IAAPA Complete Unabridged Rules - Part 16 GMless Gameplay

Last Updated August 22, 1999

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

GMLESS EMAIL PLAY

Using Web-based Dice servers, it is possible to play an email game of Axis and Allies without a GM. GMless play remains very similar to GMed play with the exception that players calculate the results of battles themselves.

NOTE -- as GMless games include no neutral third party to calculate results nor adjudicate disputes, only EXPERIENCED email players should play GMless games. At all times a sense of fair play and excellent sportsmanship must be abided by.

1) Starting a GMless game

Locate an opponent through the player pool or other methods and then go to the web site, click member services and issue the opponent a game challenge. It would be a good idea to include any special Baltic OOL's in the text area where you describe your bid (should you end up being the Axis).

2) Bidding

Bidding rules remain unchanged from standard email games. Be sure to include the game number in all correspondence.

3) Playing the Game

a) If you wish to roll for for Weapons Development email such orders to your opponent (Carbon Copying this email to yourself would be a good idea) then adjudicate the results (see Battle Calculation below). Like live games, GMless Weapons Development takes effect immediately.

b) Now email remaining purchases and all combat orders to your opponent (again, Carbon Copying this email to yourself would be a good idea). If necessary, include any special orders for any future turns or if there is an attack involving a defending sub. There is no need to send non-combat orders nor unit placements at this time.

c) Attacker adjudicates battle results (see Battle Calculation below) following *precisely* the Association turn adjudication rules (available on the IAAPA web page). Follow standard order of loss or, if already sent, attacker and defender special orders of loss. Also follow any conditionals already sent.

Exception -- if the battle to be calculated includes a *defending* sub the attacker does not adjudicate that battle results. The defender calculates defending sub battles. It is the attacker's choice as to when this battle is to be resolved, i.e. first, last, etc. Defenders follow attacker's orders but may add special defending orders of loss as well as defending conditionals (sub withdrawals, 'one round at a time') provided they do so *prior* to requesting die rolls.

The attacker may adjudicate an attack that has a defending sub if

i) the battle is a no retreat situation for the sub. (The defender should remember to send in any special OOL's early)

ii) If the battle is air only vs sub only.

The attacker may always roll the first round of any attack.

d) When all battles have been calculated the attacker emails non-combat and placement orders as well as a country update and current income chart. Adding the appropriate die rolls and results to the purchase/combat turn you CCed to yourself is often the preferred method of recording battle results. You can then add the rest of the turn to this document to create a single complete turn email -- how efficient!

Note -- Any upcoming defender special orders of loss *must* be sent at this time or standard orders of loss will be used.

f) Play now switches to the next player as per regular email play.

4) Battle Calculation

Either the IAAPA Dice Server or the Irony Dice Server may be used.

It is recommended that the IAAPA Roller be used due to its simplicity and straightforwardness.

If the Irony Dice Server is to be used BOTH players must be in agreement. Otherwise the IAAPA dice server must be used. Please note that any disputes pertaining to "what was for what" will NOT be adjudicated by the Minister of Law. These must be worked out with your opponent. Use discretion when using the Irony Server.

5) IAAPA Dice Server Battle Calculation

Simply roll the battles using the appropriate section of the dice server.

In the event you need an extra dice roll (e.g. an air unit flying over 2 AA guns en route to combat), roll these using the single dice roller.

Any roll generated by the Dice Server that has your opponent's address in it will stand and supercede any later rolls.

If you do not include your opponents address in the roll the roll will be void.

If you make a typo in your or your opponents address the results stand as they can be verified with the Validate feature.

Do NOT reroll a result with a corrected email address --- simply inform your opponent that you made a typo on their address and direct them to the validator.

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.

It is a good practice to check the validator on a regular basis, especially if the results you are receiving seem suspicious. It cannot be tampered with in any way.

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