Nicholas Uloth
Version 1/6/2003

PBEM Sequence of Play

PREGAME
2nd Player Intelligence Phase

FIRST PLAYER TURN

1st Player Weather Determination Segment
1st Player Intelligence Phase
1st Player Asset Transfer Phase
1st Player Mode Change/Forced Match Designation Phase
1st Player Search Phase
Movement and Combat Phase
        1st Player Movement Segment
        1st Player Email to 1st Player
        2nd Player Combat Resolution Segment
        2nd Player Email to 1st Player
1st Player Housekeeping Phase

SECOND PLAYER TURN
2nd Player Intelligence Phase
2nd Player Asset Transfer Phase
2nd Player Mode Change/Forced Match Designation Phase
2nd Player Search Phase
Movement and Combat Phase
        2nd Player Movement Segment
        2nd Player Email to 1st Player
        1st Player Combat Resolution Segment
        1st Player Email to 2nd Player
2nd Player Housekeeping Phase


Emails and Declarations

In the following when it is stated that a player must declare something to the other player it is assumed that the declaration
is transmitted in the next scheduled email to the other player. There is no need to send an email for each declaration.
Many, if not most activities in NDC are done secretly. Any information or procedures which these rules do not say have to be declared
should be kept secret from the other player.

Pregame

The is conducted once at the start of the game.

Weather Determination Segment

First player only conducts this segment and declares the result.

Intelligence Phase

Allocate air and signal CPs to operational intelligence.
Determine the sector coverage ability and declare which sectors are Searched Sectors. [5.2].  The sector coverage ability
is double the number of CSPs allocated to coverage. (The doubling is necessary because each player only has one intelligence phase
now instead of two)

Declare what the operational intelligence level is.[5.1]

Search Phase

For all units adjacent to an enemy unit conduct Tactical Intelligence.

For all units in seactors being searched by the other player conduct the [5.0] Operational Intelligence
Procedure using the non-phasing player's operational intelligence level and rolling of the [5.7] Intelligence Table.

If the intelligence level of a unit increases then information about that unit will need to be declared - see Intelligence Reports

Movement and Combat Phase

As a unit moves it may have to declare the movement depending on the unit's intelligence level - see Intelligence Reports.

When a unit has finished movement for a turn and the unit has moved at least one hex the intelligence level of the unit is reset to zero.  
Then if the unit is in a sector being searched by the non-phasing player, the unit must immediately conduct an [5.0] Operational Intelligence Procedure
to determine the it's new Intelligence level.

Intelligence Reports

What must be revealed to the other playaer about  a unit depends on that unit's Intelligence Level. Whenever revealed information changes it must be declared.

Intelligence Level
What must be revealed
None
Nothing
1
Any movement into a new hex unless that hex has been entered already by a friendly unit in the same Movement and Combat Phase**
2
Hex the unit is located in
Any movement into a new hex
3
The unit type (armor/infantry/recon/HQ)
Hex the unit is located in
Any movement into a new hex
4
The unit's designation
The unit's mode
The unit's T/O level
Hex the unit is located in
Any movement into a new hex

The player can always reveal more information about a unit then is required to by the units intelligence level. Typically the unit's location
is revealed so that critical terrain can be blocked by it's ZOC. This  does not alter it's intelligence level.

A unit in double and triple zone appear as 2 or 3 seperate units occupying 2 or 3 hexes respectively unless the unit's intelligenece level is 4 where it
must be declared as being a single unit in double or triple zone mode.

**Intellegence Level 1 allows units to mask the movement of several other unspotted units (while still reducing the chance
of units moving through an enemy positon unhindered). eg: The Enemy HQ receives a report of a single recon unit moving down a road
but not the regiment that may be behind it.  This is a similar effect to revealing the presence of a unit in a sector.


Movement Segments

The intent of Movement segments is for the phasing player to conduct a bunch of movements and then declares a bunch of combats.  The non-phasing player then resolves the combats.  
The phasing player then conducts another series of movements and combats.  This continues until there are no more movement and combats possible. By bunching up movements and combats
the number fo emails that need to be sent back and forth is dramatically reduced to the case when units conduct all thier movement and combat sequentially.


