~~~ FROM THE BUNKER 6/30/96 ~~~ Greetings cyber-warriors! The last year has been one of growth and great change in our club. We have expanded and modified just about every aspect of the club charter to accomodate these changes. We have had to say goodbye to our SGM'stress L A Steam, while welcoming a talented and diverse group of internet players from around the globe into our ranks. This will be the final SGM update for the season. It is a long one covering a lot of material, so let's get right to it. First, some opening thoughts from me. FROM THE SGM's DESK As some of you already know, we are working closely with the Online Games Forum Staff to provide our club with a larger and more updated area within AOL. We will have our own keyword and a semi-private chat room for live games. The projected completion time frame for our new area is sometime in August of 1996. Watch for it. Elections: The annual club elections begin tomorrow. All seats are up for re-election. You should receive your ballot within the next 24 hours. Please make it a point to vote for your favorite candidates.... or write in a candidate if you don't like who is on the ballot. Your participation is needed to keep it moving in the direction we want it to go. The last day to send in your vote is 05 July 1996. Let us welcome the following new members! KevinD784 OpiBran ScottNeilM DeanC5142 DEisenhwr EISSMAN2 DNCN MACHN SirHuntr MSoler550 Gabber1001 MKeller569 bt427@freenet.toronto.on.ca tomfool@javanet.com DanSDan Big H 68 Goodbyes..... We are currently reviewing our club roster to cull inactive players from the club to make room for people who want to play. If you receive this update and no longer wish to be part of the club, please let me know. Now a word from our Conference Czar, Leodar: <<< CZAR's CORNER >>> Greetings! Please note an important change in reporting your game finishes. Send them to the following people only: 1) Legonuts@aol.com -- (for AACRS tabulation) 2) Vampire999@aol.com -- (for game assignment completion) 3) STATKMAN@aol.com -- (for archives) HINT: Please do not send ME your game finishes after July 1st. And as a reminder, please use the format: Game### [winner] (axis or allies) defeats [loser], GM: [the GM] On the last AACRS of the season, all player RANKS have been reset based on total games and GM requirements. Any disputes should be directed my way ASAP. In the first installment of the next season, everyone's record will be RESET. Losses will be subtracted from wins, and all even or sub-0.500 records will be reset to 0-0. Please visit the archived game folder RANKINGS. There is a special season-end addition that includes all current players TOTAL LIFETIME RECORD & GAMES PLAYED. This will be updated at the end of every season. Please note that all players that did not complete one game in the last 6 months will be removed from the AACRS (ie, all inactive players). The first season of the AACRS finishes with a total of 3 Generals, 0 Colonels, 0 Majors, and 7 Lieutenants, which represent the club's officers. However, 5 Master Sergeants are close to their promotions to officer level. An officer is defined as Lieutenant and above (at least 8 more wins than losses, and 6 games GM'd). The 2nd Half of 1996 will bring more competition to our ranks, because new officers must earn their titles through challenges. We have set a minimum of 3 officers per rank. After we have enough officers, then a lower ranked player can ONLY advance through challenge and victory over an officer. We hope that ALL of you will eventually become officers (as our club continues to grow); all it takes is guts and determination! Best of luck to all in the new season, LT LEODAR, Ranking Czar (and Tournamentalist) Thanks