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Home arrow Rules arrow 2nd Edition arrow 2008 IAAPA Complete 2nd Edition Unabridged Rules

2008 IAAPA Complete 2nd Edition Unabridged Rules PDF Print E-mail
Saturday, 22 August 2009

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GETTING STARTED

Requirements

1. You must be a member in good standing of the IAAPA in order to play IAAPA sanctioned games. For information on how to become an IAAPA member go to www.axisandallies.net/public/join.html

2. You must have one of the following:

a.The Milton Bradley/Hasbro Axis and Allies board game.
b.A computer board utility (available for download on our web site).
c.The Hasbro Axis and Allies CD-ROM.

3. You will also need a complete copy of the Milton Bradley 2nd Edition rules booklet and the "Classified" Rules Clarifications supplement that came with the board game. This is also available for download on our web site.

How to Start a Game (the Challenge)

Sending the challenge:

1. Go to the web site and click on Member Services.

2. Click on the link "Issue a Game Challenge to Another IAAPA Member."

3. Fill in all requested information and select a method of play.

4. Make sure that the bid total entered in the "Your Bid (IPC Total Value)" block matches the total of the units and IPCs bid in the "Details" section.

5. If there is a discrepancy between these the bid that you entered in the "Your Bid (IPC Total Value)" block will take precedence. You will then simply adjust the bid details to match the bid.

6. It is a recommended that you put any special instructions and order of losses in the details or personal message section at this time before submitting your challenge.

Accepting or Declining the Challenge;

1. Go to the web site and click on Member Services.

2. Click on the link "Accept or decline a Game Challenge"

3. If you accept then fill in all requested information.

4. Make sure that the bid total entered in the "Your Bid (IPC Total Value)" block matches the total of the units and IPCs bid in the "Details" section.

5. If there is a discrepancy between these the bid that you entered in the "Your Bid (IPC Total Value)" block will take precedence. You will then simply adjust the bid details to match the bid.

6. It is recommended that you put any special instructions and order of losses in the details or personal message section at this time before submitting your challenge.

7. If you decline follow the self-explanatory instructions and include a personal message if you desire.

GAME COMMITMENTS

1. Once you submit a bid you commit yourself to play the game. If you quit at any time after the bid submission you will forfeit the game.

GAME CHALLENGE TIME LIMITATIONS

1. A game challenge will automatically expire after a period of 14 days.

2. A player may cancel a challenge at any time sooner, if desired.

BIDDING

1. Who plays the Axis and who plays the Allies is determined by 'bid'.

2. Each player enters a bid when sending or accepting their challenge in IAAPA Member Services. The lower bid plays the Axis powers with the benefits of the winning bid placed on the board before the first USSR turn.

3. Bids are compared by IPC value and may consist of extra units (land, sea or air) and/or additional IPCs for the Axis powers. (IC's and AA guns will be considered land units for bidding purposes)

4. Land units may be placed in any territory controlled by the appropriate Axis power. Naval units may be placed in any sea zone adjacent to a land territory controlled by the appropriate Axis power provided no Allied units occupy that sea zone.

5. Negative value bids are allowed (removing Axis units and/or IPCs) but may not be combined with the addition of additional units or IPCs.

6. Mixed nationality bids are also allowed (units and/or IPCs for both Germany and Japan) but German units may not be placed in Japanese territories or sea zones nor may Japanese units be placed in German territories or sea zones due to a bid.

7. Industrial Complexes obtained by bid are not 'original' ICs and their production is limited to the income value of the territory in which they are placed.

8. If bids of equal value are received the web server will determine the winner by a random process.

Example:

Both players submit their bids to the server in the Challenge process. Player one bids 15 IPCs (three extra German INF in Ukraine, one Japanese ARM in Burma and 1 extra IPC to spend for Japan on its first move). Player two bids 18 IPCs (an extra IC and INF for Japan in Burma). The IAAPA web server will inform the players that Player one will play the Axis with three additional German INF in Ukraine, an additional Japanese ARM in Burma and that Japan will start with 26 IPCs to spend.

