AAEuropeMembersClub , Club Rules

In this section you’ll find the Club rules for AAEuropeMC but if you have not yet joined the club click here to do so.

The Club rules are divided in several sections;
(Use the hyperlinks below to quickly advance down the page to the topic you wish to read about.)

-        Basic Guide Lines

-        New Members

-        Basic Game Rules

-        Getting started

-        Bidding

-        PBEM-rules

-        PBEM-rules with AAEBoard Utility

-        Turn instructions  ( OOL/Secret orders/Forfeits)

-        Abbreviations

-        Errors

-        Members Rating service

-        Dice Server Rules /ADS instructions

-        Special Rules  (fuzzy rules explained)

-        Game Rules

       

BASIC GUIDE LINES

The Allies & Admirals Europe Members' Club supports EMAIL play of the Axis and Allies game version and uses a Ranking and Rating System. Members of ALL communications means are considered equal in all decisions, and all are welcome to participate in committees, and express their views anytime regarding any A&A EUROPE subject. This is a members first club; your input is wanted. Every effort will be made to take action on any proposal you have. See the JCoS list of IAAGA for information on who to contact or use the table & buttons below to email the JCoS you need.

AANut JCoS
Pete - Chairman/Founder
Domino JCoS
Tonny- Club Tournaments
 
Webmaster JCoS
Pete
Mot JCoS
Tom - Map Utilities
TorpeadoRiderJCoS
Jack- Club & Game Rules

Code of Conduct 

A) Offensive Communication

Offensive Language,in word symbols or otherwise is not permitted and will not be tolerated
Use your better judgement and be respectful to other members in the club.


B) Harassment
Targeting a member in an effort to cause distress,embarrassment, unwanted attention or other discomfort is harassment.This Club will not accept any form of harassment and will not tolerate it .You may have a disagreement with another member's point of view, but personal attacks are not permitted.Also prohibited are attacks based on a person's race, national origin, ethnicity, religion, sexual orientation, gender or any other basis for discrimination.


C) IAAGA Disruption
Members are not permitted to interfere,through action or correspondence, with the regular execution of Clubs JCoS duties or the normal flow of ongoing games and activities. Disruption may occur by continued refusal to obey Club’s rulings or by any actions considered antagonistic, abusive, belligerent or capable of generating hostility. Repetitive antagonistic postings on the clubs Message Board or any "other" Message board, which denigrate IAAGA  or government officials will also constitute a form of disruption,and harshly dealt with.

D) Multiple Accounts
Members may participate in Club games under only one E-mail address or dog-tag at a time.
If members wish to change their E-mail address, all they need to do is go to the Wolfs Lair and update their Member Profile.Should a member be found to have deliberately joined under 2 seperate alias's,this will constitute a breach of the Code of Conduct and will result in immediate dismissal from the Club.

E) Cheating
Any member that is judged through the proceedings of the JCoS to have played dishonestly,or attempted to cheat in any way, will be considered in severe violation of the Code of Conduct and subject to immediate dismissal from the club.The following will result:
#1.The said member caught doing this will be banned,immediately, from the club.
#2. Access to all club utilities will be denied.
#3. All games played by said member will be re-opened and "nulled" regardless whether said member won or lost these games.This would also re-set the honest members Rankings that happened to play against said member.

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NEW MEMBERS

Players are welcome to join us regardless of experience, age, race, or gender. You will NOT need the board game.To join organized club gameplay you must have a "Valid" E-mail address.
After you enlisted via the WolfsLiar (www.AAEuropeMC.com/wolfslair/joinaaemc.asp)  and received a New Member welcome letter you are ready to play !.  Roam around on the IAAGA website for more information on rules, downloads, strategies and much more at www.AAEuropeMC.com

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BASIC GAME RULES


The game rules used in IAAGA are Avalon Hill's first edition rules.
These rules are distributed with the game box set *.
To Download the game rules click here, to view them on a web page click here

* RULE UPDATE: Avalon Hill has made two OFFICIAL rule changes.
1) Destroyers hit on a die roll of “2” or less when providing shore bombardment

2) The “Soviet Patriotic War” rule that allows Russia to replace Allied units with Russian pieces may only be applied to Allied units in a Russian territory that contains an Industrial Complex,only.

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GETTING STARTED

Once you have joined you’re ready to play. IAAGA supports a multitude of game plays:

A ) LIVE PLAY

Live games may be held in person (face to face) or in chat rooms.Be sure your live opponent is a member of the club and the game is registered via the Gamestarts section of the Wolf's Lair,prior to gamestart,to ensure that your game will be recognized as a Club sanctioned game.

B) E-MAIL PLAY

E-mail games may be played using Battle Command our automated dice roller, set to handle A&A Europe units exclusively or an ADS (see AUTO DICEROLL SYSTEMS below). When submitting a move a player will submit all the phases of the game and also an update of unit positions or U.o.B. (see also: TURN INSTRUCTIONS ). The opponent then sends his/her turn in the same manner.

