5/20/97 Interlude ---===Pez Sez===--- Lord Pez your Chancellor of Law here. Yah, yah, yah, I'm also your Minister of Precedence (you just got the last set of rankings yes?) but I'm not wearing those robes at the moment so don't even get me started! ::Ahem:: Yes that's a hint. *You* should run to be our new Chancellor of Law. :) With the War in the Desert approaching (we're talking less than a week now!) and the increased popularity of Live Gaming in the Wargamer's HQ it looks like delineating official AOL A&A rules clarifications for live games are in order. As many of you may recall, we here at AOL A&A tend to be purists. Club motto -- keep the game as close to Milton Bradley as possible. Accordingly, when it comes to live play, there is only one change from Milton Bradley (no marker limitations) and some clarifications. Yup!!! Live play uses no sub rule. Live play uses no Weapon Development rule either. Yes folks, it's just the like face to face game you remember!!! I'm sure you are already familiar with the clarifications but what the heck, I can cut and paste as well as the next guy. Pay close attention to the Non-Combat Movement and Just Captured Territories clarification. The previous version seems to have caused some confusion. CHANGES TO MILTON BRADLEY RULES (LIVE PLAY) ******************* MARKER LIMITATIONS: In AOL Axis and Allies games there are no limits to the number of units you may control nor the number of groups they may be dispersed in. This could require adding more plastic units to your set. CLARIFICATIONS TO MILTON BRADLEY RULES (LIVE PLAY) ******************* While the Milton Bradley 2nd Edition Rules and "Classified" Rules Clarifications are fairly complete, numerous AOL games have uncovered some obscurities. Detailed below are clarifications to those obscurities. COMBAT/NON-COMBAT MOVEMENT: 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. Accordingly, transports which engage in combat may neither load nor unload during non- combat. NON-COMBAT MOVEMENT AND JUST-CAPTURED TERRITORIES: Not only may you move additional units into just-captured/liberated land territories and sea zones during non-combat, you may also move units through those territories and zones provided your units have enough movement to do so and were not involved in any combat sequence that turn. Exception -- Air units may not land in just-captured land territories though they may non- combat through them. TRANSPORT UNLOADING: Once a transport unloads ANY of its cargo its turn is completed and it may neither move, load nor unload again later that turn. Transports may unload into one or two friendly land territories during non-combat provided both are adjacent to the SZ containing the transport. Transports may unload into only one amphibious assault. AMPHIBIOUS ASSAULTS: During an amphibious assault a TRS may move into an embattled SZ and pick up its cargo. It then MUST participate in any necessary NAVAL battles with its cargo onboard. Any surviving transports may then deliver their land units to battle in any ONE adjacent enemy controlled territory. CANALS: 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. GULF OF MEXICO SEA ZONE: 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. ALLY FTRS ON ACs: Ally FTRs aboard your own AC CAN be taken into your attack. However, if the AC is hit, the ally FTRs sink with the ship (just as would INF onboard a TRS). Ally FTRs have NO function whatsoever while onboard your attacking AC. The ally FTRs cannot be used as casualties to take hits nor takeoff from the AC during the attack; they are cargo only. LIBERATED ANTIAIRCRAFT: Like liberated Industrial Complexes, AAs in territories you liberate to an Ally's control also belong to that Ally. ROCKET TECHNOLOGY: Rocket Technology may be acquired only one time by any single country. The owner of rocket technology may designate any single AA Gun under their control as a rocket launcher. If the Gun is, or is moved within 3 spaces of an enemy IC during combat it can perform a rocket attack as per the 2nd Edition rules. Any AA controlled by the attacking player may be selected to perform a rocket attack whether it has been used to launch rockets in previous turns or not. INCOME COLLECTION AND CAPITAL STATUS: Any country that ends its turn with an uncaptured capital collects income. And that's all you really need folks! The rest is in Milton Bradley's 2nd Edition and "Classified" Rules Clarifications. So find an opponent, make your bids and get busy! ---===Pez Sed===---