Axis and Allies World Club Rules and Regulations

(Written by warriorsoul71)

For a Downloadable version of these rules (in PDF format) click here

1.010. Primary Duties of All Members of the AAWC.

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.


Rules, Regulations, and Code of Conduct: Revised
11/15/2005

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.

1.020: Conduct Generally. All members of AAWC will be expected to treat other members, newbie’s, and non-members with respect and courtesy. All members shall comply with all of the rules of the WarZone . No member shall use foul, derogatory, or abusive language while present in the WarZone or other gaming forums, or when communicating with another member of AAWC. AAWC reserves the right to remove disruptive members.

1. 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. Do not engage in harassment of any other axis and allies organization.

3. Do not use racial, ethnic, sexual, or religious slurs.

4. Be considerate at all times of members playing games on the WarZone and do not participate in obtrusive behavior that prevents or obstructs others from participating in or finding a game.

5. 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 8 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 sections 1-4.

6. Use of the AAWC message boards for the promotion of illegal activities is prohibited.

7. 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.

8. Dice Cheat accusations - It has long been a tradition and an unwritten rule within the AA 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.

9. 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.

In short, members of AAWC should:

Have Fun. Have fun enjoying this great game of strategy, luck, and skill.
Know the Rules. Be aware of and familiar with the Axis & Allies CD-ROM Game Play Manual, and these, the AAWC Rules and Regulations.
Behave Well in the Zone and Other Gaming Forums. Behave in a manner in compliance with the rules of the WarZone
Show Respect. Treat all members (especially new members or "newbie’s"), non-members, and those affiliated with the WarZone and other gaming forums with respect and courtesy.
Stay Alert. Stay apprised of updates posted on the AAWC website, as well as changes to these Rules and Regulations.
Remain Available. Provide AAWC a valid e-mail address and update it as necessary, so that the database always contains a valid e-mail address.

1.040: 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.

1.050: Wagering or Dealing. A member may not wager or make deals with his statistics.

1.060: Hacking. Hacking, altering, or modifying any part of the AAWC websiteor the WarZone is grounds for banishment from the club. Furthermore, a CIC may seek criminal prosecution and monetary compensation by employing all legal means.

1.070: Identity. A member may have only one username within the AAWC database, and it must match 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. All members must provide AAWC a valid e-mail address and must update it as necessary, so that the database always contains a valid e-mail address.

1.080: 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 official 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.

*AAWC reserves the right to revoke these privilidges at any time.



1.090: Maintaining Logs of Matches. All members shall maintain a log of their matches. The log shall include, at a minimum, the date of each match, the opponent in each match, and the result of each match.

1.130: Retirement. A member can request a retirement at any time. However, a member may not retire until any and all pending matches have been completed and posted in the proper database. This will NOT reset a player’s stats in any database. This will simply freeze a player’s stats and not allow any further games to be played using this name unless the member sends a written request to the proper AAWC cabinet member requesting reactivation. No member may have another active name at the time of request or request will be denied and risk being subject to administrative action.

1.131: Stat Reset. After a member has completed 40 sanctioned AAWC matches in a particular database, they may request a stat reset to have their stats reset to 0-0, 1600 in that database. For a stat reset to be approved any and all pending matches must have been completed and posted in the proper database prior to the request or the request will be denied and risk being subject to administrative action.

1.132: Name Changes. AAWC will offer you the opportunity to change your username in the database up to two times in a one-year period. Your stats, however, will not be reset. Your new username MUST match your WarZone name exactly. You will not be permitted to sign into the WarZone and play a match under your former name, while posting the match under your new name.


1.140: 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.

1.150: The Army Achievement Medal is a roving "One versus One" or "1-on-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 holder fails to defend his title for a period of more than seven days, he must forfeit the title, which then will be awarded to another member.

1.160: False Win; 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.

1.170: 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.

1.180: Cheating. Cheating, which is defined as dealing dishonestly or deceptively with another member to obtain some advantage or gain, is strictly forbidden.

