| STAR FLEET BATTLES PBEM |
PBEM RULES PB5 |
|
*** |
| (PB5.0) STANDARD OPERATING PROCEDURES (SOPS) |
SOPs are your way of telling the Moderator what you want your
ship(s) to do for the turn. This will include everything; from where you want them to
move, to when you want to fire your weapons, and which weapons to fire. EVERYTHING that is
done during the turn goes into the SOP.
Note that you should combine multiple ships onto a single SOP, if you
are controlling more than one ship.
(PB5.1) LENGTH: The turn will normally be broken
up into two "halves" of 16 impulses each. Each halve will have its own
separate "initial" SOP. This is known as the SOP Period. Breaks which occur
during the half-turn will not "reset" the Period.
In other words, the first SOP Period of the turn would be for impulses
1-16. If it is impulse 9, and a break occurs, the rebid would be for impulses 9-16. (The
rebid starts on IMP 9 because the break will have occurred on a specific action, and other
actions could be taken to respond to that break condition later in the Impulse Activity
Segment of that impulse.)
Note that each and every rebid MUST include a
FULL SOP for the impulses it covers. A "FULL" SOP is considered to be ALL
movement, impulse activities, and any other instructions, just like the original. The
Player is not allowed to submit alterations or "amendments" to their previous
SOP's. So, in the above example, a rebid for impulses 9-16 would consist of a COMPLETE SOP
for impulses 9-16. This means rebids consisting of statements like; "Use my old SOP,
except change my break conditions to..." would NOT be allowed. (This is done to make
the Moderators' jobs a little easier, and reduce the likelihood of Moderator errors.)
A Moderator receiving a partial SOP, alteration request, or amendment
request should immediately notify the Player that a FULL SOP for the impulses covered must
be submitted before the orders can be processed.
Once impulses 1-16 were complete, the Moderator would ask
for new SOPs (from both Players) for impulses 17-32. (The second SOP Period)
The Length of the SOP Period can be changed only with the approval of
all Players, and is assumed to be 16 impulses, unless otherwise specified.
(PB5.2) RECORD KEEPING:
Essentially, the Record Keeping requirements for EAFs (PB4.1) apply to SOPs.
The exception is in the length of time you need to keep them.
While EAFs are required to be kept the entire game, SOPs
only need to be kept until they are resolved.
Being "resolved" means that a Sitrep covering the impulses
relevant in the SOP has been posted by the Moderator, and both Players agree with the
results. There is not necessarily a formal agreement by the Players. As long as they
accept the Sitrep, and repost new SOPs, agreement can be implied.
This way, if there are discrepancies (no one is perfect... even
Moderators!) they can be discussed while you still have a copy of your latest SOP.
Basically, once youre satisfied that the portion of the turn
which applies has been run according to your SOP, you can dispose of it. Obviously, you
are not required to dispose of it. Feel free to keep it as long as you like.
NOTE: If any discrepancies are noted AFTER the players have accepted
the Sitrep and submitted new SOPs, then those discrepancies may or may not be
corrected at a later time, based upon the situation and at the discretion of the Game
Director. Note any discrepancies to your Moderator IMMEDIATELY.
(PB5.3) FORMAT: The format of the SOP is laid out to make viewing and processing it easier for everyone concerned. If a "standard" format is used, then new Players (and new Moderators) wont be surprised by an unknown format. Another benefit of a standard SOP is that the required information will be less likely to be accidentally left out.
(PB5.31) SUBJECT LINE: The Subject Line format is identical to an EAFs subject line, (PB4.21), with the exception that you put "SOP" in the TYP slot, rather than "EAF".
