IAAPA Complete Unabridged Rules - Part 99 Complete Unabridged IAAPA Rulebook

Last Updated September 25, 1999

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

We are always encouraging new members to join the IAAPA. We have players from the age of 12 to 92 in our Association, and all who know the rules of the game are welcome. Please take a look at one or two of the game logs to see how it is played.

MAKE SURE YOU HAVE 2ND EDITION RULES WITH YOUR AXIS AND ALLIES GAME! ALSO MAKE SURE YOU HAVE THE "CLASSIFIED" RULES CLARIFICATIONS THAT COME WITH RECENTLY PURCHASED GAMES. IF YOU DON'T HAVE THIS CLARIFICATIONS BOOKLET, AN ELECTRONIC FORM OF IT IS AVAILABLE ON THE DOWNLOADS SECTION OF THE IAAPA SITE.

In order for new players to begin play:

1.Must contact the IAAPA Minister of Recruiting by taking the Final Hurdle on the Web Site (Click on the Start Here button and follow the instructions).
2.Must get the Axis and Allies board or CD-ROM game, 2nd edition rules and 'classified' rules clarifications that come with game (or download it from the downloads section of the IAAPA Web Site once they become a member).
3.Must be willing to log and and monitor email regularly (bi-weekly at a minimum) and be willing to GM at least one game after the initial 'rookie' game (and GM one game for every game they play where a GM is assigned).

For players that who have never played via computer before, they should look closely at PBEM (play-by-e-mail) games by either accessing them through the IAAPA Gaming Area on AOL (keyword A&A) or the Downloads and Online Stats Pages of the Association Web Site.

New players will be assigned their first game. After that, a player may seek opponents through the Player Pool or the "Challenges" folder on the IAAPA BBS. After finding an opponent in this manner, go to Member Services on the Web Site and Issue a Challenge to your potential opponent. Both you and the IAAPA member you challenged will receive an email notification of the challenge, and then the person who was challenged goes to IAAPA Member Services and either accepts or declines the challenge. If it is accepted, a GM will be automatically assigned (if necessary) and a game number assigned. All of this information will be sent to all relevant parties by the IAAPA server.

FORFEITS

GM E-Mail Games

You may request an e-mail game forfeit if your opponent has 'disappeared' for over five days. To request a forfeit e-mail the same request message to your opponent and GM. Your opponent then has 5 days 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 the parties concerned.

If disputes over forfeit requests arise, they should be forwarded to the Minister of Law 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 Minister of Law. When games are won by forfeit, GMs must be sure to notify the Minister of Law with a carbon copy of the results as well as forwarding the results to the usual parties.

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!"

GMless E-Mail Games

Same procedure as with GMed games except include the Minister of Law in your forfeit email. When there is no response after 5 days, you can then email the Minister of Law that this has occurred and log on to the web site and register the game finish 'won by forfeit'.

Live Games

You may request a live game forfeit if your opponent has 'stood you up' more than once or proves continually unavailable for live play. Live game forfeit requests are adjudicated on a case by case basis. To request a live game forfeit e-mail the same request message to the Minister of Law and your opponent. Your opponent then has 5 days to respond or forfeit the game. If your opponent responds in time the Minister of Law will adjudicate the forfeit request based on the explanations of the parties involved.

ANNULMENTS:

By mutual agreement players can agree to annul a game. Annulled games are not 'draws' and have no affect on Association ranking or rating points. If both players agree to annul a game they must notify their GM. The GM should carbon copy the Minister of Law of the annulment as well as forwarding the results to the usual parties. As with forfeits, players who continually annul games may be eliminated from the Association.

GAME COMMITMENTS:

E-mail, GMless, Live, CD-ROM:

When you send in your bid, you commit yourself to play the game. If you quit at any time after that your game will be forfeited.

