IAAPA Complete Unabridged Rules - Part 13 Battle Resolution

Last Updated July 25, 1999

Questions and comments should be directed to our Minister of Law John (law@axisandallies.net).

GM REQUIREMENTS:

When a player submits his turn to the GM, the GM will resolve any battles as follows:

  1. The GM will organize the attacking/defending pieces as per the Battle Board layout.
  2. The GM will roll for all AA guns and BB support shots, removing AA casualties from the game and moving BB support casualties to the casualty area.
  3. The GM will roll for all attacking submarines and remove defending casualties from the game.
  4. The GM will then roll for the attacking units in the 1's column. The GM will then remove the appropriate type and number (as per default or special orders of losses) of defending units to the casualty area. The GM will then roll for the attacking units in the 2's column, again remove casualties, then the 3's column, etc., until all attacking units have fired their shots or there are no defending units left. Note that all columns are "generic", meaning if there are 3 arm and 2 ftrs that five dice are to be rolled simultaneously for a 3, not three for the arm and two for the ftrs. The only exceptions to this firing order are in the case of a naval battle with an attacking sub, which fires first, and in an amphibious assault with a bb support shot, in which the bb fires first.
  5. The GM will now roll for the defending units in the order that they appear on the battle board, from '1s' column onward (including units in the casualty area) and remove the appropriate type and number of attacking units.
  6. This sequence will continue until the attacker withdraws, the attacker is destroyed, the defender is destroyed, or both the attacker and defender is destroyed.
  7. The GM is required to list all die rolls for every round of all battles.

Miscellaneous:

  1. All die rolls for each column will be considered to have been rolled simultaneously. Ex: Say there are 30 attacking infantry. Whether the GM rolls for them 1 at a time, 3 at a time, 10 at a time, or any other combination, it will be considered that all 30 were rolled at once.
  2. Only the appropriate type and number of hits will be taken. Any extra hits scored will be treated as "overkill."

Example: 6 ARM vs 2 INF
A1 1*2*3*1*2*5 5 Hits
D1 1*2* 2 Hits
The defender's 2 inf are lost and the 3 extra hits are ignored.
Ex 2: 2 TRN, 4 FTR vs 5 SUBs
A1 6666
D1 1*1*1*1*1* 5 Hits
The attacker's 2 TRN are lost and the 3 extra hits are ignored.

The GM is to roll each battle completely as per the sending players orders. There should be no subjectivity and the GM's rolls should be entirely mechanical. GMs should only do what players explicitly tell them to do. For example, a GM should not end a battle prematurely because there were 'unusual' die results or "I think the player would have wanted to..." The sending player can, and he is strongly suggested to, issue special orders to cover any odd dice rolls, or anything else for that matter, that may arise. In the absence of special orders, the IAAPA default orders of losses are to be followed.

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