>PBEM LOGISTICS<

 MISSED MAILINGS
Nearly everyone will likely miss a mailing at some point. Depending on the
game situation,the GM may or may not be able to resolve a late order. If the
ATTACKER misses a SG1 mailing he can still finish his move in SG2,but he
may (again depending on the situation) miss his prep fire opportunity.

If you miss a move your tank will take no action during that phase. If you
wish,you may give the GM a set of default standing orders to be used if
you miss the last mailing of a turn,such as "stop & face the enemy" etc.
Your GO mailings will include the time your orders are due.

 KNOWN ABSENCE
If you know you're going to have to miss mailings,tell your GM in advance
& you can work out a plan of action. If you're going to miss more than a
turn,the GM can control your tank based on general orders you provide
before your departure. The main thing is to tell your GM ahead of time if
you are going to miss mailings. Don't just send him a message on your way
out the door if it can be helped. Try to at least give the GM a chance to
exchange one email with you before you go. If you need to quit the game,
tell your GM. Don't just disappear.

 TECHNICAL PROBLEMS
Everyone's email crashes from time to time. It's just fate & can't be
helped.

 QUESTIONS
If you have a question/problem about the rumble,look in this rulebook. If
you still have a question,ask the GM. Same for the ASLRB. The GM will
provide rulings if a situation arises during a game,and give answers to rules 
questions.These answers are always 100% right. The GM is never wrong,ever. 
Don't use the GM to look up rules for you. You've got a rulebook,dammit.


 RULES LAW
Knowledge of ASL rules is your responsibility.There will be no "do overs".
However,if you realise that you've made an error let the GM ASAP.If he has'nt
resolved it yet there may be time.
If the GM makes a mistake you'll have to live with it unless it is EASILY
correctable. He may not be a rules lawyer,so if you're taking advantage of
an obscure rule or DRM,remind him of it.
Rules disputes will be arbitrated by the GM.This is the law.Are we not men?

 UGLY MOVES
Bear in mind that you are the Tank Commander,but the GM is the driver and
gunner.Your tank does'nt do ANYTHING until he actually does it.Your
moves/CPs represent orders crackling over the crew intercom.He will follow
commands,but 
if he does'nt understand your orders,god only knows where your tank will 
end up. Send you GM clear,clean moves.The most common problem is not counting
MP expenditures right. You might want to refresh your knowledge of the
movement rules. Here are some of the more common errors:

Moving uphill costs 4MP+COT. This includes leaving a gully.
You must stop & start again to go from forward to reverse movement.
You may not fire smoke dispensers after firing other armaments that turn.
You must pay a turn MP to continue to bypass a hexside.

 THAT GUY
Don't be that guy. You know who I mean. The one who always shows up when
folks get together & tries to ruin it for all. You probably met him in
kindergarten. He made school a living hell. God help you if you were
ever in the military,where 90% of the recruits are that guy. You probably
work with him nowadays at your job. That guy REALLY likes the internet. 
We've been lucky so far & he has'nt found out about the rumble. 
Just don't be that guy.

 THE HORROR
In order to simulate the true horror & waste of war,each player who's tank is
knocked out & fails it's cs roll will be required to terminate his own life.
I recommend a bullet to the temple,the man's way.In the case of a burning 
wreck,immolation will be required.

 ARCHIVES
Keep a copy of at least your last 2 GO mailings,& moves.

 MOVE NOTATION:
Here is a suggested system of notation. Your GM may want to print out your 
moves,so if he asks you to use a particular format,try to accomodate him.
Otherwise,use whatever system is easiest for you,but it better be easy for
the GM too. If you make him have to fuss with garbage moves he may get a
little sniper activity happening in your vicinity. At least read this so 
you'll have an idea of some of the common problems.

When you move,write "move:",followed by the hex(es) moved into (include the
board # only in the first hex or when moving onto a new board).After each MP
expenditure,write a dash ("-") followed by the cumulative # of MP expended,
then a full stop (period).

List your CA/TCA as the hex it is pointing directly at (this hex will be
2 hexes away from you). 

List 1/2 MP by adding an asterisk ("*").Example: 4* = 4 & 1/2 (or 4.5).

If you start/stop your tank,just write "start" or "stop".Convenient,eh?

If you turn,write "T:" followed by the hexside turned to. Like "T:F4."

If you change TCA,write "TCA:hex" unless returning TCA to your VCA,in which 
case write "TCA:front" or "TCA:VCA".

REMEMBER! YOUR TCA WILL REMAIN IN THE ATTITUDE YOU CHANGE IT TO UNTIL YOU
GIVE THE TCA:FRONT ORDER!

If you BU or CE,just write "BU" or "CE".

If you fire a smoke discharger,write what kind (sD,sM,etc.).In the case of sM,
include the placement hex ,like "sM:A5".

If you delay,write "DL#",where DL is the # of MP spent.

If you bypass,write "VBM:hexside". The hex BEFORE the stroke is the hex
bypassed in. Example: in "VBM:D5/C6",D5 is the bypass hex.

If you Bounding First Fire,write "BFF:target".

If you use reverse movement,write "Rv:hex".

If you try to exeed your MP,write "ESB#:hex",where # is the # of extra MP
you try for.

If you wish to spend more MPs than necessary when entering a hex,just list
more MPs in your cumulative expenditure,but include a "!" afterward so the
GM knows you WANTED to spend the extra MP and did'nt just miscount.

In the case of TCA or BU/CE changes or BFF,include them with the MP
expenditure they coincide with,otherwise write each MP seperately.

List each complete MP expenditure on a separate line vertically. This makes
your move much easier to read.

Here's an example of a funky move (must be Oddball's tank).
He's in 18E2 (F3):

 Move: start-1.
 18E3-2.
 E4-3. 
 T:D5-4. 
 D4 TCA:E6-5. 
 T:E6 TCA:front-6.
 sM:D5-7. 
 VBM:E5/D5-9. 
 E6 TCA:G6 BU BFF:I4-10. (he saw something in I4)
 T:G6-11. 
 stop-12. 
 start-13.
 Rv:D6-17. 
 stop-18. 
 ESB2:start-19. 
 E7-20."

Your GM might appreciate it if you put a blank line between each move to make
'em even easier to read. I did'nt here for the sake of space.
I hope I did'nt make any mistakes there. Wups,I see one.He would want to 
include a CP for if his sM failed,as he would have had an extra MP to spend.
You usually will not need to plot a move this long since we're segmenting
the MPh. 


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