Other Bid examples:

* 14 IPCs (2 J INF for Manchuria, 1 G TRN in S. Med. SZ)
* 10 IPCs (1 G ARM in Libya, 1 J INF in Burma, 2 extra IPCs for Japan)

VARIANTS

1. A variant game is a game where the MB 2nd Edition rules with the Association clarifications are not followed.

2. Variant games will be recorded Variants database

3. Your 2nd edition ratings or ranking calculations will not affect by variant game play.

4. There is an infinite list of what would constitute a variant game. Here are just a few examples

a.The World at War expansion set.
b.Having an armor attack at a 5.
c.Changing the sequence that the countries take their turn.
d.Allowing unlimited placement in newly purchased ICs.
e.Creating destroyers.

GENTLEMEN'S AGREEMENTS

1. Players may mutually agree to certain stipulations at the start of a sanctioned game.

2. These "stipulations" are commonly referred to as Gentlemen's Agreements.

3. These agreements must conform to the rules for sanctioned game play.

4. Here are some common examples of Gentlemen's Agreements:

a.no tech.
b.no Russian first attack.
c.no capturing of neutrals

5. Here are some examples that would not be allowed:

a.allowing tech to be bid.
b.allowing an AA to hit on a 1 or a 2.
c.allowing fighters to retreat from an amphibious assault.

6. IMPORTANT: A Gentlemen's Agreement is not binding. You are at your opponent's mercy if he decides to not honor the agreement later during the game. The Minister of Law will not adjudicate or enforce these agreements.

7. Only enter into these agreements with people you can trust. Remember, all's fair in love and war.

6. IMPORTANT: A Gentlemen's Agreement is not binding. You are at your opponent's mercy if he decides to not honor the agreement later during the game. The Minister of Law will not adjudicate or enforce these agreements.

7. Only enter into these agreements with people you can trust. Remember, all's fair in love and war.

APPROVED METHODS OF PLAY

1. GMless. This method is played via e-mail using the IAAPA Dice Server for battle resolutions

2. Face to face play. This method of play is used at Association Conventions and at Local Chapter meetings.

3. The GM method of play may be used but is no longer supported by the club. If you wish to play this way, then:

a.You must find your own GM and it is your responsibility to deal with any issues arising due to the GM and finding a replacement or fill in GM if necessary.
b.The GM must use the Dice Server. The GM can simply put each players address in the appropriate block, enter the units and roll the dice. This way each player receives a copy of the dice rolls and there is never an issue of fraudulent dice rolling.
c.New players may elect to have a Mentor oversee their game. This oversight may include dice rolling (The IAAPA Dice Server must still be used), the handling of Secret Orders, and general guidance in game play procedures.

PBEM PLAY

1. This method of play uses the IAAPA dice server to resolve battles.

2. All PBEM games must be played on the IAAPA dice server to be sanctioned, official IAAPA games.

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DECLARATION AND BATTLE RESOLUTION PROCEDURES

Precombat

The attacker will send a pre-combat turn indicating any successful weapons development, the remainder of his purchases, and all combat moves. Combat moves must list the attacking units, specifying the territory of origin for each unit. Defending units should also be listed, but are not absolutely required. For example:

Combat
#1 - W Eur (10 INF, AA)
UK 8 INF on UK SZ 4 TRN
E Can 1 ARM on E Can SZ 1 TRN to UK SZ
Kar 2 FTR (land Karelia)
Total UK v. Germany --- 8 INF, 1 ARM, 2 FTR v. 10 INF, AA

The attacker will then go to the IAAPA Dice Server, follow the printed instructions, and carefully and correctly enter all header information and the exact number and types of attacking and defending units. Resolve the combat according to the Milton Bradley 2nd Edition and, where applicable, Association rules.

Using the Dice Server

? When you choose the Game Number, both your and your opponent's addresses are displayed. It is your responsibility to check to ensure that the correct game number is entered and to verify that the addresses are correct.

? If you choose the wrong Game Number the roll will be void.

? If you enter the wrong Round Number, simply continue the sequence with the next number. Regardless of the Round Number entered, the time stamped on the battle round by the IAAPA Dice Server is the order in which the rounds are considered to have been rolled.

? If you enter the wrong Turn Number, simply ignore it and correct it as soon as possible.

? If a naval battle has an attacking sub, the attacker MAY, at his discretion, roll for the sub first. If the sub hits, he MAY request that the defender declare the casualty before continuing with the battle.

? Combat losses will be determined by the club default OOL except in the following situations:

i) a naval battle involving a defending sub, ac loaded with aircraft, or loaded trn which can survive the particular round of battle
ii) a land battle involving a defending bmb which can survive the particular round of battle.

