How to Play by Mail or Internet

Remote play now includes classic play by mail, play by email, game systems such as ZunTzu and VassalEbgine, and virtual face-to-face play.

As a practical matter, playing an unofficial game with a more experienced member who understands he is teaching you how to play by remotely may be the simplest way to understand what you are about to read.

INTRODUCTION
Postal mail and email are merely delivery systems to get your game moves to your opponent. Playing wargames by email or postal mail is a little more involved than face-to-face play. This Guide is designed to help AHIKS members to be more effective email and postal players. It contains details on getting opponents, how to play by email or postal mail, and other general information, including our standards of conduct for postal or email play.

Because historical games often favor one side over the other, AHIKS has traditionally made game matches in ‘SETS’ of two games playing with the opponents switching sides between games. We realize, though, that such an arrangement can require a very long-range commitment of time that may be superseded by personal duties. Therefore, although a match assignment is considered a binding agreement to play the first game, the second game is not binding until the first is finished and both agree to play the second.

As mentioned throughout AHIKS publications, our primary goal is the enjoyment of our hobby. We encourage all members to play in the spirit of cooperation, consideration, and friendship. Our unofficial motto: Play for fun, not for blood!

PREPARING FOR PBM or PBeM
Most of us joined AHIKS to find a reliable opponent and that is the Society’s basic purpose. To get an opponent, you submit a Match Request Form by email or postal mail to the Match Coordinator, whose postal address and email address appears in The Kommandeur or in the members only contacts section on the web site. In each issue of The Kommandeur, and on the AHIKS Forum there will be a list of “Open Matches” (games which someone has already requested); the MC also has posted members’ game requests on the AHIKS Facebook page.

A game request form (MRF) can be found listed on the main menu in the “members only” section on the AHIKS website. This form has space for the game(s) you want to play plus other pertinent information for the Match Coordinator. You can print the form out to be completed by hand and mailed to the MC or you can opt to use the electronic game match request form and send it directly to the MC from the AHIKS website. The Match Request Form can be found in the “members only” section of the website at www.ahiks.com . Note that although we refer to game matches as “assignments,” they are voluntary in that YOU must request them and specify what you want.

It is acceptable, and commonly done, to arrange your own matches either through contact with members at conventions or within your locale or by switching to new games with existing opponents. You may then contact the Match Coordinator and request a match assignment. Since AHIKS will attempt to find an opponent for you in any game you request, you have the entire gamut of board games from which to choose. However, before you start asking for matches, here are some helpful guidelines:

Pick a game that you have at least played solitaire or face to face.

Pick a relatively simple game, at least for your initial PBM/PBeM experience. If you choose a game that has a Vassal or Zun Tzu modukle, play will be easier.

Pick a game that you enjoy, because a single game may take several months to complete (probably more than a year for most games), and a SET of two games with each player taking each side could possibly double that amount of time depending upon how fast you and your opponent play. Postal mail play takes a considerable length of time to complete.

Pick a game that is relatively popular so that an opponent can be found quickly.

When the Match Coordinator finds an opponent for you, he then sends each player a copy of the AHIKS Match Assignment sheet. This sheet has your opponent’s Name, ID Number and postal mail or email address, along with the match number and date requested. There is also space for recording the winner of each game and the side played. Also listed is the email or postal mail address for the Match Coordinator, the Ratings Officer, and the AHIKS Judge. A copy of the form is sent to the MC and the Ratings Officer when the match is completed.

There are several ways to resolve combat.  One is to use a die roller web service such as dicelog.com or pbegames.com.  A second is to use the die roller found in most play-by-email software systems.  A third is to request an International Combat Resolution Key or ICRK (pronounced “irk” ) sheet from the Match Coordinator.

The IRCK sheet is a series of dice rolls keyed to a table of lettered columns and a numbered rows. Each player is sent an ICRK sheet by the MC. To resolve combats, you record your combat and select an lettered column and a numbered row for the dice roll. When your opponent receives your combat, he will cross index the letter-number combination on his ICRK table and find the number that is the dice roll for that battle. ICRK sheets come in various dice patterns depending on whether your game uses six-sided dice or ten-sided dice, etc.

If you are playing by email using software, when you mail the move the opponent sees the entire board position, exactly as though you were playing face-to-face. If you are playing by papermail, an OOB (order of battle) sheet (which is used to record movement) and a combat sheet (which records combats) are provided to each player. Make copies before you start your game. During series play OOB sheets are provided on the understanding that only ONE sheet per match is issued. And thereafter it is the players responsibility to make as many copies for their match as they may need.

