IAAPA Complete Unabridged Rules - Part 7 Rules Clarifications for IAAPA Gameplay

Last Updated July 25, 1999

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

CHANGES TO MILTON BRADLEY RULES

IAAPA PBEM (play by e-mail) remains very close to face to face play. Two minor changes to facilitate e-mail play are detailed below.

WEAPONS DEVELOPMENT (WD):

WD will be used in IAAPA games as in A&A 2nd edition rules with the exception that the obtained Weapons Development 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:
United States obtains Jet Power. Germany attacks Karelia where United States Jet FTRs are located. The German player must inform the GM that Germany is attacking Jet FTRs.

MARKER LIMITATIONS:

In IAAPA 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:

While the Milton Bradley 2nd Edition Rules and "Classified" Rules Clarifications are fairly complete, numerous 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 during the same turn. Accordingly, transports which engage in combat may neither load nor unload during non-combat. During combat movement, only those units that will actually participate in combat may be moved onto a transport.

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:

A land battle is considered 'amphibious' ONLY if a transport delivers inf 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.

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 inf or arm the transports are considered to be 'loaded' prior to the sea zone battle being resolved.

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 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:

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 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/CAPTURED ANTIAIRCRAFT:

Like liberated Industrial Complexes, AAs in territories you liberate to an Ally's control also belong to that Ally, regardless of who initially owned the AA gun. Also, any AA guns that are captured, then recaptured, etc. belong to the country that presently owns the territory, regardless of who initially owned the AA gun.

ROCKET TECHNOLOGY:

Rocket Technology may be acquired only one time by any single country. Like all other technology, rockets come into effect the turn after they are achieved. 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. The Rocket may not move into an enemy territory not may it accompany any other attacking units into an enemy territory.

INCOME COLLECTION AND CAPITAL STATUS:

Any country that ends its turn with an uncaptured capital collects income.

CAPITAL LIBERATION:

When a capital is liberated all ally controlled territories belonging to that country return to the liberated capital's control. Accordingly, allies cannot place units in ICs controlled by just liberated capitals. A player may not purchase units while his capital is under enemy control. You may, however, spend any income that you have on weapons development or to violate neutrality.

RETREATS:

Any unit that retreats, except for a fighter (which may only retreat the amount of movement points it has remaining), does not count the retreat movement point. This movement point is free. For example: Even though an armored unit has a movement factor of two it may still move two spaces, attack, and then move an additional space to retreat for a total of 3 movement points during that turn.

SOME MORE CLARIFICATIONS

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