GROUNDS FOR ELIMINATION FROM THE ASSOCIATION & DROPPING OUT:

Players who continually forfeit or annul games will be eliminated from the Association. If you are going to be gone for any length of time, please take a few minutes to inform the Association government. (Copy to the President, Minister of Law, Minister of Stats). If you are GMing a game, the Minister of Stats will assign a temporary GM. Elimination will only occur when notification is not given. To drop out of the Association simply e-mail the President, Minister of Stats, and Minister of Recruiting with your request and inform them of any games you are currently playing or GMing. Dropping out during a game is highly discouraged and may result in that player not being able to rejoin the Association at a later date.

It should be noted that if you leave the Association and decide to join again later, your old record and membership will be reactivated. Creating a new membership account when you already have one is a violation of the Association's Standards of Conduct.

Who plays the Axis and who plays the Allies is determined by 'bid'. Each player sends a secret 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.

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 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 Server will inform the players that Player one would 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)

Everyone in the Association will be a GM at some point. Most people GM one game for every GM game played. They read the orders given to them, roll the dice to determine the results of battle (or use the IAAPA dice server to roll the battle) and report on the results of the battles. They also ensure that both players agree on their unit updates, and resolve disputes between players.

THE GM IS REQUIRED TO PRINT OUT OR SAVE ALL ORDERS AND RESULTS!

This is just in case the two players cannot resolve a dispute....it will first be up to the GM to resolve the problem. The Minister of Law is always available for clarification of difficult calls. If (due to a rule dispute) the players do not agree with the GM's ruling, they can request the Minister of Law to resolve the problem. If the player(s) are in disagreement with the Minister of Law's ruling then an appeal may be made to the IAAPA President. If the President is involved as either player or GM the Prime Minister will handle the appeal.

IAAPA SUB RULE

  1. Attacking subs may withdraw according to Milton Bradley rules provided withdrawal orders are sent with the attack.
  2. After any one round of air-only versus sub-only combat, the GM ends the battle and all surviving submarines will be allowed to withdraw to any adjacent friendly or unoccupied SZ. The owner of the withdrawing sub must send in the location of the sub retreat with his next turn. The GM is also to withdraw the sub after any round of combat that results in an air only vs sub only situation for the next round.
  3. Normally, the sea zone selected for withdrawal may not interfere with the attacker's non-combat or placement orders.
  4. ** Exception ** If the owner of the defending sub(s) sends in special withdrawal orders prior to the attacker sending in his turn, the withdrawing sub(s) will have precedence over the non-combat orders. Successful defending sub withdrawal orders invalidate attacker non-combat movement into or through the SZ your sub withdrew to. Note -- Defending sub withdrawal orders are not limited to air-only versus sub-only combat.
  5. Units whose non-combat movement is invalidated by successful withdrawal orders may resubmit affected unit's non-combat movement. 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 routes available.

**Always assume your opponent has sent withdrawal orders!**

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

Unless told otherwise by special player instructions, casualties will be taken in the following order:

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

Note the difference between attacking order and defending order.

Attacker default -- Save Air (continue until all attacking ground forces are destroyed, then retreat any surviving air units).

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

*Exception* -- in a no retreat situation involving *only* attacking air units, defending subs are lost before other defending units.

Attacker default -- Kill at all Costs (air units continue attack until Sea Zone is cleared).

Special Orders of Loss

Players may alter the order of loss in any manner they wish. Attacking players need only send special instructions with their attacking turns. Defending players need to send special instructions prior to the attacking turn (to accommodate the sub withdrawal rule). Such instructions may be sent secretly.

Russia posts orders that include everything that you would normally do playing AA face to face (buy/place/attack/move/etc.). Don't forget to include any special orders (retreats/if-thens/orders for defense on an anticipated attack such as sub withdrawal, etc.). Board updates need to be included after your orders for unit locations of that country, world IPC updates and MAGIC 84 status. Don't forget to include what you are attacking including AA guns that you passed over on the way. Don't forget to tell the GM what you are attacking with and when you are attacking 'SPECIAL WEAPONS'.

