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The AHIKS MEMBERS' GUIDE INTRODUCTION This guide has been prepared to help ease new members into the Society as well as provide a ready reference of standard policies and procedures for the general membership. If your questions are not answered here, feel free to contact an Officer for further information. You can find current Officer contact information listed in each issue of The Kommandeur newsletter and in the "Members Only" section of the AHIKS Website located at www.ahiks.com. This is the Fifth (2014) revision edition of the AHIKS MEMBERS' GUIDE. The AHIKS Members' Guide is broken down into the following sections: Introduction Code of Conduct History of AHIKS The Kommandeur Newsletter Frequently asked questions Message from the Ratings Officer A Message from the Judge Message from the Match Coordinator Message from the Unit Counter Pool Officer How to Play by Mail (PBM) and Play by eMail (PBeM) More thoughts on error correction Instructions for use of the ICRK combat resolution key Completing a Game Set Match The Hard Core Option The Honor System Double Impulse Game System The Game Storage Cabinet Some of the information written here was prepared by non-AHIKS members and is used with their permission. Gary Gossett wrote the article "The Hard Core Options," and Don Eisan originally did the "Double Impulse Movement" system in a slightly different form for the General. The 2014 AHIKS Society Officers and members are recognized for sending updates to various sections of this fifth edition of the AHIKS Members' Guide, facilitating its production. CODE OF CONDUCT AHIKS was formed to provide a friendly, experienced, dependable, ADULT environment for PBM or PBEM of games. In order to maintain this environment, we must establish guidelines for the conduct of game play. The Constitution of AHIKS provides for the termination of membership for any player who is judged lacking in a minimum display of courtesy. Elsewhere in this Members' Guide, you will find suggested methods of play and recommended attitudes toward opponents; however, this code establishes the minimum BEHAVIOR demanded for play. Past experience shows that discourteous play

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Page 1: NEW MEMBERS GUIDE - AHIKS€¦  · Web viewIn 1982 we saw tireless Pete Menconi return to the job as Editor, while John Ratzenberger took over as President. Membership passed the

The AHIKS MEMBERS' GUIDE

INTRODUCTIONThis guide has been prepared to help ease new members into the Society as well as provide a ready reference of standard policies and procedures for the general membership. If your questions are not answered here, feel free to contact an Officer for further information. You can find current Officer contact information listed in each issue of The Kommandeur newsletter and in the "Members Only" section of the AHIKS Website located at www.ahiks.com. This is the Fifth (2014) revision edition of the AHIKS MEMBERS' GUIDE.

The AHIKS Members' Guide is broken down into the following sections:

IntroductionCode of ConductHistory of AHIKSThe Kommandeur NewsletterFrequently asked questionsMessage from the Ratings OfficerA Message from the JudgeMessage from the Match CoordinatorMessage from the Unit Counter Pool OfficerHow to Play by Mail (PBM) and Play by eMail (PBeM)More thoughts on error correctionInstructions for use of the ICRK combat resolution keyCompleting a Game Set MatchThe Hard Core OptionThe Honor SystemDouble Impulse Game SystemThe Game Storage Cabinet

Some of the information written here was prepared by non-AHIKS members and is used with their permission. Gary Gossett wrote the article "The Hard Core Options," and Don Eisan originally did the "Double Impulse Movement" system in a slightly different form for the General. The 2014 AHIKS Society Officers and members are recognized for sending updates to various sections of this fifth edition of the AHIKS Members' Guide, facilitating its production.

CODE OF CONDUCTAHIKS was formed to provide a friendly, experienced, dependable, ADULT environment for PBM or PBEM of games. In order to maintain this environment, we must establish guidelines for the conduct of game play.

The Constitution of AHIKS provides for the termination of membership for any player who is judged lacking in a minimum display of courtesy. Elsewhere in this Members' Guide, you will find suggested methods of play and recommended attitudes toward opponents; however, this code establishes the minimum BEHAVIOR demanded for play. Past experience shows that discourteous play breaks into three broad subject areas: timeliness of play, rules of play, and interpersonal relationships.

Timeliness of play: given the mature nature of the membership, we must expect some incidence of personal duties delaying game activities; although we prefer game moves to be returned (on the average) within 7-10 days, we recognize that this is not always possible. The primary thrust of our requirement for "timely" play is that you do reply to an opponent's move within reasonable bounds and (most important) inform him if you experience an unusual delay. For example, if two opponents agree to play on a two-week turnaround time, and one of them cannot get his move out by the end of two weeks, he should contact his opponent stating his estimate of how much longer he will take. A member who ceases responding altogether is automatically subject to dismissal from membership in AHIKS.

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Rules of play: AHIKS has gone to great lengths to ensure that games do not founder on a rules dispute: the AHIKS Judge is one of the basic services to the membership. With the addition of rulings summaries published for many games and with the rules for PBM error resolution contained in this Guide, there should be no reason for a difference of opinion on rules or procedure to persist. If, after the Judge has issued a ruling, a player refuses to abide by such a ruling, that member shall be subject to dismissal from membership. If a member fails to follow the instructions for play specified in this Guide; he may be subject to dismissal.

Interpersonal relationships: we do not require that you develop friendship for opponents (we prefer it, though). However, treating an opponent with insulting or degrading language will not be tolerated.

Over the years since its founding AHIKS has applied the above principles of conduct to all of its members. This resulting in the "weeding out" of undesirable opponents. Generally, you should not experience any of the above problems. But please realize how important your help is in maintaining our standard of "adult" conduct. First, observe the above rules. Second, encourage others to do so. Third, ask for action by your Match Coordinator or any Executive Committee Officer if any player fails to maintain these standards. Ignoring an opponent's violation of the above code simply results in his using the same behavior with other members, eventually reducing the enjoyment of our hobby by all members. It is the expected duty of all members of the Society to issue formal complaints to an officer of the Executive Committee whenever discourtesy is encountered in another AHIKS player in order to make sure that this does not happen to OTHER members of the Society.

HISTORY OF AHIKSThe AVALON HILL INTERCONTINENTAL KRIEGSPIEL SOCIETY was founded March 14, 1966, by FredWebster, Henry Bodenstedt, Ken Norris, and Chris Wagner. Its initial purpose was (1) to provide a forum within which an internationally useable play by mail system could be utilized, (2) to encourage the spread of wargaming outside the USA, and (3) to provide members with mature opponents who would complete games promptly and fairly. In later years the "I" in AHIKS was changed from "Intercontinental" to "International".

The first objective was achieved by the utilization of the International Combat Resolution Key (ICRK) which by its nature was distributed by a central third party (promptly dubbed the "ICRK-Meister," more recently renamed the Match Coordinator Officer or ("MC").

Chris Wagner, who played a major part in spreading the word about AHIKS in Asia, along with Ken Norris, whose efforts helped AHIKS grow in Great Britain, effected the second objective.

The third was the most difficult challenge. How to separate the most reliable applicants from those who might blow hot one day but lose interest the next? Experience provided no perfect method, but it was learned that the more youthful applicants were less likely to retain their interest. As a result, AHIKS has followed a policy of restricting membership to those 21 years of age or older, although exceptions are made for military service personnel, wargamers of national stature, and those referred by other members. This restriction was modified to 18 years of age due to the change of national law.

As AHIKS grew, additional officers were needed to carry the load: the founding president, Fred Webster, and Judge Henry Bodenstedt, were joined by the very active Richard Holcomb, who started as Treasurer in 1967, but found himself virtually running the Society by the end of the year. This was due to the press of the other obligations on the other officers. Although AHIKS continued to grow for a time, Henry Bodenstedt, who had provided most of the energy behind the operations of the Society, had to take a less active role after founding his own hobby business.

Richard Holcombe, with the assistance of his wife and his brother Ted, did the best he could to keep things running. He soon determined that either AHIKS must restrict membership or find a better, more viable method of distributing the responsibility. During the fall of 1968, the regionalization was approved by the Society membership, with (eventually) two regions in the US, and one in Europe.

September 1968 to 1972: New officers arrived on the horizon even before regionalization took place.Omar DeWitt, beginning his "career" in AHIKS, provided an excellent Judge; and in Bob Johnson, AHIKS

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found an Editor who could get its then-quarterly magazine The Kommandeur out on time. Soon after his election as President in 1969, Richard Holcombe, because of personal reasons, had to reduce his participation in AHIKS.

Bob Johnson, then First Vice President stepped into the void and carried us ably to the spring of 1972. He did this while also holding the office of Editor and getting out The Kommandeur. Leslie (Les) Deck accepted the position of MC in 1969. During this same two-year period, Don Turnbull, as Regional Director in Great Britain, was multiplying his region's membership into a true European Region. From the middle of 1971, Harry Tucker and Tony Jones took over from Don and carried on the work. The end of 1971 brought elections and a proposal to change the constitution, which was inconclusively abandoned after a tie vote.

In 1972, Omar DeWitt became President, with Tom Oleson replacing him as the Judge, and Gene Gardener appearing as the new ICRK Meister. At that time, with the Society membership barely breaching the 100 mark, it is amazing to recall how the club functioned in those early years. The membership "voted in" each new game that it would accept for PBM play, in a time when new titles appeared only sporadically. Each individual ICRK sheet was hand written and each die roll result on the sheet was rolled for and recorded by an AHIKS officer before it was sent out to players.

The year 1972 also saw the start of a powerful growth curve for AHIKS, largely through the efforts of President Omar DeWitt, whose management more than tripled the size of the Society. Then Gene Gardner founded the New Membership Program, which formed a pool of veteran members with whom new members could be matched for their first AHIKS PBM games.

In 1974, a continuing rapid growth (Society membership passed the 200 mark this year) necessitated the creation of the Match Coordinator position, essentially a splitting of the duties of the ICRK Meister; Bob Johnson was the first appointee to the new post. Richard Berg set new standards of high quality as Editor of The Kommandeur, although regular publication still eluded the successors to Bob Johnson.

In 1975, thanks to the efforts of Carl Benton, at the time a volunteer assistant to Gene Gardner, we began computerizing the ICRK: a cheer went up from all the Officers, who had heretofore been creating all those hand-made ICRKS.