In these situations, the defender will have the right to declare his OOL and sub withdrawals before the next round of dice is rolled.

Default Orders of Loss (OOL)

A player may designate any order of loss that he desires for his casualties.

If a defender does not send in any special orders of loss prior to the attacker rolling the battle then the Association defaults will be used.

Default orders of loss are as follows:

Land Territories
? Attacking: INF, ARM, FTR, BMB
? Defending: INF, ARM, BMB, FTR
Sea Zones
? Attacking-- TRN, SUB, FTR, BMB, AC, BB
? Defending -- TRN, SUB, FTR, AC, BB

Note: In a no retreat situation involving only attacking air units, defending subs are lost before other defending units.

There are some exceptions to the club defaults.

? If a naval battle has a defending SUB, AC loaded with aircraft, or loaded TRNs and any of these units can survive the particular round of battle, the attacker MUST pause and ask the defender to identify the casualties prior to rolling the next round. If the defending SUB survives then the defender will indicate the sea zone to which it will withdraw

? If a land battle has a defending BMB, and it can survive the particular round of battle, the attacker MUST pause and ask the defender to identify casualties prior to rolling the next round.

If the attacker rolls both attacker AND defender in these cases without pausing and allowing the defender to declare his OOL, and if following the OOL correctly MAY have resulted in a DIFFERENT battle outcome for the dice ACTUALLY ROLLED, the attacking rolls shall stand, and the defender shall have the option to:

i) accept the defending rolls as is, applied to the units now shown,
ii) to accept the defending rolls, applying the actual rolls to corrected units, or,
iii) to adjust the defending units to suit the correct OOL and re-roll the affected defending rolls.

If either of the last two options is taken by the defender, ANY succeeding rolls in the battle must be completely re-rolled

Combat Resolution and Order of Battles

If a turn involves multiple battles, each battle may be resolved in whatever order the attacker wishes. However, once a battle begins it must be resolved completely before the next battle can begin. Once the next battle begins it is assumed that the previous battle has finished and any surviving attacking units are retreating. If the attacking units cannot retreat, then the battle will need to be finished and all subsequent battles rerolled.

Post Combat Orders

The attacker will then send a final e-mail indicating the results of combat, his non-combat moves, a map update (This is a list that contains all territories that said country has units in and/or possesses), and give a territory and IPC count.

? Please use units to distinguish between territory count and IPC count, i.e. UK 30/$32

In the event of a discrepancy between the non-combat moves and the map update, the non-combat moves take precedence.

Amendments and Special Orders

The attacker may modify his combat moves provided that he sends an updated pre-combat turn before rolling any dice. No changes will be allowed once any combat dice are rolled.

The attacker may modify his non-combat or unit placements at any time as long as the changes are sent out before his opponent sends in his pre-combat moves.

Players may send special instructions at any time provided that they are received prior to the applicable battle being rolled.

All such changes MUST be recorded and sent through the dice roller (not regular email) so that timing can be verified. Communications done through any other method may not be accepted as valid.

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ERROR CORRECTION PROCEDURES

General Principles

The IAAPA error correction guidelines are listed below. These guidelines are designed to cover a wide range of errors, and may not be ideal for every given situation. But while they are not perfect, they do strike a balance between what is fair, and what is practical.

Whenever possible, players are encouraged to seek their own solutions to error correction; any solution is acceptable as long as there is mutual agreement between the players. If agreement cannot be reached, then the IAAPA guidelines are to be applied.

Three general principles apply to the following error correction procedures:

? Valid dice rolls will be preserved as much as possible.
? Error correction is not meant to be punitive towards the player making the error.
? It is the responsibility of both players to ensure that all moves and map positions are correct.

Combat Declaration Errors (CDE)

A player must declare all combat prior to rolling any dice.

The exact number and type of attacking units, along with their country of origin, must be listed for each declared combat.

a) If any of this information is incorrect, it is considered a CDE, and the entire battle is null and void and no portion of the results may stand.

b) The declared territory or sea zone is always assumed to be correct, and cannot be considered as a CDE.

? However, if it is clear from the combat orders where the battle is to occur, and what units are involved, and the units are 100% correct, then no CDE can be called. If there is any disagreement whether the intent is clear, the Minister of Law will decide on a case by case basis. For example:

There is only 1 german sub on the board (in azo sz), and only 1 UK trn on the board (in lab sz). The combat orders list the attacking sub in can sz instead of lab sz. In this case the battle will stand as correct.