The GM (who should check his e-mail daily) will read over the orders. He will roll the outcome and then post the results on the board under that games folder and send copies to the players via e-mail. ANY SECRET ORDER TO YOUR GM IS PERFECTLY LEGAL.

SECRET ORDER EXAMPLES:

Before the game starts players may wish to submit special orders with their bids (like if the German SUB in WSPAIN SZ is attacked withdraw it West). Or with USSR turn you may say...if on German turn the SUB in East Mediterranean SZ is attacked, withdraw through Suez. The best way to get the GM this order is on the turn before (on USSR turn for the UK...or by "SECRET" E-MAIL). In general all other orders and results should be posted in the BB under your specific game heading.

The German player will then post his move based on the above outcomes, give a board update of his units, including the areas for which the GM rolled. This really minimizes the GM's involvement and the time required to GM the game. NEVER dispute the GM's rolls (that he fixed them)...sometimes triple snake eyes come up on the dice for the three AA's. GMs,.....NEVER feel bad about bad rolls. Just post them as they fall. The random effect of the dice is what makes each game different and interesting.

It's the players responsibility to make sure the other person followed the rules and to review and comment about the board/unit update sent with each turn. Updates are very important as it is very, very easy to make a mistake playing by computer. The time spent on updates is time saved in the long run.....this comes from a lot of experience.

SECRET ORDER EXAMPLES:

Before the game starts players may wish to submit special orders with their bids (like if the German SUB in WSPAIN SZ is attacked withdraw it West). Or with USSR turn you may say...if on German turn the SUB in East Mediterranean SZ is attacked, withdraw through Suez. The best way to get the GM this order is on the turn before (on USSR turn for the UK...or by "SECRET" E-MAIL). In general all other orders and results should be posted in the BB under your specific game heading.

The German player will then post his move based on the above outcomes, give a board update of his units, including the areas for which the GM rolled. This really minimizes the GM's involvement and the time required to GM the game. NEVER dispute the GM's rolls (that he fixed them)...sometimes triple snake eyes come up on the dice for the three AA's. GMs,.....NEVER feel bad about bad rolls. Just post them as they fall. The random effect of the dice is what makes each game different and interesting.

It's the players responsibility to make sure the other person followed the rules and to review and comment about the board/unit update sent with each turn. Updates are very important as it is very, very easy to make a mistake playing by computer. The time spent on updates is time saved in the long run.....this comes from a lot of experience.

Players may submit orders to the GM at any time, however, the special or secret orders must be RECEIVED by the GM prior to the turn being rolled. Acronyms are commonly used in turn posts. Following is a list of the most frequently used terms:

**Save Air** (SA) - This is the IAAPA default combat order. If no specific instructions on an attack are received by the GM, the GM will roll the battle until ALL attacking ground forces are destroyed and then retreat the surviving air units. The IAAPA default of save air does NOT apply to an attacking force consisting of air units only. In this case the default would be KAAC.

**Save Air At All Costs** (SAAC) - This is the order to use to ensure that no air units are lost. At the beginning of any designated round of battle if there is ANY chance that an air unit may be taken as a casualty, then retreat. If the player doesn't designate which round to envoke this order, the default will be round 2.

**Take At All Costs** (TAAC) - This order indicates that the purpose of this battle is to capture the enemy territory regardless of the possibility of losing air power. The GM will roll casualties normally until there is only one ground/sea unit left. At this time the attacking air units will be taken as casualties until the battle is complete. This allows the attacker the best opportunity to capture an enemy territory.

**Kill At All Costs** (KAAC) - This order indicates the purpose of the battle is to kill all enemy units in a given territory. Casualties for the attackers will start with the units with the lowest attack factor and work up to the units with the highest attack factor. No consideration will be made in whether the unit is sea/air/land.

**Walk In** (WI) - The attack is on an enemy Marked Territory (MT) or 'empty', as the initials indicate. No combat rolls are required, but it happens during the combat phase of the turn.

