Every member of the AAWC is expected to read, know, understand, and adhere to all of the rules and code of conduct listed below. AAWC reserves the right to amend these rules and code of conduct whenever necessary.
In short, members of AAWC should have fun enjoying this great game of strategy, luck, and skill.
2. General Code of Conduct, Rules and Regulations :
2.010. AAWC exists to provide friendly medium for people to come together and compete honorably at Axis and Allies, with sportsmanship and respect for each other. To keep AAWC a fun club for everyone, we ask that you show consideration for your fellow members while engaging in any public A&A activities and follow these simple rules. The purpose (and enforcement thereof) of this Code of Conduct is to give AAWC a legitimate recourse to address habitual offenders who refuse to show any respect for other members on a regular basis. It is meant to deal with people who are excessively, continually, harassing other members. It is not meant for the little flare ups, or stray comments, that will almost certainly occur. Frivolous complaints of this nature will be dealt with as such.
2.020. Conduct Generally. All members of AAWC will be expected to treat other members(new and long time), and non-members with respect and courtesy. All members shall comply with all of the rules of any gaming forums where matches may be played. No member shall use foul, derogatory, or abusive language while present on WarZone or other gaming forums, or when communicating with another member of AAWC.
2.030. Slander of any AAWC member and their reputation is strictly prohibited. This includes false accusations of dishonorable behavior, false accusations of unsportsmanlike conduct, and false accusations of cheating. Cheating accusations are the worst form of slander we have in this community and cannot be tolerated.
2.040. Do not engage in harassment of any other axis and allies organization.
2.050. Do not use racial, ethnic, sexual, or religious slurs.
2.060. Be considerate at all times of members playing games on WarZone and do not participate in obtrusive behavior that prevents or obstructs others from participating in or finding a game.
2.070. Guidelines for the “Beware Of This One” and ALL message boards. The “Beware of this One” forum should be used to express your negative opinion of game experiences with other members and as such is not entirely subject to the slander rules as stated above. (Dice cheat accusations are still subject to Rule 2.120 guidelines.) While wider latitude will be given with respect to posts in this board regarding other members, please remember that message board posts in this and ALL sections are still subject to all regulations listed above in provisions 2.010. to 2.070.
2.080. AAWC reserves the right to delete or edit inappropriate posts.
2.090. Use of the AAWC message boards for the promotion of illegal activities is prohibited.
2.100. AAWC reserves the right to refuse membership to any Member ID with any profanity, sexually explicit language, sexual innuendo, or racial, ethnic, or religious slurs.
2.110. Dice Cheat accusations - It has long been a tradition and an unwritten rule within the A&A community from the beginning of organized A&A competition that any accusations of cheating will be ignored without some kind of proof. The game is a game of dice and wild random dice are a part of this game. If you wish to allege a "dice cheat" you MUST send a copy of "said" dice cheat with your complaint otherwise it can be considered making false accusations of cheating.
2.120. Suspensions – AAWC reserves the right to suspend any members privileges without notice should that members behavior pose a potential threat to the stability of AAWC operations or its integrity, including the stability and integrity of the competition ladder ratings.
2.130. Each member must provide AAWC a valid e-mail address.
2.140. Know the rules and updates. In addition to know actual AAWC rules and regulations, each member is expected to be aware of and familiar with the Axis & Allies CD-ROM Game Play Manual (including the “List of official AAWC Rules Clarifications” thread on the message boards).
Each member must also stay apprised of updates posted on the AAWC website (including on the message boards and particularly on the “Axis and Allies Utilities“ web page for the 6.0 patch required*, updates to Aqrit's Patch which is also required, as well as changes to these Rules and Regulations.
In addition, each member must comply with other rules stated on the message boards, such as Arbitration, Tournaments and Squadron rules.