Possible examples of a CDE would include, but are not limited to: ? incorrect number of attacking units
? incorrect number of defending units (see Section II.3 below) note: defending AA guns must be listed only when attacking air is involved
? incorrect types of units
? not enough transports
? failure to include transports in the sea zone clearing portion of an amphibious assault
? failure to disclose the unloading sea zone if more than one potential zone exists in an amphibious assault

The attacker may then elect to re-roll the entire battle with the correct number and type of units or he may elect not to fight the battle at all. He may not add additional attacking units to the battle.

If a player makes a CDE by sending more than the available number of attacking units from the same territory into multiple battles, ALL battles involving the affected units from that attacking territory will be considered null and void and no portion of the results may stand.

If the attacker elects not to fight the battle, he may move the previously assigned units during non-combat.

The attacker, at his discretion, may list all the defending units and the defending territory or alternatively, may list only the defending territory, as the defending units ?are what they are.?

a) If any defending units are listed, then they must be 100% correct.

? If any of this information is incorrect, it is considered a CDE, and the entire battle is null and void and no portion of the results may stand.
? The attacker may then elect to re-roll the entire battle with the correct number and type of defending units or he may elect not to fight the battle at all.
? If he elects not to fight the battle at all, he may move the previously assigned units during non-combat.
? The advantage of listing the defending units is to be allowed the option to cancel the fight.
? The disadvantage is that there is a greater opportunity to make a mistake.

b) If only the defending territory is listed:

? The listed defending units that are rolled on the first roll must be 100% correct.
? If this information is incorrect, it is considered a rolling error, and must be re-rolled as per error correction guidelines for rolling errors.
? The attacker is then required to fight the battle with the correct number and type of defending units.
? The advantage of listing only the defending territory is ease and the reduction of the possibility of a mistake.
? The disadvantage is that you lose the chance to cancel the battle.

Rolling Errors (These only apply if conditions 1-3a are met)

Since the IAAPA Dice Server lists the dice in the order that they were thrown the error correction guidelines will take this into account. The die rolls will be counted from left to right

1. AA Guns

a) AA guns are considered units, and must be listed when necessary (see Section II-CDE 2.b.ii and 3.a above)

b) If an AA gun is rolled in error (i.e., there is no AA gun present) and
? the ?ghost? AA gun scores a hit, then roll for the missing attacking aircraft, adjust the counts, and then re-roll the rest of the battle, starting with the next round.
? the ?ghost? AA gun misses, then the ghost AA gun rolls will be ignored and the battle will stand as is.

c) If an AA gun is forgotten, roll for the missing shots.
? If the AA gun hits, remove the attacking aircraft, adjust the counts for round 2 and the remainder of the battle is to be re-rolled starting with round 2. Aircraft are removed from right to left. For example, if one AA hit occurs, it is the last aircraft (and its die roll) that is removed.
? If the AA gun misses, then the original battle stands.

2. BB Support Shots

a) If a BB shot is rolled in error and ? The ghost BB hits, simply ignore that roll and adjust the counts if necessary
? The ghost BB misses, then the battle will stand as is.

b) If a BB support shot was forgotten, simply roll for the missing shot.
? If it hits, adjust for the extra defending casualty and re-roll the remainder of the battle starting with round 2.
? If it misses, then the original battle stands as is.

c) If a player leaves the BB support shot on in round 2, or turns it on in any subsequent round, then the generic ghost rule will apply, i.e., for every round it misses, it is ignored. If it does hit, the counts will be adjusted and the remainder of the battle will be re-rolled starting with the next round, as usual.

3. Too few units

c) If a player incorrectly enters too few units, simply roll for the missing units and then re-roll the remainder of the battle beginning with the next round.

d) this includes errors involving the inappropriate use of the "defenders only" mode on the dice roller. If the defender forces are rolled first by mistake they will stand as valid; simply roll for the missing attacking units and proceed to round 2.

4. Too many units

a) If a player incorrectly enters too many units, for any given unit type, simply start with the first listed die roll and sequentially, from left to right, take the correct number of dice. As an example, if there were supposed to be 4 attacking armor and the player entered 7, then the first 4 dice rolls will be used and the last three ignored. Then re-roll the remainder of the battle beginning with the next Round.

5. Wrong Units

a) If a player enters the wrong type of unit then its roll will be ignored and the correct unit will be rolled for, regardless of whether the attack/defense values are equivalent.

