Victory in the Pacific
Universal PBEM Rules of Play

Last Updated on April 27th, 2010

Format

Participation: The GM will confirm all participants during the two week period prior to each round. Failure to confirm participation during that two week period (from the 1st to the 15th) will result in being dropped from the tournament. Confirmation prior to the two week period will be disregarded. The length of the game period is such that one may experience unexpected life changes while waiting for the next round; this policy is designed to minimize the number of stranded opponents. Note: If your life circumstance changes in the middle of a game, please resign gracefully rather than disappearing.

Ties: Tie games will be counted as Allied victories for tournament purposes.

Adjudication: Three days prior to the beginning of the next round (on the 12th unless otherwise designated), players should forward the complete status of their game (location of all ships and units, control of bases, ports, and areas, PoC score, bid, rules adjustments being used, comments, etc.) in a combination of text and VASSAL files to the GM. Two members of the tournament (or other PBEM competition) will be asked to adjudicate unfinished games. In the event of disagreement between the two, the GM (or a third player should the game involve the GM) will act as tie-breaker. The results of the adjudication are final for both AREA and tournament purposes. Games which have not finished combat on Turn 5 and are not decisive victories for one side or the other (e.g., Pearl/Samoa taken or Saigon under USN control) will be ruled in favor of the faster-playing opponent unless both players cannot determine who delayed the game most, in which case the game will be ruled a draw.

A.R.E.A.: All games will be AREA rated. Tie games will be reported to AREA as draws. The status of all games will be available online at http://www.gameaholics.com/vitp_tournament.htm. Results will be passed on to Glenn Petroski, the AREA administrator. Glenn will automatically assign an AREA# and starting rating of 5000 to anyone without one; there is no cost for the service. Players do not need to contract Glenn directly and should not report results independently.

Dice

Players may use any mutually agreeable method of rolling dice. There are three dice servers which have been certified for use in the PBEM tournaments which may be used by any player at his sole discretion.  These dice servers include:

  1. newdice@dartmouth.East.Sun.COM
  2. vitpdice@dartmouth.East.Sun.COM
  3. http://dice.kenware.com/

Help for the first two can be obtained by emailing a blank message to the address shown.  The third one uses a fairly self-explanatory form to request dice.  I recommend trying each by yourself before using it in a game.  Other dice servers may be used only if both players agree beforehand.

Players are encouraged to have the selected dice facility email a copy of the results to dice@gameaholics.com. These results will be archived for two weeks. If, for whatever reason, a player does not receive or misplaces his copy of the results, the GM will supply the copy sent to the dice archive upon request. For dice rolls to be valid, the results must be received by at least one of the players and the archive (dice@gameaholics.com) or by both players.

Minor Rules Adjustments

Prior to the first bid, both players may optionally agree to use one or more of the following nine minor rules adjustments (each of which benefits the USN) or the Normal Turn One variant:

1. I-Boat Raid: On Turn 1 any I-Boat assigned to the Hawaiian Islands is part of the Pearl Harbor raid force and may only target ships which leave Pearl Harbor.

2. CPO Withdrawal: After the Location Uncertain rolls on Turn 1, both sides (beginning with the IJN) may freely withdraw from the Central Pacific Ocean before the first round of battle with no pursuit. USN ships using this free withdrawal must base in Pearl Harbor; USN ships that fight and survive may base wherever they wish. If the IJN uses its free withdrawal, USN ships may not base at Midway. The I-Boat may not shoot at ships using the free withdrawal.

2a. North Pacific Option: Place a US flag in the North Pacific Ocean at the start of the game. On a Location Uncertain roll of 1, the USN player may choose to place the group in either the Central Pacific Ocean or North Pacific Ocean.  The Allied player must choose before rolling for any subsequent Location Uncertain Group.  All Location Uncertain Groups appear as raiders.  If Adjustment #1 is also used, the I-Boat may not be placed in the North Pacific Ocean.

2b. Individual CPO Withdrawal: After each Location Uncertain roll of "1", the USN may freely withdraw the associated group with no pursuit.  USN ships using this free withdrawal must base at Johnston Island.  The Allied player must choose before rolling for any subsequent Location Uncertain Group.  Any groups that do not withdraw immediately do not have another chance to retreat prior to the end of the first combat round (per normal rules).

3. Reinforcement Flexibility: Each USN reinforcement may elect to appear at either Pearl Harbor or Samoa.

3a. Free Pearl Harbor: The Turn 3 reinforcements which arrive at Pearl Harbor may move through the Hawaiian Islands on Turn 3 as if the area were uncontrolled regardless of the presence (or absence) of an IJN Control Flag. Other USN forces are restricted normally.