2.150. Hacking. Hacking, altering, or modifying any part of the AAWC website is grounds for banishment from the club. Furthermore, a CIC may seek criminal prosecution and monetary compensation by employing all legal means. Impersonation. A member may not intentionally or knowingly impersonate another member of AAWC and may not intentionally or knowingly employ a username that is very similar to another member’s username. This rule also applies if a member intentionally or knowingly impersonates a member who is in the brig or is suspended.
2.160. Identity. A member may have only one username within the AAWC database, and it must match his message board, his Squadron and his gaming username (i.e., the username employed in the WarZone and other gaming forums) exactly. When playing an AAWC game, the member must be logged into the WarZone under the AAWC username.
2.170. Sharing Computers; Same Household. Two or more family members or friends who are also members of AAWC and who share the same computer must notify an AAWC CIC in writing that they share the same computer. Two or more family members or friends who are also members of AAWC may play AAWC matches using the same computer. If two or more members of the same household wish to play each other in a sanctioned AAWC match, they must observe all of the following conditions: (1) the match must be played in the WarZone, on separate computers; (2) each player must notify a AAWC official of the match before it begins; (3) a witness must be present in the Zone at the beginning of the match; this witness must verify that both players are present in the Zone at the same time; this witness must be a member of AAWC and, if possible, should be a club official or a long-time and/or active member; and (4) no more than one such match may be played per calendar month.
2.180. Name Changes. No longer allowed. See rule 2.190 for retirement and re-enlisting.
2.190. Retirement and Re-Enlistments. A player may retire from rated play at any time. ALL games must be completed and posted prior to the retirement being approved. You may also re-enlist subsequently under certain conditions. If you wish to un-retire the same name, with the same stats, this may be done at any time (Unless there is judicial action pending). If you wish to re-enlist with a new name and new stats, there will be a 30 day waiting period from when your retirement was official. Special exceptions may be applied for through our CiC's. Enlisting with a new name may only happen 1 time every 2 years.
2.200. Stats Reset. After a member has complete 50 sanctioned AAWC matches in a particular database, he may request a reset and have his stats reset to 0-0, 1600 in that database; also note that all medals earned in that database will be deleted. A member may not reset his stats until any and all pending matches have been completed and posted in the proper database. Subsequent resets will only be granted after that member has completed 50 sanctioned matches in that database AND 1 year has elapsed since the last reset. Please send a private message to the webmaster for all resets.
2.210. Wagering or Dealing. A member may not wager or make deals with his statistics.
2.220. False Win & Deleting games; Retaliatory Posting of a Win; Self-Help. A member who believes that his rate or record is incorrect may NOT post a win to attempt to correct his rate or record; instead, he should file a Match Dispute or Stats Dispute. In addition, a member may not delete a game without opponent's consent.
2.225. If anyone other than the members directly involved post on an arbitration thread, they face up to 2 weeks suspension from the message boards and/or database. This will be at the sole discretion of the arbitrator.
2.230. Intentional or Voluntary Game Crash. A member may not intentionally, recklessly, purposefully, or knowingly cause a game crash, which is defined as an interruption of a game that requires players to re-launch in order to continue the game.
2.240. Cheating. Cheating, which is defined as dealing dishonestly or deceptively with another member to obtain some advantage or gain, is strictly forbidden.
2.250. Medals. AAWC shall establish, maintain, and publish for the members' convenient perusal a list of awards and medals which members may earn. The list shall include the standards that a member must meet to earn each award and medal.
2.260. The Chief QuarterMaster crown is a roving "1 vs. 1" championship title similar to a boxing or wrestling belt. This title switches hands when a member defeats the holder in ANY sanctioned AAWC database. If the current holder fails to defend his title for a period of more than seven days, the title will be given back to the previous holder.
2.270. General of the Army (GOA) In all databases, the highest rated player with 48 or more games played shall be awarded the "General of the Army" status.
2.300. Squadron Play (summary). Squadron Play is the 2 vs. 2 version of AAWC; Squadron play is ruled by all AAWC Rules & Regulations. All games shall be posted in the Squadron or Mercenary Databases.