In all cases, unaffected rolls will stand.

Discrepancies Between Maps and Orders

If there is a dispute between listed non-combat moves and the map update the listed non-combat moves will take precedence.

Typographical Errors

Typographical mistakes are not considered errors.

A number can never be a typographical error.

Simple typographical misspellings are ignored and not considered errors. Ex: 10 ing instead of 10 inf; 10 inf Moscoq instead of 10 inf Moscow.

If a typographical error results in the wrong territory being listed, i.e., E.US instead of W.US, this will be considered an error, not a typo.

In all cases, the typo?d word must be readily decipherable.

Time Limit for Error Corrections

Errors are correctable only within a time period of 1 subsequent turn; if they are not identified and corrected within that time, they become fixed. For example, if an error occurs on Russia 1, but is not recognized until after G1 has been rolled, it is not subject to correction

If an error is recognized before the next turn is rolled, it must be corrected before the next turn is rolled. If it is not, then the subsequent turn is void and must be re-done. If, however, another turn is rolled and the error is still not corrected, it becomes fixed and not subject to correction.

It is mandatory that all communications regarding error recognition occur through the dice roller. This will allow definite proof of when the error was recognized and determine the proper correction procedure. The validity of communications done by any other method will be determined by the Minister of Law on a case by case basis.

For the purpose of error correction, the USA-USSR turn will be considered as one turn, and errors that occur in the USA portion of the turn will be adjudicated on a case by case basis by the Minister of Law.

This will apply to CDEs, rolling errors, and non-combat errors only. All other errors will be adjudicated on a case by case basis by the Minister of Law.

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FORFEITS AND ANNULMENTS

Forfeits

If a player has not submitted his turn within 5 days and has not complied with the turn submission guidelines then you may initiate a forfeit.

To initiate a forfeit:

1. Go to the Member Home page on the website, and click on the ?Request Forfeit? button
2. Select the appropriate game number, and enter a reason for the forfeit request.
3. Submit the request. One copy goes to your opponent, one copy to the Minister of Law.
4. If your opponent does not respond to the request, either by adequately explaining his absence or submitting a turn, then notify the Minister of Law requesting a forfeit victory.
5. If the forfeit request is approved the Minister of Law will notify both parties, issue the forfeit victory and close out the game.
6. If the forfeit is not approved then the Minister of Law will instruct both parties to continue the game and may impose special conditions as appropriate to ensure that the game is played in a timely manner. If these conditions are not followed then the Minister of Law may declare the game a forfeit.

Players who continually forfeit may be subject to a Code of Conduct action.

Annulments

By mutual agreement a game may be annulled.

Annulled games are not 'draws' and have no affect on Association ranking or rating points.

Annulments are discouraged and should only be used for special circumstances. It is the IAAPA's intent that whenever possible all games be played to their conclusion.

Players who continually annul games may be subject to a Code of Conduct action.

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RULES CLARIFICATIONS

SUB WITHDRAWAL

1. If no prior special orders are sent the location of a defending sub's withdrawal location will be determined before the next turn.

2. Defending sub withdrawal movement takes precedent over non-combat moves and unit placement.

3. Units whose non-combat movement is invalidated by withdrawal orders will resubmit the affected unit's non-combat movement.

4. Purchased units unable to be placed due to successful withdrawal orders are lost. Fighters, unable to land because of an aircraft carrier's invalidated non-combat move, may be lost if there are no other landing sites available.

FIGHTERS

1. A fighter may only move a total of 4 spaces on any given turn.

2. If a fighter has expended its 4 movement points in order to reach a sea zone battle site and the other attacking units retreat then said fighter will be lost.

3. A fighter may participate in a battle provided there is a potential place to land. This does not mean that there must be a place to land regardless of the battle outcomes.

(a) In this context a potential landing place means that if all the attacker's battles are won without a loss, regardless of the odds, will the fighter be able to land. If the answer is yes then the attack is legal and will not be considered a kamikaze attack.

(b) An aircraft carrier's retreat from a battle would also satisfy the potential landing requirement.

MARKER LIMITATIONS

1. In IAAPA games there are no limits to the number of units you may control or the number of groups in which they may be dispersed. This could require adding more plastic units to your set.

COMBAT/ NON-COMBAT MOVEMENT

1. With the exception of air units (which land during non-combat), no units may engage in both combat and non-combat during the same turn. During combat movement, only those units that will actually participate in combat may be moved onto a transport.