C ) TWO PLAYER GAME

In a two-player game, one player is Axis while the other is Allies. A Two player game can be played live or by E-mail

D) TEAM GAME

In a multiplayer game one team is Axis, the other team is Allies. Due to the nature of A&A Europe, team play for Axis will mean players alternate taking Germany's turn. This type of game can be played live or by E-mail

RATED GAME :

IAAGA supports a ranking system loosely based a system used to rate chess players. For a game to be counted as rated  it needs to have a game number !   Game numbers can be obtained in the Wolfs Liar  (http://www.IAAGA.com/wolfslair/GameStart.asp )

(For more details on Rating/Ranks see: Members Ranking System)

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BIDDING

Bidding is an essential club rule in IAAGA and it is highly recommended you fully understand this part before playing a game!

Who plays Axis and who plays Allies is determined by a “Bid”. A Bid is the numbers of IPC’s that the ALLIES receive as a Special Cash Advance at the start of the game. (Special Cash Advance: see rulebook page 6 second column). Each player submits his bid in the Lair (Liar: see www.IAAGA.com/wolfslair) The Allied side goes to the lowest bidder. Both players will receive an E-mail by the Lair who will play the Allies. In the case of tie bids, the Lair will randomly select sides. (Note: the Axis will receive their normal 12 IPC’s initial Cash Advance).

Example of Game Bid:

Player

Game number

Bid for Allies

Peter

0324

15

John

0324

18

 
In this case  Peter will be Allies with a Special Cash advance of 15 IPC’s.

After the Axis player has placed his units the Allied player will email his Round Zero placement of starting units & then the Axis player makes his first move

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PBEM –RULES

Playing by E-mail is something different then live gaming. In the IAAGA we try to make E-mail games to resemble as close as possible live face-to-face games. In order to achieve this a set of rules was made. It cannot be overstated that it is each player's responsibility to ensure that their opponent follows these rules.

TURN INSTRUCTIONS

There are 2 kinds of PBEM types officially allowed in the IAAGA

1)      PBEM without the use of  Mot’s Map utility

2)      PBEM with the use Mot's Map Utility

PBEM without the use of Mot’s Map utility

Like in live face-to-face-play an E-mail turn is made up of the 7 action sequences described in the rulebook page 7 first column.

In PBEM-games these 7 sequences are compressed into a 3-part-turn

 

Name

Action sequence

Part one

Pre-Combat-part

Purchase units  / combat movements

Part two

Combat-part

 Resolve combat

Part three

End-of-turn-part

Non-combat movements / placing units / resurfacing / collect income / Special OOL

(See also: Turn example)

Ad 1) The Pre-Combat-Part is  mailed  to the opponent This Mail must state the following :

-         Game number   / Nation at play  / Turn number

-         Buying power / purchased units  / 

-         Combat moves. When stating the combat moves the player must describe which and how many units from which territory attack which territory

Ad 2) Combat-Part: the attacker does the battles. A battle may NOT be paused to start another battle and later return to the previous battle! 

Ad 3) The End-Of-Turn part is mailed to the opponent. This E-mail is a summary of all the things that have happened during that turn and must state the following:

-         The pre-combat mail

-         Results of combat

-         Non-combat moves. It is essential to declare which and how many units from where go to where.

-         Units placements. Which and how many new units placed where

-         Collected income  / income in hands

-         Special instructions. /Order of Loss (OOL) / Sub-submerge orders,/  fighters are assigned to defend Strategic bomber raids (SBR)./Secret orders.

At the end of his turn the player states the Units on Board (U.o.B). The U.o.B. should include the location of all your country’s units and territories owned.  This can be written OR a Map-utility maybe be used. The Allies can give their U.o.B. after US

A player may submit, alter or change any action sequence – even the entire turn- right up until the time BEFORE the next designated part of the three-turn-part is mailed/received.

EXECPT where there is total agreement with the opponent

Exception: IF secret orders were given, the Combat-part is delayed until the secret orders are known.  Other special instructions may be altered as well if secret orders  were given .

Remember, your success in this game may well depend on the accuracy with which you submit your turn instruction!!

This utility is a computerized board with lots of options,  and makes setting up the real board obsolete.In using Mot’s MapView Utility the same rules apply,with some alterations.

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PBEM using Mots MapView Utility "Only"

In IAAGA a great easy to use map utility is also used for PBEM games. This utility is a graphical computer program,which can be used INSTEAD of the actual game board.Basically the same rules apply as in a PBEM game without the use of Mot's MapView
The exception is that,the Map itself,is mailed to one's opponent. Moves and results can be written inside the program,if so desired.

MAPVIEW INSTRUCTIONS

1) Whoever the Axis player is should create a new game map.Game 0111 where 0111 is IAAGA's game number.
In the Map Text area for the "Initial Setup" paste in the initial bid placement for Germany as received from the Wolf’s Lair as well as the Allied bid Placements,if so desired,or simply place on the map,the bid units.Edit the units on the board accordingly.

(2) Germany is then ready to start the game by adding a New Map (tab)named "G1CMS(CombatMoves).". Enter in your purchases and combat moves into the Map Text area,if so desired,and edit the map accordingly,otherwise,using the colored arrows,simply "move" the desired units into the combat areas.Once completed,save the map as such: G1CMS(combats) and "pre-send" it to your opponent before rolling the dice.

3) Go to Battle Command and roll the setup combats in your pre-sent combat map to your opponent.