3b. Pearl Harbor Escape: If there's an IJN Control Flag in the Hawaiian Islands during Turn 3 movement, Turn 3 Pearl Harbor reinforcements may also move to the U.S. Mandate.

4. San Diego Repair Yards: After the basing phase, any floating USN ship (i.e., with damage less than or equal to its armor factor) may be withdrawn from the map.  Such ships miss the following turn and then return, fully repaired, with the next turn's reinforcements.  For Example:  Saratoga, based at Guadalcanal with 3 damage points, is removed at the end of Turn 2.  She misses Turn 3 and returns, fully repaired, at the start of Turn 4 to Pearl Harbor (with all of the other reinforcements) or to Samoa (if Pearl Harbor has fallen).

5. West Coast Bases: USN ship reinforcements arrive as raiders (during raider movement) in either the Hawaiian Islands or the U.S. Mandate in the event that both Samoa and Pearl Harbor are Japanese-controlled. Marines arrive during the amphibious unit movement phase but are also limited to the U.S. Mandate and Hawaiian Islands.

These adjustments and the Normal Turn One variant are used only if BOTH players agree. If you wish to use any of these adjustments, notify your opponent of the option (or combinations) which you'd like to use. If your opponent agrees, the adjustments apply to your game and bidding may proceed accordingly. Notify the GM of any adjustments agreed upon once bidding is complete.

Determination of Sides

Sides will be determined by bidding. The player positioned lower on the ladder or seeded lower in the tournament gets to name his preferred side and a PoC amount (if any) he is willing to give or take in order to play the preferred side. The other player can accept the bid and play the non-preferred side or bid a higher amount of PoC he is willing to give or a lower amount of PoC he is willing to take for the preferred side. PoC bids must be in zero or positive whole or half PoC amounts and change by at least 0.5 PoC. The bid is applied to the final score. The IJN player should notify the GM immediately once sides and the bid are determined (along with any adjustments being used).

Examples

  • Giving PoC: The lower positioned player says, "I'll bid 3 PoC to play the IJN." His opponent can take the three PoC and play the USN or bid a higher amount. He decides to bid 3.5 PoC for the IJN. This continues until one accepts the PoC incentive. At the end of the game, the bid is applied to the score to help the one who accepted the incentive.
  • Taking PoC: The lower positioned player says, "I'd like to play the USN if you'll give me 5 PoC." His opponent can play the IJN if he's willing to give the USN player five POC at the end of the game or he can bid for the USN by proposing to take a lower PoC amount. He decides he's willing to take the USN for 3.5 PoC. This continues until one accepts the IJN and gives the USN the agreed upon amount of PoC. Note: If the amount goes to 0, this type of bidding could become a positive bid for the USN (where the USN player gives PoC to the IJN player).

Rules of Play

The Second Edition rules together with all current Questions & Clarifications will be used.

The sequence of play is altered as follows (each step corresponds to an individual PBEM mailing). Die rolls required at a step are shown in parenthesis.

1. Japanese - Patroller Movement & Repairs (Speed Rolls)
2. Allies - Patroller Movement & Repairs (Speed Rolls)

Repeat Steps 3 & 4 until all LBA have been placed:
3. Japanese - Placement of one or more LBA within the following restrictions:

  1. Maximum Number of Placements:  Total available LBA divided by two, rounded up.  (Example:  The IJN has 5 LBA and, therefore, must place them in a maximum of three placements -- at his discretion these could be 2/2/1, 3/1/1, 2/1/2, 1/1/3, or any other combination of five LBA in three or fewer placements.)  LBA placed during patrols do not count as a placement (e.g., our example IJN placed two LBA with his patrols such that he can now place his final three LBA in three separate placements if desired).
  2. Number of LBA Placed:  Enough to exceed total Allied LBA placed by one or have placed all LBA.
  3. Conditional Placement:  When placing multiple LBA, the IJN may make additional LBA placement conditional on any Allied LBA placement that would have preceded it in the face-to-face game (e.g., the sixth IJN LBA conditional on the 5th Allied LBA).  The IJN must include a condition for all possibilities (or a default).  Be aware, however, that such a condition effectively allows the Allied player to choose the option he finds most attractive.

4. Allies - Placement of one or more LBA within the following restrictions:

  1. Maximum Number of Placements: One for each IJN Placement
  2. Number of LBA Placed:  Enough to equal or exceed total IJN LBA placed or have placed all LBA.

5. Japanese - Movement of amphibious units
6. Allies - Movement of Marines
7. Japanese - Raider Movement (Speed Rolls)
8. Allies - Raider Movement (Speed Rolls), location of F-Boat & optionally perform any parts of Step 10 desired
9. Japanese - Announce order of combat, all day/night preferences & location of I-boat.  Notes: 1) All areas with combat, amphibious units, or potential air raids must be named.  2) Even though combat is fought simultaneously, every area is treated as if it finished in the order designated by the IJN.
10. Allies - Announce all day/night preferences and which (if any) carriers will use gunnery factors should a night action occur (Day/Night rolls).  Announce the order of combat for any area overlooked by the IJN player (such areas must follow the areas specified in the IJN combat order).