(PB5.32) HEADING: The SOPs heading is similar to an EAFs heading, (PB4.22), minus the Speed Plot. (You must still include the ship in a multi-ship force.) The Format is as follows:
Gxx.T.im RAC TYPThe SHIP is included to differentiate between two ships of the same race. This applies even if the two different ships are on opposite sides. (Such as a ROM Tournament KE and a Tournament KR battling in a Tourney Duel.) This would also apply if there were two Players on one side. (ie; a 3+ Player game)
SOP Heading Example:
| 02SFA17.2.09 ROM EAF Christopher Pike / cpike@somewhere.com ROM KR IMP 9-16 |
(PB5.33) CURRENT POSITIONS: The Current
Position shows each of YOUR units starting locations and their starting speeds.
(Beginning with the first impulse of THAT SOP.) For instance; For SOP 2.09, the starting
situation would reflect the ships starting locations and speeds on IMPULSE 9 of turn
2.
You should include Ships, Shuttles / Fighters, PFs etc. (but not
seeking weapons) here. An example follows:
| SHIP HEX SPEED ================ KR 1708C 15 WE 2010D 12 |
Note that the HEX location of a unit is shown as its actual hex number, with its heading immediately after. ie; A ship in hex 0515, facing direction B is said to be in hex 0515B.
(PB5.34) MOVEMENT: The Movement Section
contains the locations of all ships during the course of the SOP, on an Impulse-by-Impulse
basis.
For each impulse that one of your ships is to move, simply put the new
hex location (including heading) under the appropriate ship. If you want to take other
actions during that impulse, that will be listed in the Impulse Activities Section. (ie;
If performing an HET, just list the new hex location in the Movement Section, while
listing the HET action itself in the Impulse Activity Section.)
Movement Section Example:
| IMP ROM KR ROM WE =================== 1 ---- ---- 2 ---- ---- 3 2321B ---- 4 ---- 2422B 5 2420B ---- 6 ---- ---- 7 2419B ---- 8 ---- 2421A 9 2519B ---- 10 ---- ---- |
Notice that during Impulse 7, the KR sideslipped. This information does not need to be spelled out, as the plotting of movement will make it apparent. Also notice that the WE turned during Impulse 8. This is also apparent, and does not need to be specifically noted. The movement plot itself is sufficient.
(PB5.341) PBEM NON-PLOTTED MOVEMENT: Occasions
will arise when you will want your moderator to move your ship in response to your
opponents movement. The Pre-Plotted Movement section ((C1.32) in SFB Rulebook) has
some movement options that have the same names as those shown below. THESE ARE NOT THE
SAME RULES, and are NOT interchangeable. When playing PBEM SFB, the definitions of the
terms below will be used.
Note that there should be very little confusion, as PBEM Movement is
plotted only as much as is necessary to play the game. (C1.32) is used when you are using
SFBs Pre-Plotted Movement, which must all be plotted at the beginning of the
turn, and cannot be changed, except by using (C1.32).
The terms PURSUIT PLOT, EVASION PLOT, & STATION KEEPING PLOT are
used in PBEM to describe basically what you want your ship to do relative to your
opponents ship. When you want to use one of these methods, you can tell your
Moderator to adopt the plot on your opponents ship. Except as noted below, use
(C1.322), (C1.3223), & (C1.3224) to determine actual ship movement criteria. (THESE
rules take precedence for PBEM Games if there is any conflict.)
The requirements and limitations are:
(PB5.35) IMPULSE ACTIVITIES: This is where all
other actions are spelled out. Weapons Fire, Shuttle / Fighter launches, Seeking Weapon
launches, Tractor use, Transporter use, etc... ANYTHING you want to do during the turn
(except normal movement) is done in this section.
The Format of this section is simply; Impulse #: Activity. Thats
it. List each impulse separately, and each activity separately. It makes it easier to sort
the actions out when the Moderator processes the turn.
Impulse Activity Example:
| IMP 24: WE Launch Pseudo R Plasma at
FED CA+. IMP 24: WE Begin Cloaking. IMP 26: KR Launch Two Type S Plasmas (A & B - Standard warheads) at FED CA+. IMP 26: KR FIRE 4 PH-1s (#1-4) at FED CA+. IMP 27: KR Launch Wild Weasel. IMP 28: KR Begin Cloaking. |
Note that when listing weapons fire / launching, MAKE SURE you include which weapon (A,B,C,D,1,2,3,4) is being fired / launched. It may be obvious in most cases, but sometimes it isnt. Its better to get in the habit. Otherwise the Moderator has to delay the game to request the information, or pick one out at random.