1.190: AAWC Hall of Fame - The AAWC Hall of Fame is a special recognition of a member's dedication and goodwill toward the game and other players of Axis and Allies. It is with the Hall of Fame we choose to celebrate these accomplishments and in turn, hold these standards up to the entire club, its members, and its governors. Only members whose behavior is beyond reproach can become Members in the Hall of Fame.


Part 2 - General Rules Concerning Sanctioned AAWC Matches...

2.010: Definition of a Sanctioned AAWC Match. The following Axis & Allies matches are sanctioned by AAWC: (A) CD-ROM matches which are (i) played in 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 set-up rules specified in this Part 2; and (B) face-to-face board game matches which are declared sanctioned by an AAWC official.

2.020: 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 each player’s responsibility to make sure their opponent has posted and that a match number has been received.

2.030: Restriction against Bridged or Suspended Members. A member who is suspended or who is in the brig is not eligible to play a sanctioned AAWC match.

2.040: Who May Post a Win. After a match has been completed, only the winner of the match may post a win. All information requested in a posting must be supplied; failure to do so may cause the AAWC database to reject the posting. The winner of a match must post in the correct database.

2.050: No Show Wins and Failures to Reschedule; 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 reschedule" 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 reschedule in order to finish a previously continued match, 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, but only if he was clearly winning the game in question. The player posting the win must keep a copy of his game save for 14 days.

If that member is uncertain as to whether he is clearly winning, he may submit the game to the arbitration department and request that a win be awarded. A win will be awarded only if the arbitrator determines that the player who filed is winning the game, even if by a slight margin. If the arbitrator finds that the player that filed was not winning the game, he may declare a draw or allow the players more time to finish the game. The player that failed to reschedule may not be awarded the win unless the game is played to completion.

2.070: Official Beginning of a Match; Agreements to Call a Draw after the Official Beginning of a Match; Agreements to Postpone a Match That 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 a later time. Before the match begins, players are encouraged to agree on how long the match can be played before a continuance must be taken; the players are also encouraged to record such an agreement in the notes of the pre-game match posting. If a continuance is agreed upon after a match has begun, players should determine a time to resume play before leaving the game, and should use the message boards to maintain contact with each other.

If, during a match, one player cannot complete the match and his opponent refuses to grant a continuance, then the player that wanted to keep playing may post the win, but only if he was clearly winning the game in question. A copy of the game save must be kept for 14 days if posting a win. If that player is uncertain as to whether he is clearly winning, he may submit the game to the arbitration department and request that a win be awarded. A win will be awarded only if the arbitrator determines that the player who filed is winning the game, even if by a slight margin. If the arbitrator finds that the player that filed was not winning the game, he may declare a draw or allow the players more time to finish the game. The player that failed to finish the game may not be awarded the win unless the game is played to completion.

If one player is clearly winning a match but cannot finish, and his opponent refuses to grant a continuance, the player that was losing may not post a win, but may post a draw. However, the player that was winning may file with the arbitration department, and if the arbitrator finds that (i) the losing player did not have a reasonable chance to win the game, (ii) the player that was ahead played for a reasonably long period of time or that the losing player was stalling to avoid the loss, and (iii) the losing player was unreasonable in refusing to grant a continuance or to resign, then the arbitrator may award the win to the player that was ahead or direct the players to complete the game.


2.080: 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.

2.090: AAWC Match Set-Up Rules.

Set-Up Rules for the
Omaha Database (DB1). Click here.
Set-Up Rules for the Kremlin Database (DB2). Click here.
Set-Up Rules for the Juno Database (DB3). Click here.
Set-Up Rules for the
Utah Database (DB4). Click here.
Set-Up Rules for the Gold Database (DB5). Click here.
Set-Up Rules for the Blitzkrieg Database (DB6). Click here.
Set-Up Rules for the
Anzio Database (DB7) . Click here.