**Retreat if Outnumbered** - If the number of defending forces is greater than the number of attacking forces at the end of any one round of combat, retreat the attacking force. The player using this command will designate which types of units are to be counted. If the player doesn't list the types of units to be counted, then the default will be all units e.g. RIO(inf) or RIO(inf and arm).

**Special Orders** - Special combat orders may be sent to the game GM at any time, however, the special or secret orders must be RECEIVED by the GM prior to the turn being rolled. The following are examples of the subjects for combat special orders:

Recommended Unit Abbreviations

Most players choose to abbreviate the names of the game piece units when posting their turns, or use unit designators commonly in use in the US Military. The following is a list of commonly used designators and abbreviations. The first listed designator is preferred.

 Ground Units                    Sea Units               Air Units Infantry - INF                  Transport - TRN         Fighter - FTR, VF Armor - ARM                     Submarine - SUB, SS     Bomber -BMB, VB, VA Anti-Aircraft - AA              Carrier - AC, CV        Long Range - LR Industrial Complex - IC         Battleship-BB           Jet FTR - JFTR 
ORDER SENDING AND AMENDMENT GUIDELINES:

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.
  5. The GM will now roll for the defending units (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.

Sending Errors

A sending error is anything that is incorrectly sent to the GM, such as the wrong number of units, or too many units and not enough transports, etc. If a player makes a sending error, the entire battle is null and void and no portion of the results may stand. The attacker may then elect to have the GM re-roll the entire battle with the correct number and type of units or he may elect not to fight the battle at all.

If a player makes an incorrect send concerning a territory that is involved in multiple battles, ALL battles involving the affected units of that particular country will be considered null and void and no portion of the results may stand. Any other battles sent correctly from that country will stand.

Ex: Russia sends in a turn with 3 battles listed. Battle #1 is 2 INF to a battle in Kaz, Battle #2 is 2 INF to a battle in Novo and Battle #3 is 1 FTR, 2 ARM to a battle in Cauc. But Russia has a total of only 3 INF, 2 ARM and 1 FTR. Both the Kaz and Novo battles would be considered to be in error. The Cauc battle would stand. The "order" in which the battles are listed in the turn will be of no concern.

GM Errors

If the GM is sent a valid battle and makes a mistake while rolling it then the battle will be corrected as follows:

Incorrectly rolled battles will be corrected in the round they occurred and will then be re-rolled from the round following the round of the error. The GM will identify during which round and column being rolled that the error occurred. After the column is identified, then there are 2 possibilities, the first being that too few units were rolled for or secondly that too many units were rolled for.

If too few units were rolled for the GM will simply roll for the forgotten units and adjust the defenders casualties accordingly. If too many units were rolled for, then the entire column will be re-rolled.

Columns not affected will stand as is.

After the round is corrected, then starting with the next round, the remainder of the battle will be re-rolled with the correct number of units.

Below is a short example of a battle that was rolled in which the GM forgot to roll for 2 arm:
E Europe(AA , 2 INF, 3 FTRs, 3 ARM)
9 INF,1 ARM,2 FTRs from Karelia land Russia
2 ARM from Caucasus
AA rolls 1*1* = 2 hits!!!
R1
A(9 INF,1 ARM) 52461*5654/3* = 2 hits
D(2 INF,3 ARM,2 FTRs) 63431*/2*1* = 3 hits
The aa rolls are correct and would stand.
The attacking "one's" column is correct so it would stand.
The attacking "three's" column is where the error is and Rnd 1 is the error Rnd.
The GM would roll 2 extra dice for a "3".

Now, there are 3 possibilities:
There would be no additional hits, 1 additional hit or 2 additional hits.