4)Once the desired combat results are recieved,Germany should now add a new map and name it "G1RES(Resolve)".After all combats are resolved in Battle Command,update the map accordingly. Remove losses,and add territory markers.


5) Germany would then add a third map named "G1NCMS(Non-Coms)".Here on the same Map,enter your non-combat moves.Update the map as needed.


6) Germany would then create a new map named: G1F(Final),where "all" countries ipc's are updated and new purchased units are placed.The map would then be saved as G1F(Final) and forwarded to one's opponent.The Allied player would then use the same map to submit the Allies turns.Please note,"IMPORTANT".There is a little more work involved when submitting the Allies turns.The same sequence would be followed,as above,only that,after "each" Allied countries turn,the "FINAL MAP"for that country is submitted "PRIOR" to continuing onto the next Allied Countries turn.This is to "ensure" that no non-coms are changed on the previous countries turn,"after" the fact.".

Please,don't remove the old maps!The file size is small,and all map copies should be available for easy viewing access!

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COMBAT LOSSES / OOL


In the absence of orders to the contrary, losses from combat are removed in order of lowest IPC cost to highest IPC cost except in the case of defending bombers. When a bomber defends, it is removed after all infantry, armour and artillery are destroyed, but prior to the removal of fighters. If you want your Bmrs killed before your Inf or Arm you must include that order in an OOL (Order of Loss) in the previous turns non-combat e-mail.
In naval combat, transports are removed before submarines, unless no attacking naval units remain. Remember, it is a matter of your own strategy to remove losses according to your choice when there is a choice. In some cases, the defender may want to specify a different order of loss: He can do this by submitting an OOL instruction with his non-combat turn e-Mail.


Heres a OOL example:

2 Subs, 3 Dest, 4 Ftrs
attacking in Celt Sea
Trns, 2 Subs, 2 Ftrs, BS
OOL Celt Sea = Tran, sub, fighter, other sub, then battleship ship, then other fighter.

Please note that an OOL will be quite important in the numerous Sea Battles that can occur in A&A Europe. Please be careful and try to detail these OOL at all times. Its not your opponent’s job to ask you which units will take the hits during his attacks unless you ask him to.

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SECRET ORDERS

Secret orders are OOL/submerging / SBR defence orders which you don’t want to reveal before your opponent sends his combat moves

 These orders are sent to your opponent in the form of a comment such as "OOL to be announced" "Contact me for OOL" etc. The attacker plans his combat moves and submits ALL the moves to the defender. The defender then sends his OOL to the attacker who continues the round.

FORFEITS


Forfeits come about as the result of one player disappearing for an unreasonable amount of time, 4 days or more. To claim a forfeit game, players contact the Commander of Games & Rankings at Games@AAEuropeMC.com
Games where the dice have been rolled for any battle of the first **German** turn are considered full games and are awarded as a **forfeit** victory to the remaining player(s). If a player disappears **after** any dice rolls of **Germany 1**, the game is **considered a forfeit win**. Of course there is life outside of IAAGA, but if you must be away from the game for a period of more than 4 days, please notify your opponent. If you have not heard from your opponent for 5 days then you should contact your opponent and attempt to find the reason for delay. If your opponent does not respond by the end of the 5 day period, contact the Commander of Games at the address above. You should make every effort to avoid a forfeit.

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ABBREVIATIONS


Although it is not a requirement to use abbreviations, players may abbreviate the names of units, territories and sea zones. In order to avoid any confusion - and if you are not sure, then use the full name.


Here is a list of the more common ones used:


Game Pieces & Cost

Type & Cost

Common Abbreviation

Anti-Aircraft Gun - 5 IPC

AA, AAG

Infantry - 3 IPC

INF, Inf

Artillery - 4 IPC

ART, RTL, Art, Rtl

Armor - 5 IPC

ARM, Arm

Fighter - 12 - IPC

FTR, Ftr

Bomber - 15 IPC

BMR, BMB, Bmb, Bmr

Transport - 8 IPC

TRN, Trans

Submarine - 8 IPC

SUB, Sub

Destroyer - 12 IPC

DES, DST, Des, Dst

Aircraft Carrier - 18 IPC

AC, CV

Battleship - 24 IPC

BS, BB

Industrial Complex - Can't Buy

IC

 

Convoy Spaces

Convoy Spaces - North to South by Country

USSRC = USSR Convoy Space 4 IPC

UKC1 = UK Convoy Space top 5 IPC

UKC2 = UK Convoy Space middle1 5 IPC

UKC3 = UK Convoy Space middle2 3 IPC

UKC4 = UK Convoy Space bottom 3 IPC

USAC1 = USA Convoy Space top 6 IPC

USAC2 = USA Convoy Space bottom 4 IPC

 

Ocean Spaces

DevS

Devils Strait

USEC

US Eastern Coast

CA

Central Atlantic

SA

South Atlantic

DS

Denmark Strait

HS

Halifax Sea

MA

Mid Atlantic

AS

Azores Sea

SoG

Strait of Gibraltar

Atl

Atlantic

CS

Celtic Sea

BoB

Bay of Biscay

WMed

Western Mediterranean

NA

North Atlantic

NS

North Sea

EnC

English Channel

BaS

Barents Sea

NrS

Norwegian Sea

DS

Danish Sea

TS

Tyrhenian Sea

SicS

Sicilian Sea

WS

White Sea

BS

Baltic Sea

AdS

Adriatic Sea

CMed

Central Mediterranean

AeS

Aegean Sea

EMed

Eastern Mediterranean

BkS

Black Sea

 

