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WAR Axis & Allies Club Rule Interpretations


please keep in mind that if both parties to a match agree on rules contra to the below that's fine.
Also specific interpretations written about here control.

  1. If there's a disconnect all moves that weren't saved shall be executed again or edited. If there were casualties then those will be edited.

  2. When a transport moves into battle and if it survives. It may load and unload 2 inf/1 tank (loading/unloading units most not have moved during combat move) during non-combat move without the transport moving, aka bridging.

  3. Transports may unload infantry into two different territories.

  4. Tanks may only load and unload from a tranny, no more moves by the tank are allowed prior to loading or after unloading.

  5. If a new naval unit is placed in an enemy occupied sea zone (naval occupation 3rd ed.). The enemy unit can only move out of that sea zone on it's combat move, thus engaging in combat (land, amphib, or sea). NOTES: Aircraft carriers and subs don't engage in combat on amphib assaults that involve no sea battle. Also, if a battleship doesn't fire during an amphib then the bs isn't engage in combat either, unless a sea battle is part of the assault. A transport that doesn't unload units into an amphib assault isn't engage in combat, unless a sea battle is part of the assault.

  6. If a unit is involved in combat, whether it had to actually move or not to be involved in combat. That unit is deemed to have moved during its combat move.

  7. If you capture an enemy AA gun during your combat movement, you cannot move that AA gun during the non-combat phase of the same turn.

  8. A canal zone (panama, egypt/syria-iraq) must be owned by you or your allies at the beginning of your turn in order to pass through it.

  9. Kami bombers and fighters are part of the kami game option.

  10. When using paras the inf and bomber must start in the same territory.

  11. A heavy bomber may only transport one para.

  12. If a bomber carrying a para is shot down at the landing zone. The para survives, however, if the bomber is shot down on its way to the landing zone, both the bomber and para are casualties.

  13. An ac may not be used to manipulate the fighters range (4 or 6 if long range). The rule to remember is that you can always launch a plane (off land or ac) if there is ANY legal possibility that it can return to a safe landing place by the end of its turn. Meaning, an ac could move into position on non-combat for the landing. Land masses don't move, so the possibility of a safe landing zone would be apparent when moving the fighter. Also, if the possible safe landing would require the movement of an ac on non-combat, but the fighter is destroyed in combat. The ac doesn't has to move into position on non-combat to pick up the phantom (destroyed) figher.

  14. Bids are used to purchase/add (remove if negative bid, can also remove more ipc's worth of pieces than nega bid) factories, aa guns, and units. The before mentioned pieces can only be placed in a territory or sea zone owned (if a sea zone is unoccupied and your territory is adjacent to that sea zone) or occupied by the same country as that of the extra piece(s) are for. Any unused bid amount is forfeited. Any new units/pieces placed as a result of a bid are considered original units/pieces.

  15. The rules state, "you can use a factory in an ally's territory that you liberate if the capital of this ally is in enemy hands". However, a game bug (what's new) doesn't allow for this, nor does the Club.

  16. An edit is required if a player wishes their defending sub to retreat to any surrounding friendly or unoccupied sea zone.

  17. An edit is required if an attacking player wishes to retreat their air unit(s) to anywhere the plane(s) could land legally during a non-combat move, as if there was no retreat.

  18. Other general rules clarifications here.

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