Repeat 11-16 until all combat is finished (including air raids permitted by order of combat):
11. Japanese - (Day/Night rolls) & Round of Fire (Attack/Damage rolls)
12. Allies - Round of Fire (Attack/Damage rolls) & optionally perform any parts of Steps 14 and 16 desired
13. Japanese - Announce basing for all disabled ships & successfully withdrawn ships.  Round of Fire (Attack/Damage rolls) for the night portion of any area where the action was "day followed by night."  Optionally conduct any parts of Step 15 desired.
14. Allies - Announce basing for all disabled ships & successfully withdrawn ships.  Round of Fire for the night portion of any area where the action was "day followed by night" & F-boat attack (Attack/Damage rolls).  Optionally conduct any parts of Step 16 desired.
15. Japanese - Announce basing for ships disabled in the night portion of the action, I-boat attack (Attack/Damage rolls), any withdrawals, amphibious unit landings, any pursuit of previously announced Allied withdrawals, & all day/night preferences
16. Allies - Announce basing for ships disabled in the night portion of the action, any withdrawals, amphibious unit landings, any pursuit, all day/night preferences, and which (if any) carriers will use gunnery factors should a night action occur (Day/Night rolls).

Notes:
  • All combat is fought simultaneously but is considered to have finished in the order specified by the Japanese player in Step 9. Air raids commence as soon as battles designated earlier in this order are complete and may target only those units in port as a result of areas designated earlier in this order. As a consequence, each side will have to keep track of where the ships in each port came from when air raids are possible.  Simultaneous conduct of battle is not optional; however, in cases where an area designated earlier in the order (Step 9) can affect the combat in a later area, there are some exceptions which include:
    • Amphibious Unit can disable LBA
    • Amphibious Unit can reinforce a threatened base
    • Amphibious Unit can eliminate an enemy Amphibious Unit defending a threatened base
    • Air raid on Amphibious Unit could allow Base conversion
    • Flag isolation effects would alter tactics with respect to amphibious units
    The exceptions to simultaneous combat specifically do not include:
    • Basing Decisions (whether from withdrawal or disable results)
    • Attrition Outcome
    • PoC Outcome
    If an allowable exception applies and it would alter combat in the later area, notify your opponent -- stating the reason for the delay.  The later area (Step 9) can then be delayed until the pertinent effects of the earlier area have been resolved.
  • In the event of an American withdrawal, the Japanese day/night preference for the area is ignored and the Japanese player will specify any pursuit and day/night preference(s) in his next Step 15.
  • Amphibious unit landing must occur in steps 15-16. However, such units may wait to land until the step 13 or 14 following the last round of combat in any area.  An amphibious unit which has not landed by the step 13 or 14 which follows the final combat round in its sea area may still land following combat rounds in other sea areas; however, such landings are considered to have taken place during basing (i.e., after control flags and POC have been awarded).

17. Japanese - Return ships to base, place arriving reinforcements and returning amphibious units, handle removals, and send any desired commentary to the GM.
18. Allies - Return ships to base, place reinforcements and returning amphibious units, handle removals, and send any desired commentary to the GM (including, at a minimum, the score and turn number).

The steps delineate what each player is expected to accomplish prior to their opponents action. However, within the limits of the 2nd edition rules, players are free to accomplish the step in parts which allow them to see the results of one of the actions before proceeding with the next. For example, in Step 11 the Japanese player would request dice rolls for the day/night determination, view the results, and then immediately proceed to order his attacks (which, if desired, he may send to the die roller one at a time in the order of combat designated in Step 9).  In such a case, the Allied player should wait until all facets of the IJN step are complete before taking any action.

It is expected that players will skip steps where no action is needed or combine steps when they can take more than one at a time (e.g., Japanese LBA, NLF, and Raider placement on Turn 1).  Players who wish to tip their hand are free to move units earlier than necessary in the sequence of play.  For suggestions of optional ways of speeding play, refer to Fast, Enjoyable Email Play.

Turn 1

For speed of play, turn one follows a slightly modified sequence of play. Namely, the first round of air raids on Pearl Harbor and in Indonesia is conducted together with placement of the Japanese Patrollers (including all LBA and raiding-side-up aircraft carriers which will use their airstrike factor to air raid Pearl Harbor and Indonesia). The second round is conducted with the placement of Japanese Raiders and the I-boat. The Japanese then announce their intent to withdraw from the Hawaiian Islands or not. Placement of the Location Uncertain groups is handled with the speed rolls of the Allied Raiders.  The I-Boat, if any, is then resolved.  After the I-Boat, the Allied player makes the decision to stay or withdraw from the Hawaiian Islands.  Any remaining combat is handled normally beginning with step 9.