The year 1976 was a transition year for communications in the Society, with Pete Menconi switching from Regional Director to Editor and substituting a bimonthly Kommandeur for the regional newsletters which were becoming burdensome for the Regional Directors to produce. Dave Turnansky was appointed the new Match Coordinator and thus became the father of the AHIKS rating system for those members who desired to participate. The Eastern Region split in two, giving the Society a total of four regions: European, West, East, and Northeast.

Virgil Mugler started up the PBM methods file. A new Constitution, primarily a product of Omar's prodding the other officers, was approved, establishing for the first time the Executive Committee to run a Society that had changed greatly from the modest beginnings.

Henry Radice, formerly a Regional Director in Europe, became the Society's first non-US President in 1977, showing up both the international nature of AHIKS and the increasing importance of the European Region, by now a quarter of the total membership. The newly created post of Secretary proved an important communications link, while Omar DeWitt became the first officer to occupy the resurrected Vice Presidential position. Judge Bill Farone established the system of "specialists" to handle the myriad of games now becoming available and ensuring the survival of one of AHIKS' most valued services. The Eastern and Western Regions split in this year, creating the Pacific, Northeast, and North Central Regions. Membership moved above the 400 mark.

The end of year 1978 elections saw Omar DeWitt continue for his twelfth year as an officer, Joe Horne entered his sixth year as Treasurer, and Pete Menconi switched from Editor to President. Largely throughthe efforts of Henry Radice, a new Constitution, the third such in the society's history, was proposed and approved by the membership. Bruce Maston began his fifth year stint as Secretary.

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Pete Menconi proved an energetic president, issuing frequent and detailed Presidential Newsletters to the officers. Leslie (Les) Deck began his invaluable contribution to the Society as Match Coordinator in 1969 Although this post is not one of the "glamorous" offices, it is one of the most important. The primary function of AHIKS is to facilitate playing by mail, and Les stayed at his post and did an admirable job while other offices in the Society were not as fortunate. Without Les' efforts, AHIKS' reputation would be much diminished. Due to Les Deck's devotion and excellent performance over the years he was honored by the Society in being voted in as a Lifetime Member.

Over the years the membership voted to bestow lifetime memberships to certain individuals who had performed long service for AHIKS and had gone "above and beyond" in dedicating their time and unselfish effort to making AHIKS a better place. All awarded lifetime memberships were awarded by majority vote of the membership. The members so honored by the society are Fred A. Webster, Thomas W. Gaddis, Joseph M. Hruby, Thomas N. Shaw, Christopher Wagner, Henry H. Bodenstedt, Sid Jolly, Leslie J Deck, and William Lindow.

Alan White late in 1980 began his long incumbency as head of the European Region. At the end of 1980, the membership totaled over 500.

In 1981, Bill Salvatore began his long tenure as Judge. At the end of that year, the officers voted to form a Canadian Region, and Casey Bruyn became the first to hold that office. In 1982 we saw tireless Pete Menconi return to the job as Editor, while John Ratzenberger took over as President. Membership passed the 600 mark. Through the efforts of Carl Benton, AHIKS supplied Avalon Hill with special ICRKs for use in their PBM tournament. Thanks mainly to Pete Menconi's efforts; an updated Members' Guide was finally published. The European Region began publishing their newsletter in an upgraded format. In October, Carl Benton stepped down after six years of valuable service, and Don Eisan took over as M&SO.

Two bylaws were added to the constitution in1983: the "Under-21 Bylaw" spelled out the age requirements, and the "European Region Bylaw" gave the European Region more autonomy. John Ratzenberger was forced by personal reasons to resign as president, and VP Omar DeWitt juggled the hot potato briefly before passing off to Bill Watkins, who took over as president early in 1984. Also in '84, Bruce Maston retired after many years of faithful service, with Bill Lindow becoming Secretary. The membership total reached 700. After devoting over ten years to the Society as Treasurer (and, if there were such a post, as Conscience), Harold "Joe" Horne passed the Society checkbook and financial coffers to Sid Jolly. The Society is very grateful for the many, many hours Joe gave his job. John Burtt, who had taken the Editor's post in 1984 (after Pete Menconi had published his 30th Kommandeur), replaced Bill toward the end of 1985. Chester Hendrix then became Editor, bringing a touch of professionalism to the office.

Volume 21 issue 1 of The Kommandeur printed in January 1985 shows John Burtt - President, Omar DeWitt - VP, Chester Hendrix - Editor, Bill Lindow - Judge, Sid Jolly - Treasurer, Les Deck - Match Coordinator, Bill Salvatore - Secretary, and Don Eisan - Match Services Officer. AHIKS was divided into six regions, Northeast, West, North Central, South East, Pacific, and Canada, each with its own Regional Director. AHIKS Europe was essentially a sister organization with their own treasury and officers. The European Region Representative was Allen White and The European Region Editor was Dave Stead. AHIKS also provided other services to its members including a Multiplayer Coordinator - Roy Hendricks, An PBM IDEA Coordinator - Harvey Grove and an Archivist - Bill Perry. The organization continued to grow. The Kommandeur newsletter was averaging 12 pages and membership numbers had reached 1,115.

Unfortunately, no records are available to this writer for the period between early 1985 and mid 1989. Volume 24 Issue 2 for August 1989 shows some changes in the AHIKS Officer Corps. Kevin McCarthy is the newly elected President. Chester Hendrix - Editor, Sid Jolly - Treasurer, Art Dempsey - VP, Randy Heller - Judge, Les Deck - MC, Bruce White - Secretary. Only Three issues of The Kommandeur were printed for Volume 24 during 1989. AHIKS issued ID Number 1277 in October 1989. Computers were just starting to come into fashion, and AHIKS was discussing how to best use the new technology The computerization of the mailing list for The Kommandeur was AHIKS' first step in that direction.

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Between 1989 and June of 1993 the AHIKS Officer Corps saw Robert Chenoweth take over the Judge's position from Randy Heller. Robert turned the position over to Joey Sabin in 1992. Steve Ball became Secretary. The MSO position which had been vacant for some time was split between two people. Ken Nied became MSO-Roster and Tom Hammer took the MSO - Ratings job.

1991 saw AHIKS celebrate its 25th Anniversary! Chester Hendrix published First Blood- The Guadalcanal Campaign game which all members at the time received as Volume 26 Issue 6 of The Kommandeur. Chester later sold the rights to the game, and it was published commercially. The unit counter pool was also established in the same year with able assistance of Randy Heller. 1991 also saw the beginning of the downturn for the wargaming industry. Wargamers were discussing both Play by Mail and board gaming "burnout." AHIKS membership renewals were down, and game companies were also beginning to feel the pinch as new and old gamers alike were turning to a new brand of gaming - The computer! The gaming convention Origins was combined with Dragon Con and 10,000 people were expected to attend that year yet barely 5,000 actually attended. Through it all our Officer Corps continued to serve with distinction and with the fullest interest of the Society at heart.

The Presidency changed in 1993. Mark Palmer became President with Bryan Eshleman as his VP. The other officers continued to serve in their respective positions. Jim Denier - Editor continued to do an excellent job producing The Kommandeur with each issue averaging about 12 pages in length. AHIKS issued member number 1432 in October 1993. Membership retention was a big issue at this point in time.

In early 1994 Ken Nied replaced Jim Denier as editor. Jim had open-heart surgery and could not continue as Editor. Also in 1994 Andy Johnson took over as MSO-Ratings.

During the mid to late 1990s AHIKS new memberships slowed. Revenue declined as postage and mailing costs increased. AHIKS continued to support not only The Kommandeur and its mailings but smaller budgets for the six Regional Directors putting even more of a strain on the Treasury. During 1994, AHIKS had 366 dues-paying members. Yearly dues were $20. AHIKS issued ID number 1475 that year.

March 30, 1995, saw the Bylaws rewritten and updated. One of the effects of the new Bylaws was setting back the election of officer positions whose terms expired in 1995 to 1996. The new Bylaws required that all officer positions would be 4 year terms. The elections would be held in the same year as the American Presidential elections. The entire slate of officer positions on the Executive Committee would be open for re-election during 1996.

During April 1995 Mark Palmer resigned as President. Bryan Eshleman took over as President and Bill Lindow was appointed Vice President. Bruce Monnin becomes AHIKS Play By eMail Coordinator. AHIKS had 37 members playing games on-line during 1995.

March 14, 1996, marked the 30th anniversary of AHIKS. The first election was held under the new Bylaws. The following individuals were elected. Bryan Eshleman - President, Roger Estep - VP, Ken Nied - Editor, Joey Sabin - Judge, Bill Lindow - Treasurer, Les Deck - MC, Steve Ball - Secretary, Ken Nied - MSO -Roster, and Andy Johnson - MSO - Ratings. There were only 5 issues of The Kommandeur printed in Volume 31 for 1996. Member ID numbers reached 1497 in 1996.

In April 1997 Bryan Eshleman resigned as President followed by Roger Estep's resignation a short time later. In June Ken Nied resigned as editor. Chester Hendrix volunteered and was appointed President by the Executive Committee. Ray Labarbera, stepped up and volunteered to be VP. Joey Sabin resigned as Judge. Mike West volunteered and was appointed Judge. Steve Ball resigned as Secretary. Issues 32-4 and 32-5 of The Kommandeur were combined into one issue and no issue 32-6 was printed in 1997. AHIKS issued member ID number 1505 in October 1997.

1998 saw the following Officers at the helm of AHIKS. President - Chester Hendrix, VP- Ray Labarbera, MC - Leslie Deck, Treasurer - Bill Lindow, Editor - Thomas Pavy, Secretary - Clyde Longest Jr, Judge - Mike West and MSO Ratings Officer - Andy Johnson were all members of the Executive committee. AHIKS published its first PBeM game listing on the web. Clyde Longest also took over as the Unit Counter Pool Officer, and Duncan Rice became Recruiting Officer for AHIKS. Glen Petroski stepped into the new position as Publisher of the newsletter. Our Support Service Officers and General Committee Members included: Hank Burkhalter - PBeM Coordinator, Tom Butcher - Multi-Player Coordinator, Bob Ryan - Chit Holding Officer, William Perry - Archivist Officer, and Leslie Deck - Website Manager. AHIKS continued to support the six Regional Directors and their operating budgets.