LandSpaces

CA

Canada

US USA capitol

United States

Mor

Morocco

Ice

Iceland

UK UK Capitol

United Kingdom

Gib

Gibralter

Fra

France

EFra

East France

VFra

Vicey France

Alg

Algeria

Tun

Tunisia

Nor

Norway

Fin

Finland

Ger German Capitol

Germany

Neth

Netherlands

NoIt

North Italy

Cor

Corsica

Sar

Sardina

SoIt

Soth Italy

Sic

Sicily

Lib

Libya

Pol

Poland

Czh

Czechoslovakia

Aus

Austria

Yugo

Yugoslavia

Gre

Greece

Vyb

Vyborg

Blt Sts

Baltic States

EPol

East Poland

Bess

Bessarabia

Rum

Rumania

Bul

Bulgaria

Cre

Crete

Kar

Karelia

Len

Leningrad

Bel

Belorussia

Ukr

Ukraine

Egy

Egypt

Arc

ArchAngel

Rus

Russia

Mos USSR capitol

Moscow

Stal

Stalingrad

Cyp

Cyprus

Sib

Siberia

Trk

Turkestan

Cau

Caucasus

Ira

Iran*

Syr

Syria*

Pal

Palestine*

Irq

Iraq*

TJ

TransJrdn*

* = Mid East Oil

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Turn example

Here is an example of Russia's First turn. Note the ENTIRE Turn is divided into 3 sections.

1)      PRE-Combat part

Game 0324      Rus turn 1         ( game number , nation at play , turn number)

Buying power :  24 IPC           ( buying power)

Purchases: 4 Inf, 1 Ftr, Total Price 24, Cash Left 0  ( purchased units)

Combat Movement:

1) Barents Sea(sub)                                      ( which territory is attacked )
W/1 sub f/ White Sea                                (what  /how many units from where? )
w/trn  f/ White sea 

A: 1 sub, 1 trn vs  D :1 sub                ( total Attackers  vs total Defenders )

East Poland(7inf) 
w/8 inf f/ Ukraine
w/1 rtl f/ Ukraine
w/1 arm f/ Caucasus
w/1 arm f/ Turkestan
A: 8 inf,1 rtl,2 arm  vs  D: 7 inf 


Baltic States(2inf,2rtl)
w/2 inf f/ Leningrad
w/4 inf f/ Belorussia
w/1 rtl f/ Belorussia
w/1 arm f/ Moscow

A: 6 inf,1 rtl,1 arm  vs D: 2 inf,2 rtl

Done

GO forces GO !!

2)   COMBAT

The actual combat is done via Dice Server(Battle Command), or ADS   (see Dice Server rules /ADS- rules )

3) END OF TURN PART

  (the red part is a copy/paste from the PRE-combat part , BUT needs to be stated for overview purposes

Game 0324      Rus turn 1      

Buying power :  24 IPC          

Purchases: 4 Inf, 1 Ftr, Total Price 24, Cash Left 0 

Combat Movement:

Barents Sea                                        
1 sub f/ White Sea                              
trn  f/ White sea 

A: 1 sub, 1 trn vs    D :1 sub               

East Poland 
8 inf f/ Ukraine
1 rtl f/ Ukraine
1 arm f/ Caucasus
1 arm f/ Turkestan
A: 8 inf , 1 rtl  , 2 arm   vs  D:  7 inf 


Baltic States
2 inf f/ Leningrad
4 inf f/ Belorussia
1 rtl f/ Belorussia
1 arm f/ Moscow

A: 6 inf , 1 rtl , 1 arm   vs D:   2 inf , 2 art

Result :

Barents Sea taken with                        (Which territory  + result ) 

1 sub.                                                             (With what )

East Poland held by Germans with

 1 inf

Baltic States.  Taken with

 4 inf , 1 rtl, 1 arm

DONE

Non combat moves :

2 arm  f/  Karelia  to Moscow               (which units & how many  go from where to where)

1 ftr f/  Leningrad to Belarussia

1 AA-gun from  Stalingrad to Ukraine

etcetc

Note that these non-combat moves can now be done on MapView by simply moving the desired units on the board using the colored arrows as reference of moved units.

Placing :

1 inf  in  Leningrad

1 inf in Moscow

2 inf in Stalingrad

1 ftr in  Moscow

done

Note that these new unit placements also are done on Mapview simply but placing the new unit buy in the proper areas of the Map.

Russia collects :  23 IPC

Units on board  :                                    ( which territory has what )

Note:  U.o.B. can be replaced by sending a copy of the Final Map to your opponent!!