(PB5.36) BREAK CONDITIONS: Break Conditions are
your requests to interrupt the game under certain conditions so that you may reassess the
situation and "Rebid". (Rebidding is simply the act of submitting a new SOP.)
Once a break occurs, your old SOP is considered "dead" at that point, which
means that you can change any of the orders you had originally put down (from that point
forward).
Break Conditions are listed after the Impulse Activity Section.
You may include a set of "Break Conditions" in your SOP so
that, if your opponent takes certain actions, or if events develop a certain way, you will
have the opportunity to rebid your SOP. They are here so that your initial SOP
doesnt have to be 12 pages long to cover every response to every event which may
possibly take place. They are also here to give you a chance to react to actions or events
that would make you want to change your ships orders (either movement or impulse
activities.)
For example; Lets say that you are approaching an enemy ship with
your drones "leading" you. Rather than list all the possible responses to all
their possible actions, you could put in a request to break if (s)he sideslips away, or
tractors some drones. You could then look to see what (s)he actually did, and respond to
it.
Also, when a break condition occurs, it is that specific event which
triggers the break. This means that you may still take any actions which occur later
during the Impulse Activity Segment of the SAME IMPULSE as the event which caused the
break.
For example; Lets say that you originally had an SOP that had you
firing phasers on IMP 9. Your opponent launches drones at range 2 on IMP 9, which triggers
an Auto-Break (PB5.37) This means
that you now have the opportunity to fire some of your phasers at the drones, and adjust
your SOP to split your fire, because Direct Fire comes AFTER Seeking Weapon Launch in the
Impulse Activity Segment.
(PB5.361) BREAK CONDITIONS FORMAT: The Format of Break Conditions is basically a description of what would make you want to reassess the situation. Try to make it brief and to the point, so the Moderator doesnt have to wade through it to get to the point. For example:
| BREAK CONDITIONS: (BREAK IF...) FED CA+ Drops a shield. FED CA+ Activates transporters. FED CA+ Tractors drones. |
There are two major dangers with Break Conditions; not enough, and
too many. First is the danger that youll overlook a possible action, and miss an
opportunity (or worse, fall into catastrophe). Its a very real concern, and one
which you have to keep in mind. Second is the problem of loading up with every conceivable
break condition, and bogging the game down to unacceptably slow speeds by having every
other impulse trigger a break, and an SOP rebid.
The trick is to balance these two situations out. The easiest way to do
that is to update your break conditions with EVERY SINGLE SOP! By updating, we mean add
those breaks which are now applicable, and DELETE THOSE WHICH ARE NO LONGER APPLICABLE.
The situation is changing all the time, and there are very few break
conditions that are applicable throughout the game. While some inapplicable ones may
actually trigger a break, I have found a few instances where a break was triggered, and
the Player rebid with "Just go ahead and use my old SOP." This is usually an
indication of an unnecessary break.
Dont get me wrong. There are times when a break is valid, but
when (upon consideration) you decide that your original course of action is the correct
one. Far more often, however, it turns out to be just a "I wanna look around and see
whats up" or a "I forgot to update my Break Conditions Section"
situation.
Remember, there are (at least) two other people involved in the game,
too. Its not fair to them to have the game drag out just so someone wont miss
any conceivable event. Thats part of the "skill" of playing PBEM SFB.
Having a streamlined SOP that will break the action when it counts, but not when it
doesnt.
(PB5.37) AUTOMATIC BREAKS: Automatic Breaks are
breaks which will occur without any request from the Players. Auto Breaks are for those
events which most Players would request a break for anyway. The number of
"Auto-Breaks" is purposely kept to a minimum, so that they dont
unnecessarily bog the game down with unneeded delays. It does include some of the most
common and continually asked for breaks, however.