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The Avalon Hill Gaming Company was acquired by Hasbro, the toy making company in August. The entire gaming staff of Avalon Hill was let go in the acquisition. Due to a surplus that had accumulated, AHIKS yearly dues were reduced to $10. Membership ID numbers reached 1506 in 1998. Just four issues of Volume 33 of The Kommandeur were published in 1998 with Volume 33-4 carrying a publication date of January 1, 1999. Volume 33 issue 3 carried a roster of all active members of AHIKS at that time. The list contained 240 member's names.

During 1999 the Executive committee consolidated the MSO - Ratings and MSO - Roster position into one. AHIKS' first website was up and running on September 11, 1999. The newsletter contained only five issues published for Volume 34 during 1999. There was no issue 1 of volume 34 as it was labeled Volume 33, issue 4. ID numbers reached 1527 during 1999.

Entering the 21st Century, board wargaming was becoming a niche hobby. Many gamers were moving to personal computer gaming, Role Playing Games and card style games such as Majic had become increasingly popular. Hasbro's board wargaming sales figures were disappointing. Other large and small game companies reported similar drops in sales. AHIKS was working hard to make a place for itself in the emerging world of computer-assisted gaming and was working to improve its website and provide services to dedicated board wargamers who remained in the hobby. Only three issues of Volume 35 of The Kommandeur were published during 2000.

The second full Officer Corps elections under the new Bylaws were held in 2000. Re-elected were Chester Hendrix - President, Ray Labarbera - VP, Tom Pavy - Editor, Omar DeWitt - Treasurer, Bill Watkins -Secretary, Les Deck - MC, Mike West - Judge, and Andy Johnson - MSO. All of the regional Directors were re-elected and all support services officers are reappointed to their positions. Volume 36 of The Kommandeur had two issues listed as Volume 36 - 2, and it appears only four issues were published in total during 2001. The issues are listed as 36-1, 36-2, 36-2, and 36-4. Cyberboard and Aide De Camp game modules are first mentioned in The Kommandeur as computer gaming aids. AHIKS member ID numbers reach 1546 during 2001.

In retrospect we really owe a great debt of gratitude to all of the Officers and members of AHIKS who stepped up and volunteered their time and effort to keep AHIKS running during those turbulent years. I cannot imagine how difficult it must have been to try to publish a newsletter six times a year using only snail mail and typewriters. And, all the while these volunteers are trying to balance family, jobs, and other real-life pressures. Everyone of them should be commended for their dedication to AHIKS and to our wargaming hobby.

In June 2002 Tom Pavy resigned as editor of The Kommandeur and Omar DeWitt moved into the editor's position. Stuart Schoenberger was appointed the new Treasurer. Hasbro sold its floundering Avalon Hill line of games to Wizards of the Coast of Dungeons and Dragons fame. AHIKS issued ID number 1555. Membership now numbered about 250. Volume 37 of The Kommandeur produced 5 issues during 2002.

During 2003, Les Deck, AHIKS MC and one of the individuals responsible for running the AHIKS website announced his retirement because of family issues. Les Deck had been a driving force in AHIKS over the years and his service to AHIKS would be missed. Roger Estep volunteered to take over the MC job, while Tom Thornsen became the new AHIKS website manager. AHIKS began making a digital copy of its bi-monthly newsletter available to members with computers for download. Yearly dues were $15. Volume 39 of The Kommandeur had six issues printed.

2004 saw the following officers elected. Chester Hendrix - President, Ray Labarbera - VP, Roger Eastep - MC, Brian Stretcher - Treasurer, Omar DeWitt - Editor, Bill Watkins - Secretary, Dave Bergmann - Judge, Andy Johnson - MSO. Tom Thornson continued as Web Master, Bob Johnson was Multiplayer Coordinator, Robert Ryan - Chit Holding Officer, Clyde Longest - Unit Counter Pool, William Perry - Archivist. AHIKS membership stood at 125 members. Work continued on the AHIKS website. Yearly dues were set at $6 for the electronic copy of The Kommandeur and $12 for the print copy. Omar DeWitt established a six issue print cycle for The Kommandeur newsletter that has continued through the end of 2014.

During 2005 it was decided to do away with the Regional Director positions. Randy Heller replaced Ray Labarbera as VP and member's ID numbers reached 1569.

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2006 brought about continued work on the AHIKS website. More members were selecting the electronic copy of The Kommandeur newsletter over the paper copy. Dues were $10 for the an electronic subscription and $16 for a snail-mailed print copy. AHIKS issued member ID number 1573 during 2006. Bob Johnson, the Multiplayer Coordinator started AHIKSOL (AHIKS on Line) as a Yahoo group, bringing more AHIKS members onto the computer scene. Brian Laskey was appointed Unit Counter Pool Officer and took over duties from Clyde Longest. And the long awaited update of the AHIKS bylaws was published in the December issue of The Kommandeur newsletter for member review.

2007 brought an offer of free dues for anyone opting to convert from the paper K to the electronic version. 65 members of AHIKS were using Bob Johnson's AHIKSOL Yahoo group, and the updated bylaws were approved by the membership.

2008 was the next elections year for AHIKS Officers. Chester Hendrix and Randy Heller had both announced they were not going to run for re-election. Bill Watkins stepped down from the Secretary's position early in the year for personal reasons to be replaced by Bob Best. AHIKS had 184 members with member ID numbers reaching 1580. The Chit Holding Service was discontinued as it was seldom used.

2009 ushered in a new slate of officers for AHIKS. Charles Marshall was elected President, Bert Schneider - VP, Paul Qualtieri - Match Coordinator, Brian Stretcher was re-elected Treasurer. Bob Best - Secretary, Dave Bergmann - Judge, and Andy Johnson - Match Services Officer. Omar DeWitt continued as Editor. Tom Thornson continued to serve as the Web Manager, Robert Johnson - Multiplayer Coordinator, William Perry - Archivist, and Brian Laskey - Unit Counter Pool Officer. AHIKS Europe which had become a separate entity in the 1990s formally dissolved in March 2009 due to a lack of members willing to fill vacant officer positions.

Over the next four years, the new Administration conducted several member surveys to determine what AHIKS' direction should be and what role AHIKS should serve for the members in our hobby. It was proposed that AHIKS should move to an electronic format and expand its website. An on-line dice roller along with a forum where members could play games and meet other members was proposed. A "Members Only" section would house the dice roller, along with an archive of past newsletters and the bylaws of the society. An automated new member application form was also proposed where new members could apply for AHIKS membership on-line. Work was started on the new system.

2009 also saw a trial period of no dues for members who either received their newsletter by email or who downloaded the newsletter from the website. The trial worked well and it was decided to drop the printed and snail-mailed subscriptions. The only exception was for original AHIKS members who had no computers. They continued to receive a print copy of The Kommandeur. All other members would have their newsletter subscriptions converted to an electronic format. The member could download it from the website or he could receive an email copy. Omar DeWitt, our Editor, was able to expand the content of The Kommandeur from the 12-page black and white printed issue to a full color issue containing between 24 and 30 pages. All volumes of The Kommandeur newsletter have contained the full six issues since Omar DeWitt took over as Editor.

Through the hard work of Charles Marshall and the other AHIKS Executive Committee members, all of the newly proposed ideas were implemented into the current AHIKS website. Late in 2010 a social networking forum was proposed by Bert Schneider - VP. The system was implemented into the website also, but after a trial period it was decided to move the social network portion of the forum to Facebook. AHIKS now maintains a Facebook page where AHIKS members who are also Facebook members can meet and follow AHIKS activities.

2011 brought change to the AHIKS Officer Corps Executive Committee. Paul Qualtieri - MC, Andy Johnson -MSO, and Bert Schneider - VP, along with Tom Thornson - Web Master, stepped down. Duncan Rice took over the MC position and Ken Oates took over MSO Ratings. Charles Marshall picked up the reins as the Web Master while continuing as President.

The 2012 elections brought further change. Charles Marshall decided not to run for re-election and took over the Web Master position. Ken Oates was elected President, He asked Charles Marshall to serve as his VP, which Charles accepted along with the Web Master duties. Dave Bergmann was elected to the MSO ratings position while Duncan Rice was elected Match Coordinator. Bob Best was re-elected Secretary, along with Brian Stretcher - Treasurer, and Omar DeWitt Editor. Lee Massey was appointed to the Judge position a few months later as no one ran for that position. Brian Laskey continued to serve as

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the Unit Counter Pool Officer, and Mike Kettmann took over as Multiplayer coordinator. William Perry continued as Archivist.

2014 saw Lee Massey resign the Judge's position. Brian Laskey replaced him. Brian continues to manage the Unit Counter Pool as well as perform the duties of the Judge.

In the five years since 2009, membership in AHIKS has increased from 125 to 413. Membership ID numbers stand at 1790 as of July 2014. Dues are free and AHIKS is moving into its 50th year of printing The Kommandeur. A year- long celebration is being planned as no other gaming group has reached the 50 year mark! We are looking forward to continued the growth of AHIKS.

THE KOMMANDEUR NEWSLETTERAHIKS publishes a bi-monthly newsletter for its members. Officially titled "The Kommandeur" the newsletter is nicknamed "The K". Averaging between 20 and 34 full color pages, "The K" keeps our members apprised of the happenings within the society. It also features current hobby news and "what's new" in the way of game publisher's offerings. Articles on strategy and tactics, game reviews and reports on games being played by our members appear from time to time along with book reviews and other interesting wargaming topics. Also included in each issue is a listing of members who are looking for game matches.

The newsletter is published as an electronic PDF file format making it universally readable. The member can choose to have it delivered as an email attachment or he or she can go to the "Member's Only" section of the AHIKS website and print or download their copy of "The K" there. And, best of all, "The K" is free for each member.

FREQUENTLY ASKED QUESTIONSThese are the most commonly asked questions by members. The questions are current as of August, 2014. If you have a question and do not see it answered here, you can contact any of the executive committee officers listed in the contacts section of the "members only" side of the forum and discuss your question with them.