Squadron & Mercenary matches may use any AAWC rulesets by mutual agreement only (If all parties do not agree on a ruleset then Squadron Base rules MUST be played).
There are 2 ways to play in Squadron :
1. Squad match (2 members of the same team vs 2 members of an opposing team);
2. Mercenary match (Any 2 Squadron members vs any 2 other opposing Squadron members).
The “Roster Changes / Making a new Team” thread on the Squadron message boards section must be used for ALL roster changes and for new team creation.
Substitutions and 2 vs. 1 are allowed under certain conditions.
FOR DETAILED SQUAD RULES, REFER TO THE SQUADRON MESSAGE BOARDS SECTION.
3. Rules Concerning Sanctioned AAWC Matches :
3.010. Definition of a Sanctioned AAWC Match. The following Axis & Allies matches are sanctioned by AAWC: (A) CD-ROM matches which are (i) played on the WarZone or another online gaming forum, (ii) between members of AAWC who are not in the brig or suspended, and (iii) in accordance with the database set-up rules specified using the 6.0 Patch; and (B) face-to-face board game matches which are declared sanctioned by an AAWC official.
3.020. Posting Requirement. Before play begins, one player must post the match at the AAWC database, and the opponent of the match must verify the match in the database. If play begins before both players have posted the match, the match does not count. It is player’s responsibility to make sure his opponent has VERIFIED and that the match is ACCEPTED.
3.030. Who May Post a Win. After a match has been completed, only the winner of the match may post a win. The winner of a match must post in the correct database.
3.040. No Show Wins; Penalty for a No Show. A "no show" occurs when a member (A) fails to appear for a scheduled match within 15 minutes of the mutually agreed time; or (B) agrees to continue a match at a specific time but fails to appear to resume the match within 15 minutes of the specific time. A "failure to finish" occurs when a member fails to coordinate with, respond to, or contact his opponent in order to finish a previously continued match. Whenever a member believes that a no show has occurred, or that an opponent has failed to coordinate with, respond to, or contact him in order to finish a previously continued match (failed to finish), he must make a "final post" on the AAWC Message Boards, requesting specific dates and times to complete said match. If, after three days, his opponent has not responded to said "final post" and/or provided dates and times to finish, the member who contends that a no show or failure to finish has occurred then may post a win IF HE IS CLEARLY WINNING THE GAME. “Final Post” clarification : A first scheduling/rescheduling attempt can't be considered as a “Final Post”; a Final Post must be started on a separated thread with title including the words “Final Post”.
3.050. Involuntary Game Crash. In the event of an involuntary game crash, the player will need to allow their opponent 15 minutes to return to the game to finish the game. If the player who crashed does not return then a player must post a reschedule on the message boards and allow opponent two days to respond, to give them a chance to arrange to finish the game. If the player does not respond within two days then you must post a “FINAL POST” then, after three days with no reply, you can post win IF YOU ARE CLEARLY WINNING THE GAME. Players are advised to get a witness, in the event that your opponent files a dispute. All disputes of games crashes will be settled in the spirit of sportsmanship and honorable conduct. When re-launching after an involuntary game crash, the player who saved the game at a point closest to the point when the involuntary game crash occurred shall be the host of the game room, and his "game save" shall be used to continue the game. Whenever a "game save" is used to continue a game, all purchases (including attempts to obtain new technology), combat movement, combat decisions (e.g., retreating, submerging, order of taking casualties), non-combat movement, and placement of units must be executed in EXACTLY the manner that was followed prior to the involuntary game crash. Unless agreed otherwise, in case of different outcome in a battle, players must use the "Unit Edit" feature to restore the situation which existed at the time of the involuntary game crash. If all players agree, the tech obtained can be edited offline (i.e. if opponent acknowledge a tech has been rolled successfully). Check provision 4.040. to see how to fix game when “Double Income Collect” bug occurs or when a player has more IPC’s than he should (due to tech rolls fixing).