Auto-Breaks will be assumed to be in effect unless it is agreed upon by
all Players (and the Moderator) PRIOR to game start.
There are two basic classes of Auto-Breaks. First, is the
"Universal" break. This is a break which allows all Players to rebid. An example
of these types would be along the lines of internal damage, so that the both Players could
see what was damaged, and then decide what action to take based upon which systems were
destroyed. In other words, the events which trigger a Universal Auto-Break are ones that
all Players (even the one who initiated the action) would normally want to see the results
of before proceeding.
The second type is the "Singular" break. This kind of break
would only allow the Player who DID NOT cause the event to rebid. For example; Drone
Launch: The Player who launched the drones already knows about them, so theres no
reason for that Player to need a rebid. The other Player, however, would like to take
action in response to the drone launch (namely... KILLING THEM!).
For either type of Auto-Break, the Player(s) can state in their SOP
that the Moderator can skip any upcoming Auto Breaks that wont affect them. For
instance; You and your opponent have played many times before, and you KNOW that once
(s)he unloads their plasmas, cloaking will follow. If you see them unload, you can let the
Moderator know that you dont need the "Opponent Cloaks" Auto-Break, and
plan for them cloaking. (Of course, you would then put in a Break Condition so that the
action would break if (s)he DIDNT cloak after a specified period of time.) This
would also apply near the end of that SOP Period, when certain actions wont change
your plot anyway, (for those last few impulses).
Below is a list of all the Auto-Breaks. If you dont see it here,
then youll need to specify it in your SOP. If you DO see it here, then you
dont need to clutter your SOP with an identical break.
(PB5.371) "UNIVERSAL" AUTOMATIC BREAKS: These events will trigger an Auto-Break. Each Player must submit a new SOP in response to these breaks, or inform the Moderator to continue on with their most recent SOP.
(PB5.372) "SINGULAR" AUTOMATIC BREAKS: These events will trigger an Auto-Break. Only the Player NOT responsible for the below actions is allowed to rebid. If that Player does not desire a rebid, they must let the Moderator know that.
(PB5.4) CONDITIONAL ORDERS: Conditional Orders are orders you put down to react to the developing situation without using a Break Condition. In other words, they are "IF X THEN Y" Impulse Activities. Conditional orders can be used to do the following, based upon certain conditions you specify:
A Conditional Order allows the game to proceed (without a break), under certain conditions which you anticipate. They are normally used to eliminate a Break, and keep the game moving .For example;
| If FED CA+ turns to direction C, then
place KR on PURSUIT PLOT on FED CA+. If ROM KR announces cloaking, then FIRE 6 PH-1s at ROM KR, and have CA+ on pursue KR. |
Conditional Orders also take precedence over, and CANCEL, Auto-Breaks. For example; In the above examples, the first Conditional Order would also cancel the COURSE CHANGE Auto-Break, (for a direction C turn only), while the second example would cancel the CLOAKING/DECLOAKING Auto-Break and instead fire the weapons shown.
(PB5.41) FORMAT: The format for Conditional Orders is similar to Impulse Activities. It can be a simple IF / THEN statement, or it can be a paragraph on what your intent is. Just keep in mind that the more specific you are, the more likely it is that it will happen the way you want. If you give the Moderator a lot of leeway, (s)he may not do exactly what you wanted. Heres some examples:
| If ROM WE moves to 1220D, Then
launch Suicide Shuttle at speed 6 targeted on WE. [This is pretty specific and clear
cut.] If ROM KR sideslips or changes course, then keep them lined up along my centerline, using sideslips (if possible) or turns, if thats the only way. [This is relatively specific.] I want to keep away from the FEDs centerline. Move me so I dont line up on it. [This leaves a LOT to the Moderator... actually, too much. According to the letter of this Conditional Order, the Moderator could theoretically move you anywhere (s)he wants... EXCEPT lining you up with the FEDs centerline, and you would have no recourse if you considered it a "stupid" move.] |
The more specific approach is usually best, but you can "talk" your way through what you want to do... just be careful.