Barents sea: 1 sub

Baltic states:  4 inf , 1 art , 1 arm 

Moscow:  5 inf , 1 ftr ,  AA-gun

Belorussia: 2 inf, 3 art ,  1 ftr, 1 bmb

Ukraine:  1 inf , 3 arm , 1 AA-gun

Etc etc

Territories controlled (ALL territories which your country controls a the end of the turn. ALSO territories with out any units in)

Russia convoy

Moscow                                 

Belorussia

Ukraine

Karelia

Barents sea

Baltic Stated

Etc etc

Done

IPC update:   ( production / cash in hands)  

Russia:      23/ $23             ( how many IPC production has a  country has & how many IPC in hand )

UK     :      25/ $25                  

USA  :       40/ $40

GER  :       41/ $44

Done

Special instructions:

Sub in Barents Sea  will submerge  if attacked   by more then 2 subs. 

Ftr in Moscow will defend against  Strategic bombing raid

OOL:   Belorussia    first inf will die, then bmb then art & arm. last ftrs

Done

Over to   UK-1

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ERRORS

The game is meant for entertaining & enjoyment and in PBEM games, errors inevitably occur. ALWAYS check your's and your opponents moves as late discovery of errors CAN lead to annoyance and even (long lasting) conflicts with your opponent.

Errors are NOT made intentionally and should be solved amongst players in the least difficult way possible!!
Show sportsmanship is rule number one!

When resolving an error always take in account the following:

-         What would one do in a Live- face-to-face game

-         Players intend

-         Who caused the error

If players are in complete agreement regarding a solution of an error, this solution takes precedence over all other official rules. The solution ONLY counts for that particular error and creates NO precedent for other errors (unless agreed by the player otherwise).

If players can’t agree the official rule will be:

1)      combat move errors

2)      Battle Command errors

3)      Non combat move errors

4)      Other errors

1)Combat Move Errors :

Error in attacked territories, number and/or type of attacking units: Combat move E-mails counts as official point of reference.   (Exception: see impossible battles)

If a combat move is flawed  because of the use the same unit in multiple battles) a TOTAL  NEW combat move  has to be made and ALL the already rolled battles are not valid ! )

Error in number and type and/or of defending units: the LAST time the number and type of units in a territory was mentioned in any E-mail (or Map Utility) AND the opponent “acknowledged” this, counts as official point of reference. Unless the error made is too obvious  and/or  could be judged as “cheating” . (Note: Cheating is the lowest form of game-raping and the IAAGA expects no member will ever make errors intentionally )

 Meaning of acknowledged :  the opponent made ALL of his 3-part-turn move  !

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2) Dice Errors:

If a battle is flawed, the battle is re-rolled from the battle round of error.  (Note: in IAAGA AA-guns and Destroyers fire in the same battle round as the other units involved in that battle.

A battle is NOT flawed if the wrong type of unit is put in Battle Command but that unit resembles the same die value, unless it affects a possible OOL or the involvement of other units  (for instance: AA-guns or subs)

See it like this: In live face to face play the total number of units defending with a die value 2 are rolled together. It doesn’t matter if there are 1 inf 9 arm or 3 inf, 3 art, 4 arm)

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Error in Non-combat moves :

If a player submits illegal combat moves for a unit in both combat and non-combat movement, only the combat movement will be made, and the non-combat orders will be ignored.

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Impossible Battles:

Battles are impossible  if :

1)      The attacked territory is already in his or his Allied hands

2)      The attacked territory can not be reached  (for instance  2 arm f/ Ger to Turk)

Resolve Error :  IF the territory or units do not interfere with other battles and/or units this battles is erased from the combat move (these units didn’t move yet and are still in it’s original territory)

IF the territory or units do interfere with other battles the TOTAL combat move has to be redone and all previous results are not valid.

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Other Errors

Other error's like in U.o.B. count or income discrepancies.

Unless there are clear signs of cheating or ridiculous big errors, the LAST time the number and type of units in a territory was mentioned in any E-mail (or Map Utility) AND the opponent "acknowledged" this, counts as official point of reference.

Meaning of acknowledged: the opponent made his entire 3-part-turn move! (Example: RUS-1 placed 8 inf in Leningrad but the U.o.B showed only 7. AFTER the Total GER-2 turn this error is un-mendalbe and 7 inf in LEN are now official).

Players who cannot agree on the solutions of an error may mail their dispute to rules@IAAGA.com where the JCoS Director of Rules will make a ruling

The decision will be judged upon:

-         Official Rules

-         What would one do in a Live- face to face game

-         Players intent

-         The cause of the error

-         Repetitiveness or the error

The decision  made is NOT debatable and takes precedence over all other official rules. The solution ONLY counts for that particular error and creates NO precedent for other errors (unless agreed by the player otherwise).

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MEMBERS' RANKING SYSTEM


The following system is loosely based on ranking systems used to rank chess players. If a low ranking player is beaten by a high ranking one, the high ranking player goes up a little and the lower player goes down a little. If
the low ranking player upsets the high ranking player, the ratings change more dramatically. This system will allow rookies to rise quickly, but staying on top will be difficult. The higher your ranking, the more
difficult it is to improve. We're always looking for new rate system ideas. If you can contribute please do so & E-mail the club with your rate system ideas.

Condensed Version:

1. Everyone is initially ranked at 1400.

2. At the start of a game, take the difference between the two Rankings
and divide by fifteen, dropping all fractions. This is the differential.

3. If the player with the HIGHER ranking wins, the value of the game is
fifteen MINUS the differential. If the player with the LOWER ranking wins
(an upset), the value of the game is fifteen PLUS the differential.