Let's look at the first one, "No additional hits." The defensive rolls, obviously, were not affected at all and would stand for all three situations (meaning Rnd 1) in this scenario. Rnd 2 would now be adjusted as:
(Original Rnd 2)
R2
A(6 INF,1 ARM) 52551*3/6 = 1 hit
D(3 ARM,2 FTRs) 436/61* = 1 hit
(Corrected Rnd 2)
A(6 INF, 3 ARM) Re-roll for the rest of the battle would start here.
D(3 ARM, 2 FTRs) " " " " "

Let's look at the second possibility "1 additional hit." Rnd 2 would now be adjusted as:
(Corrected Rnd 2)
A(6 INF, 3 ARM) Re-roll for the rest of the battle would start here.
D(2 ARM, 2 FTRs) " " " " "

Let's look at the third possibility "2 additional hits." Rnd 2 would now be adjusted as:
(Corrected Rnd 2)
A(6 INF, 3 ARM) Re-roll for the rest of the battle would start here.
D(1 ARM, 2 FTRs) " " "
End of example.

If the GM rolls for the correct number of units but counts an incorrect number of casualties, then the correct number of casualties will be taken and the rest of the battle would be re-rolled starting with the next round.

Errors involving aa guns will be handled as followed:

  1. 1. If too many AA Guns were fired, then the entire battle is to be re-rolled.

    1a) If the aa is turned on accidently (ie there was no aa gun present) when using the IAAPA dice roller, then simply ignore it. If the "ghost" aa had scored a hit, then roll for the missing attacking aircraft, adjust the counts, and then the entire battle is to be re-rolled starting with the next round.

  2. If too few were fired then roll for the missing shots and:
    1. If there were no additional hits scored, then the battle will stand as originally rolled.
    2. If there were additional hit/s scored, then go to Rnd 1 Column 3, remove the additional ftr/s, re-roll the 3's column with the correct number of units, adjust the defender's casualties if needed, and then the battle will be re-rolled starting with Rnd 2 as stated above.
  3. If the error involves a BB support shot, it will be handled as follows:
    1. If too many bb shots were fired, then the entire battle is to be re-rolled.
    2. If too few were fired then roll for the missing shots and:
      1. If there were no additional hits scored, then the battle will stand as originally rolled.
      2. If there were additional hit/s scored, then remove the additional casualties, adjust the counts, and then the battle will be re-rolled starting with Rnd 2 as stated above.

IAAPA Battle Calculator correction guidelines:

1. If you enter the wrong game number, the rolls still count. In the unlikely event that there are 2 simultaneous games being played by the same player with the exact same declared battle then e-mail the Minister of Law and they will be adjudicated on a case by case basis.

2. 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 Round by the website is the order in which the rounds are considered to have been rolled.

3. If you enter the wrong turn number, simply ignore it and correct it as soon as possible.

Procedures:

  1. Players must still get a game number assignment from the IAAPA Server. This is to be done as soon as practical, given the nature of live games. The players may resolve the bid in any mutually agreeable fashion.
  2. All live games must be held in the Wargaming HQ conference room at Keyword: WARGAMING.
  3. All participants of live games must have completed their first GM'ing assignment.
  4. A complete log of the game must be made by both players, one of which MUST upload the entire log to the Association library upon completion of the game. Title must include game number and players.
  5. Dice rolling will only be handled by the AOL Autodice feature. To use this feature simply enter the Wargaming HQ chat room and type: //roll-dice##-sides6 *where ## = the number of dice required for the attack or defense during one round of the battle.

The rest of the game will go exactly as it would in a FTF game, only following the IAAPA Rules clarifications. Rules only applicable to email games (Sub Rule and Weapons Development Rule) are not used in live games. Many games will take multiple sessions in the chat room to finish. Players may save their log files and combine all sessions into one upload for game credit.

Note: Players should use the AOL Ignore feature to block disruptive jerks that might enter the conference room. Simply double clicking on their name in the room occupants list in the top right corner of the window and selecting 'ignore' will remove them from view.

GMLESS EMAIL PLAY

Using Web Dice servers, it is possible to play an email game of Axis and Allies without a GM. GMless play remains very similar to GMed play with the exception that players calculate the results of battles themselves.

NOTE -- as GMless games include no neutral third party to calculate results nor adjudicate disputes, only EXPERIENCED email players should play GMless games. At all times a sense of fair play and excellent sportsmanship must be abided by.