Movement and combat is conducted in Movement Segments. Each segment consists of a player moving units and then declaring at least one combat.  
The non-phasing player then resolves all combats, declared the results. The phasing player can then conduct another Movement Segment.
If a player does not declare at least one combat (including any Counter-Battery Fire) in his segment then the Movement and Combat Phase finishes.

No unit may move in an Movement Segment if it could have made exactly the same move (to the same hex and adjacent to the same enemy units) in a previous movement impulse.
(this prevents the player from holding back units for later impulses).

Note that this simultaneous movement of units will require the players to keep track of what units have moved and how many MPs they have expended between
Movement Segments


Units must stop (and possibly attack) if they enter the ZOC of an known enemy unit.  If non-phasing player notices an enemy  unit moving through the ZOC of an unit that is not known to the phasing player then
it is stopped in the ZOC. (This is possible if the moving unit has an intelligence level of 2 or more and the non-phasing unit has an intelligence level of 1 or less.). The non-phasing player declares in the combat resolution phase
that the enemy unit's movement is considered to have stopped when the ZOC was reached. Any combat (in any other hex then the ZOC) that the unit had declared is considered canceled.
The location of the non-phasing unit that generated the ZOC is declared.  The phasing player cannot move the stopped unit any further this Movement and Combat Phase.
(This rule provides an incentive for units to search into sectors before they drive into them, without any information on what is ahead every small scale ambush can hold up the advance)

If the movement is not noticed (ie the moving unit has a intelligence level of 1 or less) then there is no effect.  
(Apart form the fact that niether player will be able to tell until later if this happens, it is assumed that the units just passed by without meeting, by taking different routes)

Combat Declaration and Resolution

All combats declared in a Movement Segment are resolved by the non-phasing player in the order they are declared.

When a player declares a Ground Combat he:
1) Declares which hex is being attacked, where it is being attacked from and whether the attack is a Probe or an Assault
2) Declares the attackers current EW level
3) Declares how many CSPs are expended for barrage.
4) Declares if Chemical weapons are being used in the barrage and if they are persistent.
5) Declares how many EW attacks will be made against the defending unit and the EW Superiority level.
6) Totals up the following modifiers and declares the total.


Combat Differential Shift
+ Attcking unit's Attack Strength
Attacker Intel Level*

None
+2
1
+1
2
0
3
-2
4
-3
Terrain Effect according to [9.7] Terrain and Movement Effects Chart
+ Attacking unit's T/O level
For Each of Attackers units Adjacent
+2
Command Control Loss
-8
Unprepared attack
-2
Attacking unit Fatigue Level

F0
0
F1
-2
F2
-5
F3
-8
Weather

Night
+1
Fog
+1
Precipitation
+2
Division Commander Stacked with Bde or Reg HQ using Command

C Result
+5
L Result
+3
P Result
+1
Division Commander Stacked with Attacking unit using Command

C Result
+10
L Result
+6
P Result
+2
+ Subordinate Commander Ratings
+ Battalion Leadership Command Rating for attacking unit

*Note the [11.29] Surprise Shift Chart is not used. It has been broken down into a table for the attack and one for the defender which when combined gives
the same result (except for two minor instances)

When the non-phasing player resolves combat he:
1) Declares how many CSPs are expended for Final Protective Fire
2) Declares if Chemical weapons are being used in the Final Protective Fire and if they are persistent.
3) Resolves any of the attackers EW attacks against the defending unit. But does not reveal the results.
4) Conducts EW attacks against the attacking unit possibly increasing the attacker's EW level and declares the result.
3) Totals up the following modifiers and adds them to the modifier total declared by the attacker.