4. If the value of the game is less than 3, round up to 3. If the value
of the game is greater than 27, round-down to 27.

5. The value of a game is added to the winner's Ranking and subtracted
from the loser's Ranking.

NOTE: If that makes sense to you, read no further. That's the whole system.
If you would like explanation/clarification, however, continue on...

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Detailed Version:

1. Everyone is initially ranked at 1400. This means most people will
start off in about the middle of the rankings.

2. At the start of a game, take the difference between the two Rankings
and divide by fifteen, dropping all fractions. This is the differential.
Note the differential is determined in the beginning, at the time your game
is assigned a number. (Example: Player A with a ranking of 1400 [a rookie]
plays Player B with a ranking of 1449. The differential is [1449 - 1400] /
15 = 2.) Differential = (Higher Rank - Lower Rank) / 15

3. The differential is not the value of the game, but it does figure
into the value of a game. If the player with the HIGHER ranking wins, the
value of the game will be fifteen MINUS the differential. If the player with
the LOWER ranking wins (an upset), the value of the game will be fifteen
PLUS the differential. (Example: If Player A wins, the value of the game is
15 + 2 = 17. If Player B wins, the value of the game is 15 - 2 = 13. Since
Player B is the higher ranked player, Player A wins more points if he upsets
Player B.) Value of the Game = 15 +/- Differential

4. If the value of the game is less than 3, round up to 3. If the value
of the game is greater than 27, round-down to 27. Thus the value of a game
will be at least three or at most twenty-seven. (Beating a player you
out-rank by 180 or more points only earns you a total of 3. Beating a player
who out-ranks you by 180 or more points earns you 27 at most.)

5. The value of a game is added to the winner's Ranking and subtracted
from the loser's Ranking. The winner goes up as many points as the loser
goes down.

(Example: If the rookie loses, we calculated in #3 above that the game value
would be 13. Player A would then be rated 1400 - 13 = 1387, and Player B
1449 + 13 = 1462; If the rookie wins, the game value would be 17. Player A
would be rated 1400 + 17 = 1417, and Player B 1449 - 17 = 1432.)

Higher Ranking wins: (15 - differential) added to his rank.
Higher Ranking loses: (15 + differential) subtracted from his rank.
Lower Ranking wins: (15 + differential) added to his rank.
Lower Ranking loses: (15 - differential) subtracted from his rank.

TITLES


Players earn a Rank as they increase their Rating points. The member's highest rate ever achieved determines an individual's rank. All ranks below that of Col are never "demoted". The remaining higher ranked officers are subject to demotion based upon their rating changes.

2nd LT

0000 to 1400

1st LT

1401 - 1425

Captain

1426 - 1450

Major

1451 - 1475

Lt Col

1476 - 1500

Colonel

1501 - 1525

1 StarBrig General

1526 - 1550

2 Star Maj General

1551 - 1575

3 Star LT General

1576 - 1600

4 Star General of AAEMC

Highest Rated Member

Note: There can be only one General of AAEuropeMC . If two players are eligible for General of the AAEuropeMC , then the player with the highest current ranking is named General of the IAAGA and the other player drops to General.

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Dice Server Rules /ADS instructions

AUTO DICEROLL SYSTEMS (ADS) & Battle Command


Auto Dice roll Games use all the same playing rules as in any game. The difference in the ADS is that there is a minimum of outside influence in the game as all dice rolls are accomplished via an internet auto-roller system.
 AS IN FACE TO FACE GAMES YOU MUST COMPLETE ONE BATTLE BEFORE STARTING THE ROLL FOR ANOTHER, EXCEPT IN THE CASE WHERE YOU NEED TO CONTACT YOUR OPPONENT ABOUT OOL OR WITHDRAWS. Also note that if the attacker wishes to use an OOL other than the normal one, he must specify his losses before moving on to the next battle. The AAEuropeMC currently uses two different dice servers, AAEuropeMC own
dice server called "Battle Command", which is the preferred server to use, and Irony which is provided by Irony Games. Each of these servers have their own special operating instructions as described below.

IAAGA Dice Server (Battle Command):
Click on the Battle Command Icon on the Main Website when the Flash Icons roll in on the AAEuropeMC website.
Full instructions for using Battle Command are located there. Battle Command will send an E-mail for every roll to you and your opponent and will present the result per roll on-line as well

Using the dice server at Irony Games:
Connect to ' Irony Games' web site click here and fill out the online form. It is very straight forward and once you have filled out the form, you press the button marked "Roll them bones..." and the dice are presented to you online as well as e-mail messages sent to you and to the other e-mail(s) you indicated when you filled out the form. You will need to fill out the form as a minimum of once for each battle for the current turn or as an option you can request dice for each round of a battle. Keep in mind that each time you request dice an email message is generated. Doing a separate roll for each round can result in a large amount of mail.