TRANSPORT UNLOADING

1. Once a transport unloads ANY of its cargo its turn is completed and it may not move, load nor unload again later that turn.

2. Transports may unload into one or two friendly land territories during non-combat provided both are adjacent to the sea zone containing the transport.

3. Any given transport may only unload into one amphibious assault.

AMPHIBIOUS ASSAULTS

1. AMPHIBIOUS ASSAULTS: A land battle is considered 'amphibious' ONLY if a transport delivers infantry or arm to the battle site. An amphibious assault potentially consists of 2 separate battles, a sea zone clearing battle and/or a land battle.

2. SEA ZONE BATTLE: If there is a sea zone battle, attacking naval units may retreat. Any loaded transports that retreat from the sea zone battle may not move nor unload cargo during the non-combat phase of the turn. If the transports must move into an enemy occupied sea zone in order to pick up the infantry or arm the transports are considered to be 'loaded' prior to the sea zone battle being resolved. Transports need to be declared as part of the attacking force.

3. LAND BATTLE: The land battle may consist of land units from adjacent territories, air from anywhere, and potentially units from transports. If units are unloaded from a transport then the attacker may not retreat any ground units. It is a fight to the death and an exception to the normal retreating rules. If there are no units unloaded from a transport, then it is simply a land battle resolved like any other. Any adjacent land units and/or air sent to do land battle must at least perform one round of attack and then may retreat as usual. Be very cautious sending air units to support an assault force that may never make it.

CANALS

1. Canals may be used if and only if you or your allies own the territory or territories controlling the canal at the beginning of your turn. Submarines may retreat through canals you or your allies control at the beginning of the turn even if the land territory or territories are in combat during that same turn.

GEOGRAPHY

1. The Gulf of Mexico sea zone touching Mexico and the right edge of the board is adjacent to only Mexico, The Western US, the Eastern US sea zone and the West Indies sea zone.

2. The small Western Gulf of Mexico sea zone located at the right side of the board is a legal location to place new purchases.

3. The territories and sea zones on the top edge of the map are not adjacent to the sea zones on the bottom edge of the map and vice versa.

4. The Panama "Canal" in and of itself is not a sea zone. The clarification sheet misleadingly implies that this is so. No units can be located "in" the Canal.

5. An air unit passing through the Panama Canal may take the same route as shipping and does not have to fly over the territory of Panama itself. As such it does not have to undergo any AA Gun shots if there is an AA Gun located in Panama.

6. For naval and air movement purposes the West Panama sea zone and the East Panama sea zone may be considered adjacent.

AA GUNS

1. You may move an AA Gun into but not out of a newly captured territory.

2. If an enemy AA Gun is located in a territory that is liberated then ownership of that AA gun will belong to the country that owned the territory at the start of the game regardless who originally owned or bought said gun.

example 1: if Japan owns Novo with an AA Gun present and the Americans liberate Novo to Russian control then Russia will now own the gun.

3. If an enemy AA Gun is located in a territory that you capture then you will own the AA Gun.

example 1: if Japan owns Novo with an AA Gun present with Russia under enemy control and the Americans capture Novo then the Americans will own the AA Gun. If Russia is liberated at some later point then the Americans would still own that gun.

example 2: if Germany has an AA Gun in West Europe and the British capture West Europe then the British would own the gun.

ROCKET TECHNOLOGY

1. Rocket Technology may only be obtained once by any given country. In other words, a country can only have one rocket shot per turn, never two or more.

2. The owner of Rocket technology may designate any given AA Gun under their control as the Rocket launcher for that turn.

3. On successive turns the player is free to designate a different AA Gun to be the Rocket launcher for that turn.

4. In order to fire, a Rocket it must be within three spaces of an enemy industrial complex.

(a) The Rocket may move one movement point during combat only if said movement places it within or keeps it within three spaces of an enemy industrial complex.

5. A rocket may not accompany any units in a combat attack. They may only move into a territory that was friendly at the beginning of the turn.

INCOME COLLECTION AND SPENDING

1. Any country that ends its turn with possession of its capital collects income.

2. You may not purchase any new units while your capital is under enemy control. a. However, if you have received income from the capture of an enemy's capital you may spend said income on Weapons Development or the violation of neutrality.