LT Leodar! Now onto our Rules Lawyer.... LORD PEZ: ///// \\\\\ PEZ SEZ! ********** Ah, it's summer time. No snow outside the window, lots of sun and (best of all!) Pez is out of school till Autumn quarter ('cept that little teaching job he managed to pick up). That means he can get down to what really matters in life -- speaking about himself in third person and A&A Rules Lawyering. Noting the influx of new players, today's article simply gets everybody up to speed. You grizzled vets have already seen most of these clarifications but be sure to pay close attention to the sub retreat rule. There has been a slight change. Here we go... ***CLARIFICATIONS AND CHANGES TO MILTON BRADLEY RULES*** ***CHANGES*** AOL Axis and Allies play by e-mail remains very close to face to face play. Three minor changes to facilitate e-mail play are detailed below. WEAPONS DEVELOPMENT: WD will be used in AOL Axis and Allies games as in A&A 2nd edition rules with the exception of obtained Weapons Development which comes into effect immediately after the acquiring player's turn. (This includes Industrial Technology; i.e. you will not get a 'refund'). Players must inform their GM that they or their opponent has special capabilities when appropriate. Example: Russia obtains jet power. Germany attacks Karelia where Soviet JFTs are located. The German player must inform the GM that Germany is attacking JFTs. 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 in which they may be dispersed. This could require adding more plastic units to your set. SUB RETREAT DEFAULT RULE: 1) After any one round of air-only-VS-sub-only combat, the sub withdraws to any friendly or empty adjacent SZ; the location being sent with the following turn. 2) The chosen SZ MAY NOT interfere with the attacker's Non-Com movement nor unit placement unless: a. "if/then" retreat instructions had been sent with the defender's prior turn. Such prior instructions WOULD have precedence. 4) Finally, attacker Non-Com movement or unit placement may not eliminate the only possible retreat option. Example: COMBAT: Hawaii SZ (1 US SUB) attacked by 1 Jap FTR from Wake Island, land Wake Island. NON COMBAT: BB Jpn SZ - Solomon Island SZ Round 1: Jap Fighter rolls (4): a miss. GM Retreats SUB, asks the US Player to submit the location of the SUB's retreat with the following Allied turn, and informs the US player that it cannot retreat to the Solomon Island SZ since the Japanese BB moved there during non-combat. EXCEPTION: If the US Player had included an "if/then" retreat order for the Haw SZ Sub to retreat to Solomon IS SZ in the prior UK turn, then the SUB would retreat to the Solomon IS SZ and the Japanese BB would not be able to move to the Solomon IS SZ during non-combat. ***CLARIFICATIONS*** While the Milton Bradley 2nd Edition Rules and "Classified" Rules Clarifications are fairly complete, numerous AOL e-mail 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 movements 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. 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, however. AMPHIBIOUS ASSAULTS: During an amphibious assault, a TR 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 that 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 TRN). 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 ANTI-AIRCRAFT: 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. Like all technology, rockets come into effect immediately after the acquiring player's turn. 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. ***BIDDING*** Who plays the Axis and who plays the Allies is determined by "bid." Each player sends a secret bid to their GM. The lower bid plays the Axis powers with the benefits of the winning bid placed on the board before the first USSR turn. Bids are compared by IPC value and may consist of extra units (land, sea or air) and/or additional IPCs for the Axis powers. 