Specifics required on the form are as follows:

  1. How many dice would you like to roll? This will be in the range of from 1-20. This should match the largest number of units for either the attacker or defender whichever is larger. If there are more than 20 units for either the attacker or defender, request for 20 dice and use the odd lines for the attacker and the even lines for the defender, i.e. lines 1 & 3 for the first attacker round and lines 2 & 4 for the defender round.
  2.  2. How many sides on each dice? This MUST always be 6.
  3.  Should anything be added or subtracted from the total roll? No.
  4.  You can drop either the highest or lowest die roll? You should deselect this option as you do not want to drop any rolls.
  5. The entire roll can be repeated; how many times? You should select an even amount of rolls up to 20. Ten or Twelve repeats is normally adequate but you may need more for larger battles.
  6. Say what this roll is for: This will contain the game number, move number, and number of units involved for that battle, both attacker and defender. NOTE: Do not use the following characters in this section as doing so will prevent the dice validation feature from working properly: # ~` { } $ ^ ; If there is a question on what punctuation characters work and which don't, then don't use any! Using any of the above characters invalidates your rolls and will require a re-roll of these dice.
  7. Type in your e-mail address: If you do not fill out this section you will not receive a copy of the dice rolls.
  8. Also e-mail the results to: This section will contain the e-mail addresses of your opponent's). NOTE: Multiple addresses are separated by spaces NOT commas. Using commas will result in the rolls only being sent to the first address listed. Below is a sample roll received online from the dice server:

#0100, Rus 4, Fin - 1 Inf, 1 Arm vs 1 Inf
XXX@XXX.com requested that 4 rolls of 2 6-sided dice be rolled.

Roll them bones ... your dice are
Roll 1: 5, 2 = 7.
Roll 2: 5, 6 = 11.
Roll 3: 2, 1 = 3.
Roll 4: 6, 1 = 7.

Mail was sent to you at XXX@XXX.com and to XXX@XXX.com
(Mail addresses have not been confirmed.)

Calculate the above rolls as follows:

Use odd lines for the attacker and even lines for the defender.

NOTE: The only exception to this rule is for AA Guns. When attacking aircraft fly over an AA Gun, request a separate roll just for the AA Gun with the number of dice required matching the number of aircraft involved and the roll to be repeated only once. Next you start with the first number after the words Roll 1: and going from left to right, first rolling the
lowest value unit to the highest value unit as per Avalon Hill's A&A EUROPE rules to include all exceptions listed in those rules, i.e. AA Guns, battleships during an amphibious assault, etc.

Attacker 1:
1 infantry - 5 = miss
1 armor - 2 = 1 hit
Defender 1:
1 infantry - 5 = miss
Battle over, territory taken w/1 infantry and 1 armor If the battle had gone for more than one round, the lines marked Roll 3 and Roll 4 would have been required. Again with the odd rolls used for the attacker and the even rolls for the defender. If a re-roll is required, a new set of dice rolls must be requested from the dice server. A re-roll is not required in the event the attacker calculates the battle incorrectly by missing a die, using too many dice for the battle, etc. In this situation the battle is simply recalculated using the same dice rolls. Not all situations can be covered by rules and in these cases common sense and fair play must be the guiding factors.

AAEuropeMC SUGGESTS DICEY BE USED FOR ALL PBEM GAMES
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SPECIAL RULES

AMPHIBIOUS ASSAULTS


Transports may"NOT"move into a sea zone containing enemy units and pick up its cargo before combat.You must resolve any sea battle in which transports that are part of an amphib assault are present "before" resolving the land battle.If the sea battle is won,u must continue with the amphib assault. If you sent units into the territory from adjacent land territories, and/or sea zones  and as a result of NOT being able to LAND the units for the Amphibious assault, then those units from other locations must still fight the intended battle.  IF only units from adjacent land territories  are able to land the amphibious assault is turned into a normal attack WITH  retreat option after one round

AA GUNS


If an AA gun is captured, control of that AA gun goes to whomever controls the territory at the end of the turn it is captured.AA Guns that are "liberated" are returned to their original owner by the liberator.

AA FIRE


Retreating planes are still subject to enemy antiaircraft gunfire if they pass over territories with AA Guns during the combat phase.  (note : normal  NON-combat moves  is not regarded as retreating  & therefore planes are not subject to enemy AA-fire)

RETREATS


Land units can retreat to "ONE" adjacent friendly territory where any of the attacking "LAND" units CAME from.U can only retreat to a territory that was friendly at the beginning of the turn.(Air units do not count for this). Exception: Ground unit retreats are prohibited if the battle is an amphibious assault.For air units "came" is defined to mean an adjacent friendly territory that the plane took off from. You cannot retreat to a territory simply because a plane happened
to fly over it nor can you retreat to a friendly territory simply because it's friendly. One of the attacking units must have come from this friendly territory.

Naval units can retreat to ONE adjacent friendly(non occupied) sea zone from which any of the attacking units came.(Air units do not count for this).

SUB RETREATS


Defending Submarines are NEVER allowed to retreat from battle. They are allowed to submerge however, instead of returning fire. The submarine can do one or the other (submerge or defend) but not both. The submerge is considered to be a retreat.Only "attacking" subs have the option of retreating by submerging in the battle zone.

AIR VS. SUB COMBAT


At no time,can an aircraft fire upon a submarine, unless any "friendly" Destroyer is present during combat. Likewise, a submarine may NEVER fire upon aircraft.Submarines can be elected as casualties in a sea zone battle where there are multiple hits by aircraft,accompanied by a friendly destroyer.If there are no friendly destroyers in the sea battle, then hits by aircraft cannot be assigned to submarines.These extra hits would then be ignored.However, it should be noted that u must assign as many hits as possible to any other surface vessals that may be present in the battle.