3.060. Failure to Launch a New Game. If a new game fails to launch entirely, the players may agree, by mutual consent, to call a draw; otherwise, they must try to launch again. After three consecutive failures to launch a new game, any player may unilaterally declare the game a draw, in which case all players must call a draw.
3.070. Official Beginning of a Match; Agreements to Call a Draw after the Official Beginning of a Match; Agreements to Postpone a Match Which Has Officially Begun. A match has officially begun once the match post has been completed. Once a match has officially begun, all players must play the game to completion, unless the players agree, by mutual consent, to post a draw; or the players agree, by mutual consent, to postpone the match and continue it at an agreed, specific time. Players should agree to a time to continue before leaving the game, and should use the message boards to maintain contact with each other.
3.080. The "Save Early, Save Often" Rule. During a match, all players are required to save a game often. This rule is designed to ensure that matches are completed in as fair a manner as possible, taking into consideration the propensity for game crashes. Players MUST save during each country’s Place Units Phase, SHOULD save after any major or important battle, and are strongly encouraged to save at other times when a game crash would substantially affect the game. Players should NOT save during a Collect Income Phase unless they forget to save during the Place Units Phase. Failing to save a game could result in an adverse decision if a Match Dispute is filed.
3.090. Deadline to Post a Win. A win must be posted within FORTY-EIGHT (48 HOURS) after completion of the match. In the event that the winning player fails to post a win within such time, the losing player may, at his discretion, file a Match Dispute requesting a draw. If a Match Dispute is filed, the burden shall lie with the winning player to demonstrate, with and by clear and convincing evidence, why he did not post the win within forty-eight (48 hours, AND why he should nevertheless be awarded a win by the arbitrator.
3.100. AAWC Rulesets :
DB1 - Omaha
DB2 - Kremlin
DB3 - Juno
DB4 - Utah
DB5 - Gold
DB6 - Sword
DB7 - Anzio
The bid is used to determine which player will play as Axis.
Bidding must be completed before a game is launched. The lowest rated player will make the first bid; if the rates are equal, the player with the lowest blue rate will make the first bid; if the blue rates are also equal, the red rate determines the player who makes the first bid. When bidding, a player must declare "how much" meaning how many IPC's he is bidding. The amount of IPC's is used to add / buy extra board units before the game starts.
When bidding, a player must declare "how much" meaning how many IPC's he is bidding. The amount of IPC's is used to add / buy extra board units before the game starts.
3.120. Example of bidding. Player A bids first and says 18(value of units he plans to place; Ex. 6 infantry); Player B can chose to 1) bid lower or 2) let player A get Axis at 18 (by saying “yours” or something similar); If player B bids lower (17 for example), player A can chose to 1) bid lower or 2) let player B get Axis at 17... and so on...
3.130. Bidding (Placement). After a game is launched but before the beginning of the U.S.S.R. turn, the "Unit Edit" feature is used to place the purchased units on the board. German units may be placed only on German-owned territories and sea zones; Japanese units may be placed only on Japanese-owned territories and sea zones. A sea zone is owned by a country if it is adjacent to a territory which he country owns. Any unused IPC's are forfeited.
3.140. Negative Bid. Whenever players bid, a negative bid or "negabid," which is a bid of less than zero, IS permissible. When the lowest bid is a negative number, the player who offered the lowest bid REMOVES units with the bid, rather than purchasing units with the bid.
3.150. Bidding (Omaha specification).
In Omaha(DB1) players must announce :
a) How much (how many IPC's);
b) What (type of units & how many of each);
c) Where (territories where units will be placed).
3.160. Bidding (Kremlin specification). Similar to Omaha rules, players must declare where the bid units will be placed as long as the bid is positive. If the bid goes negative players do not have to state what units are being removed from the board. No units selected with a bonus option may be removed in a negative bid. Only armor and infantry units may be removed from the board in a negative bid.
