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Error Correction Procedures PDF Print E-mail
Saturday, 29 November 2008

General Principles

The IAAPA error correction guidelines are listed below. These guidelines are designed to cover a wide range of errors, and may not be ideal for every given situation. But while they are not perfect, they do strike a balance between what is fair, and what is practical.

Whenever possible, players are encouraged to seek their own solutions to error correction; any solution is acceptable as long as there is mutual agreement between the players. If agreement cannot be reached, then the IAAPA guidelines are to be applied.

Three general principles apply to the following error correction procedures:

? Valid dice rolls will be preserved as much as possible.
? Error correction is not meant to be punitive towards the player making the error.
? It is the responsibility of both players to ensure that all moves and map positions are correct.

Combat Declaration Errors (CDE)

A player must declare all combat prior to rolling any dice.

The exact number and type of attacking units, along with their country of origin, must be listed for each declared combat.

a) If any of this information is incorrect, it is considered a CDE, and the entire battle is null and void and no portion of the results may stand.

b) The declared territory or sea zone is always assumed to be correct, and cannot be considered as a CDE.

? However, if it is clear from the combat orders where the battle is to occur, and what units are involved, and the units are 100% correct, then no CDE can be called. If there is any disagreement whether the intent is clear, the Minister of Law will decide on a case by case basis. For example:

There is only 1 german sub on the board (in azo sz), and only 1 UK trn on the board (in lab sz). The combat orders list the attacking sub in can sz instead of lab sz. In this case the battle will stand as correct.

Possible examples of a CDE would include, but are not limited to: ? incorrect number of attacking units
? incorrect number of defending units (see Section II.3 below) note: defending AA guns must be listed only when attacking air is involved
? incorrect types of units
? not enough transports
? failure to include transports in the sea zone clearing portion of an amphibious assault
? failure to disclose the unloading sea zone if more than one potential zone exists in an amphibious assault

The attacker may then elect to re-roll the entire battle with the correct number and type of units or he may elect not to fight the battle at all. He may not add additional attacking units to the battle.

If a player makes a CDE by sending more than the available number of attacking units from the same territory into multiple battles, ALL battles involving the affected units from that attacking territory will be considered null and void and no portion of the results may stand.

If the attacker elects not to fight the battle, he may move the previously assigned units during non-combat.

The attacker, at his discretion, may list all the defending units and the defending territory or alternatively, may list only the defending territory, as the defending units ?are what they are.?

a) If any defending units are listed, then they must be 100% correct.

? If any of this information is incorrect, it is considered a CDE, and the entire battle is null and void and no portion of the results may stand.
? The attacker may then elect to re-roll the entire battle with the correct number and type of defending units or he may elect not to fight the battle at all.
? If he elects not to fight the battle at all, he may move the previously assigned units during non-combat.
? The advantage of listing the defending units is to be allowed the option to cancel the fight.
? The disadvantage is that there is a greater opportunity to make a mistake.

b) If only the defending territory is listed:

? The listed defending units that are rolled on the first roll must be 100% correct.
? If this information is incorrect, it is considered a rolling error, and must be re-rolled as per error correction guidelines for rolling errors.
? The attacker is then required to fight the battle with the correct number and type of defending units.
? The advantage of listing only the defending territory is ease and the reduction of the possibility of a mistake.
? The disadvantage is that you lose the chance to cancel the battle.

Rolling Errors (These only apply if conditions 1-3a are met)

Since the IAAPA Dice Server lists the dice in the order that they were thrown the error correction guidelines will take this into account. The die rolls will be counted from left to right

1. AA Guns

a) AA guns are considered units, and must be listed when necessary (see Section II-CDE 2.b.ii and 3.a above)

b) If an AA gun is rolled in error (i.e., there is no AA gun present) and
? the ?ghost? AA gun scores a hit, then roll for the missing attacking aircraft, adjust the counts, and then re-roll the rest of the battle, starting with the next round.
? the ?ghost? AA gun misses, then the ghost AA gun rolls will be ignored and the battle will stand as is.

c) If an AA gun is forgotten, roll for the missing shots.
? If the AA gun hits, remove the attacking aircraft, adjust the counts for round 2 and the remainder of the battle is to be re-rolled starting with round 2. Aircraft are removed from right to left. For example, if one AA hit occurs, it is the last aircraft (and its die roll) that is removed.
? If the AA gun misses, then the original battle stands.

2. BB Support Shots

a) If a BB shot is rolled in error and ? The ghost BB hits, simply ignore that roll and adjust the counts if necessary
? The ghost BB misses, then the battle will stand as is.

b) If a BB support shot was forgotten, simply roll for the missing shot.
? If it hits, adjust for the extra defending casualty and re-roll the remainder of the battle starting with round 2.
? If it misses, then the original battle stands as is.

c) If a player leaves the BB support shot on in round 2, or turns it on in any subsequent round, then the generic ghost rule will apply, i.e., for every round it misses, it is ignored. If it does hit, the counts will be adjusted and the remainder of the battle will be re-rolled starting with the next round, as usual.

3. Too few units

c) If a player incorrectly enters too few units, simply roll for the missing units and then re-roll the remainder of the battle beginning with the next round.

d) this includes errors involving the inappropriate use of the "defenders only" mode on the dice roller. If the defender forces are rolled first by mistake they will stand as valid; simply roll for the missing attacking units and proceed to round 2.

4. Too many units

a) If a player incorrectly enters too many units, for any given unit type, simply start with the first listed die roll and sequentially, from left to right, take the correct number of dice. As an example, if there were supposed to be 4 attacking armor and the player entered 7, then the first 4 dice rolls will be used and the last three ignored. Then re-roll the remainder of the battle beginning with the next Round.

5. Wrong Units

a) If a player enters the wrong type of unit then its roll will be ignored and the correct unit will be rolled for, regardless of whether the attack/defense values are equivalent.

In all cases, unaffected rolls will stand.

Discrepancies Between Maps and Orders

If there is a dispute between listed non-combat moves and the map update the listed non-combat moves will take precedence.

Typographical Errors

Typographical mistakes are not considered errors.

A number can never be a typographical error.

Simple typographical misspellings are ignored and not considered errors. Ex: 10 ing instead of 10 inf; 10 inf Moscoq instead of 10 inf Moscow.

If a typographical error results in the wrong territory being listed, i.e., E.US instead of W.US, this will be considered an error, not a typo.

In all cases, the typo?d word must be readily decipherable.

Time Limit for Error Corrections

Errors are correctable only within a time period of 1 subsequent turn; if they are not identified and corrected within that time, they become fixed. For example, if an error occurs on Russia 1, but is not recognized until after G1 has been rolled, it is not subject to correction

If an error is recognized before the next turn is rolled, it must be corrected before the next turn is rolled. If it is not, then the subsequent turn is void and must be re-done. If, however, another turn is rolled and the error is still not corrected, it becomes fixed and not subject to correction.

It is mandatory that all communications regarding error recognition occur through the dice roller. This will allow definite proof of when the error was recognized and determine the proper correction procedure. The validity of communications done by any other method will be determined by the Minister of Law on a case by case basis.

For the purpose of error correction, the USA-USSR turn will be considered as one turn, and errors that occur in the USA portion of the turn will be adjudicated on a case by case basis by the Minister of Law.

This will apply to CDEs, rolling errors, and non-combat errors only. All other errors will be adjudicated on a case by case basis by the Minister of Law.

Last Updated ( Saturday, 29 November 2008 )

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