You should contact your opponent and decide on rules, edition of the game being played, scenarios, special procedures, etc. Make and keep a copy of all such agreements. Also, it is helpful if you briefly introduce yourself in a friendly way to your opponent. Now, you are ready to play.

PLAYING by PBM or PBeM
The first step is to set up a game (we recommend that you keep it set up permanently if possible).  With PBeM software this happens automatically.  (There is a design for building a game cabinet at the end of this Guide that has proven worthwhile). Then record the designations of your units on your OOB page if the game you are playing does not have a pre-printed OOB. It makes things simpler if you arrange them in some kind of logical system, such as divided by strength, arranged by type, listed in the order in which they enter the game, alpha-numeric order, or some other coherent system.

If the game lacks hex numbers or grid coordinates, mark a numbering system onto the map, or contact the Judge AFTER you have consulted with your opponent to make sure you both use the same system. Most such games are included in the Grid Coordinate Appendix, which is available from the Judge who has an extensive listing of games which were printed without such systems, but for which numbering systems have been devised over the years.

Next, record the initial hex numbers of your units, if necessary. Then, move your units (if you move first) and list their final hex coordinates. (A handy method is to turn each counter either 45 or 90 degrees after moving it. After all movement, record unit positions on the record form, turning each one back 45 or 90 degrees as it is recorded.) Units that have been eliminated or have not yet entered the game should have some sort of symbol (- or /) placed in the box. When you’re finished, check to see that there is a location notation for every unit, including those that have not moved. In games that have rail, sea, or other special movement or movement paths, make some sort of notation, and put a key telling what these symbols mean at the top of the OOB; a separate letter of explanation may be required to avoid confusion. In games that allow units to be replaced, or permit larger units to break down into smaller ones, make certain that it is clear what has happened. You wouldn’t want an opponent to make you read his mind, so don’t ask him to read yours!

In all cases, make sure that all letters and numbers are legible. Print or type them to avoid confusion. Take special care with similarly shaped letters: O and Q, I and L, T and J, V and U, X and Y.

To list combat, use the Combat Sheet. All battles must be listed in the order that you wish them to be resolved, including automatic victories, overruns, etc. If you are using a double-impulse system such as in Fortress Europa or The Russian Campaign, you will probably be required to list your combats by the defender’s hex number. Be sure that you note which order you wish the combats to occur for purposes of advance after combat, etc. See the section in this Guide entitled DOUBLE IMPULSE MOVEMENT for more specific instructions.

List all of the attacking units in each battle, including any non-adjacent units (such as artillery) that are attacking.

List the defending units and their hex locations.

Total both the attacking and defending strengths, with modifiers for terrain, etc.

Write the odds (or strength difference) for the attack in the space provided, and then specify an ICRK selection (see Section 5) if the battle requires a die roll for resolution. Columns are also provided for retreat, advance, losses, etc., but you must label the columns.

When you receive your opponent’s move, first make any changes called for by your combat, which he resolved, execute his movement, and resolve his combat. (In games with more complex segmentation, adjust the above sequence accordingly).

Occasionally your opponent will suddenly stop responding. Since delays are often legitimate, contact your opponent if your pre-arranged game deadline for turns has passed. Ask him if he received your move. If you still receive no response, send him send one more letters or emails asking if he would prefer to resign from the match. If you still get no reply, file a complaint with the Match Coordinator. If you expect to be the source of delay yourself (vacation, etc.), let your opponents know you will be late, or offer to resign. .

More Thoughts on Playing by eMail (PbeM)
AHIKS was formed at a time when the postal service provided the most cost-effective way of playing wargames with opponents at a distance. Today it is the Internet. That is not to say that the Internet is the medium of choice, since many still prefer the more relaxed pace of play using the post. For others, email provides the quicker response time that they desire and they have adapted PBM methods to email (PBeM). Although this guide is full of ideas for making PBM gaming easier and more fun, it still requires a lot of effort and email does not alleviate that. However, there exists software that does. These applications allow you to play your favorite wargames using the computer to keep the game setup, transcribe your moves, and exchange them with your opponents.

There are several products available, and, although AHIKS does not make recommendations, we will mention two of the most popular. These are Aide De Camp 2 and Cyberboard. Aide de Camp 2 is a commercial product which can be used to play almost 300 of your favorite wargames. Over half of these are available free of charge. Cyberboard is freeware and can be used to play over 100 wargames, all of which are available free of charge.

