IAAPA Cut-Throat Rules and Regulations
Prepared by David (Starchild), Cutthroat Overseer
Last Revised September 1, 2000
Start of Play:
At the start of the game, there are NO alliances, it is everyone for themselves. In addition, NO combat can occur in the first round of the game under any circumstances. This initial round is when all the 'talks' begin, giving all players an opportunity to build up their forces. Other pacts/alliances are permissable during this period.
Order of Play and Starting Income:
The initial choice of countries is done by random selection. A country can have as many Alliances, Treaties or agreements as it wants. There are no limits on the style or type of Alliances, Treaties, or agreements. Once a country specifies its Combat Movements those combat movements MUST be carried out. No Alliance or Treaty or agreement made during the combat moves can stop a combat movement.
Example: It is USA Turn #3, and Germany makes a Non-Aggression Alliance with the USA, but the USA has already submitted its combat movement, which include a bombing run of Germany's Factories. The USA must continue with the bombing run. The alliance or agreement does not stop the bombing run, or any other combat movement. Foreign units can be barred from entering an allied country. However, if a country allows foreign units onto its soil and the two countries at some point declare war on each other, then all countries with mixed units must to battle and will be considered part of the combat movement.
Example: It is Russia Turn #2 and Russia is an ally of the UK. The UK has troops in Karelia and Kazakh. Russia, in this example, has no units on UK soil. Russia decides that having the UK as an ally is no longer beneficial and decides to launch a Bombing run on UK factories, thus declaring war on the UK. The units in Karelia and Kazakh must do battle. If however there are no Russian units in the country then the UK has 'taken' those countries and will collect the additional IPC's immediately.
Alliances, Treaties or agreements can be broken at anytime. All Alliances with a country that has had its capital taken over are voided immediately.
AXIS & ALLIES CUT-THROAT INITIAL UNIT SETUP:RUSSIA:
IPC: Country Units:
3 Karelia 3 INF, 1 ARM, 1 FTR,
Comments: Russia had many hundreds of thousands of peasants to train into a fighting force, and as such the following additions have been added to better reflect this historical fact and balance out the game of Cut-Throat. Russia has been given the following additional units: 2 INF for Russia, 2 INF for Novosibirsk, 1 INF and 1 ARM for Kakakh. 1 FTR has also been added to Russia.
Comments: The German Naval Presence in the form of its 'infamous' U-boats is much more alive in Cut-Throat than in regular A&A play, however, the German Naval presence has been moved to the Southern Europe Sea Zone and 1 INF each has been added to Algeria and Libya to more reflect Rommel's desert campaign.
3 Eastern Canada 1 ARM
The Industrial Complex in India is considered an original complex (unlimited unit production capability), and has unlimited production capabilities... The UK Navy has been adjusted and its whole presence has been moved to the UK SZ.
3 Burma 2 INF, 1 FTR
Comments: Japan had a powerful navy and airforce when the war began. In an attempt to better reflect this situation 1 FTR has been added to Borneo, 1 TRN to the Caroline SZ and 1 BB, 1 TRN to the Japan SZ.
12 Eastern United States 4 INF, 1 ARM, 2 FTR, 1 BMB, AA,
Comments: The USA has been given some additional pieces to supplement its navy.
The units that have been added are for game 'accuracy' AND because there are NO alliances except the ones that you yourself make! Therefore, the additional pieces are there for protection as well. This is also why there are NO attacks in round 1.
JAPAN'S KAMIKAZI ATTACKS:
As part of a desperate attempt to change the tide of the war, Kamikazi attacks became a serious threat to enemy shipping late in the war. Therefore when attacking any land or sea (except Fighters and Bombers) enemy units, the Japanese player has the option of using his fighter's for Kamikazi runs. When doing so the Japanese player must indicate which unit is being targeted by the Kamikazi fighter. The unit indicated is automatically hit and the Japanese lose the fighter. A combination of Kamikazi and regular fighter's can be used in a battle. One Kamikazi attack per turn. Any/all enemy shipping of the Japanese Empire is vulnerable to Japanese Kamikazi attacks.
Kamakazi attacks involving aircraft carriers with fighters are spotted by incoming radar and as a result fighters scramble to meet the threat. THIS does NOT mean that the fighters get to shoot at the Japanese, it only means that the fighters on the AC are not hit when the Japanese perform Kamikazi raids. Kamakazi attacks are directed at shipping so any surviving fighters can land at a friendly airstrip as per normal movement capability (4 spaces). It should be noted that Kamikazi runs against battleships result in the ship taking 1 HIT, leaving the battleship damaged and in need of repair, but not killing the ship.