TRANSPORT UNLOADING


Transports that have unloaded cannot move or load anymore units for the remainder of the turn. It may unload part of its cargo in combat-phase and keep the rest aboard. It may unload the rest of its cargo in the non-combat-phase, but only in the same territory as the "first" unloading took place( if the territory was captured). Transports that retreated cannot move, load or unload any units. A transport that has been involved in battle may unload units into an amphibious assault. It cannot move or load units anymore in the NON-combat movement phase, but it is still possible to unload all or part of its cargo in the combat movement phase and combat phase. A transport cannot unload units into more than ONE territory. In the non-combat movement phase it can unload units into two different territories provided that these two territories are both adjacent to the same sea zone where it is.

FIGHTERS ON ALLIED CARRIERS


If an Aircraft Carrier is part of an attack and hit, any allied fighters on board that AC are also lost. They are considered cargo and cannot help in the attack!!.

Allied fighters defend normal when attacked while aboard a friendly carrier.

THE HOW'S & WHY'S ON SUB STALLING:


Here is the Official House Rule in regards to a sub submerging and stalling an amphib assault. - ONLY in Combat Movement Phase can an enemy sub move into an enemy occupied sea zone,and "submerge" without firing a shot.Only "SUBS" can make this move and submerge in the "Combat Phase" of their turn.Thusly this prevents any ground units,that are "not" already loaded onto transports located in that sea zone,from being loaded onto those transports and "moved" to other areas to initiate an amphib assault(STALLED). - A Nation at play, which has naval units in a sea zone with enemy units may conduct battle with those enemy units or move some or all of their units out of that sea zone. It may also re-enter that sea zone during the same Combat Movement Phase to do battle. - Transports can NOT load in a sea zone with enemy units present. They may move out of that sea zone to another sea zone,to escape battle and then load and/or unload units like normal in order to do combat(amphib assault)and may also, after loading units,come back into an enemy occupied sea zone to do an amphibious assault. - Transports after being in combat can ONLY Load OR unload after combat.They may not move anymore.

SOVIET CONVOY AND ARCHANGEL:


The explanation below indicates the relationship between the “Soviet Convoy” and the ownership of “Archangel” and Russia receiving income from the convoy.

Situation #1: IF the Soviet convoy is controlled by Germany,AND Archangel is controlled by Germany,THEN "NO" Russian ipc income.

Situation #2: IF Soviet convoy is controlled by Germany AND Archangel is controlled by Russia,THEN "NO" Russian ipc income.

Situation #3. IF Soviet convoy controlled by Russia AND Archangel is controlled by Germany,THEN, "NO" Russian ipc income.

Situation #4. IF Soviet convoy controlled by Russia AND Archangel controlled by Russia,THEN, Russia counts 4 ipcs of income.

Note, that it is also necessary for the Allies to "retake" the Russian convoy with a naval vessal even if/once Archangel is retaken.The retaking of Archangel alone, does "not" automatically re-open the Russian Convoy.

COMPLETION OF GAME:


QUESTION:

When does a game end?

ANSWER:

A game ends when either an Axis or Allied country achieves one of it's winning conditions,however,with respects to the game ending on a certain country's turn,this is the Law of the Game,that IAAGA plays by.

Example...

Germany on Turn 7 invades and takes Moscow.Does,the game end immediately? No!!! There is what is called "a round of turns",in that,Germany starts out a "round" of turns which then is followed by the Russians,Brits and then USA.Even tho Germany has taken Moscow on turn 7,the "round" of turns must be completed before the game ends,in otherwords,the Allies still get their turns,and the opportunity to respond to the Fall of Moscow,by either retaking Moscow or invading Germany and taking Berlin.Once the Allies have completed their "turns",that being the USA has submitted it's turn 7,since they are the last to submit a turn,and they were unsuccessful in the retaking of Moscow or taking of Berlin,then the game ends.

Allies Taking of Berlin:

In the case of the Allies(Russia,UK or USA) taking Berlin in a round of turns, the Germans must be afforded the opportunity to try and retake their Capital once,therefore if either Allied country takes Berlin,the Germans will get 1 more turn to retake their capital.If successful the game continues, but should the Allies retake Berlin "after" Germany has had her 1 extra turn, then the game ends at that point.

SBR Definition:

QUESTION:

Use of German ftr/s against either an SBR or Landing defense in the same turn.

If the Allies launch an invasion of Berlin and sbr of Berlin in the same turn,when the German player recieves the combat map,it is necessary for gameplay to stop at this point and the German player must declare what the ftr/s will be used against, either the sbr or the invasion force.Should the German player decide to use the ftr/s against the "sbr",when the invasion takes place and it succeeds,the ftrs are not used against the invasion force and are "lost" and they cannot fly off to land elsewhere's.If more than 1 ftr is situated in Berlin,it is the German players option to use the ftrs in any manner he wishes, but either splitting them up or otherwise,by once again declaring their use prior to the dice rolls.

This is the standard that is used in IAAGA sanctioned gameplay. back to  top)