Sole Exception to Set-Up Rules for Databases 1-5 and 7. The only set-up rule which may be modified by the players is the 3-minute timer; this rule may be modified only by mutual consent of both players.
Explanation of Bid for Axis for
Omaha Database.
Bidding must be completed before a game is launched. The lowest-ranked player will make the first bid; if the ranks are equal, the lowest-rated player will make the first bid; if the rates are equal, the player with the lowest number of games played will make the first bid; if the games played are equal, alphabetical order determines the player who makes the first bid.
When bidding, a player must declare "how much, what, and where," meaning (A) how many IPC's he is bidding; (B) what units he intends to purchase with those IPC's; and (C) where he intends to place those units. The other player then (1) bids a lower number of IPC's - again, providing "how much, what, and where"; or (2) stops the bidding and gives his opponent the Axis powers at the last bid. Bidding goes back and forth between the players until one of the players chooses option (2). The lowest bidder then plays the Axis. Any unused IPC's are forfeited. 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 that country owns.

Explanation of Bid for Axis for all other databases.
Bidding must be completed before a game is launched. The lowest-ranked player will make the first bid; if the ranks are equal, the lowest-rated player will make the first bid; if the rates are equal, the player with the lowest number of games played will make the first bid; if the games played are equal, alphabetical order 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 other player then (1) bids a lower number of IPC's. - Again, providing "how much" or (2) stops the bidding and gives his opponent the Axis powers at the last bid. Bidding goes back and forth between the players until one of the players chooses option (2).
The lowest bidder then plays the Axis. Any unused IPC's are forfeited. 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.

NOTE: The bidding for DB2 is slightly different than for the other databases, most notably;
- Similar to DB1, players have to declare what they are buying and where the bid units will be placed during the bidding process as long as the bid is positive. When the bid goes negative the players do not have to state what units are being removed from the board.
- No units selected with a bonus option may be removed. (Negative bid)
- Only armor and infantry units may be removed from the board. (Negative bid)

SAMPLE BID "UNIT EDIT" TIP

2.100: 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.

2.110: Special Bidding Rules. 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.


Part 3 - Technical Problems and Software Bugs...

3.010: General Rule. AAWC cannot control software bugs; therefore, players generally must "play with the bugs," except as otherwise provided in these Rules and Regulations.

3.020: Catastrophic Game Failure. In the event of a catastrophic game failure that renders continuation of a game impossible, the match is a draw.

3.030: Involuntary Game Crash.

In the event of an involuntary game crash, the player that did not crash must allow the opponent at least 15 minutes to return to the game. If the player who crashed does not return, then his opponent may post a win, but only if he is clearly winning the game. The player must keep a copy of the game save for 14 days if posting the win. In the case where it is not clear which side is winning, the player that did not crash must post a reschedule request on the message boards and allow his opponent three days to respond. If his opponent does not respond within three days, then he may submit the game to the arbitration department and request that a win be awarded. A win will be awarded only if the arbitrator determines that the player who filed is winning the game, even if by a slight margin. If the arbitrator finds that the player that filed was not winning the game, he may declare a draw or allow the players more time to finish the game. The player that involuntarily crashed may not be awarded the win unless the game is played to completion. In any event, players are advised to get a witness, in case the opponent files a dispute. All disputes of games crashes will be settled in the sprit of sportsmanship and honorable conduct.



Part 4 - Axis & Allies Rules Clarifications...

4.010: Tanks.

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. Tanks may not violate a territory’s neutrality and then leave that territory on the same turn.

4.020: Captured Capitals No country may spend any IPCs while its capital is enemy-controlled or enemy-occupied.

4.025: AAWC IPC Victory Clarification when a country's capital is under enemy control, the IPC values of the territories which that country owned at the beginning of the game are NOT counted toward an IPC victory."

4.030: 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).

4.040: 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.
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.
Failures to Fire. Occasionally, it is possible that an AA gun will not fire. The failure of an AA gun to fire is not a ground to cancel a game, unless all players agree, by mutual consent, to call a draw. Players should be advised that, apparently, an AA gun does not fire if it is defending in a territory controlled by an ally and if there are units of the controlling ally also defending in the territory.

4.050: Aircraft.

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.


Paratrooper Rules.