All countries have the capability for rail movement. Rail Movement is limited to INF units and only 3 units can be moved by rail per turn. The specified units to move by rail can move 3 spaces, regardless if they were engaged in battle or not during the players turn. Movement by rail through foreign countries is permitted with the permission of the country that owns the territory, YOU MUST have approval!! Combat movement is allowed. Rail combat movement is allowed into and out of a combat zone at all times. This allows you to take the extra Infantry you may need to a particular battle and then rail them back out for defense of another territory. Keep in mind that ALL Infantry moves count! Meaning: If you moved 1 space to the territory for attack, you may only rail 2 spaces out of that territory. You may rail the Infantry from ANY country you own, therefore, it IS legal to rail Infantry individually or in groups, meaning you can rail single Infantry from three seperate territories or any combination of up to three that you want. Once 3 Inf are railed, they may not be railed again that turn. Meaning, if you rail 3 Inf into combat, your rail movement for that turn is used up and no more can be done.
AA Rail Movement:
Anti-Aircraft guns provided much needed defense against the terrible power of Air Raids. AA guns are allowed to move via rail, 2 spaces in any direction. They cannot be moved through enemy held areas and can be moved through alliance areas providing prior permission is given by the ally. Active AA guns used IN THAT TURN (meaning they performed a rocket attack if they had that particular special weapon) are not allowed to move via rail on the same turn. All AA gun movement is seperate from inf and IC rail movement (i.e. a player can move an AA Gun and up to 3 INF by Rail as well as an IC in the same turn).
2 HIT BATTLESHIP RULE:
Battleships are extremely powerful and expensive units. However the main disadvantage of battleships is that they traditionally are sunk after sustaining 1 hit. This represents a major financial loss. To encourage the development of battleships and to change the nature of sea battles all battleships are subject to the 2-hit rule. During an engagement a battleship must sustain 2 hits before it is removed from play (sunk). When hit the first time, the defense for the battleship drops to 3 (instead of 4). If the battleship manages to survive the engagement it can no longer be used for any offensive play (it cannot attack) until it is repaired. To repair a damaged battleship it must return to a country that has an IC in it and that is adjacent to a SZ. It will then cost 5 IPC + the roll of 1 die to repair. The repair is done at the beginning of a players turn and the battleship cannot be used until the following round. It must remain in the SZ adjacent to the IC for 1 turn.**note** A BB repair costs between 6 and 11 IPC's depending on the single die roll**
Every country has the capability to move their ICs to safety. This can be done on any turn via railroad 2 spaces in any direction. The IC's production capability is null until it is setup in its new area. Exception to the rule is the capital's home IC, this is a NON-MOBILE IC. Also, any IC moved can only have the production of the 'new' territories IPC value. Example: The Russians decide to move the Karelia IC to Caucusus to protect it from German occupation. When the IC was on Karelia, it had 'unlimited' production, upon movement to Caucusus, its production is limited to 3 IPC, HOWEVER, if that IC was moved back to Karelia BY the Russians, it would regain its 'unlimited' status. This goes for any 'original' IC except CAPITAL IC's.
ALLIANCE TROOP MOVEMENTS:
Upon agreement between any two countries with an alliance, it is permissable to board and ferry alliance troops on transports to engage in combat. Boarding, ferrying and combat are all seperate movements:
Example: Germany and Great Britain have an alliance. Britain possesses massive transport ability but the German army lacks such. Germany asks to board German troops on Brit transports and be moved to Brazil to engage in combat. In G/1, the troops are loaded. In UK/1, the transports are moved to N.Brazil SZ. In G/2, the German troops land in Brazil and combat is done..
Should combat occur between two nations where troops are on a now enemy transport, combat will take effect upon that transport. Since transports cannot attack, any previously allied troops being carried at the time of the outbreak of hostilities will 'occupy' that transport and claim it as a spoil of war.
Example: German troops are being ferried on British transports. Germany declares war on the UK, and as a consequence, that troop transport would now be occupied by the German troops and the property of Germany. The UK declares war on the Germans, the TRN would again be occupied by German troops and become the property of Germany, as the transport cannot attack. In the event of allied fighters landing on allied carriers, if hostilities break out between the two nations, then the marines stationed on the carrier would 'seize' the enemy ftr and it now becomes the property of that nation.