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. Negative value bids are allowed (removing Axis units and/or IPCs) but may not be combined with positive value bids. Mixed nationality bids are also allowed (material 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. 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. If the GM receives bids of equal value, the winning bid will be determined by random die roll. Example: Both players submit their bids to their GM via private E-mail. Player One bids 12 IPCs (two 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 15 IPCs (an extra IC for Japan in Burma). The GM would inform the players that Player one would play the Axis with two additional G INF in Ukraine, an additional J ARM in Burma and that Japan will start with 26 IPCs to spend. Other Bid Examples: * 6 IPCs (2 J INF for Burma) * 10 IPCs (1 G ARM in Libya, 1 J INF in Burma, 2 extra IPCs for Japan) ***FORFEITS*** You may request a forfeit if your opponent has "disappeared" for over five days. To request a forfeit e-mail the same forfeit request message to your opponent and GM. Your opponent then has 48 hours to explain their absence or forfeit the game. If your opponent responds in time, your GM will adjudicate the forfeit request based on the explanations given by all the parties concerned. If disputes over forfeit requests arise, they should be forwarded to the DSGM for resolution. Reasonable "leaves of absence" are allowed provided you notify your opponent and GM first. Disputes over reasonable leaves of absence will also be resolved by the DSGM. When games are won by forfeit, GMs must be sure to notify the DSGM with a carbon copy of the results as well as forwarding the results to the usual parties. Exception--Only games through Germany turn 1 can be won by forfeit. If your opponent disappears prior to Germany 1 the game will be annulled. Finally--it's good policy to check in if your game has stalled for a few days. Many a forfeit can be avoided this way -- "Oh! I thought we were waiting on the GM's results!" And now we're all on the same playing field. What should you expect in the following weeks? Pez's next project is a comprehensive guideline for turn presentation: how to write it, what to say, what has to be included. Clarity is just around the corner. LordPez@aol.com Your A&A Rules Lawyer ******************** GAMESTARTS: #896 Avis33 vs. rmccann@liberty.uc.wlu.edu GM: STATKMAN #897 CPNeifert vs. Bjbmongo GM: HerbertFox #898 CPNeifert vs. AGUrb GM: jkeip@icworks.com #899 CPNeifert vs. Todd Vomit GM: Thanos2 #900 STATKMAN vs. Tncolonel GM: Duke O D #901 GerardW123 vs. Bergs215 GM: Andrewn@iconz.co.nz #902 76676.3347@ vs. rmccann@ GM:CKevinW #903 Marty41070 vs. Wilson@ GM: Haddonmirk #904 Marty41070 vs. 71702.3470@ GM: AGUrb #905 clancy@magi.com vs. edavid@odyssee.net GM: Frosty0035@aol.com #906 Marty41070 vs. Jaedsr GM: RBurt94553 #907 Marty41070 vs. mchili@aix1.uottawa.ca GM: Cpt Rick J #908 Duke O D vs. mchili@aix1.uottawa.ca GM: JimB614 #909 Marty41070 vs. Stuka 87 GM: Legonuts #910 Todd Vomit vs. PFC JMeyer GM: Marty41070 #911 SHARP100 vs. ryanmich@ns.fullnet.net GM: Todd Vomit #912 AGUrb vs. GLMMIS GM: AA Ghost #913 AGUrb vs. RBurt94553 GM: MWRalston #914 EWBenson vs. Punk22221 GM: Oliveau #915 AGUrb vs. Zteen GM: Remo #916 fmelandri@linknet.it vs. schiller@ GM:EWBenson #917 phkim@sas.upenn.edu vs. zwoof@ GM: Thanos2 #918 Jaedsr vs. zwoof@interpath.com GM: PFC JMeyer #919 CPNeifert vs. z934705@oats.farm.niu.edu GM: Kieranbren #920 KevinD784 vs. DeanC5142 GM: cannae@heart.net #921 commreal@totcon.com