1) Starting a GMless game

Locate an opponent then email the GMless Minister of War for a game number. Include your bid with the request.

2) Bidding

Bidding rules remain unchanged from standard email games. Be sure to include the game number in all correspondence.

3) Playing the Game

a) If you wish to roll for for Weapons Development email such orders to your opponent (Carbon Copying this email to yourself would be a good idea) then adjudicate the results (see Battle Calculation below). Like live games, GMless Weapons Development takes affect immediately.

b) Now email remaining purchases and all combat orders to your opponent (again, Carbon Copying this email to yourself would be a good idea). Include ALL special attacker orders of loss and conditionals (if/thens) with this email. There is no need to send noncombat orders nor unit placements at this time.

c) Attacker adjudicates battle results (see Battle Calculation below) following *precisely* the Association turn adjudication rules (available on the IAAPA web page). Follow standard order of loss or, if already sent, attacker and defender special orders of loss. Also follow any conditionals already sent.

Exception -- if the battle to be calculated includes a *defending* sub the attacker does not adjudicate that battle results. The defender calculates defending sub battles. It is the attackers choice as to when this battle is to be resolved, ie first, last, etc. Defenders follow attacker's orders but may add special defending orders of loss as well as defending conditionals (sub withdrawals, 'one round at a time') provided they do so *prior* to requesting die rolls.

The attacker may adjudicate an attack that has a defending sub:

If the battle is a no retreat situation for the sub. (The defender should remember to send in any special OOL's early) •If the battle is air only vs sub only. •The attacker may roll the first round of any attack.

d) When all battles have been calculated the attacker emails non-combat and placement orders as well as a country update and current income chart. Adding the appropriate die rolls and results to the purchase/combat turn you CCed to yourself is often the preferred method of recording battle results. You can then add the rest of the turn to this document to create a single complete turn email -- how efficient!

Note -- Any upcoming defender special orders of loss *must* be sent at this time or standard orders of loss will be used.

f) Play now switches to the next player as per regular email play.

4) Battle Calculation

Either the IAAPA Dice Server or the Irony Dice Server may be used.

It is recommended that the IAAPA Roller be used due to its simplicity and straightforwardness.

If the Irony Dice Server is to be used BOTH players must be in agreement. Otherwise the IAAPA dice server must be used. Please note that any disputes pertainig to "what was for what" will NOT be adjudicated by the Minister of Law. These must be worked out with your opponent. Use discretion when using the Irony Server.

5) IAAPA Dice Server Battle Calculation

Simply roll the battles using the appropriate section of the dice server.

In the event you need an extra dice roll (e.g. an air unit flying over 2 AA guns en route to combat), roll these using the single dice roller.

Any roll generated by the Dice Server that has your opponent's address in it will stand and supercede any later rolls.

If you do not include your opponents address in the roll the roll will be void.

If you make a typo in your or your opponents address the results stand as they can be verified with the Validate feature.

Do NOT reroll a result with a corrected email address --- simply inform your opponent that you made a typo on their address and direct them to the validator.

IAAPA Battle Calculator correction guidelines:

1. If you enter the wrong game number, the rolls still count. In the unlikely event that there are 2 simultaneous games being played by the same player with the exact same declared battle then e-mail the Minister of Law and they will be adjudicated on a case by case basis.

2. 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 Round by the website is the order in which the rounds are considered to have been rolled.

3. If you enter the wrong turn number, simply ignore it and correct it as soon as possible.

It is a good practice to check the validator on a regular basis, especially if the results you are receiving seem suspicious. It cannot be tampered with in any way.

MAGIC 84/SURRENDERING

Surrendering a hopeless position is encouraged. While comebacks from the dead are not unheard of, these games take a long time and playing an 'all winning' game is not fun for anyone. So, use your own discretion in choosing the moment.