4. Technical Problems and Software Bugs :
4.010. General Rule. AAWC cannot control software bugs; therefore, players generally must "play with the bugs," except as otherwise provided in these Rules and Regulations or on the message boards “List of official AAWC Rules Clarifications”.
4.020. Catastrophic Game Failure. In the event of a catastrophic game failure that renders continuation of a game impossible, the match is a draw.
4.030. Unit Lock Game Bug. Unit Lock is a difficult but fixable situation. This typically occurs after there are about 1000 units on the board. AAWC rules dictate that the opponents must attempt one unit edit procedure to try and remedy the situation. If that "good faith" unit edit attempt fails, then the match is to be posted as a "Draw". If it is determined, because the match went to arbitration that one of the opponents did not attempt to comply with a 'Good Faith Unit Edit Attempt', that member will be subject to a revocation of site/database access for a period of time determined by the Attorney General. To get the game going again, simply choose one or several static infantry masses and remove 50 or more units. Then, and this is the key, play thru the next country's weapons development phase offline, and then save. This will get the game going again. Then, when you are ready for a big battle, edit the units back into a new game for the battle. Once the battle is concluded, edit the results back into the original game.
4.040. Extra IPC’s after an involuntary crash. Dealing with the "Double Collect Income" Bug. After a game crash, When a game is re-launched at the Collect Income Phase and a player collects more IPC’s than he is entitled to collect, he must do one of the following: (A) save the extra IPC’s each turn; or (B) "eliminate" or “burn” the extra IPC’s on his next Purchase Units Phase by informing his opponent that he is going to purchase units equal in value to the extra IPC’s but not place the units purchased with the extra IPC’s on the board during the Place Units Phase; or (C) Use the AAedit program located in the Axis and Allies folder to edit the IPC's to the correct level. The same must be done when players fixed Tech and when there are extra IPC’s because of the fix. 5. Axis & Allies Rules Clarifications :
5.010. Movement in General. Even if the computer allows a unit to move illegally (e.g. moving through a canal when you did not control both sides at the beginning of your turn), a player may not proceed to move a unit illegally.
5.020. Combat Movement and Non-Combat Movement.
Combat Movement. During the Combat Movement Phase, a unit may be used or moved in any way unless it
(A) a naval unit not engaging in combat used to block an anticipated retreat by an enemy submarine or that can be blocked by a retreating submarine; or
(B) a fighter moved into a battle with no possible landing spot on non-combat; or
(C) is an aagun. Non-Combat Movement. During the Non-Combat Movement Phase, a unit may be used or moved in any way unless it is an aagun that was captured during the combat phase.
5.030. Battleship movement (combat vs. non-combat) and Bombardment clarification. Situation : UK air attacks German sub and transport in North Sea; the UK transport in Labrador load the East Canada tank to unload and take unoccupied French West Africa; in the mean time, the West Med. Sea (Gibraltar) battleship moves beside FWA with the transport. The Axis player says it’s not legal for the UK battleship to move beside FWA because the North Sea sub’ attacked might escape then block the UK battleship in non-combat. The Allies player says it’s legal because there’s a combat (the fact of taking FWA). Question 1 : Is a battleship allowed to move to a combat zone because the land area next to the sea zone makes it a combat zone (based on the way the computer defines things, ie it allows you to move any naval unit to a sea zone next to and enemy land zone)? Answer : A combat is the fact to attack unit(s) with dice rolled or to take an empty territory (land); in such case, the battleship attacks nothing (no dice rolled) and takes no territory. So, the answer is NO because there's no combat and there is no reason to move it before non-combat move. Question 2 : Can a battleship bombard an empty land area? Answer : A battleship can't bombard an empty coast; no dice are rolled so it's not a combat.