vs. umbarg01@ GM: GLMMIS #922 D Eisenhwr vs. bt427@freenet.toronto.on.ca GM: Oliveau #923 Merlyn111 vs. ScottNeilM GM: CPNeifert #924 Sinbad7 vs WagnerD@mtmary.edu GM: Bjbmongo #925 Duke O D vs. STATKMAN GM: HerbertFox #926 mchili@aix1.uottawa.ca vs. SHARP100 GM: DMert #927 GerardW123 vs. Bjbmongo GM: z934705@oats.farm.niu.edu #928 JHenderon vs. ddunning@notes.i-o.com GM: Krazyhouse #929 tanzman@the.link.ca vs. davidfv@qnet.com GM: AGUrb #930 commreal@totcon.com vs. DRoss SWO GM: Ryle2 #931 JamesU1004 vs. Legonuts GM: Rewstr #935 76676.3347@ vs. SBrooks154 GM: pstorey@UVic.CA #936 SonicMoose vs. Merlyn111 GM: Beaverhut #937 ljaime@mcsa.net vs wagnerd@mtmary.edu GM: Beaverhut@aol.com #938 Jaedsr vs. Sinbad7 GM: angler@usa.pipeline.com #939 pstorey@UVic.CA vs. Kenyon@ GM: RBurt94553 #940 pstorey@UVic.CA vs. Legonuts GM: z934705@ #941 drd@erinet.com vs. ddunning@ GM: PFC JMeyer@aol.com #944 commreal@totcon.com vs. PMillard GM: RBurt94553 #945 drd@erinet.com vs Beaverhut GM: CPNeifert #946 71702.3470@ vs. MWRalston GM: SBrooks154 #947 umsheld4@cc.umanitoba.ca vs. MWRalsto GM: Haileous2 #948 ryanmich@fullnet.net vs. RBurt94553 GM: Jaedsr #949 Kenyon@ vs. STATKMAN GM: JamesU1004 #950 gregory.fisher@midplains.net vs. edavid@ GM: STATKMAN #951 WJA8l vs. Sir Huntr GM: Duke O D #952 EISSMAN2 vs. MSoler550 GM: cannae@heart.net #953 Kenyon@ vs GerardW123 GM: CPNeifert #954 Kestral 4 vs. mavery@accent.net GM: PFC JMeyer #955 andrewn@iconz.co.nz vs. Sinbad7 GM: Haileous2 #956 commreal@totcon.com vs. jkeip@ GM: Archerus #957 Jaedsr vs Haileous2 GM: Marty41070 #958 Stuka 87 vs. PFC JMeyer GM: Wicket1995 #959 wagnerd@mtmary.edu vs. PFC JMeyer GM: Andrewn@iconz.co.nz #960 MrBoingo vs. cannae@heart.net GM: EX Drinker T#961 EnemyThine vs. jkeip@icworks.com GM: Legonuts #971 angler@usa.pipeline.com vs. Skywise494 GM: Kyushuman #977 MKeller569 vs. tomfool@javanet.com GM: Marty41070 #978 Archerus vs. Beaverhut GM: z945197@ #979 DavidACamp vs. Hocygoaly GM: JPericles #980 Archerus vs. bx095@freenet.buffalo.edu GM: JWLandrum #981 JHenderon vs. KevinD784 GM: Krazyhouse #982 andrewn@iconz.co.nz vs. ryanmich@ GM: Marty41070 #983 u-47@ix.netcom.com vs. Eissman2 GM: cannae@heart.net #984 PFC JMeyer vs. ryanmich@fullnet.net GM: RBurt94553 #985 Duke O D vs. Miket@bgnet.bgsu.edu GM: STATKMAN #986 Siefie vs. STATKMAN GM: JPericles #987 gregory.fisher@midplains.net vs. edavid@ GM: PFC JMeyer #988 DanSDan vs. Big H 68 GM: Tnbashar #989 LORD PEZ vs. STATKMAN GM: gregory.fisher@ GAME FINISHES: #522 Brian9178 (Allies) defeats RBurt94553 GM Archerus #532 LORD PEZ defeats KyleCBaker GM: RCLind #597 HOCYGOALY defeats GAYLORD_TANG@ GM: blandis@haverford.edu #644 schiller@ defeats BoneDogger GM: Sinbad7 #663 SBrooks154 defeats ABaker3293 GM: Marty41070 #681 AA Ghost defeats Marty41070 GM: Axis HQ #684 Marty41070 defeats Duke O D GM:Legonuts #717 CPNeifert(allies) defeats LA Steam GM: Beaverhut #744 Sonic Moose defeats DMert GM: EX Drinker #745 76676.3347@ defeats AMoon II GM:blandis@haverford.edu #752 CPNeifert (allies) defeats Leodar GM:Rburt94553 #758 phkim@sas.upenn.edu defeats ljaime@ GM:Hocygoaly #772 zwoof@interpath.com defeats bx095@ GM:Thanos2 #773 pstorey@UVic.ca defeats Legonuts GM: CPNeifert #775 Mchili@aix1.uottawa.ca (allies) defeats Hatch17 GM:DMert #778 gregory.fisher@ defeats Ken Doran GM: RBurt94553 #782 commreal@totcon.com defeats CKevinW GM: JamapIII #789 CPNeifert defeats DrillWrter GM: Haileous2 #790 Legonuts defeats blandis@ GM: JPericles #791 SKCurry70 defeats GerardW123 GM: Haileous2 #795 GerardW123 defeats 71702.3470@ GM: umsheld4@ #796 umsheld@ (Allies) defeats tanzman@ GM: z934705@ #798 drd@erinet.com defeats yu117441@ GM: DMert T#800 EnemyThine defeats clancy@magi.com GM=Tnbashar T#803 