Where can I find the AHIKS on-line forum and what can be found there?AHIKS' on-line forum can be accessed through the AHIKS website at www.ahiks.com . Move your cursor to the Field Telephone icon that says Enter AHIKS Forum to the left and click it. You will be taken to the main menu on the AHIKS on-line forum. From here you can view all of the topics on the forum but you CANNOT post to the forum unless you log in.

To log into the AHIKS Forum, at the main menu, click the "log-in" button in the upper right hand corner of the menu. Enter your user name and password and click the "log in" button. You will be taken back to the main menu but you can now post comments, etc to the forum.

There are many interesting sections to the forum. You can meet other members for chats there and request game assignments. We also have on-line games playing there from time to time.

Where can I find the AHIKS Social Network Facebook page?  AHIKS has also added a Facebook page for AHIKS' members who are already members of Facebook. On the AHIKS Home Page, click the world maps symbol with "Enter Social Network" around it at the at the bottom of the page. You will be taken to the main Facebook log-in screen. Log into Facebook with your Facebook account user name and password. You will be taken directly to the AHIKS Facebook page.

Where can I find the "members only" section of the website?The website's "members only" section found on the AHIKS website's home page is password protected. The "members only" section can be found on the home page of the AHIKS website located at www.ahiks.com . Move the cursor to the "code machine" icon that says "Members only enter here" and click it. Enter your user name and password in the window that opens. You will be taken to the main menu in the "members only" section. The "members only" section also contains our online die roller, The Kommandeur newsletter archive files, OOB sheet files for various games, the links file, the Unit Counter Pool (to replace lost parts), and other information for our members.

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Where do I go to download a copy of the current newsletter?The current newsletter is posted in the archives section found on the main menu of the "Members only" section. Go to the AHIKS website located at www.ahiks.com. Log in to the "members only" section. Then select "Archives" from the main menu in the "members only" section, and you will find the current issue along with the archived copies of The Kommandeur that are currently available electronically. If you are downloading a copy of the newsletter, this is where you will go to find it.

Where can I find the AHIKS Dice Roller?The dice roller is located in the "members only" section of the website. Log into the "members only" section, and you will find the dice roller listed there. Select the dice roller and enter your user name and password in the log in screen that follows. There are instructions on the dice roller's various features and on how to use it.

What is the publication schedule for The Kommandeur newsletter?The approximate publication schedule of the newsletter is as follows; February 5th, April 5th, June 5th, August 15th, October 5th, and December 5th. If our editor will be away for any issue, he will notify everyone in the previous issue what the next publication date will be.

How do I get a password and user ID for the AHIKS website? To access the “members only” side of our website and also our on-line forum and the AHIKS dice roller, you will need to create your own unique user name and password. The user name and password will be the same for the “members only” section, the online die-roller, and the forum. Your user name can be anything you come up with, but we ask that your password be a minimum of 9 mixed-case characters and a combination of letters and numbers. (For instance: JoeWargam3r) Both your user name and password will be case sensitive. To get set up, simply send an email to our webmaster at [email protected] with your requested user name and password. Please, include your name and member ID number as well.

How do I join the AHIKS Facebook Page if I am already a Facebook Member?To get signed up for the AHIKS Facebook page you must already be a Facebook member. If you are a Facebook member just search for "AHIKS" and request to be added to the membership there. Be sure to include your real name and AHIKS ID number in your request so we can verify membership in AHIKS. It's a fun place to meet fellow AHIKSers who are also FB members. You can access the AHIKS website from a link on the FB page as well.

How do I find a game to play? Our Match Coordinator posts a list of members who are requesting opponents for games they wish to play in the Open Match Requests section in The Kommandeur Newsletter. You can check the list for a game you would like to play, and, if you find one, you can contact the Match Coordinator at [email protected]. The current Open Match Request list is also posted on the AHIKS Forum. The MC will also post members requesting games on the AHIKS Facebook page.

An example game listing looks like this:

Game Name Version Game Company Player Requesting/ID Number Play Format Codes

Battle of the Bulge '81 AH Bob Best (552) VEPX

The game name is listed first. As many games have been published and re-released with upgraded rules and such, the version the requestor wants to play is also listed. In the example, the requestor wants to play the '81 version of Avalon Hill's Battle of the Bulge game rather than the '65 version. Not all games have more than one version so this may be blank on some game requests. Next is the game company's initials who published it. Again, some game titles have been acquired and re-releases by other companies so there may be multiple versions by different companies in the market place. The requestor wants to play Avalon Hill's '81 version of the game in the example shown above. Next is the requestor's name and his AHIKS ID number. The capitol letters after the ID number represent the way in which the requestor wants to play the game. The code letters can be found in the table below and also on the MC section in The Kommandeur. The code letters in the example above indicate the requestor is willing to play a Vassal (computer aid) game - (the V) and/or he wants to play by email - (the E). He is also willing to play by USPS Postal mail - (the P). The X means he wants an unrated game, which means the game results are not reported to the Match Ratings Officer. (See message from the Ratings Officer below.) The full list of match codes is shown below and can also be found in The Kommandeur.

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Match CodesA: ADC2C: CyberboardE: EmailF: Fast PlayG: Will GamemasterL: Learning GameM: Multi-PlayerP: Postal MailS: Slow PlayT: A.C.T.S..V: V.A.S.S.A.L.X: Non-rated GameZ: Zuntzu

How do I submit a game request?To make a game request for a game you would like to play go to the "members only" section and, after logging in, select Match Request Form from the menu. You are presented with two choices, you can either complete an automated request form that will send the document to the Match Coordinator, or you can select the "print the Match Request Form" option. This will allow you to print out the match request form, complete it by hand, and then you can mail it to the Match Coordinator. For questions, contact the Match Coordinator at [email protected]

What is the Rating System? Members are automatically included in the AHIKS rating. Consolidated listings of the ratings will be published periodically in the "K". A member may request information of his current rating by sending a request to the Ratings Officer. The Rating System methodology (the arithmetic of the points) will be published periodically in the "K". The Rating System is provided as an information service in order to increase our enjoyment of our hobby, and perhaps avoid obvious mismatches of skill. If a dispute arises over the play of a game, ratings points MAY be withdrawn for victory in that game in order to ensure that disputes are not complicated by desire for points. We desire to encourage play for the sake of PLAYING, not BLOOD WINNING, and we will remove members from the Society if they do not observe this principle.

What is the ICRK Sheet? The International Combat Resolution Key or ICRK Sheet was developed so that two remotely located players could securely resolve combat and other game functions that required a dice roll. Originally used for postal play the ICRK sheet has pretty much given way to AHIKS' electronic dice roller in the Members Only section of the AHIKS website. ICRK sheets can still requested from the Match Coordinator for those members that do not wish to use the dice roller.

For each match assigned, a player receives an International Combat Resolution Key (ICRK, pronounced "irk") which contains 400 random die rolls, each from I through 6 (NOTE: Special 0-9 and 2-12 ICRKs are also available). The numbers are arranged by columns lettered from A, and by rows numbered I through 10. When you make out your combat listing, specify one column and row (for example, "B3") for each attack, weather die roll, etc. Your opponent will resolve your combats by locating the ICRK you specified on his ICRK sheet.

The above listed use of the ICRK is ONE way of using it and is shown here as an example for those unfamiliar with the process. You may want to agree to a different, more relaxed way of using the ICRKs with your opponent but do so BEFORE you start play, REMEMBER THIS IS FOR FUN!!!

(See the section - Instructions for using the written ICRK Sheet below)

What is the Meet-The-Member profile? We have a Meet-the-Member profile that we like to publish in our newsletter. It gives the club members an opportunity to get to know you. A "meet-the-member" profile can be found in the secretary's Column of previous newsletters in our archive section. A short paragraph telling us about yourself and your favorite

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wargames would be most welcome. If you would like to post your profile, please send a copy to the Secretary so that it be published in a future Secretary's column. Whom do I notify to change my email address and/or my mailing address?For any email or postal mail address changes, contact the Secretary and the editor of The Kommandeur. You can find their contact information in the Members Only section of the website or in The Kommandeur.

A Message From the Ratings OfficerThe duty of the AHIKS Ratings Officer shall be to receive and record all rated match results of all active AHIKS members. While doing so the Ratings Officer shall update the individual member's number rating upon notification the match is a rated match.

The Ratings Officer shall periodically forward all completed ratings information to the AREA rating official for further updates with AREA.

The Ratings Officer shall furnish the Editor with an updated ranking list of the top 40 active members for publication in The Kommandeur. Such rankings may not be published outside the Society without direct approval of the Executive Committee. Individual members shall have the option (written request) to not have their ranking published, either within or without the Society.

When the Ratings Officer receives a request from an active member for his/her current rating, he shall in a timely manner forward that information to the Secretary.

A Message From the JudgeThe Judge's role is to resolve disputes between opponents regarding rules interpretations and game procedures and to maintain files of official rule interpretations and rulings for each game. An additional role of the Judge is to resolve any complaints of discourteous behavior lodged between members. A complete explanation of the latter Complaint Procedure can be found in the AHIKS Bylaws. Above all, writing to the Judge should be the last resort. Members are encouraged to negotiate compromises with opponents over differences of opinions on rules and procedures. The same goes for any complaints of discourteous behavior which can consist of a whole host of issues. If a compromise cannot be reached in either situation, the dispute must then be submitted to the Judge for resolution.

Because of the large number of games available for the members to play it is impossible for the Judge to be familiar with the rules of each one. That is why we depend on expert assistants, called Specialists, to give guidance on any issues regarding rules interpretations or game procedures. These Specialists are each responsible for one or more games that they are intimately familiar with and serve in an advisory capacity only. The Judge is the FINAL ARBITER for all disputes concerning the rules and procedures for the game. The game's Specialist provides the Judge with a suggested ruling, which is considered in making the final decision. Normally, approval of the suggested ruling is given because the Specialist knows more about the game. However, there are and will be times when the Specialist's decision will be modified because it conflicts with previous rulings. All rule interpretations must be approved by the Judge BEFORE they become “official.” This includes rulings issued by the game publishers. These rulings do NOT automatically supersede rulings previously made by the Judge. Infrequently, the publisher's ruling may have to be modified to be consistent with all prior rulings. If the Judge does change a previous ruling, existing matches must be completed under the old ruling, UNLESS both players agree to use the new ruling. If you write to the game publisher for a ruling, you should then send the Judge a copy of the publisher's answers because the answers are not official UNTIL the Judge approves them for AHIKS. Rulings or ruling updates may appear periodically in the Judge's column, “Approach the Bench,” in The Kommandeur. Any ruling on a game dispute will be made with the following in mind:1) Consistency - the Judge and Specialist have on file all previous rulings and if so will abide by these in deciding the dispute.2) Literal Interpretation - whenever possible, rulings are made on the basis of the rules themselves, not on "how it really happened" or “what the rule should say.”