5.031. Aircraft Carrier Movement Clarification (to allow fighter(s) to land). Question : Can an aircraft carrier move in combat then undo move to allow fighters to reach a combat zone? Example : USA got an aircraft carrier with two fighters in W. Med. Sea (Algeria) and Germany got a fleet in Black Sea (Caucasus); all land zones (EE, Ukraine, Caucasus) are controlled by Axis. USA moves aircraft carrier in Central Med. Sea (South Europe), sends fighters in Black Sea then undo aircraft carrier's movement (back to W. Med. Sea). The Allies player says USA can move the aircraft carrier in Central Med. Sea to make the surviving fighters to land and if the fighters are dead, the carrier can move anywhere; the Axis player says the carrier must move to Central Med. despite the fighters are dead. Ruling : YES, a player can move an aircraft carrier in combat then undo the move to allow fighters to reach a combat zone. If any fighter survives, the carrier MUST move in non-combat in a zone where the fighter(s) will land; and, if no fighter survives, the carrier can go anywhere in non-combat. Even with a submarine in defense, this would remain legal because no one can predict what will happen with the sub. The "anti-kamikaze" rule we have means that the fighter(s) WILL die for sure; in such case, the fighters MAY die so the presence of the sub doesn't eliminate the potential landing space.
5.040. Escape of Enemy Naval Units. If you place a newly-purchased naval unit in a sea zone occupied by an enemy naval unit or if an enemy submarine is in the same seazone as your naval units, the enemy IS allowed to escape the sea zone on his turn without engaging your unit.
5.050. Tank Movement. Moving and Loading in Same Turn. A player may not move a tank to another territory and then load the tank onto a transport in the same turn. Violating Neutrality. Tank may not violate a territory’s neutrality and then leave that territory on the same turn.
5.060. Retreating. You may not retreat to a territory which you or one of your allies did not own at the BEGINNING of your turn, unless one of your tanks blitzed through that territory during your Combat Movement Phase.
5.061. Retreating Clarification (ground vs. air). Question : Can ground units retreat to a territory from which air units (only) came from? Example : Allies are holding Eastern Europe (USA, UK, USSR). Japan is attacking Eastern Europe with tanks (loacated in Karelia and Moscow), infantry (loacated in Karelia), and fighters (located in Berlin). After one round of battle, Japan decides to retreat. Question. Can Japan retreat its ' tanks to Germany? Ruling : YES, ground units can retreat to a territory from which air units (only) came from. Nowhere in the A&A 3rd Edition Manual it's stated that ground units can only retreat to a territory from which ground units came from. Here's a quote from the A&A 3rd Edition Manual (page 36) : "- The Retreat Option - Special Privilege of Attacker : The attacker can retreat by moving ALL attacking units BACK to ONE adjacent friendly territory from which any of the attacking units came." As it's clearly written in the original rules, any unit can retreat to a territory from which ANY of the attacking units came from. The word "ANY" includes AIR UNITS. Despite it might be seen as a 3 spaces movement, it's not a movement; IT'S RETREATING. An infantry can only move 1 space but it can retreat; it's not a 2 spaces movement, it's a retreat. So, in the above example, the Japanese tanks can retreat to Berlin because air units came from there.
5.080. Aircraft and Kamikazes. A fighter may be sent into a battle during the Combat Movement Phase ONLY if it would be able to land on a friendly aircraft carrier or a friendly territory during the Non-Combat Movement Phase. During the Combat Movement Phase, a player may not send more fighters into a naval battle than would be able to land on a friendly aircraft carrier or friendly territory during the Non-Combat Movement Phase.
5.090. Paratrooper Rules : Combat movement.
a) A Bomber can only paratroop 1 infantry per turn per bomber
b) Both the bomber and the infantry must be in the same territory at the beginning of the combat move.
c) If a bomber is shot down at the target, the infantry survives for the combat phase, but the bomber is lost.
d) Bombers used to paratroop infantry to battle do not engage in ground battle, nor may they conduct IPC raids. Non-combat movement.
a) Bombers involved in combat or paratrooping may not be used in non-combat to pick up and transport units.
b) Bombers can paratroop only 1 infantry per turn and only if that infantry was not invloved in combat.
