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Entry # Time Turn Player Title Entry
32 11/2/2020 2:15:00 PM Master ID = 26832 Game Deleted
31 11/2/2020 11:27:00 AM Turn 1 Allies Message you can delete this game.
30 11/1/2020 10:00:00 PM Turn 1 Allies Message I would have stuck in for a 6 turn game but this is just too long a commitment to go in with a fundamental disagreement on procedures. good luck on future games.
29 11/1/2020 9:58:00 PM Turn 1 Allies Message i have plated 1000s of games by e-mail in none of them do you do the die roll your own dice it just causes too many problems .
28 11/1/2020 6:13:00 PM Turn 1 Allies Message I think I must gracefully bow out as I disagree with you rolling the dice and all the extra mailings, it just isn't required and I play a lot in Tourneys and it is backward from how I have done it you decades.
27 11/1/2020 6:08:00 PM Turn 1 Allies Message Once the die is dropped, it stands. Not if you had the odds wrong. Or I added Air or artillery. I missed the -1 mark .
26 11/1/2020 6:02:00 PM Turn 1 German Message No sir, you are wrong.

My attack is clearly noted as 6:1/-1 in both text and on the map.

Once the die is dropped, it stands. Of course ! I would rather clear up any ambiguities before rolling however, which is why I have asked you to let me roll my own dice.






25 11/1/2020 5:30:00 PM Turn 1 Allies Message you owe me a flipped Unit for the FF

you can resolve both attacks my 402 will go to unit in 0817, 1019 is 6;1 -1 Flank
24 11/1/2020 5:27:00 PM Turn 1 Allies Message IF YOU ROLL THE DICE AN MAKE A MISTAKE IT STANDS, JUST FOR EXAMPLE YOU HAVE 1019 AT 6;1 WHEN IT ACTUALLY IS 6:1 -1 fLANK. If you had rolled i i could correct the odds to 6:1 -1 or stay with your roll>

There are resaons that it is done this way it is not jus another email it is two more I assign my artillery, send you resolbve send, I retreat send you advance send
Instead of I assign artillery, resolve, retreat send you advance send .
23 11/1/2020 2:54:00 PM Turn 1 Allies Die roll request Request: 6-sided die x 1

3


Message from Allies:
FF go rolls so far
22 11/1/2020 2:54:00 PM Turn 1 Allies Die roll request Request: 6-sided die x 1

4


Message from Allies:

I will send 174 and 133 to 28/112 attack 36:14 = 2;1
21 11/1/2020 2:53:00 PM Turn 1 Allies Message Ok opened the log file but the combat order is missing I see you use + markers for artillery,

I will send 174 and 133 to 28/112 attack 36:14 = 2;1
20 11/1/2020 2:24:00 PM Turn 1 Allies Message yes the non phasing player typically role the dice so he can check the odds and assign his artillery and he has to note retreat before the attacker can advance
19 11/1/2020 2:08:00 PM Turn 1 Allies Message I just looked thru the log file found no attack odds or artilley assignments ?
18 11/1/2020 1:55:00 PM Turn 1 Allies Message more attacks
17 11/1/2020 1:51:00 PM Turn 1 Allies Message Check out https://www.bitterwoods.net/
16 11/1/2020 1:50:00 PM Turn 1 Allies Message I have been playin in tourney so long that I follow those guidelines

Play By E-Mail Procedure
Deluxe Bitter Woods PBEM procedure

Sequence of Play and PBEM Message System

German Player Turn. Each phase is described in detail as follows:
a) Mutual Supply Phase. The German player checks the supply status for all units in play and denotes out-of-supply units with an OOS marker. The German player checks the Allied player end of turn message from the last Allied turn to determine, if the Allied player has scheduled supply air drops for this Mutual Supply Phase. If necessary, the German player places Air Drop markers. The German player sends for internet die roll(s) for German units subject to Surrender.
b) Allied Interdiction Phase. The German player checks the Allied player end of turn message from the last Allied turn to determine, if the Allied player has scheduled air interdiction for this phase. If necessary, the German player places Aircraft markers.
c) Random Events. If this is a Random Event turn, the German player sends for an internet die roll to determine the random event. The Random Event rolled will be immediately reported to the Game master.
d) German Special Movement Tactic E-Mail. When there will be a German challenge of US Air Interdiction, the German player will first e-mail the involved unit’s move to his opponent, listing all units placed in reserve in the email. The Allied player will then request the internet die roll(s) to resolve the movement attempts. If there are no German special movement tactics, this message phase will be skipped.
e) German Movement E-Mail. The German player sends his movement, listing the final locations for all units at the end of the movement phase, plus notation for units placed in Reserve, units repairing bridges, and units building Improved Positions and Forts. The Allied player checks the move for errors. This German Movement E-Mail also includes a list of bombardments, attacks, and angriffs, which could be all attacks OR the first set of attacks to be resolved with a note alerting the opponent that there may be more attacks after the first set is resolved. Attacks must list the units involved, any air or artillery support allocated by the attacker, and odds as calculated before Allied artillery or air support is added. Do NOT send for combat rolls at this point.
f) Allied Defender Response E-Mail: The Allied player sends his air and artillery support allocation to the German player listing the recalculated odds and simultaneously sends for die rolls for all listed combats. All die rolls must be resolved in the order listed by the German player – no exceptions.
g) Combat Results E-Mail: The Allied player lists the combat results together with any retreats or losses applied to his units (taking into account, as much as possible, the advances by the German in prior combats). Advances after combat in earlier attacks will sometimes cause the elimination of retreating Allied units.
h) German After Combat E-Mail. The German player lists any advances after combat and any exploitation movement.
i) German End-of-Turn E-Mail. The German player lists any bridge demolition attempts and any bridge construction with bridge construction move across a river with any accompanying units. The German player simultaneously sends for demolition rolls.
Note, that the German After Combat E-Mail and the German End-of-Turn E-Mail may frequently be combined, when the situations are not complicated.

