RULES of COMPETITION

Warning!
The way to enjoy this game best is to abide by the rules.
Most players do that, but it is only fair to mention that there are methods in place to detect illegal play.
Such cases will be exposed, and the player will be rejected by the international community of PBEM clubs.



Rules of Duty:

The logic behind the rules

  • All commanders are responsible for keeping their Service Status up to date.
    You can change your Service Status by logging on and selecting On Duty or On Leave in your Profile.
    While you are On Leave you can finish any games in process, but you may not challenge any other player.
    If your leave is longer than 7 days it is possible that you may lose some positions by default.
  • Requests for Relief of Local Command have to be made by Relief of Command Request.
    This is an option to you if you find it difficult to defend all your commands in the time you can spend with the game.

The logic of our Rules of Duty:

Why Service Status?
Because if your name is not marked as On Leave you may receive challenges and/or attacks that you cannot respond to, and subsequently have to be defaulted.

Why Relief of Local Command requests?
You may want to give up some or all Local Commands for personal reasons.
For instance, you may not have enough time for defenses, and rather than losing your command by default you may resign from it, keeping your record honorable.



Rules of Combat:

The logic behind the rules

  • All moves are considered final.
    This means that you can never cancel any unit's move, nor reload your turn to replay it.
    It also means that you cannot move into range to review the combat forecasts and retreat in case you decide against attacking.
    The only option you have after moving into range is whether to fire or not.

  • Original equipment files are standard.
    Other than original equipment files can be used in case both players are in agreement on it.
    To upgrade for  PBEM the SSI 1.02 is permissible, but the PG2UK102H
    (H-patch) is club standard.
    See instructions under Modifications.
     
  • Prestige settings as listed on the club scenario tables
    have to be used by both players.
     
  • Turns have to be named properly and the files zipped up for mailing.
    Winzip is standard unless both players agree on different compression.
    In case of disagreement on file naming the following standard applies:
    Your turn file name has to include at least the following: your name/scenario/turn# and side.
    Example: Oddball_Madrid01A (Player=Oddball, scenario=Madrid Offensive, turn and side=first turn of Attacker)
     
  • Each game has to be original.
    No "stock turns" are allowed to be used.
    You must start each game from scratch, and not send the same opening to several opponents.
    To show that your opening turn is original and to make sure the correct settings are used you should put a personal message in the chat box, for instance:  250:100  Good luck, Jim Oddball!

  • Transgressions should be reported, with the turn attached. 
    Although we do not anticipate to have any cheaters in The Battle Group it is only fair to note that there are several ways to discover irregularities.
    If found valid, the player will be either warned and his game declared a forfeit, or he will be relieved of his commission, depending on the case.

The logic of our Combat Rules:

Why are all moves final?

Because finality is a fact of life and war.
We try to make the play as realistic as we can, and taking back (canceling) moves would defeat the need for genuine reconnaissance.  This also means that  you cannot move into firing range for checking on combat forecasts, and cancel the move in case you don't like the numbers.  The only option you have after moving into range is firing or holding your fire.  From a technical point of view, the combat forecasts are often very misleading anyway, which means that by weighing the odds very carefully yourself before moving into range you save yourself the frustration of being conned into an attack that gave very disappointing results.

Why original equipment?

There are many add-ons in circulation, some better and some worse, and we need to have uniform standards for the tools we are using in the game.  Everyone should have the original SSI files, which makes them a natural to use.   It is permissible to use other equipment files only if both players are agreeable to it, but no challenge should be made subject to such request.

Why certain prestige settings?

This is not really an important point, because the format of the "duel" assures equal chances for both players at any setting.  However, experience has shown certain settings to balance the scenarios better and make for more interesting battles from both sides.

Why standards for compression and file names?

As long as both players are in agreement with each other on what to use no standard is needed.
However, no member should be forced to accept another member's preference, and the above standards are binding for both.

Why not use the same game opening again?

Because this would defeat the principle of chance, which is part of the game.
Some openings are luckier than others, and you have to take the good with the bad.