Submarines are the demons of the deep. Although they lack defensive power, they can be a deadly weapon of offensive destruction. Therefore, any nation's subs, have the capability to either submerge in a combat zone upon attack or retreat to a safe zone. If the sub submerges in the battle zone, it survives the attack and remains in that zone. The submerged sub would then be required to re-surface and do combat with the remaining enemy units in that zone, next combat round.
As the war progressed countries looked to developing new and heavy weapons to counter their enemies strengths. Heavy armor was one such weapon developed by the Germans to counter the massive Allied build up of troops after the Normandy invasion. Consequently, any country can add heavy armor to their arsenals to counter their enemies forces. Heavy armor units cost 8 IPCs per unit and attack at '4' and defend at '4'. These units can be purchased at any time and used the same as regular armor units in combat actions and movement. When using heavy armor in combat or defense, a seperate roll of the dice will be required to get the proper results for these units.
Regular Bombers can transport 1 INF unit into a combat or non-combat situation and Heavy Bombers can transport either 2 INF or a combination of 1 INF, 1 ARM (not HARM) in the same manner. These BMBs would be subject to the same movement rules of play as regular bombers, with no changes to movement distance. They can land in either the same zone as the units are dropped (if it was in non-combat) or continue to another friendly area in accordance with regular movement rules. If they are used to transport troops they may not participate in any combat or perform any Strategic Bombing Runs on that turn. When used as 'Air Transports', BMBs have no capacity for attack or ability to support troops.
Any country that isreduced to a capacity of 50% or less of their starting IPC value at the start of their turn can apply for a War Loan.
Example: The UK starts at 30 IPCs, and after a few rounds, is reduced to 15 IPC's worth of territory. They can apply for a war loan in this manner:
Upon their next turn, they indicate that they are applying for a War Loan from the Swiss Bank, at no cost. They would then roll 1 die PRIOR to unit purchase, for immediate use on that round.
Results of roll as follows:
in a Failure to convince the Swiss Bank of a loan
Repayment of loan would commence, not on the round that it is awarded to the player.Starting on the next round, re-payment of the loan would begin at the rate of 3 IPCs + 1 IPC interest per turn and continue each round thereafter, until said loan was repayed in full. A player may choose to pay off more than 3 IPCs if he so wishes in any turn he wishes, but as long as there is any amount of loan outstanding, there will be 1 IPC interest charged. Each country will only be allowed 1 war loan, so it should be used wisely.
All other aspects of Cutthroat are played in accordance with IAAPA's clarified 2nd edition Rules of Play.
What is Victory? Victory is when fighting ceases.
Places are determined by % gained from initial IPC count. Ranking points are awarded asfollows:
0-2 pts = Enlisted (willing to fight, but not sure how)
3-5 pts = Seargent of Rebel forces (managed to be a pain in the neck)
6-8 pts = Commander of Minor skirmishes (almost able to hang on)
9-12 pts = Leader of Domestic principle (got the country down, but needs help in The Global Arena)
13-17 pts = Brigadier of Foreign Wars (has country in control as well as being able to "branch" out)
18-22 pts = General of Global Domination (accomplished in the Art of Global Warfare, fully capable Leader)
23 pts + = Commander of CT (there is only one regardless of points)
Defeating a Country:
When the capital of a country is taken over by foreign units, it can only come back if its own troops liberate it. All Alliances, treaties and Agreements that the defeated country was entered into, become immediately void. No new alliances, treaties or agreements can be formed. If a player's capital is taken, but the player has remaining units on the board, the player can play these units. In essence these units become 'rogue' units, backed by no government, supported by no one and allies to nobody. These 'rogue' units have the ability to attack and defend as normal. Rogue units lose all rail transport ability and cannot repair damaged battleships. Rogue units move as normal. A player may so desire to discontinue play at any time simply by leaving said remaining units 'dormant' in their areas.
Rules for players:
If a player whose turn is due is inactive for more than 3 days, a substitute will be appointed from the waiting list. If the substitute plays two rounds, he [or she] becomes the permanent player. Temporary proxies should be given to trusted allies during planned absences. After a player is clearly defeated, but not eliminated, he may go to passive status. All ipcs will be converted into infantry and placed on the capital until elimination. No movement will be allowed.
Any questions should be directed to Cutthroat Overseer.
This page last updated September 1, 2000 by Micwil.
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