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3) Uniformity - the Judge will attempt to keep the rulings identical to those of the game publisher, whenever possible. Players are not required to use the rules "as written." As long as they BOTH agree, in writing, they may change the rules, procedures, and scenarios to their hearts content. However, the Judge must have these written changes and agreements before a ruling can be made. Depending on the extent of the changes, the Judge is NOT obligated to make a ruling for a dispute about a changed rule or procedure. In addition, if the opponents agree to use a specific version of the rules, to use special rules, and/or to use variations of the rules, this agreement must be submitted to the Judge when a request is made to resolve a dispute. If players agree to compromise on a rule dispute or game procedure without asking the Judge to intervene, neither player can ask the Judge to overrule the compromise at a later date. If you feel qualified to be a Specialist for a game, let the Judge know, as there is always a need. A list of Specialists and their respective games may appear periodically in The Kommandeur or are available directly from the Judge.

A Message from the Match CoordinatorThe match coordinator has three main tasks. First, he keeps an up to date match request listing. This is published in The K and on the official AHIKS web site. New match requests are also posted on the official AHIKS forum and on the AHIKS Face Book page as they come in. The forum has an opponents wanted and a match coordinator section. Second, he makes initial contact between possible players to find if a match is possible. When a match is accepted the match coordinator may contact the original poster and ask if they are still interested. Finally, the match coordinator sends out match assignments and ICRK sheets to each player once a match is made. The main goal of the match coordinator is to pair members with opponents who will follow through with their commitment to play.

If you have an interest in finding an opponent you simply contact the match coordinator with your requirements. This can be done through the AHIKS web site, email, postal mail, or phone. If there is a game on the match request list that you have interest in playing it is still a simple matter of contacting the match coordinator to let him know. You are free to make matches privately. Many members have regular opponents. You can have them rated with AHIKS, or not, as long as both players are AHIKS members. You are not required to notify the match coordinator of these but it is a kindness if you do. It allows the Executive Committee to assess the effectiveness of the organization.

There are a few things you can do to make this process smooth. They all involve timely and clear communication. Keep up on your own match requests. If your desire to play a game changes, inform the match coordinator so that your requests can be adjusted. This is key to keeping the match request list functional. Come to agreement with your opponent on how the game will be run, what optional rules to use, what platform to use, etc... before you begin. This will make your experience smoother and eliminate much unnecessary grief later. Overall, the key to success in correspondence gaming is clear communication between you, your opponent, and the match coordinator. Have fun!

A Message from the Unit Counter Pool OfficerThe role of the Unit Counter Pool Officer is to maintain the AHIKS pool of spare game counters and game parts and to assist members with their requests for any items. This is a FREE service of AHIKS and there is no charge involved.Requests for a counter or part made to the Unit Counter Pool (UCP) MUST include your name, AHIKS number, and mailing address. This not only allows the UCP Officer to verify your membership status but saves time in the event your part is available. In addition, since the UCP Officer can’t possibly be familiar with every game, it helps to be as specific as possible in describing what you need. It is also important to note that the purpose of the UCP is to replace a missing counter(s) or game part and NOT to replace the majority of counters or components to a game. Though sometimes a request may fall into “a gray area,” the UCP Officer reserves the right to determine whether or not a request is reasonable and to act accordingly. The UCP Counter List and UCP Part List are both available on the AHIKS website or directly from the UCP Officer. They are kept current as needed so if you see that particular game listed your item may be available. However, seeing it listed does not guarantee the specific counter or part is still available as the game may not be complete in the pool. Donations of games, game counters, and/or parts are always welcomed and appreciated. The UCP was

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built entirely on the donations of members, and in turn it has helped numerous members out over the years. Should you donate, please note that it is just that, a donation and there is no reimbursement of any kind. However, you will be given credit for it in the UCP News article in The Kommandeur.

HOW TO PLAY BY MAIL (PBM) or PLAY BY eMail (PBeM)INTRODUCTIONPostal mail and email are merely delivery systems to get your game moves to your opponent. Playing wargames by email or postal mail is a little more involved than face-to-face play. This Guide is designed to help AHIKS members to be more effective email and postal players. It contains details on getting opponents, how to play by email or postal mail, and other general information, including our standards of conduct for postal or email play.

Because historical games often favor one side over the other, AHIKS has traditionally made game matches in 'SETS' of two games playing with the opponents switching sides between games. We realize, though, that such an arrangement can require a very long-range commitment of time that may be superseded by personal duties. Therefore, although a match assignment is considered a binding agreement to play the first game, the second game is not binding until the first is finished and both agree to play the second.

As mentioned throughout AHIKS publications, our primary goal is the enjoyment of our hobby. We encourage all members to play in the spirit of cooperation, consideration, and friendship. Our unofficial motto: Play for fun, not for blood!

PREPARING FOR PBM or PBeMMost of us joined AHIKS to find a reliable opponent and that is the Society's basic purpose. To get an opponent, you submit a Match Request Form by email or postal mail to the Match Coordinator, whose postal address and email address appears in The Kommandeur or in the members only contacts section on the web site. In each issue of The Kommandeur, and on the AHIKS Forum there will be a list of "Open Matches" (games which someone has already requested); the MC also has posted members' game requests on the AHIKS Facebook page.

A game request form (MRF) can be found listed on the main menu in the "members only" section on the AHIKS website. This form has space for the game(s) you want to play plus other pertinent information for the Match Coordinator. You can print the form out to be completed by hand and mailed to the MC or you can opt to use the electronic game match request form and send it directly to the MC from the AHIKS website. The Match Request Form can be found in the "members only" section of the website at www.ahiks.com . Note that although we refer to game matches as "assignments," they are voluntary in that YOU must request them and specify what you want.

It is acceptable, and commonly done, to arrange your own matches either through contact with members at conventions or within your locale or by switching to new games with existing opponents. You may then contact the Match Coordinator and request a match assignment. Since AHIKS will attempt to find an opponent for you in any game you request, you have the entire gamut of board games from which to choose. However, before you start asking for matches, here are some helpful guidelines:

Pick a game that you have at least played solitaire or face to face.

Pick a relatively simple game, at least for your initial PBM/PBeM experience. If you choose a game that has a preprinted OOB for your first game, it will make it even easier. Also keep in mind that PBM/PBeM moves faster and with less error with smaller games.

Pick a game that you enjoy, because a single game may take several months to complete (probably more than a year for most games), and a SET of two games with each player taking each side could possibly double that amount of time depending upon how fast you and your opponent play. Postal mail play takes a considerable length of time to complete.

Pick a game that is relatively popular so that an opponent can be found quickly.

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When the Match Coordinator finds an opponent for you, he then sends each player a copy of the AHIKS Match Assignment sheet. This sheet has your opponent's Name, ID Number and postal mail or email address, along with the match number and date requested. There is also space for recording the winner of each game and the side played. Also listed is the email or postal mail address for the Match Coordinator, the Ratings Officer, and the AHIKS Judge. A copy of the form is sent to the MC and the Ratings Officer when the match is completed.

There are two ways to resolve combat for our wargames that are supported by AHIKS. One is the AHIKS Dice Roller found in the "members only" section on the AHIKS Website, and the other way is to request an International Combat Resolution Key or ICRK (pronounced "irk" ) sheet from the Match Coordinator. The IRCK sheet is a series of dice rolls keyed to a table of lettered columns and a numbered rows. Each player is sent an ICRK sheet by the MC. To resolve combats, you record your combat and select an lettered column and a numbered row for the dice roll. When your opponent receives your combat, he will cross index the letter-number combination on his ICRK table and find the number that is the dice roll for that battle. ICRK sheets come in various dice patterns depending on whether your game uses six-sided dice or ten-sided dice, etc.

An OOB (order of battle) sheet (which is used to record movement) and a combat sheet (which records combats) are provided to each player. Make copies before you start your game. During series play OOB sheets are provided on the understanding that only ONE sheet per match is issued. And thereafter it is the players responsibility to make as many copies for their match as they may need.

You should contact your opponent and decide on rules, edition of the game being played, scenarios, special procedures, etc. Make and keep a copy of all such agreements. Also, it is helpful if you briefly introduce yourself in a friendly way to your opponent. Now, you are ready to play.

PLAYING by PBM or PBeMThe first step is to set up a game (we recommend that you keep it set up permanently if possible. (There is a design for building a game cabinet at the end of this Guide that has proven worthwhile). Then record the designations of your units on your OOB page if the game you are playing does not have a pre-printed OOB. It makes things simpler if you arrange them in some kind of logical system, such as divided by strength, arranged by type, listed in the order in which they enter the game, alpha-numeric order, or some other coherent system.

If the game lacks hex numbers or grid coordinates, mark a numbering system onto the map, or contact the Judge AFTER you have consulted with your opponent to make sure you both use the same system. Most such games are included in the Grid Coordinate Appendix, which is available from the Judge who has an extensive listing of games which were printed without such systems, but for which numbering systems have been devised over the years.

Next, record the initial hex numbers of your units, if necessary. Then, move your units (if you move first) and list their final hex coordinates. (A handy method is to turn each counter either 45 or 90 degrees after moving it. After all movement, record unit positions on the record form, turning each one back 45 or 90 degrees as it is recorded.) Units that have been eliminated or have not yet entered the game should have some sort of symbol (- or /) placed in the box. When you're finished, check to see that there is a location notation for every unit, including those that have not moved. In games that have rail, sea, or other special movement or movement paths, make some sort of notation, and put a key telling what these symbols mean at the top of the OOB; a separate letter of explanation may be required to avoid confusion. In games that allow units to be replaced, or permit larger units to break down into smaller ones, make certain that it is clear what has happened. You wouldn't want an opponent to make you read his mind, so don't ask him to read yours!