c) The bomber and infantry DO NOT need to be in the same territory, and the bomber may move, pickup and drop off the unit within the bomber's movement range. Picking up or dropping off a unit does not cost the bomber any movements.
d) If AAA pre-game option is on (Anti-Aircraft guns Always fire) and the bomber is shot down in non-combat move with infantry in it, the infantry is lost as well. If the bomber is shot down by another AA gun after the infantry is dropped, then only the bomber is lost.
e) Infantry left on bombers that have landed will not defend if attacked. Only the bomber will defend. If the bomber is destroyed, the infantry is lost as well. If heavy bombers are attained, the bomber now has a capability of transporting two infantry per bomber for either combat or non-combat use. This is the default A&A game setting and the default rule which requires no edits. If the players consent prior to the game that one infantry per bomber is the maximum, then that is acceptable. Otherwise the two per heavy bomber rule applies.
5.100. Aircraft and Sunk Aircraft Carrier. If an aircraft carrier is sunk and one or more DEFENDING fighters survive, they must land on
(A) a friendly island in the same sea zone as the aircraft carrier which was sunk;
(B) a friendly aircraft carrier in the same sea zone as the aircraft carrier which was sunk; or
(C) a friendly coastal territory which is immediately adjacent to the sea zone in which the aircraft carrier was sunk.
5.110. Antiaircraft Guns. Ownership and Movement. In order to move an AA gun, you must own the gun at the beginning of your turn. An AA gun which you owned at the beginning of your turn may be moved into a newly-captured territory. A newly gained AA gun (during combat) CAN NOT be moved on non combat. The owner of the AA gun can move it if the territory is liberated before owner's turn by a country of its alliance. Multiple AA Guns on the Same Territory. More than one AA gun may be placed on the same territory, unless Second Edition rules are being used. Whenever more than one AA gun is on the same territory, only one actually fires. When capturing a territory containing an AA gun not owned by the owner of the territory (i.e. An USA AA gun on Karelia for example), the attacker must fix the AA gun by typing “ /fixup “ in the chat box, on the non combat phase.
5.120. Submerged Submarines. During the Non-Combat Movement Phase, a naval unit MAY move into a sea zone in which an enemy submarine has submerged if there are no enemy ships present on the surface. A submarine which has resurfaced into a seazone containing enemy units may move into other seazones on it's turn.
5.130. Transports. A transport may load cargo before it moves, while it is moving, or after it has moved. A transport may be moved a maximum of two spaces. A transport’s movement ENDS when it UNLOADS cargo; a transport may NOT move after UNLOADING cargo. (See also Rule 5.020. regarding the use and movement of transports during the Combat Movement Phase and Non-Combat Movement Phase.) When unloading, a transport MAY unload into more than one territory.
5.140. 2nd edition exception about splitting transport. Question : 2nd edition exception about splitting units from a transport? Example : USA can not unload ONE infantry unit in Western Europe to do a battleship bombing during the combat move phase then unload the OTHER infantry unit in Finland during the non-combat move phase. Ruling : In 2nd edition (only), the infantry units can not split; both units MUST unload at the same time on the same territory. This is according to the original 2nd edition rules.
5.150. Battleship Bombardment and Amphibious Assault. A battleship may participate in an amphibious assault ONLY if it occupies the SAME sea zone as a transport which is unloading units into the territory undergoing the amphibious assault.
5.160. Carrier with allied aircraft on board. Question : Are allied planes sitting on a carrier dead when the carrier is sunk when it attacks? Example : There are two USA fighters on the UK carrier. The carrier is sent with other units in an attack vs. Jap' navy; the Jap' navy defends so well that every attacking units are killed, including the UK carrier. Ruling : YES, the planes are dead. The reasoning behind that is that the planes on the carrier are considered as cargo, just like land units on a transport (that would die in similar case). If the CD keeps the plane(s) alive, an edit is required or the planes must land somewhere out of reach and remain unused for the whole game. This case is not the same as in defense, where ALL units are allowed to defend.