(PB5.42) LIMITATIONS: The biggest limitation of
Conditional Orders is that it can be difficult to anticipate much of whats going to
happen in the next few impulses. Conditional Orders are not meant to replace Break
Conditions. They are simply meant to enhance them. Its just another tool for you to
use when constructing your SOP.
As such, if you load your SOP up with a LOT of Conditional Orders, you
may be able to catch enough of the upcoming events to avoid a break altogether. However,
the poor Moderator is going to have to wade through your 34 Conditional Orders to make
sure (s)he didnt miss anything, which will take some time to do.
On the other hand, there are enough times when the courses of action
your opponent can take are limited to two options. In these cases, try to use Conditional
Orders instead of Break Conditions. Your game will speed up considerably.
Another limitation of Conditional Orders is that they can get very
complex. If you try to do too many things in a Conditional Order, the Moderator has the
option of requesting clarification, or just triggering a break, and letting you rebid from
there.
Keep in mind that Conditional Orders are NOT mandatory. Everyone
involved will benefit from their proper use, but if you feel too uncomfortable, then just
use Break Conditions. Of course, you can ask your Moderator for advice, too. They can help
you turn your Break Conditions into effective Conditional Orders.
(PB5.43) RESERVE POWER SHIELD REINFORCEMENT (RPSR): RPSR
instructions should be included with EVERY SOP. If a Player does not include any RPSR
orders, then the Moderator MUST break and ask the Player for RPSR decisions, even if there
is only one point of damage done to their shields. Needless to say this will slow the game
up considerably.
Note that a Player who does NOT include RPSR decisions will be giving
away some information to his opponent. Since a Moderator does NOT have to break if the
Player has NO reserve power left, any RPSR breaks will let your opponent know that you DO
have reserve power left. (Assuming there was no valid Auto-Break at that time.) The Player
who does put RPSR orders in will usually not get a break for RPSR, leaving his opponent
guessing as to whether he is out of RPSR, or was smart enough to designate RPSR in his
SOP.
RPSR orders follow the same format as other conditional orders. It
specifies under what conditions you want to use reinforcement, and how much to use. An
example of RPSR orders:
| Use RPSR as necessary to protect the
last shield box of any shield about to be dropped by damage. DO NOT use RPSR if last
shield box cannot be saved. IF shield cannot be saved, then use RPSR points to stop ANY AND ALL internals. IF internals cannot be prevented, use 3 points of reserve if I take over 15 internals. (To take battery hits on emptied batts.) In all other cases, DO NOT apply RPSR. |
(PB5.5) GUARDS: This is where you list any guards on vital systems. Simply list which boxes you want guarded. For example:
| GUARDS: 1 Guard each on: Hellbore A&B Both PH-Gs |
(PB5.6) SOP EXAMPLE
| HR4199.2.17 HYD SOP Christopher Pike / cpike@somewhere.com IMP: 17-32 START: ======================= SHIP HEX SPEED ----------------------- LM 1614C 4 RN 1414C 15 MOVEMENT: IMP LM RN --------------------------- 17 ---- ---- 18 ---- 1515C 19 1615C ---- 20 ---- 1615C 21 1716C ---- 22 ---- 1716C 23 1717D ---- 24 ---- 1717C 25 ---- ---- 26 1718D 1817C 27 ---- ---- 28 1719D 1818D 29 ---- ---- 30 1819D 1819D 31 ---- ---- 32 1820D 1820D IMPULSE ACTIVITY: GUARDS: |
(PB5.7) BLANK SOP FORM:
Below is a standard version of a Blank SOP form.
| Gxx.T.im RAC TYP YOUR NAME & ADDRESS SHIP IMPULSES COVERED START: ======================= SHIP HEX SPEED ----------------------- MOVEMENT: |
Copyright © 1996, 1997, 1998, 1999 - Mike Mulka