In all cases, make sure that all letters and numbers are legible. Print or type them to avoid confusion. Take special care with similarly shaped letters: O and Q, I and L, T and J, V and U, X and Y.

To list combat, use the Combat Sheet. All battles must be listed in the order that you wish them to be resolved, including automatic victories, overruns, etc. If you are using a double-impulse system such as in Fortress Europa or The Russian Campaign, you will probably be required to list your combats by the defender's hex number. Be sure that you note which order you wish the combats to occur for purposes of advance after combat, etc. See the section in this Guide entitled DOUBLE IMPULSE MOVEMENT for

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more specific instructions.

List all of the attacking units in each battle, including any non-adjacent units (such as artillery) that are attacking.

List the defending units and their hex locations.

Total both the attacking and defending strengths, with modifiers for terrain, etc.

Write the odds (or strength difference) for the attack in the space provided, and then specify an ICRK selection (see Section 5) if the battle requires a die roll for resolution. Columns are also provided for retreat, advance, losses, etc., but you must label the columns.

When you receive your opponent's move, first make any changes called for by your combat, which he resolved, execute his movement, and resolve his combat. (In games with more complex segmentation, adjust the above sequence accordingly).

Occasionally your opponent will suddenly stop responding. Since delays are often legitimate, contact your opponent if your pre-arranged game deadline for turns has passed. Ask him if he received your move. If you still receive no response, send him send one more letters or emails asking if he would prefer to resign from the match. If you still get no reply, file a complaint with the Match Coordinator. If you expect to be the source of delay yourself (vacation, etc.), let your opponents know you will be late, or offer to resign. .

More Thoughts on Playing by eMail (PbeM)AHIKS was formed at a time when the postal service provided the most cost-effective way of playing wargames with opponents at a distance. Today it is the Internet. That is not to say that the Internet is the medium of choice, since many still prefer the more relaxed pace of play using the post. For others, email provides the quicker response time that they desire and they have adapted PBM methods to email (PBeM). Although this guide is full of ideas for making PBM gaming easier and more fun, it still requires a lot of effort and email does not alleviate that. However, there exists software that does. These applications allow you to play your favorite wargames using the computer to keep the game setup, transcribe your moves, and exchange them with your opponents.

There are several products available, and, although AHIKS does not make recommendations, we will mention two of the most popular. These are Aide De Camp 2 and Cyberboard. Aide de Camp 2 is a commercial product which can be used to play almost 300 of your favorite wargames. Over half of these are available free of charge. Cyberboard is freeware and can be used to play over 100 wargames, all of which are available free of charge.

It is important to note that neither of these products are computer wargames. They were purpose built for PBEM of existing board games. They do not provide artificial intelligence or control the play of the game. You play the game according to the rulebooks provided when you buy the board game. They simply allow you to move electronic images of counters around on electronic images of map boards and roll electronic dice. Like the board games, you can even play them according to house rules. Using email to exchange turns; PBEM begins to approach the feel of FTF play but with greater convenience.

Aide De Camp 2 is sold by HPS and can be ordered from their website http://www.hpssims.com . Game sets containing the components for specific wargames that can be played using ADC2 are available from the following web site: http://www.hkl1.com. Some of these must be paid for, but over half are available for download directly. All require that you must own the board game to play it using ADC2.

Cyberboard can be downloaded from the following web site: http://members.home.com/yankeeap/home.htm Game boxes containing the components for specific games that can be played using Cyberboard are available for download from the same site.

Primers are available for both products. Just email your request to [email protected]

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Another popular system is Vassal. Vassal contains about 1,500 game modules, most of them free. http://www.vassalengine.org/

WHAT IF A ERROR IS DISCOVERED?Members will find that double-checking moves and recordings before emailing or postal mailing will eliminate most errors, but you will find that some always slip through! Handling errors is a critical step if friction between opponents is to be minimized. We at AHIKS strongly recommend the following overall philosophy: WE PLAY FOR FUN! Players can use any options to correct errors that they wish, but the error correction method should be agreed upon BEFORE the match is started. One method of error correction is shown below.

A player should be allowed to correct an error if forcing it to stand could cripple his continued play; lesser errors could be corrected by the procedure below in order to allow the game to proceed quickly. We desire to strike a balance between excessive delay of the set (returning every move for corrections) and ending it through one moment's error. However, each player must be willing to accept the responsibility and consequences of sending an erroneous move to an opponent, and, if the opponent chooses to hold to the "letter of the law," the player committing the error has no complaint coming. The error correction procedure below is the one used by the AHIKS Judge; per the above discussion, Justice should always be tempered by Mercy. Should you wish to keep the game going as fast as possible and introduce a "fog of war" aspect, you might decide on the HARD CORE OPTION described in Section 9, which (if both players agree) requires both players to abide by the Judge's correction procedure as presented below. In any case, you must make clear between yourself and your opponent how you plan to handle errors BEFORE the match starts.

"LISTING" of position or attack is defined as some written notification of the action, the forces involved, the odds, etc. A "listing" in an email or letter separate from the OOB is acceptable.

If a unit is listed to move to a position it cannot reach (for whatever reason) or if no position is listed, leave that unit in the position it occupied on the previous turn/phase.

If a unit is listed to move to a position it can reach, it must move there regardless of logic or the intent of the mover.

If there is a conflict between OOB position listing and the listing of attacks, the attack listing takes precedence (e.g., if the attack list calls for it to attack, move the unit to an attack position. If such a move is illegal, leave the unit in the OOB sheet position and adjust the attack odds).

On the attack list, if advance/retreat/exchange/elimination directions are omitted. Then the defending player makes all such decisions for the attacker (mercy!). Where movement by the attack units is optional (typically, attacker advance after combat), the units do NOT move.

If a unit is moved to a position where attacking is mandatory, but no attack is listed, the unit remains in its previous position.

Order of preference: Units listed first on the OOB sheet take preference (e.g., if the rules permit only one unit per hex and two are listed, the first--"highest"--on the OOB sheet takes the position listed, the second does not move at all.

If a player has misread the OOB sheet (common examples: Failing to properly move units, thus creating an apparent opening in a defensive line. Failing to execute a combat, thus missing the fact that units have been retreated or destroyed and perhaps moving through them). The proper resolution of such an "observation error" would be to place an illegally moving unit back at its previous position, unless such a unit is scheduled in an attack, in which case apply the rule above.

For errors involving ICRKs, see the instructions for using written ICRK sheets below.

To simplify the error process and move the game as fast as possible, it is suggested that the above rules of Section 4 be used to the letter. To ensure your opponent understands your intentions, inform him you intend to play with the "Hard Core Option." The pros and cons of this are discussed in a short article entitled THE HARD CORE OPTION and is Section 9 of this portion of the members' guide.

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If a player does not want to use any of the above rules to correct an opponent's errors, or the above rules cannot be applied to the specific error situation, his only option is to return the move to his opponent to be redone, or appeal to the Judge.

Where players cannot agree on an interpretation or application of the above rules. Full details of the error(s) shall be submitted to the Judge, who will then rule on how the matter shall be resolved. (Perhaps directing the erring player too simply re-do his move, or some other solution as the situation warrants).

MORE THOUGHTS ON ERROR CORRECTIONA Kommandeur article by Brian Stretcher

Error...? ERROR...? Faulty! Faaaaauuullllty!When the damaged 20th Century deep space probe NOMAD was repaired by sentient machines, it became sentient itself and believed itself perfect and infallible. That is, until Captain James Kirk pointed out that it both mistook him for its creator, and then failed to recognize its error. Two mistakes were too much for NOMAD to accept, and it had to be beamed off the Enterprise before it blew itself up, taking Enterprise with it.

We can apply this analogy to the play of our games. Like NOMAD, people generally don't like to admit they make mistakes. But since we are not infallible, mistakes are inevitable, especially when play involves typing moves into a computer of some sort.

Although technology has generally increased the speed of our play, and game-assistance programs might reduce the possibility of error, some still inevitably creep in. When they do, sometimes they can lead to misunderstandings and arguments that ruin the game. There is no need, however, to blow up and take the game with you.

Your AHIKS Members' Guide, dated though it may be, has a list of correction procedures that players can opt to use before play in order to make resolution easier, or at least less likely to argue over. Problem is that these procedures are rather strict. For example, if unit A is ordered to move to hex B, but can't reach hex B, then it doesn't move at all. Miscalculate attack odds? Too bad, the attack goes in at reduced odds.

Such procedures used to be referred to as The Hardcore Option, since error resolution was strict and could determine the victor. One has to be a hardcore player to be willing to play under all those provisions, although some of them are useful, like the default ICRK pick (first unused) when the selected ICRK cannot otherwise be used. Of course, these methods were designed when everyone played by postal mail. It certainly sped up play, and encouraged players to check and re-check their moves. But even when snail mail was the only way to play, I never played a game hardcore, preferring instead to employ a hybrid of the AHIKS resolution procedures and discussion, returning moves for a redo if necessary. It is really easy when you use email or other means of near-instant communication.

So, here are some tips for resolving certain types of errors during play, in hopes of keeping things moving along smoothly without hard feelings.

1. Movement recording errors. Everyone makes these sorts of mistakes, such as writing down hex AA10 instead of AA11 for a unit location. If your opponent orders a unit to a location it cannot reach, let him know, and ask where he wants it. If it is ordered to participate in an attack, it may be obvious where it is supposed to go, and so it may not be necessary to return the move or even ask for a correction. Merely note that the location was written incorrectly but obvious nonetheless. Double-check your unit locations before asking about such an error, however, as it might be your units that are out of place, not your opponent's. That's because recording errors that are legal are more difficult to recognize, and while you might have intended to send that infantry into the town, your opponent might not recognize placement in the adjacent woods as an error. Instead, he may see it as a tactical choice made by you (maybe you wanted him to attack there instead of elsewhere).

Legal recording errors can prove fatal, because they may not be caught by anyone right away, and the game may move on to a point where correction is impossible. Once the dice start to fall, it is generally too late to fix things, so I advise checking your opponent's movement, or allowing your opponent to check your move, before you consult the almighty dice gods, be they ICRKS or a die server. I suggest a standing agreement that NO dice are good until the move is good. It remains very worthwhile to check both your

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raw unit listings and the typed listings if you keep both. A typo can cause just as much consternation as can misreading a hex number.