Code of Conduct

Timing/Delays - Please discuss how often you plan to move and what time of the day you usually move with your opponent to minimize the delays between responses. Not only will this ensure that your game finishes within the allotted period, but your game will be more energetic and exciting. Games where both players complete a step every four days on average should be able to complete a full eight turn game in 3-4 months. It is understood that vacations, work, deadlines, family, emergencies, etc. will affect response times. Simply notify your opponent when your response will be excessively delayed (e.g., more than two days longer than normal). Long absences without notification will be strongly considered if a game must be adjudicated.  If "real life" will delay the game too much during a round (e.g., four weeks or more total) to allow completion of the game, a player should apologetically and promptly resign from the game.  Do not sign up for a round if you anticipate such delays.

Shortcuts - Each opponent you'll play is unique and has some eccentricities.  At the start of each game, it's recommended that you discuss what shortcuts you're willing to allow and which your opponent will allow.  Examples: 1) Many players are OK with the second player who announces day/night preferences rolling for both sides.  2) Many players are OK with an opponent rolling attack dice for him when there are no target selection options (e.g., one cruiser vs. one or more cruisers).  3) Some players are OK with proceeding with each area as quickly as possible (e.g., rolling attacks in areas where players preferences are the same [often because there's no choice] at the same time as rolling the preference dice in other areas).  However, many players are not OK with these types of shortcuts -- and one should not assume anything contrary to the PBEM sequence of play.  Find out ahead of time!

Long Delays - If it has been a long time since you've heard from your opponent, I strongly encourage you to contact him, remind him of the current status of your game and what you perceive as being next, and ask if, for some reason, he's waiting on you. Email gets lost. People forget or get busy. Inbaskets get piled high. Real life happens. I know I appreciate a "check in" from my opponents occasionally. On the other hand, if you moved ten minutes ago, it's probably best to wait a couple of days before checking in! No one wants to be badgered, but we can all use a little encouragement from time to time!

Errors - We're all human, and we all make mistakes especially when we're in rush.  Unfortunately, some of these errors will occur during our Victory in the Pacific games.  If an illegal move or obvious mistake is made, notify your opponent and allow him to correct his error. In the event that an error is not noticed until after the response, it stands. If an attack is in error, the entire attack for that area must be re-done and re-rolled. Again, if it is not noticed before the response, the error stands. Failure to take an optional action with a unit is not considered an error, but rather a choice. However, as much as possible, please extend opponents the opportunity to correct such omissions.

Assumptions - If a player makes an assumption about his opponent's move rather than verifying it directly with his opponent, he becomes subject to whatever his opponent believes he did when the error is discovered later.  Example: Suppose a player doesn’t list a ship during basing and his opponent decides to place it in Pearl Harbor because that seems most likely.  Later, his opponent moves the ship as if it had been based in Australia.  If it could have legally based in Australia, the move must be allowed.  Don’t assume – verify!

Courtesy - Having said this, remember that the point of the PBEM VITP competition is to have fun and improve our skill -- not to win on technicalities. Please give your opponent every benefit of the doubt and extend every courtesy you yourself would appreciate. Get to be friends, work together, and have fun!

Playing Aides

The default medium for exchanging moves is VASSAL.  VASSAL was selected because 1) it and its modules are free, 2) it runs on Windows, Macintosh, and Linux, 3) it runs online for anyone with an internet browser, 4) it has an intuitive, easy-to-learn, full-featured interface, and 5) the developer plays in our tournaments and responds quickly to enhancement requests.  No other software utility offers more than two of these benefits.  A detailed installation tips and introduction to VASSAL for VITP guide is available here.

The term "default medium" means that VASSAL is used unless both players agree upon a different medium.  As a result, you may not sign up to play unless you're willing to use VASSAL upon request. Failure to use VASSAL upon request constitutes withdrawal from the tournament and an AREA-rated loss.

Other electronic playing aides that I'm aware of include The Wargame Processor (fee for system but not modules), Aide de Camp II (fee for system and many modules), and Cyberboard (donation recommended for system but most modules are free). Some other aides include an html scorecard created by Bill Burch, a Microsoft Excel scorecard created by Darren Kilfara, a draw document with the VITP map and pieces available from Bill Thomson, and a text file created by the GM..

Graphic images (not game files) from all of these aides are acceptable for game reports.


Victory in the Pacific® is a registered trademark of The Avalon Hill Game Company.