a. A sending error is anything that is incorrectly sent to your opponent in pre-combat.
b. Possible examples of a sending error would be indicating an incorrect number of units, incorrect types of units, too many units, not enough transports, etc.
c. If a player makes a sending error, the entire battle is null and void and no portion of the results may stand.
d. 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.
e. 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.
f. All other battles sent correctly will stand.
g. An example: 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.
h. If a battle is invalidated due to a sender error and the player chooses not to fight the battle with the correct number of units then those units initially assigned to fight may not move during non-combat.
2. Since the IAAPA Dice Server lists the dice in the order that they were thrown the new error correction guidelines will take this into account.
3. AA Guns
a. If an AA Gun is turned on accidentally (i.e. there was no AA Gun present) and the "ghost" AA Gun 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.4. BB Support Shots
b. Ghost AA Guns that miss are ignored until they hit. If they hit, resolve as per Section 3a above.
c. If an AA Gun was forgotten simply roll for the missing shots. If there were no AA hits then the original battle stands. If a forgotten AA gun scores a hit, 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.
a. If a BB support shot was forgotten simply roll for the missing shot. If it misses then the original battle stands. If it hits, adjust for the extra defending casualty and re-roll the remainder of the battle starting with Round 2.
b. If a person leaves the BB support shot on in Round 2, or turns it on in any subsequent round, then the generic ghost rule will apply. For every Round it doesn't hit then it is simply 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.
5. 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.
6. 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 dice. As an example, if there were supposed to be 4 attacking armored units and the player incorrectly entered 7 then the first 4 dice rolls will be used and the last 3 ignored. Then re-roll the remainder of the battle beginning with the next round.
7. If a player enters the wrong type of unit then its roll will be ignored and the correct unit will be rolled for. Exception: If the "wrong" unit attacks or defends at the same value as the "right" unit then the rolls will stand.
a. Example: A fighter is accidentally entered for a bomber. The fighter's roll would be ignored and the player would re-roll for the missing bomber.
b. Example: If 2 defending arm were entered instead of 2 defending infantry the rolls will stand.
8. In all cases unaffected rolls will stand.
9. If there is a dispute between listed non-combat moves and the map update the listed non-combat move will take precedence.