pstorey@ vs. KyushuMan@ GM=AGUrb T#804 Ryle2 defeatss mherrick@ GM=SINBAD7 #805 GeorgeFC defeats HaddonMirk GM:STATKMAN T#809 cannae@ defeats jeremy@ GM=EnemyThine T#812 JimB614 defeats bx095@ GM=GeorgeFC T#813 andrewn@ defeats D BAUMGART GM= Leodar T#819 Duke O D defeats EXDrinker GM=DanBeech T#820 angler@ defeats m-shih@ GM=Bergs215 T#822 RBurt94553 defeats Thanos2 GM=Kyushuman T#827 Brian9178 defeats Desertfx@ GM=KRAZYHOUSE T#830 Kieranbren defeats wilson@ GM:cannae@heart.net T#831 Legonuts defeats SINBAD7 GM=DrillWrter #832 jallgor@ucla.edu defeats viking24@ GM: Todd Vomit T#835 D BAUMGART defeats Tncolonel GM: EnemyThine T#836 Archerus defeats Vampire999 GM: Legonuts #837 Legonuts defeats RBurt94553 GM: D BAUMGART #838 JamesU1004 (allies) defeats PhilipHall GM:Rewstr T#839 Ryle2(Axis) defeats Brian9178 GM: Vampire999 #840 EnemyThine defeats Vagrunt GM: Kieranbren #842 SINBAD7 defeats JC2249@ GM:Marty41070 #846 jkeip@icworks.com defeats z934705@ GM:angler@ #852 Krazyhouse defeats DGHen GM:cannae@heart.net #854 pete.george@sto.... defeats AgnesJudge GM:CWChin #855 DWJD (allies) defeats Summland GM KRAZYHOUSE. #856 Sharp100 defeats AA Ghost GM: jkeip@icworks.com #858 GLMMIS (axis) defeats rob@theriver.com GM: gkmcinto@ #860 zwoof@interpath.com defeats Bjbmongo GM: pstorey@uvic.CA #864 Avis33 defeats helmecki@Minn.net GM: Kyushuman #869 Haileous2 defeats BillS@ GM: PFC JMeyer #870 71702.3470@ defeats umbarg01@ GM: SBrooks154 #873 Beaverhut defeats MarkBa@fbcs.... GM: wilson@ #874 GLMMIS defeats commreal@totcon.com GM: m-shih@ #876 commreal@ defeats ryanmich@ GM:Tncolonel #877 umbarg01@ defeats ryanmich@ GM:Siefie #878 CPNeifert defeats MWRalston GM: PFC JMeyer #881 yngvart@online.no defeats Lord Daarz GM: JPericles #882 EWBenson defeats JHenderon GM: PMillard #884 HaddonMirk defeats Tncolonel GM: Wicket1995 #885 Punk22221defeats Jaedsr GM: HerbertFox #886 sdv@ defeats miket@bgnet.bgsu.edu GM: GerardW123 #888 JWLandrum defeats Kestral 4 GM: CPNeifert #889 PaintBllr defeats MelvinW733 GM: Marty41070 #891 MrBoingo defeats PMillard GM: Brian9178 #900 STATKMAN (Allies) defeats TnColonel GM:Duke O D #906 Marty41070 defeats Jaedsr GM: RBurt94553 #910 Todd Vomit defeats PFC JMeyer GM: Marty41070 #911 SHARP100 defeats ryanmich@ns.fullnet.net GM: Todd Vomit #920 KevinD784 defeats DeanC5142 GM:cannae@heart.net #918 zwoof@interpath.com defeats Jaedsr GM: PFC JMeyer #928 DWJD defeats JHenderon GM: Krazyhouse #941 DWJD defeats drd@erinet.com GM: PFCJMeyer #944 PMillard defeats commreal@totcon.com GM: RBurt94553 #945 Beaverhut defeats drd@erinet.com GM: CPNeifert #950 edavid@ defeats gregory.fisher@ GM: STATKMAN #952 EISSMAN2 defeats MSoler550 GM: cannae@heart.net PLAYER POOL Here is the current club player pool. If your name is listed here and you are NOT available for a game, please e-mail Vampire999 and ask for your name to be removed. We need to keep this list as accurate as possible. Thanks! Avis33@aol.com clancy@magi.com CTEVANS@aol.com desertfx@connect.ab.ca DRoss SWO@aol.com DWJD@aol.com edavid@odyssee.net gkmcinto@students.wisc.edu Hocygoaly@aol.com Jaedsr@aol.com JHenderon@aol.com JWLandrum@aol.com Landru 428@aol.com MarkBa@fbcs.fujitsu.com mavery@accent.net mchili@aix1.uottawa.ca mherrick@sun.tir.com miket@bgnet.bgsu.edu rmccann@liberty.uc.wlu.edu RodCoffin@gnn.com ryanmich@fullnet.net Siefie@aol.com Sinbad7@aol.com Skywise494@aol.com steere@ewald.mbi.ucla.edu Stuka 87@aol.com umbarg01@cc.UManitoba.CA umsheld4@cc.UManitoba.CA Wagnerd@ mtmary.edu zwoof@interpath.com 71702.3470@compuserve.com 76676.3347@CompuServe.COM ** AND FINALLY ** I'd like to thank all the folks that made this update happen. Good work, Gents! May the dice gods never frown on your efforts, VAGRUNT SGM Protempore