Surrendering has no affect in the Association beyond your rankings. Again, if there is a doubt that the currently 'losing' player may come back then the game should go on. MAGIC 84 refers to the fact that the AXIS can win when their countries are still producing 84 Production Units after any USA turn. MAGIC 84 counts (or complete IPC Charts) are to be included in turn updates.

International Axis and Allies Player's Association Standards of Conduct

Introduction

The International Axis and Allies Player's Association is an organization composed of people with different backgrounds and temperaments. The IAAPA is dedicated to providing an interesting, stimulating and enjoyable community for all members. Acceptable member conduct as it applies to Association activities is of major concern. The following Standards of Conduct detail IAAPA policy concerning member conduct.

A) Offensive Communication

The use of language which is vulgar, abusive or hateful displays poor gamesmanship and is not permitted. Please use your best judgement and be respectful of other members. Use of vulgar or abusive language in communications with other members, even if masked by symbols or other characters, is a violation of the Standards of Conduct.

B) Harassment

Targeting a member in an effort to cause distress, embarrassment, unwanted attention or other discomfort is harassment. This Association does not permit any form of harassment and may suspend or terminate the membership of any player who harasses others. You may have a disagreement with another member's point of view, but personal attacks are not permitted. Also prohibited are attacks based on a person's race, national origin, ethnicity, religion, sexual orientation, gender or any other basis for discrimination.

C) IAAPA Disruption

Members are not permitted to interfere, through action or correspondence, with the regular execution of Association Government duties or the normal flow of ongoing games and activities. Disruption may occur by continued refusal to obey Association rulings or by any actions reasonably considered antagonistic, abusive, belligerent or capable of generating hostility. Repetitive antagonistic postings on the BBS which denegrate the IAAPA or government officials may also constitute disruption, especially if the matter has been addressed in government communication.

Members who are involved in GM'ed games incur a debt to the Association. For every game that a player uses another member as a GM in, he must act as a GM in a game for another member of the Association. Failure to meet GM requirements is a violation of the Association's Standards of Conduct and can result in disciplinary action. Shirking your duty as GM will result in your being placed on inactive duty status, meaning forfeiture of all games in progress. This inactive status will remain for 60 days, or until the member requests reinstatement and satisfactorily completes GMing for a contest. Our motto here at the IAAPA is if you have time to play, you have time to GM.

D) Multiple Accounts

Association members may participate in Association games under only one email address and alias at a time.
If members wish to change their email address, all they need to do is go to Member Services and update their Member Profile with the old address moved to the old email field, and the new address in the current email field.

E) Cheating

Any member that is judged through the proceedings of the Association Government to have played or GM'd dishonestly, or attempted to cheat in any way, is in severe violation of the Standards of Conduct and subject to immediate disciplinary action.

F) Mass Mailings

With the exception of the IAAPA Government performing their duties, sending communications to the entire Association roster without prior authorization from the government is not permitted. Unauthorized mass mailings are considered not only a nuisance by most but violate net etiquette. Members are also not permitted to distribute the IAAPA roster to any outside company, agency individual, corporate entity or computer without express permission of the Association Government.

G) Advertising and Solicitation

Unless you've obtained express permission from the Association government, you may not send unsolicited advertising, promotional material or other forms of solicitation to another member except in areas authorized and designated for such a purpose (e.g. message boards).

H) Account Phreaking

It is absolutely prohibited to solicit or attempt to obtain a member's e-mail account password or financial information. Remember, IAAPA officials will never ask you for your password or account information. If someone asks you for it, refuse and report the incident to the Association government and (for AOL members) Member Services immediately.

I) Intellectual property laws

Intellectual property laws apply with equal force to content found on the internet website and on the AOL Axis and Allies area. Taking online discussions, Association postings or e-mail of others, even when you've participated in the discussion, and posting them elsewhere is a violation of intellectual property laws. You may be liable to the holder of the rights for copyright or trademark infringement. Basically, you may not transmit over the Internet or AOL material that is subject to any person or entity's rights, including copyright, without the express permission of the rights holder. If no specific restrictions apply directly or indirectly to a particular item you may make a reasonable number of copies provided that the copies are only for your personal use and that any and all proprietary-rights notices are reproduced unchanged. Notice -- by submitting content to any "public area" of the IAAPA you grant the Association the royalty free right to distribute the material for Association purposes (i.e. government discussions, GM postings, Association Newsletters, etc.).