Combat Differential Shift
- Defending unit's Defence Strength
Defender Intel Level*

None
0
1
+1
2
+2
3
+3
4
+4
Terrain Effect according to [9.7] Terrain and Movement Effects Chart
+ Defending unit's T/O level
For Each of Defenders units Adjacent
-1
Command Control Loss
+4
Defending unit Fatigue Level

F0
0
F1
+1
F2
+2
F3
+3
Effect of Attacker's Chemical Weapons if used

Soviet 1st / 2nd / Subsequent use
+5/+3/+1
US 1st / Subsequent use
+2/+1
Effect of Defender's Chemical Weapons if used

Soviet 1st / 2nd / Subsequent use
-3/-2/-1
US 1st / Subsequent use
-2/-1
Attacker's EW Level

EW3
-8
EW2
-6
EW1
-5
Defender's EW Level

EW3
+4
EW2
+3
EW1
+2
Division Commander Stacked with Bde or Reg HQ using Command

C Result
-5
L Result
-3
P Result
-1
Division Commander Stacked with Attacking unit using Command

C Result
-10
L Result
-6
P Result
-2
- Subordinate Commander Ratings
- Battalion Leadership Command Rating for attacking unit
+ Combat Support: Shift from Attacker's Barrage CSPs - Defender's Final Protective Fire CSPs on [8.7] Support Shift Results Table

*Note the [11.29] Surprise Shift Chart is not used. It has been broken down into a table for the attack and one for the defender which when combined gives
the same result (except for two minor instances)

4) If Attack abort occurs then the non-phasin player retreats the attacking unit and declares the abort (noting that the attacking unit must reduce it's T/O by 2).
    The combat is then finished.
5) If overrun occurs then the the player declares an overrun, determines where the defending unit is retreated to and suffers a T/O loss of 2.
    The combat is then finished. Declare any retreat and T/O losses if the intel level of the unit is high enough (ie not 0)
6) Apply the results of the [11.93] Basic Combat Results Table. to the defending unit.  Declare any retreat and T/O losses if the intel level of the unit is
    high enough (ie not 0)
7) Declare the placement of breakthrough markers.
8) Determine Attacker Behavior:
    If the attack was an Assault then the attacker will take all combat losses and advance into the vacated enemy hex if possible.
    Declare the T/O loss that the attacker suffers and whether it advances. The combat is now finished
   
    If the attack was a Probe then the attack will not advance into any vacated enemy hex and will attempt to retreat to reduce T/O losses.
    If the attacker T/O loss is not zero then attempt to retreat the unit - see [11.6] Retreat and Advance after Combat.  If the attackers T/O level is
        not known, assume it is 4.

Attacker Retreat

The non-phasing player may need to retreat an enemy attacking unit as part of the combat resolution do this using follow the following procedure:
When retreating an attacking unit go down this list until a suitable hex can be found that matches the description.
If there is more then one hex that matches then select one randomly.
1) Along a road or autobahn but not in an enemy ZOC
2) Directly away from the defender but not in enemy ZOC
3) Any hex not in an enemy ZOC

Counter-Battery Fire and Interdiction

Instead of having separate counter-battery phases, counter-battery interdiction fire occurs in a players Movement Segment. The
fire is just considered another form of combat.

CSPs expended for counter-battery fire count for double on the [8.65] Counter-Battery Fire Table.
CSPs expended for interdiction count for double when determining how many T/O markers to place on an interdiction marker.
(This is because two counterbattery fire phases have been combined into one so to maintain the same effect with half the number of fires,
counter-battery and interdiction strength is doubled.)

CSPs expended for counterbattery fire and interdiction are independent of those for Barrage and Final Protective Fire. The same CSP can be used once for for
counter battery fire and then again for barrage in the same movement & combat phase.  Counter-battery and interdiction CSPs are not independent though, and different
CSPs must be used for counter-battery and interdiction in the same Movement and Combat Phase.

When a player declares a Counter-Battery Fire Combat he states:
1) Target hex
2) Number of CSPs allocated

The non-phasing player resolves the combat in the following Combat Resolution Segment and declares the results:
1) Changes in the target presence or hex and T/O, if required to by the Intel Level of the target

When a player declares an Interdiction he simply states:
1) Target hex
2) Number of CSPs allocated

Housekeeping Phase

Determine if [11.8] Ammo Depletion applies.
Remove: breakthrough, Interdiction, Persistent Gas, EW, Engaged markers.
Conduct unit breakdowns and recombination's.