In the face of a serious recording error, the situation must determine whether to allow your opponent to redo the whole move or just part of the move. I favor allowing my opponents to fix whatever they wish, so long as it does not undo something that was already done, like a resolved combat. Usually there is a quick and easy solution, and your opponent should be gracious in accepting the opportunity to fix things, and do so with a minimum shifting of units. Be gracious yourself, as there will come a time when you make a similar mistake.

2. Combat errors. Typically, this would involve the miscalculation of attack odds, a missed modifier, or something similar. I generally consider it unfair to hold an opponent to, say, a 2-1 in a game like Afrika Korps when my opponent thought it was a 4-1. So, these sorts of errors will generally require an inquiry, although there are some exceptions. For one, if there is only a slight odds shift, and the result of the combat is the same at either odds, then there is little point in correcting the error. For example, in a game of Blue and Grey, a roll of 2 at either 1-1 or 2-1 odds is going to be the same Dr result, so there is little reason to require a correction. Similarly, if your opponent thinks the odds are 5-1 and it's really 6-1, why bother to ask for a fix?

No reason to let him take advantage of such an error and commit the extra forces elsewhere. Now, there might be an occasion where you want to talk your opponent out of making what is now a 1-1 when he thought it was a 2-1, just as you would if he made the error in a FTF game. No reason you can't employ a little psychology and talk your opponent out of something you would rather he not do (are you sure you want to make that 1-1? Might come up an AE...). And just like moves, you probably should check all of the combats and calculations before you start resolving them, so that neither of you gain any advantage from a knowledge of the potential result prior to a correction.

3. Rules errors. It is a player's responsibility to know the rules of the game he is playing. Unless you are the forgiving type, or playing a teaching game, then moves that involve a rules error have to be redone, unless they are very minor. We all forget rules, however, or confuse them with another game, and even learn something new from new situations each time we play. That's all fine, as long as you are willing to accept the occasional need for a fix. Repeating the same rules mistake, however, is close to unforgivable. If you've already gone over it once or twice, then you have earned the right to grumble a bit, or even hold an opponent to a bad move. Note the difference here between a rules error and a difference in rule interpretation. There are some games where it is possible to interpret the same rule in more than one way. Fourth Edition Third Reich is a classic example. Despite all the Q&A from TAHGC, the Gamer's Guide, and a lot of internet chatter, there are still rules that can legitimately be interpreted differently by different players (especially where the errata raises more questions than it answers). For those sorts of games, it is important to have the discussion about known vague rules before the game, if at all possible, because those differences can lead to some heated discussions if not addressed prior to play. But, if you simply cannot agree, that's why we have a Judge!

Summary: Most of us in AHIKS are fairly casual players, and so will have little problem addressing the little or even big errors that come up during a game. The important thing to do is to communicate with your opponents; let them know your feelings about errors and how you like to resolve them before you actually start your first match with a new opponent. Take the little bit of additional time and check your move before mailing it out or clicking "send." Then things should go fairly smoothly. If not, AHIKS is here to help!

INSTRUCTIONS FOR THE USE OF THE WRITTEN ICRK SHEETThe below listed use of the ICRK is ONE way of using it and is shown here as an example for those unfamiliar with the process. You may want to agree to a different, more relaxed way of using the ICRKs with your opponent but do so BEFORE you start play. REMEMBER THIS IS FOR FUN!!!

For each match assigned, a player receives an International Combat Resolution Key (ICRK, pronounced "irk") which contains 400 random die rolls, each from I through 6 (NOTE: Special 0-9 and 2-12 ICRKs are also available). The numbers are arranged by columns lettered from A, and by rows numbered I through 10. When you make out your combat listing, specify one column and row (for example, "B3") for each attack, weather die roll, etc. Your opponent will resolve your combats by locating the ICRK you specified on his ICRK sheet.

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During the game, it is helpful to keep track of which ICRKs have been used by your opponent by circling them; keep track of which ICRKs you have used by putting a check mark next to them.

RULES FOR THE ICRK SHEETATTA C KI N G P L AYE R : Assign ICRK selections to each function (battle, weather, supply, retreat, etc.) by specifying the letter/number codes ("CI", "B4", etc.). In general, start with ANY letter (column). If you ended your previous turn with F-5, you are NOT obligated to start your next turn with F-6. You could start with column X or H. This may result in two or more partially used columns at the end of your turn. Regardless of which column you start with, you must start with the FIRST unused number/row in that column. Assign the first unused number/row to the first battle or die roll, and continue SEQUENTIALLY down the column (this applies to the current mailing only, as above); use a second column when the first is exhausted. If a column is exhausted before the turn is completed, select any column. Columns may be selected randomly (i.e. not in alphabetical order). However, you must start with the first unused row in this new column.

DEFENDING PLAYER : After resolving his opponent's die rolls and making his own move, the defender returns the ICRK column(s) used by his opponent; partially-used columns are sent to the opponent (unless specified otherwise. See 8 below). Tape or staple the ICRK column(s) to your letter, OOB sheet, or a separate sheet of paper to prevent loss. Cut apart your original ICRK page to send the individual columns to your opponent: Do NOT use a photocopy for the verification copy.

BOTH PLAYERS : Only use an ICRK for the specific SET and OPPONENT to which it is assigned!(IMPORTANT!).All 400 ICRK numbers may be used, but each number may only be used ONCE. Request a new ICRK when one is almost used up. Discard unused columns at the end of the set.

Use only one ICRK column (letter) per turn unless that column is exhausted and more numbers are required; do NOT jump back and forth between columns in the same turn. The only time you can use another column during this mailing is when the current column is exhausted.

When using the selections within a column (letter), always go in sequence from TOP to BOTTOM. In other words, use them in Al-A2-A3-A4-etc. order, and do not skip up and down the column (e.g., A2-A7-Al-A4 is NOT proper).

For games in which only a few ICRK numbers are used on each turn, clipping an entire ICRK column each time may be wasteful. If the attacking player specifically so instructs, ICRK columns must be held by the defender until they are fully used up. Because an opponent might derive some benefit by anticipating results from a single partially used column, a player may use three or four columns simultaneously. This means there may be two or more partially used columns remaining from previous turns.

EXAMPLE:Turn 1. H-1 through H-5 used.Turn 2. X-1 through X-0 and B-1 used. Turn 3. K-1 through K-3 used.Turn 4. D-1 through D-0 and B-2 used.

After four turns, three columns (B, H, and K) are in use "simultaneously." Do not leave "gaps" in the number sequences. If 'Al', 'A2', and 'A3' have been used in a previous turn, start this turn with 'A4', not 'A5'. A player must decide and specify the use of partial columns prior to the game.

As a suggestion, you and your opponent (in setting up the match) might want to set aside a column or two to be used only in the event that one player should forget to include an ICRK selection. For example, if the attack player should list all combat but forget the weather roll. If column AA had been previously set aside by mutual agreement for "forgotten rolls" then AAI would be used from the defender's ICRK. Otherwise, the official method for forgotten ICRKs is presented below.

ICRK ERROR CORRECTION PROCEDURE:

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1. If the Attacker forgets to specify an ICRK for an attack (or weather, etc.):A. If partial columns are being kept, the defender must use the partial column alphabetically closest to "A", and use the unused row number closest to "1" in that column.B. If a partial column is not available, then one uses the column alphabetically closest to "A", starting with '1' in that column.C. If the attacker specifies the letter of the ICRK column, but not the row number, use the unused row number closest to 1, in the specified column.D. If the attacker specifies the row number but not the column letter, use 1-A and 1-B above.E. NOTE: In all correction procedures, the ICRKs are selected in sequence. For example, if there are multiple die rolls required in a turn and the attacker has not given any ICRK selection. Use 1-A and 1-B above to select the ICRK for the first dice roll. Then, use the next sequential ICRK in the column for the next die roll, etc. When the first column is exhausted, again use 1-A and 1-B above, to determine the next ICRK selection.

2. If a player selects ICRKs that have already been used (e.g. select D-3 while D-1 through D-4 are already used), do NOT change the allocation of the valid ICRKs to the battles and required die rolls. Use the correction procedures to select the ICRKs to replace the invalid ones. Continuing the example, D-3 through D-9 is selected. Since D-3 and D-4 have already been used, D-0 replaces D-3 and the first unused row in the column alphabetically closest to column A replaces D-4.

3. If the attacker has listed some ICRKs for a turn's die rolls, but one die roll has been forgotten, use the next selection sequentially in the column he or she last used. If that last-specified column has been exhausted, use the Error Correction Procedure above.

4. NOTE that, per Section 4 (PBM Errors), the battle listing takes precedence over the OOB form; thus there should not be an occasion in which a battle must be added to the list because of the OOB position of units. However, if the attacker explains, for example, an overrun attack and/or automatic victory in a letter, separate from the other attack listings, and then forgets to list it with the other attacks, the defender adds the attack to the end of the combat list. Then assigns an ICRK per 3 above. If several such die roll requirements are omitted, use this procedure:

A. If the omitted die roll selections are from different game turn phases (e.g., weather, supply, combat, reinforcements, etc) and at least are specified to be accomplished in a certain sequence by the rules. Then list the actions in sequence, but only after all combats and other activities that the attacker DID NOT remember to list. by using the ICRK selection method in 3 above.B. Where the forgotten selections concern actions taken in the same phase (e.g., several supply rolls), sequence the actions by hex number on the map sheet (A1 before A2, which is before B1). If hex numbers are not applicable, execute by unit designation as printed on the counters. Refer to 5., below.

5. The basic purpose of the error correction procedures is to provide a strict sequencing instruction so that there is no question or doubt that the defending (receiving) player unfairly manipulated the sequence to his advantage. If there is doubt about how to apply these rules, or if the rules do not cover the situation, the defender MUST return the entire mailing to the attacker, without any die roll resolution, to be completely redone.