Combat movement:
1) A Bomber can only paratroop 1 infantry per turn per bomber.
2) Both the bomber and the infantry must be in the same territory at the beginning of combat phase.
3) If a bomber is shot down at the target, the infantry survives for the combat phase, but the bomber is lost.
4) Bombers used to paratroop infantry to battle do not engage in ground battle, nor may they conduct IPC raids.

Non-combat movement:
1) Bombers involved in combat or paratrooping may not be used in non-combat to pick up and transport units.
2) Bombers can paratroop only 1 infantry per turn and only if that infantry was not invloved in combat.
3) 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.
4) 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.
5) 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.

Special rules and considerations:
1) 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.
2) An infantry may only be used as a paratrooper once, it can never be picked up again by the same or a different bomber. This is a game bug that will be lived with. Even though these infantry may never load onto a bomber again, they act normally in all other respects.

 

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.
Movement. Sometimes the game may "commandeer" your aircraft and make them move through territories or sea zones through which you do not want them to move (e.g., a territory containing an AA gun). You may attempt to "walk" your aircraft through a route space-by-space; nevertheless, there is no recourse for a player whose aircraft are forced to be moved somewhere, UNLESS the players agree otherwise, by mutual consent.

4.060:
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. 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.

4.070: 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.

4.080: 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.

4.090: Bombers. If a player (1) orders a bomber to conduct ground support rather than to conduct a strategic bombing raid; (2) the bomber participates in a battle; and (3) the game is forcing the bomber to conduct a strategic bombing raid: Do not click on the bombing raid! Save the game and both players shall exit the game...upon relaunching the game the bomber shall be returned to the intended landing spot by using the unit editor whereupon the game will be reloaded and restarted at the point of exit.

4.110: Escape of Enemy Naval Units. If you place a newly-purchased naval unit in a sea zone occupied by an enemy naval unit, the enemy IS allowed to escape the sea zone on his turn without engaging your unit.

4.120: 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 5.150 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.

4.130: Movement in General. Even if the computer allows a unit to move illegally (e.g. moving a naval unit three spaces), a player may not proceed to move a unit illegally.

4.140: 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. If, during an amphibious assault involving one or more battleships employing their "one-shot support attack," the number of hits scored by the attacker exceeds the number of attacking units (NOT including the battleships in such latter number), a game crash may occur and the defender may not be able to allocate the "extra" hits.

In such a situation, a "Unit Edit" MUST be performed to (1) remove a number of defending units equal to the number of hits scored by the attacker; AND (2) remove an equal number of attacking units (OTHER THAN the battleships), unless both players agree, by mutual consent, to (A) call a draw; or (B) re-fight the battle using a "game save" made prior to the battle which resulted in the game crash. .

4.150: Combat Movement and Non-Combat Movement. For the purpose of this Rule 5.150, the term USED includes loading or unloading.

Combat Movement. During the Combat Movement Phase, a unit may not be used or moved in any way unless it (A) ends its move in a territory or sea zone which is occupied by enemy units; or (B) ends its move in an enemy or neutral territory in order to take control of that territory; or (C) is a transport which is used for the purpose of unloading units into an enemy or neutral territory; or (D) is a naval unit which desires to exit a sea zone in which an enemy placed at least one naval unit during the Place Units Phase of his previous turn.
Non-Combat Movement. During the Non-Combat Movement Phase, a unit may not be used or moved in any way unless it (A) was not used or moved in any way during the Combat Movement Phase; or (B) is an air unit that was involved in combat and survived.
Exception for Naval Units. AAWC has developed a tradition of allowing naval units to be moved and used regardless of the movement phase, for the following purposes: saving time; helping ensure that a player does not forget to move such a unit during the Non-Combat Movement Phase; and using a transport as fodder during combat and then, if it survives combat, using it to load and/or unload cargo.
Nevertheless, moving a naval unit during the Combat Movement Phase to block an anticipated retreat by an enemy unit is prohibited.

4.160: Unit Lock Game Bug.

Unit Lock is a difficult but fixable situation. This typically occurs after there are about 400 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.