Allied Player Turn. Much of the Allied player turn is similar to the German player turn and much is not. Each phase is described in detail as follows:
a) Mutual Supply Phase. The Allied player checks the supply status for all units in play and denotes out-of-supply units with an OOS marker. The Allied player sends for internet die roll(s) for Allied units subject to Surrender. There is no Allied supply air drop during the Allied player turn.
b) Interdiction Phase. There is no Interdicti
15 11/1/2020 1:44:00 PM Turn 1 Allies Message Attacking units and column shifts/drms are noted in the VASSAL file.

Easier to follow if all in one place without having to open 3 files

14 11/1/2020 1:43:00 PM Turn 1 Allies Message I figued it out from the odds
1. D4 1011
2. 1D3 0911
3. D4 1431

13 11/1/2020 1:40:00 PM Turn 1 German Message Do you mean the non-phasing player rolls the dice and then resolves the result ?

Attacking units and column shifts/drms are noted in the VASSAL file.

12 11/1/2020 1:37:00 PM Turn 1 Allies Message I also need to know what artillery you used and the raw odds say 42;8= 5:1
11 11/1/2020 1:35:00 PM Turn 1 Allies Message Typically the no phasing player resolves combat after assigning their Artillery. I am to assume that unless stated otherwise all adjacent are attacking
10 11/1/2020 12:23:00 PM Turn 1 German Die roll request Request: 6-sided die x 3

2
2
1


Message from German:
vs. 99/393 ... 4:1/0
vs. 99/394 ... 5:1/0
vs. 28/109 ... 3:1/-1
9 10/31/2020 6:21:00 PM Turn 1 Allies Message Of course without the die roll results,
8 10/31/2020 6:20:00 PM Turn 1 Allies Message
Looking for your attacks listed something like this !

1. 0533 vs 0532; 16:8 river = 1:1 -1 ER D2
2. 0831 vs adj + all Arty; 28:14 river = 1:1 -1 ER SU
3. 1129 vs ADj; 21:10 river = 1:1 -1 ER SU
4. 1424 Surprise 5-6 NO
5. 1424[IP] vs adj less bridger+766+5PZA; 50:10 broken = 4:1 or 5:1 D2
6. 1220 surprise 5-6 YES
7. 1220[IP]+333rd vs adj+401; 36:9 = 4:1 D4
8. 0817 surprise 5-6 NO
9. 0817[IP]+174th vs adj; 28:9 broken = 2:1 -1 flank D2
10. 0710[IP] vs adj+402; 25:5 forest = 4:1 D1
11. 0906[IP]+406th vs 17NW+326/751+406+6PZA; 20:10 broken = 1:1 CA
7 10/31/2020 8:57:00 AM Turn 1 German Message Yup, sorry !
I will move them back a hex to make it legal. Sorry !
6 10/30/2020 10:13:00 PM Turn 1 Allies Message It cost 17NW 4 MP to reach 1004 , too far!
5 10/29/2020 5:26:00 PM Turn 1 Allies Message see how easy it is to communicate?
4 10/29/2020 4:15:00 PM Turn 1 German Message Ha !
Amsterdam may be a reach.
If I make it to ANTWERP, I'll buy the beer !
3 10/29/2020 4:09:00 PM Turn 1 German Message Thank you, sir ! Looking forward to a good game. If I make it to Amsterdam, I'll buy the beer !
2 10/28/2020 9:17:00 PM Turn 1 Allies Change Player 1 player Player 1 player changed from Michael Mitchell to Michael Mitchell
1 10/28/2020 9:17:00 PM Turn 1 Allies Message Welcome Alan our game is set up

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