It is important to note that neither of these products are computer wargames. They were purpose built for PBEM of existing board games. They do not provide artificial intelligence or control the play of the game. You play the game according to the rulebooks provided when you buy the board game. They simply allow you to move electronic images of counters around on electronic images of map boards and roll electronic dice. Like the board games, you can even play them according to house rules. Using email to exchange turns; PBEM begins to approach the feel of FTF play but with greater convenience.

Aide De Camp 2 is sold by HPS and can be ordered from their website http://www.hpssims.com . Game sets containing the components for specific wargames that can be played using ADC2 are available from the following web site: http://www.hkl1.com. Some of these must be paid for, but over half are available for download directly. All require that you must own the board game to play it using ADC2.

Cyberboard can be downloaded from the following web site: http://members.home.com/yankeeap/home.htm Game boxes containing the components for specific games that can be played using Cyberboard are available for download from the same site.

Primers are available for both products. Just email your request to gschwartz@sprint.ca

Another popular system is Vassal. Vassal contains about 1,500 game modules, most of them free.
http://www.vassalengine.org/

WHAT IF A ERROR IS DISCOVERED?
Members will find that double-checking moves and recordings before emailing or postal mailing will eliminate most errors, but you will find that some always slip through! Handling errors is a critical step if friction between opponents is to be minimized. We at AHIKS strongly recommend the following overall philosophy: WE PLAY FOR FUN! Players can use any options to correct errors that they wish, but the error correction method should be agreed upon BEFORE the match is started. One method of error correction is shown below.

A player should be allowed to correct an error if forcing it to stand could cripple his continued play; lesser errors could be corrected by the procedure below in order to allow the game to proceed quickly. We desire to strike a balance between excessive delay of the set (returning every move for corrections) and ending it through one moment’s error. However, each player must be willing to accept the responsibility and consequences of sending an erroneous move to an opponent, and, if the opponent chooses to hold to the “letter of the law,” the player committing the error has no complaint coming. The error correction procedure below is the one used by the AHIKS Judge; per the above discussion, Justice should always be tempered by Mercy. Should you wish to keep the game going as fast as possible and introduce a “fog of war” aspect, you might decide on the HARD CORE OPTION described in Section 9, which (if both players agree) requires both players to abide by the Judge’s correction procedure as presented below. In any case, you must make clear between yourself and your opponent how you plan to handle errors BEFORE the match starts.

“LISTING” of position or attack is defined as some written notification of the action, the forces involved, the odds, etc. A “listing” in an email or letter separate from the OOB is acceptable.

If a unit is listed to move to a position it cannot reach (for whatever reason) or if no position is listed, leave that unit in the position it occupied on the previous turn/phase.

If a unit is listed to move to a position it can reach, it must move there regardless of logic or the intent of the mover.

If there is a conflict between OOB position listing and the listing of attacks, the attack listing takes precedence (e.g., if the attack list calls for it to attack, move the unit to an attack position. If such a move is illegal, leave the unit in the OOB sheet position and adjust the attack odds).

On the attack list, if advance/retreat/exchange/elimination directions are omitted. Then the defending player makes all such decisions for the attacker (mercy!). Where movement by the attack units is optional (typically, attacker advance after combat), the units do NOT move.

If a unit is moved to a position where attacking is mandatory, but no attack is listed, the unit remains in its previous position.

Order of preference: Units listed first on the OOB sheet take preference (e.g., if the rules permit only one unit per hex and two are listed, the first–“highest”–on the OOB sheet takes the position listed, the second does not move at all.

If a player has misread the OOB sheet (common examples: Failing to properly move units, thus creating an apparent opening in a defensive line. Failing to execute a combat, thus missing the fact that units have been retreated or destroyed and perhaps moving through them). The proper resolution of such an “observation error” would be to place an illegally moving unit back at its previous position, unless such a unit is scheduled in an attack, in which case apply the rule above.

For errors involving ICRKs, see the instructions for using written ICRK sheets below.

To simplify the error process and move the game as fast as possible, it is suggested that the above rules of Section 4 be used to the letter. To ensure your opponent understands your intentions, inform him you intend to play with the “Hard Core Option.” The pros and cons of this are discussed in a short article entitled THE HARD CORE OPTION and is Section 9 of this portion of the members’ guide.

If a player does not want to use any of the above rules to correct an opponent’s errors, or the above rules cannot be applied to the specific error situation, his only option is to return the move to his opponent to be redone, or appeal to the Judge.

Where players cannot agree on an interpretation or application of the above rules. Full details of the error(s) shall be submitted to the Judge, who will then rule on how the matter shall be resolved. (Perhaps directing the erring player too simply re-do his move, or some other solution as the situation warrants).