IAAPA Complete Unabridged Rules - Part 14 Error Correction

Last Updated July 25, 1999

Questions and comments should be directed to our Minister of Law John (law@axisandallies.net).

Sending Errors

A sending error is anything that is incorrectly sent to the GM, such as the wrong number of units, or too many units and not enough transports, etc. If a player makes a sending error, the entire battle is null and void and no portion of the results may stand. The attacker may then elect to have the GM re-roll the entire battle with the correct number and type of units or he may elect not to fight the battle at all.

If a player makes an incorrect send concerning a territory that is involved in multiple battles, ALL battles involving the affected units of that particular country will be considered null and void and no portion of the results may stand. Any other battles sent correctly from that country will stand.

Ex: Russia sends in a turn with 3 battles listed. Battle #1 is 2 INF to a battle in Kaz, Battle #2 is 2 INF to a battle in Novo and Battle #3 is 1 FTR, 2 ARM to a battle in Cauc. But Russia has a total of only 3 INF, 2 ARM and 1 FTR. Both the Kaz and Novo battles would be considered to be in error. The Cauc battle would stand. The "order" in which the battles are listed in the turn will be of no concern.

GM Errors

If the GM is sent a valid battle and makes a mistake while rolling it then the battle will be corrected as follows:

Incorrectly rolled battles will be corrected in the round they occurred and will then be re-rolled from the round following the round of the error. The GM will identify during which round and column being rolled that the error occurred. After the column is identified, then there are 2 possibilities, the first being that too few units were rolled for or secondly that too many units were rolled for.

If too few units were rolled for the GM will simply roll for the forgotten units and adjust the defenders casualties accordingly. If too many units were rolled for, then the entire column will be re-rolled.

Columns not affected will stand as is.

After the round is corrected, then starting with the next round, the remainder of the battle will be re-rolled with the correct number of units.

Below is a short example of a battle that was rolled in which the GM forgot to roll for 2 arm:
E Europe(AA , 2 INF, 3 FTRs, 3 ARM)
9 INF,1 ARM,2 FTRs from Karelia land Russia
2 ARM from Caucasus
AA rolls 1*1* = 2 hits!!!
R1
A(9 INF,1 ARM) 52461*5654/3* = 2 hits
D(2 INF,3 ARM,2 FTRs) 63431*/2*1* = 3 hits
The aa rolls are correct and would stand.
The attacking "one's" column is correct so it would stand.
The attacking "three's" column is where the error is and Rnd 1 is the error Rnd.
The GM would roll 2 extra dice for a "3".

Now, there are 3 possibilities:
There would be no additional hits, 1 additional hit or 2 additional hits.

Let's look at the first one, "No additional hits." The defensive rolls, obviously, were not affected at all and would stand for all three situations (meaning Rnd 1) in this scenario. Rnd 2 would now be adjusted as:
(Original Rnd 2)
R2
A(6 INF,1 ARM) 52551*3/6 = 1 hit
D(3 ARM,2 FTRs) 436/61* = 1 hit
(Corrected Rnd 2)
A(6 INF, 3 ARM) Re-roll for the rest of the battle would start here.
D(3 ARM, 2 FTRs) " " " " "

Let's look at the second possibility "1 additional hit." Rnd 2 would now be adjusted as:
(Corrected Rnd 2)
A(6 INF, 3 ARM) Re-roll for the rest of the battle would start here.
D(2 ARM, 2 FTRs) " " " " "

Let's look at the third possibility "2 additional hits." Rnd 2 would now be adjusted as:
(Corrected Rnd 2)
A(6 INF, 3 ARM) Re-roll for the rest of the battle would start here.
D(1 ARM, 2 FTRs) " " "
End of example.

If the GM rolls for the correct number of units but counts an incorrect number of casualties, then the correct number of casualties will be taken and the rest of the battle would be re-rolled starting with the next round.

Errors involving aa guns will be handled as followed:

  1. 1. If too many AA Guns were fired, then the entire battle is to be re-rolled.

    1a) If the aa is turned on accidently (ie there was no aa gun present) when using the IAAPA dice roller, then simply ignore it. If the "ghost" aa had scored a hit, then roll for the missing attacking aircraft, adjust the counts, and then the entire battle is to be re-rolled starting with the next round.

  2. If too few were fired then roll for the missing shots and:
    1. If there were no additional hits scored, then the battle will stand as originally rolled.
    2. If there were additional hit/s scored, then go to Rnd 1 Column 3, remove the additional ftr/s, re-roll the 3's column with the correct number of units, adjust the defender's casualties if needed, and then the battle will be re-rolled starting with Rnd 2 as stated above.
  3. If the error involves a BB support shot, it will be handled as follows:
    1. If too many bb shots were fired, then the entire battle is to be re-rolled.
    2. If too few were fired then roll for the missing shots and:
      1. If there were no additional hits scored, then the battle will stand as originally rolled.
      2. If there were additional hit/s scored, then remove the additional casualties, adjust the counts, and then the battle will be re-rolled starting with Rnd 2 as stated above.

IAAPA Battle Calculator correction guidelines:

1. If you enter the wrong game number, the rolls still count. In the unlikely event that there are 2 simultaneous games being played by the same player with the exact same declared battle then e-mail the Minister of Law and they will be adjudicated on a case by case basis.

2. If you enter the wrong Round number, simply continue the sequence with the next number. Regardless of the Round number entered, the time stamped on the Round by the website is the order in which the rounds are considered to have been rolled.

3. If you enter the wrong turn number, simply ignore it and correct it as soon as possible.

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