PLACEMENT OF NEW UNITS

1. If you possess an industrial complex located in one of your Ally's territories (i.e., their capital is under enemy control) then you may place new units there.

(a) You must have owned the IC at the beginning of your turn and you must still control the industrial complex at the time of the placement of new units. As such, if you liberate their capital you will not be allowed to place any new units in that complex as it has now reverted back to your Ally's control.

2. Shipping may be placed in any water area on the board that is adjacent to a land territory possessing an IC.

(a) Examples of legal locations would include the Caspian Sea and the Great Lakes.

3. A newly purchased fighter may not be placed on an aircraft carrier. It must be placed in a land territory.

RETREATS

1. Any adjacent friendly land territory or sea zone will qualify as a legal retreat location as long as an attacking unit originates from or passes through the territory or sea zone.

(a) flight paths cannot validate retreat locations.

(b) the retreat location does not need to be friendly at the start of the turn; it just needs to be friendly at the time of the retreat.

2. Any territory or sea zone that could possibly provide a retreat zone for blitzing armor or naval units will be considered valid. While it is recommended that you specify the route traveled by such units, it is not absolutely required.

3. Land and naval units retreat during combat; therefore, if you wish to retreat these units you must declare the retreat location before you roll the next battle. This can be done by adding a note in the comments section of the dice roller. If this is not done, then any subsequent battles may, at the discretion of the Minister of Law, be voided and subject to re-rolling.

4. If an invalid retreat location is declared, all subsequent battles may, at the discretion of the Minister of Law, be voided and subject to re-rolling.

NEUTRAL TERRITORIES

1. An air unit may fly over a neutral territory, capture it, and then continue on to another battle.

2. The number of neutral territories that it flies over on any given turn will only be limited by the number of movement points and IPCs available.

MAGIC 84

1. The Magic 84 count is performed immediately after the United States' turn.

2. If after the United States' turn the total combined Axis IPC Count is 84 or higher the game is over.

ORDERS OF LOSS

1. A player may designate any order of loss that he desires for his casualties.

2. If a defender does not send in any special orders of loss prior to the attacker rolling the battle then the Association defaults will be used.

3. Default orders of loss are as follows:

Land Territories

Attacking: INF, ARM, FTR, BMB
Defending: INF, ARM, BMB, FTR

Sea Zones

Attacking-- TRN, SUB, FTR, BMB, AC, BB
Defending -- TRN, SUB, FTR, AC, BB

Note: In a no retreat situation involving only attacking air units, defending subs are lost before other defending units.

4. There are some exceptions to the club defaults.

(a) If a naval battle has a defending SUB, AC loaded with aircraft, or loaded TRNs and any of these units can survive the particular round of battle, the attacker MUST pause and ask the defender to identify the casualties prior to rolling the next round. If the defending SUB survives then the defender will indicate the sea zone to which it will withdraw

(b) If a land battle has a defending BMB, and it can survive the particular round of battle, the attacker MUST pause and ask the defender to identify casualties prior to rolling the next round.

(c) If the attacker rolls both attacker AND defender in these cases without pausing and allowing the defender to declare his OOL, and if following the OOL correctly MAY have resulted in a DIFFERENT battle outcome for the dice ACTUALLY ROLLED, the attacking rolls shall stand, and the defender shall have the option to:

(i) accept the defending rolls as is, applied to the units now shown, (ii) to accept the defending rolls, applying the actual rolls to corrected units, or, (iii) to adjust the defending units to suit the correct OOL and re-roll the affected defending rolls.

If either of the last two options is taken by the defender, ANY succeeding rolls in the battle must be completely re-rolled

ABBREVIATIONS

1. A player may use any abbreviation as long as its meaning is clear.

2. There is a map available on the website that lists IAAPA recommended territory and sea zone abbreviations.

3. Some commonly used abbreviations are listed below.

4. WI (Walk In) - The attacker simply "walks in" to an empty enemy or neutral territory. No combat rolls are required, but it happens during the combat phase of the turn.

5. AA (Anti-Aircraft Gun)

6. ARM (Armor)

7. BB (Battleship)

8. BMB (Bomber)

9. CV or AC (Aircraft Carrier)

10. HBMB (Heavy Bomber)

11. IC (Industrial Complex)

12. INF (Infantry)

13. JFTR (Jet Fighter)

14. LR (Long Range)

15. MT (Empty)

16. FTR (Fighter)

17. TRN (Transport)

18. SS or SUB (Submarine)


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