Axis and Allies World Club Rules
and Regulations
(Written by warriorsoul71) For a Downloadable version of these rules (in PDF format) click here 6. Use of the AAWC message boards
for the promotion of illegal activities is prohibited. 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. *AAWC reserves the right to revoke
these privilidges at any time. 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. 1.160: 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. 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. 2.090: AAWC Match Set-Up Rules. 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). 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. 4.050: Aircraft. 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. 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. 4.160: Unit Lock Game Bug.
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
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.
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.
1.080: 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.
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 players stats
in any database. This will simply freeze a players 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.
1.140: 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.
1.170: 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.
2.080: 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.
Set-Up Rules for the
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
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
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
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 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.
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.
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.
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:
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.
4.130: 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.
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.