IAAPA PBEM BATTLE RESOLUTION PROCEDURES

1. To begin an e-mail game follow the instructions outlined in "HOW TO INITIATE A GAME"

2. If the attacker wants to roll for weapons development he will send his opponent an e-mail stating the number of technology rolls he desires. Any weapons successfully developed will take effect immediately.

3. The attacker will then send a pre-combat turn indicating any successful weapons development, the remainder of his purchases, and all combat moves. Combat moves must list the units being sent into battle, specifying where each unit comes from, and what the units are that are defending the territory. For example:

Combat

#1 - W Eur (10 INF, AA)

UK 8 INF on UK SZ 4 TRN
E Can 1 ARM on E Can SZ 1 TRN to UK SZ
Kar 2 FTR (land Karelia)

Total UK v. Germany --- 8 INF, 1 ARM, 2 FTR v. 10 INF, AA

4. The attacker will then go to the IAAPA Dice Server, follow the printed instructions, and carefully and correctly enter all header information and the exact number and types of attacking and defending units. Resolve the combat according to the Milton Bradley 2nd Edition and, where applicable, Association rules.

5. When using the IAAPA Dice Server:

a. When you enter the Game Number, both your and your opponent's addresses are displayed. It is your responsibility to check to ensure that the correct game number is entered and to verify that the addresses are correct.
b. If you enter the wrong Game Number the roll will be void.
c. 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 battle round by the IAAPA Dice Server is the order in which the rounds are considered to have been rolled.
d. If you enter the wrong Turn Number, simply ignore it and correct it as soon as possible.
e. In the event you need an extra dice roll (e.g. a air unit flying over 2 AA Guns en route to combat), roll these using the single dice roller.

6. If a naval battle has an attacking SUB, the attacker MAY, at his discretion, roll for the SUB first. If the SUB hits, he MAY request that the defender declare the casualty before continuing with the battle.

7. If a naval battle has a defending SUB, AC loaded with aircraft, or loaded TRNs and any of these units can survive the particular round of battle, the attacker MUST pause and ask the defender to identify the casualties prior to rolling the next round. If the defending SUB survives then the defender will indicate the sea zone to which it will withdraw.

8. If an attacker elects to remove a non-default piece from his attacking force AFTER the final roll of a battle he must inform his opponent he is doing so prior to rolling the first round of the next battle. This can easily be included in the comments section of the next roll. A separate mailing is not necessary. If a player fails to do this, that battle will be void and must be rerolled.

9. If the battle is an amphibious assault, the attacker must declare which sea zone the transport/s are in prior to rolling the battle. If this is not done, the battle will be void and must be rerolled, with the correct location of the transports divulged prior to
rolling.

10. The attacker will then send a final e-mail indicating the results of combat, his non-combat moves, a map update (This is a list that contains all territories that said country has units in and/or possesses; or possibly an updated McD file), and give a territory and IPC count.

a. In the event of a discrepancy between the non-combat moves and the map update, the non-combat moves take precedence
b. Please use units to distinguish between territory count and IPC count, i.e. UK 30/$32