be used in the envelopes and which will not. For example, it might be easiest to use only the ICRKs on the bottom of the ICRK sheet for envelopes.

Predetermine penalties (especially if you are using the Hard Core Option) for selecting the wrong ICRK.
One suggestion might be that a separate ICRK be designated (and saved) for use as an ICRK to be used in the event of a foul up. Any units that have been displaced due to combat results that are different (such as some which are now eliminated which were not before, and/or vice-versa) may now have their moves forfeited if they were moved to hexes that they could not legally reach after combat results. Also some combat odds may be changed drastically due to some units no longer being alive to participate.