5.170. Captured Capitals. No country may spend any IPCs while its capital is enemy-controlled or enemy-occupied.
5.180. AAWC IPC Victory Clarification. When a country's capital is under enemy control, the IPC values of the territories which that country owned when captured are NOT counted toward an IPC victory. If these territories are taken by the enemy and recaptured by another member of your alliance then they will be counted toward an IPC victory.
5.190. Industrial Complexes. If a bid is used to purchase an industrial complex, that complex is considered a new complex, not an original complex; therefore, the IPC value of the territory on which the complex is placed determines the maximum number of newly-purchased units which may be placed on that territory during the Place Units Phase (if the IPC value is zero, one unit may be placed).
5.210. Panama Canal; Suez Canal; Gibraltar. Panama Canal. In order to move one of your naval units through the Panama Canal, you or one of your allies must own the territory of Panama at the BEGINNING of your turn. Suez Canal. In order to move one of your naval units through the Suez Canal, you or one of your allies must own the territory of Anglo-Egypt Sudan AND the territory of Syria Iraq at the BEGINNING of your turn. Gibraltar (is not a canal). A player or one of his allies does NOT need to control the territory of Gibraltar in order to enter or leave the Western Mediterranean Sea.
5.220. Canal Ownership. Question : When does the ownership of a canal change? Ruling : The ownership of a canal is determined before a country's combat move. The change of ownership occurs after all combats are done. The reasoning behind that is that all battles occur simultaneously and that the defender owned both sides of the canal when the combat occured.
Club Government: You can find email links to all of the Government of AAWC by clicking the "Other Options" link on the AAWC home page and then selecting Club Government
Charging another member: If you wish to bring charges against another member of AAWC, submit an email to the Attorney General. Your email must include all of the relevant information supporting your request for charges, including what specific rules were violated. The Attorney General will review your case and either proceed with charges or dismiss your case. You will be notified of this decision via email. Should your case be heard, the verdict will be posted on the Judicial Board.
Charges brought against you: You will be notified via email if charges have been brought against you by AAWC. You may choose any cabinet member, any active member of AAWC, or you can represent yourself. The verdict for your case will be posted on the Judicial Board. The Attorney General may, at his discretion, issue a sentence without trial for a period of up to two weeks. Appeals may be made to the Chief Justice. In the event that the appeal is not ruled on within three days, the member's suspension may be lifted until the appeal is concluded.
Appeals: Either party has up to 7 days to appeal a decision. To appeal a decision, send an email to the Appeals Judge with all relevant information supporting your request. If the original decision is upheld, the case will be closed. Should the Appeals Judge make any change to the original decision, either party will have up to 7 days to make a final appeal. To make a final appeal, send an email to the Appeals Judge and include all relevant information regarding your request. Another cabinet member will review the case. Appeals will be denied if they do not contain additional evidence or proof of a fundamental flaw in the original decision. Should an appeal be denied, you will receive notification via email. Verdicts on appeals heard will be posted on the Judicial Board.
Clemency: Any sentenced member of AAWC may request clemency in March or September of any given year. To request clemency, send an email to any CIC of the club and include all relevant information for your request. Clemency verdicts will be posted on the Judicial Board.
Disruptive members: AAWC reserves the right to permanently remove disruptive members without using the judicial process. In these rare cases involving habitually disruptive members or where club security issues are threatened, a majority vote of the clubs CIC's is required for a permanent ban. Cases involving banned members will be posted on the Judicial Board. Banned members may apply for clemency in March or September of any given year.. A majority vote of the CiC's can restore a banned member.
WarZone or Message Board suspensions of 14 days or less are not handled by the judiciary and cannot be appealed.
Should you have any questions regarding the judicial process at AAWC, please feel free to contact any club CIC via email.
All cabinet members are listed on this page: Club Government
These rules are suject to change
Last Update 6-14-2011