J) Inappropriate Postings

Posting or distributing patently inappropriate material in any Association area (e.g., sending mass e-mail solicitations, sexually explicit or otherwise offensive or disruptive materials) may result in disciplinary action. The purpose of membership in the IAAPA is to play IAAPA sanctioned games - features such as the BBS, logs, etc. are secondary and as such if a member appears to not be interested in playing games, and is instead using IAAPA resources as a soapbox, their postings may be found to be inappropriate.

K) Online Conduct

Any conduct in AOL's Wargamer's HQ chat room that in AOL Inc.'s discretion restricts or inhibits any other Member from using or enjoying AOL is not be permitted and may result in disciplinary action. The America Online Terms of Service can be found at AOL Keyword: TOS.

Any conduct in the website's WarZone which in the the opinion of the Minister of Internet Operations is questionable or abusive will be forwarded to the Minister of Conduct for disciplinary action within the Club. All communications in the Warzone are logged for the purposes of ensuring a positive experience for all.

L) Use of IAAPA Website Resources

The IAAPA Dice Server and IAAPA Warzone are for the use of IAAPA members exclusively playing IAAPA sanctionned games and not for the use of non-IAAPA members or non-IAAPA gaming. Any member found to be using IAAPA server resources for any inappropriate purpose (including games for another Association, rolls not for a game, or any other action deemed improper by the Association's Minister of Conduct) is in violation of the Standards of Conduct.

M) Derogatory Comments about other Axis and Allies Clubs

Many IAAPA members feel strongly about the positive environment which the IAAPA provides for all, a friendly online and face to face gaming environment which encourages excellence and the highest levels of sportmanship. It is easy to incorrectly and unfairly say that all other associations do not maintain the standards of IAAPA. Members are free to express their opinion in personal correspondence and on the BBS, however, unsubstantiated attacks and criticisms which are completely unjustifiable are not encouraged and repeated incidences of such communication will constitute a violation of the Standards of Conduct.

N) Disciplinary Actions

On occasion it may be necessary to deliver disciplinary actions against Association members to enforce these Standards of Conduct. The Association's Minister of Conduct, under review of the IAAPA President, may administer the following disciplinary actions.

  1. Written Warning

    A Written Warning is a private correspondence between the Minister of Conduct and a member who has violated the Standards of Conduct. The correspondence will detail the member's violation of the Standards of Conduct and if necessary, specify corrective actions required by the government. The purpose of a written warning is to correct a deficiency in behavior without causing undue embarrassment or perception of persecution. The Association President receives a copy of this correspondence.

  2. Suspension

    Suspension is a disciplinary action designed to correct severe and/or continued violations of the Standards of Conduct, often after a Written Warning has been issued and was not effective. Suspensions vary between a minimum of one month, and a maximum of three months. Suspensions are sent to the Association Government and members affected by the suspension. While suspended a member:

    Once reinstated, any games forfeited by the member due to the suspension will not be included in their ranking.

  3. Membership Termination

    Membership Termination is a measure reserved for particularly egregious and/or repeated violations of the IAAPA Standards of Conduct, often after a suspension has proven ineffective. Membership Termination is identical to Suspension with the exception that re-admittance requests will not be accepted.

  4. Lapsing membership

    Any member who is not currently playing a game and has not submitted a game finish in the last month will be flagged as inactive. A member may not remain a member of the IAAPA and have access to the web site and the dice server unless he is active and playing games. If a member is going away for a period of time (say a 6 month period of service in the military), he will be made inactive and will be reactivated when he starts playing games again.

The Standards of Conduct were last revised July 25, 1999.

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