 

Challenge Ladder Rules:

The logic behind the rules

 

  • This is a basic Pyramid Ladder, with ranking from left to right.

  • You can challenge anyone to the left on your level or anyone on the level above you,
    or without restriction if you are a General Staff member.

  • New players can challenge each other and will both be added on bottom of ladder.

  • You may make unlimited simultaneous challenges. 

  • You may only use Challenge Scenarios.

  • Playing format is "Duel".

  • Challenger sends opening turn and registers game.

  • Challenger takes higher position if not responded to for one week.

  • Victor takes or keeps higher position of the two opponents.

  • Club Rules of Combat apply to all games.


What's a PYRAMID LADDER?

A pyramid ladder has one top position, 2 players on the second level, 3 on the third, and so on, in an ever widening arrangement toward the base.   This gives a greater choice of opponents of similar strength, while at the same time allowing faster advancement toward the top.
On our ladder you are allowed to challenge anyone on your level, as well as anyone on the level above you. 
In order to avoid too limited a choice of opponents you can challenge anyone above you if you are on the General Staff (on level 4 or higher).
This means that even the Top Dog is accessible by 10 challengers.

This is what a pyramid ladder looks like:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

and so on...

 
What's a DUEL?

Most scenarios favor one side or the other to some degree, and therefore the "duel" is the fairest, and most balanced form of playing this game.

The "duel" is a form of what is called a mirror game, in which both players have to play both sides. However, mirror games are played several different ways, and each player may win with one particular side, resulting in a draw.

A "duel" is played with both sides simultaneously, and results in only one victorious player.

This is how it is done:

1. The challenger (as the attacker) sends the opening turn to his opponent.

2. The opponent responds to the opening turn, also starts a new game of the same scenario as the attacker, and sends both.

3. Now the challenger received the response to his opening, as well as the mirror game opening.
He answers with the second turn as attacker, and his first turn response as the defender.

4. From here on every player will play both sides every time, until one side achieves a victory with one side.
Should both players win one game in the same number of turns, several levels of tie breakers can be used to determine the winner of the duel:


1. Total kills,
2. Centers under control,
3. Prestige points left.

The logic of our Ladder Rules:

Why a Pyramid Ladder?

We could of course use a regular vertical ladder as well. 
But a pyramid has some advantages, and reflects more naturally the playing strengths of the competitors.  It separates the stronger players in an ever narrowing top, while at the same time allowing a newcomer to advance rapidly into higher levels.

Why only "Challenge Scenarios"?

Hundreds of custom scenarios have been developed by users, and it would simply be too difficult to leave this area unregulated.
It cannot be expected from all members to have all user scenarios installed on their computer,  or to install a new one every time someone comes along with one.
This is not to say that there are not many worthy candidates for inclusion, and we will from time to time do so.

Why "duels"?


The "duel"  is the absolute fairest format to both players, for all scenarios.
It precludes any arguments, justified or not, over one side being at an advantage over the other.

Why  a time limit?

The purpose of the ladder is to reflect current positions of strength.
This rule avoids the potential problem of inactive members blocking the advance of active ones.
You can challenge as many players as you like simultaneously if you can handle all the games, and you may have to defend your position against more than one challenger at a time.
Yes, war is hell!

Why "Rules of Combat"?

Well, this one does not need much justification.
If we want to play, we have to have rules to govern or games.


In practical terms, here is how you should go about challenging someone:

  • Pick a scenario from the list of "Challenge Scenarios" and play the opening turn.
    (don't forget to set the right prestige percentages!)
  • Look at the ladder to find out whom you are entitled to challenge.
    (anyone to your left or on the level above you, or anyone if you are on the General Staff).Click on the name and issue your challenge by email, including the turn attachment.
  • Go to the "Game Registration" page and register your challenge.
  • If your opponent does not respond for more than one week, report your default victory.