COMPLETING A GAME SET MATCHWhen a set is finished or canceled, fill in the applicable parts of the AHIKS Match Assignment form and return it to the Rating Officer. Send the ICRK sheet if you are using one to your opponent so that he may verify any die rolls you have not yet sent him.

Sets are often terminated for one of the following reasons:

Achievement of victory conditions by one player, as set forth in the rules or agreed to by the opponents at the beginning of the game.

Resignation by one of the players in the belief that he cannot achieve victory.

Mutual agreement to terminate a match without determination of victory. NOTE: This results in no award

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of points under rating system (see Section 7).

Failure to respond on the part of one of the players (automatic victory for the other player). Resignation on the part of one player due to personal circumstances (automatic victory for the other player).

THE HARD CORE OPTIONThis option was written during the time when postal play was the only option. It is presented here as an option that can be modified to PBeM if both opponents agree BEFORE play begins.

The mailman just arrived. You rush to discover your latest PBM response mixed in with the other bills and head to your game table, tearing open the envelope as you go. You check out the combat results. GREAT! The 1-1 worked. Visions of a major breakthrough dance in your head until you spot the exchange on your 3-1 surrounded. The losses hurt. Reality sets in.

You make your opponent's moves. Looks good. Wow, didn't expect that. Why'd he do that? That's clever. What? How'd that unit get there? Count that out again. Hmmm. Still too far. Now the dilemma. Do you let it slide, waste another month getting a revision? Or hold him accountable for the unit's illegal move and disallow the unit's whole move. If the unit is not allowed to move, it changes a 1-1 DR to a 1-2 AR. Well, he's been really careful up to this point and nice enough to drop a line with each move. You decide to let it slide with a brief note attached to your move.

The next move comes. You read the letter. What's this? You miss-moved a unit. He's not allowing the move. The big attack fizzles because of the mistake. WHAT A TURKEY! Here you go out of your way to give him a mile and he won't give you an inch. He should owe you one, and you feel cheated. You'll show him! What was once an exciting, fast, and friendly contest between AHIKS "friends" becomes a no-holds-barred blood feud. Ever happen to you? If so, maybe the Hard Core Option might be for you.

The Hard Core Option is having BOTH players agree BEFORE the match is started that each is to be held 100% accountable for their moves. If a unit is moved illegally, it simply forfeits its move that turn. If attack odds are affected, tough. Whether the move is trivial or game deciding, same rule. Of course, you have to make doubly sure you and your hard core opponent are playing the same game, rules, edition, errata, etc.

Here are a couple arguments for the hard core option:

It is LOGICAL. It's a natural extension of the old, "once a unit has been moved and the player's hand taken from the piece..." rule.It is HISTORICAL. Real commanders didn't have the luxury of counting out just the right number of strength points to get the needed combat odds. Unforeseen little surprises pop up. Subordinate units didn't always move as they were supposed to. Good commanders were able to make allowances and overcome the difficulty. Ever think that Napoleon would have liked to re-move Grouchy at Waterloo?It is FAIR. PBM and PBEM allow a player to check his moves before mailing. A player who fails to check and allows a mistake to slip through the editing process has no one to blame but himself.It is PROFESSIONAL. Playing hard core will lead to more professional game play. Each player should be careful in making each move. Sloppy play will decrease when the understood alternative is "no move" by affected units.It is FRIENDLY. Playing hard core will direct your frustrations for mistakes at yourself where they belong. You will have no reason to get upset with your innocent opponent; he is simply doing what you agreed for him to do, He didn't make the mistake—YOU DID!It ELIMINATES GUESSWORK! Both players know the rules, so it is easy to know what to do. No more gray areas on what constitutes a goof worthy of correction. What might be trivial to one person might be considered crucial to another.IT KEEPS THE GAME GOING. You know what to do and can go ahead and make your move. The importance of this last point should not go unnoticed by those waiting a month for their turn. Those that decide to live by the hard core rule should be prepared to die by it if they screw up. The worst death I ever died was in a Wagram game where the illegal move of a single French unit allowed half the Austrian Army to fall back beyond the Rossbach, allowing me to snatch defeat from victory. The key was we had decided to play hard core before we started, so I understood when I died that it was from a self

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inflicted wound. The experience in no way diminished the level of respect or consideration I felt for my opponent and it taught me a hard lesson.

Consider the Hard Core Option. It might be the answer for improvement to some of your PBM or PBeM opportunities.

HONOR SYSTEMAHIKS has an unusually mature group of wargamers as members. The concept of each player rolling his own attacks, on his honor not to cheat has been used many times. For many games, the honor system is the only practical method for PBM or PBEM. Players will find it helpful to rigorously write down ALL movement, attacks, etc., PRIOR to starting die rolls. Prepare the exact forms you will mail to your opponent. Record ALL combats on the proper form prior to rolling the first battle (for those games in which a player must commit to all combats before resolving any of them). After everything is "set," start the die rolls, writing down each one as you roll, and immediately resolving retreats, advances, etc., also in writing. It should be noted, frankly, that some players feel uncomfortable with this system, either because they fear their own temptations, or because they do not wish to harbor any doubts about the other player. Agreement to use the honor system must be mutual and must be stated before the game begins; at any point in the game, either player may request that the ICRK be used henceforth.

DOUBLE-IMPULSE MOVEMENT GAMESUsing this system allows the phasing player to complete his first impulse movement and combat, and then proceed to the second impulse without necessitating a first impulse mailing.

Any system can be tampered with, but with this method; the amount of work required to fudge the results would not be worth the efforts. Furthermore, the resultant shuffling of units would quickly become obvious.

First, prepare five coin envelopes labeled on the outside 0 through 4. Inside each envelope you put a single ICRK column. You may also want to put a black piece of paper to prevent spying. You then seal each of the envelopes and mail them with your move.

To resolve your first impulse combat: after recording your entire movement, list all combat on the combat results sheet for the first impulse in alphanumeric order according to the hex being attacked. In other words you would list an attack on E12 before you would list your attack against G3, (or, if you were using a map with a purely numerical hex system, you would list 0824 before you would list 0913). You can also note any attacks that you wish to have the combat results applied to in a different sequence than they are listed by creating a separate column on the combat result sheet and labeling it ORDER OF ATTACK.This would be needed in cases where units are surrounded or you may be trying to retreat in a given direction. This is fine just as long as the ICRK listing is used in a purely descending sequence based on the hex number being attacked.

As you list each combat situation, you also cross-reference the hex ID on the hex value chart included in this guide. This is accomplished by checking the alphabet letter. (Or numeric hex row column) in the hex with the last digit of the number of the hex. This gives you a hex value. Record this number after the odds on your combat result sheet. Should one of your attacks be made against two or more hexes just add this hex value together and record the total.

When all your combat for the first impulse has been recorded, go back and multiply the hex value by the odds of your attack. Always use the highest value as expressed in your odds for this multiplication. For instance, 3 against the hex value would multiply both 3-1 and 1-3 odds. You do this for each attack.After all your attacks are computed, add the totals together. It will be easier if you ignore all but the unit positions when adding these results together. You then divide by five and any remainder is the coin envelope number you open.

You may wish to use more or less than five coin envelopes, However any number can be used as long as you remember to divide by the number you are using. Always be sure one envelope is marked 101 since, if the division results in an even number instead of any remainder, this would be the envelope

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opened.

When the envelope has been opened, it will provide you with an entire ICRK column. If you have more than ten combat situations then you must use the NEXT numbered coin envelope. (If you use number 4, the next to be opened would be 0).

The remaining envelopes are returned unopened to your opponent. All used envelopes are replaced with new ones the following turn. After you have recorded all your die results and have completed your first impulse combat you can then make your second impulse movement and then list your second impulse combat in the normal fashion. This is all mailed to your opponent for him to resolve the second impulse combat and verify the first impulse results.

Example: Suppose you are making three attacks. An attack at 3-1 against F12, another at 5-1 on G13 and a soak-off of 1-4 against units on I-11. By using the chart, we find the hex value of F12 is 7, G13 is 5 and I-11. is 9. We now multiply 3x7=21, 5x5=25, and 4x9=36. We add together 21+25+36=82. We divide 82 by 5 and find we have a remainder of 2. We open the envelope marked number 2. The ICRK enclosedwill give you a die roll for your three combats, the remaining seven ICRKs are null and void. You would then proceed (in order) to apply the die results to the first impulse combat situation.

Having resolved your first impulse combat, make your second impulse movement and record your second impulse combats normally on the combat result sheet listing any ICRKs normally.

NOTE: BE SURE THAT YOU PREDETERMINE BEFORE THE MATCH STARTS, TWO THINGS:Which ICRKs will be used in the envelopes and which will not. For example, it might be easiest to use only the ICRKs on the bottom of the ICRK sheet for envelopes.

Predetermine penalties (especially if you are using the Hard Core Option) for selecting the wrong ICRK.One suggestion might be that a separate ICRK be designated (and saved) for use as an ICRK to be used in the event of a foul up. Any units that have been displaced due to combat results that are different (such as some which are now eliminated which were not before, and/or vice-versa) may now have their moves forfeited if they were moved to hexes that they could not legally reach after combat results. Also some combat odds may be changed drastically due to some units no longer being alive to participate.

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THE GAME STORAGE CABINETThis game cabinet is offered as an example of what can be built so that the gamer can store games he is playing in the minimum amount of space. Several games can be stored in the cabinet. It allows you to leave games set up while awaiting your opponent's reply.

Some notes on materials and assembly:

Pieces:A = Top: 48 x 24 x ¾ inchesB = Sides: (2) 24 x 23¼ x ¾ inches C = Bottom: 48 x 24 x ¾ inchesD = Back: 48 x 24 x ¾ inchesE = Shelf supports: (14) pieces, 20 long, ¾- quarter-round inchesF = Shelves: (8) 23 x 46 x ⅜ inchesG = Feet: Miscellaneous scrap

Assembly:Use (1) 4' x 8' x ¾" sheet of plywood, and (2) sheets of 4' x 8' x ⅜."Glue and nails will hold the pieces together well enough.You can vary the number of shelves with the spacing of the supports: use 3" spacing between supports for 8 shelves.Coat the top of the shelf supports with paraffin, wax, or soap to make them slide easier.To keep dust out, drape a cloth over the entire face, or make doors with hinges.