Local Commands Rules

The logic behind the rules

Each scenario on the table of Local Commands will have the commanding general listed next to it. 
To gain command of a scenario you must first conquer it.

  • You may attack any Local Command, as explained by method A or B below.
  • You may make unlimited simultaneous attacks on different Local Commands

  • Victorious player takes or keeps command of scenario.

  • Defenses of a Local Command are one at a time.

  • Attacker takes command of scenario if not responded to for one week.
  • Club Rules of Combat apply to all games.

This is how it is done:

There are two ways to become commanding general of a scenario:

Method A. -  Attacking an occupied scenario:
In Local Commands you will find all scenarios, and their current commanders listed next to them.
In Game Registration / Local Attack you will find those scenario listed which are currently not under attack.
Select the one you you wish to conquer, register it, and mail your opening turn to the current Local Commander.

The defending player responds with the defender's turn only - this is not played as a duel.
If your attack is successful register the Game Result in Game Registration, and you will replace the commander of the scenario.
If the scenario was defended successfully, the defending commander registers the Game Result in Game Registration, and remains in command of the scenario.

Method B. - Attacking an unoccupied scenario:

If the scenario is unoccupied it has the Artificial Intelligence (AI) of the computer listed in place of a Local Commander.
Register the game in Game Registration / Local Attack the same way as in method A.
You may play the scenario against the AI to gain control of Local Command.
Upon successful attack save the game before taking the last VH, mail it to the administration for proof of victory, and register the Game Result in Game Result Report.
You will then be installed as Local Commander.

Defenders Awards:

Successful consecutive defenses of the same scenario will be awarded by the following point system:
 
Against Local Attack of any scenario: TV=1point / V=2 points / BV=3 points
Against Campaign Attack of first scenario of campaign:

TV=1point / V=2 points / BV=3 points

Against all other Campaign Attacks:

TV=2point / V=3 points / BV=4 points

Three awards are available for defense:
 
For 5 points:

Commendation for Defense

For 10 points:

Tenacious Defender Award

For 15 points:

Brilliant Defender Medal

The logic of our Local Commands Rules:


Why Local Commands?
Most players have favorite scenarios, battle scenes they feel they are particularly good at, and this is an opportunity to prove it.

Why not played as "duels"?
To provide an option for those players who for one reason or another choose not to play duels.
If one likes the concept of the duel he can in effect make this a duel by attacking immediately in case of an unsuccessful defense.

Why only one attack at a time?
You can attack as many players as you like simultaneously, but you need to defend your command post only against one attacker at a time.
The reason for the defense limitation is that only one commander at a time can take over the local command, and in case of multiple attacks these could be in conflict.

Why  a time limit?
The purpose of local commands is to reflect current positions of strength.
This rule avoids the potential problem of inactive members blocking active ones from taking command.


Why "Rules of Combat"?

Well, this one does not need much justification.
If we want to play, we have to have rules to govern our games.

 
Campaign Rules

The logic behind the rules

  1. The scenarios of all official campaigns are available for attack as "Local Commands".
    A successful campaign attack against a Local Command will result in a change of command of the scenario, and will install the campaigning player as Local Commander.
    Failure to conquer a Local Command does not require you to abandon the campaign, but allows you to attack the same Local Command again (you may have to wait your turn if the scenario is under current attack).
     
  2. Any scenario which is not occupied by a player as Local Commander will be defended by the A.I. (artificial intelligence).
    The Local Command table will indicate the condition of the scenario, and whether it is currently available for attack.
     
  3. The campaigning player must give up Local Commands before starting campaign.
    Player cannot occupy any scenarios of the campaign, and  must ask for Relief of Command for those locations before he starts.
     

The logic of our Campaign Rules:

In order to eliminate unoccupied scenarios I have modified the Local Commands rules to allow attacks against the AI as a means to gain Local Command of such scenarios.  

Since it is much more difficult to string together a series of victories against intelligent opponents, we modified the original campaign format by allowing repeated tries at the same scenario, rather than having to start the campaign from scratch each time you lose a scenario.

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