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Platoon Rules and Regulations (Rules are subject to change) Version 2.0 14 May 2001

A- Code of Conduct:

The motto of Platoon is "Honor above all." All who play in Platoon are expected to exemplify those words in what they say and do in A&A play both on and offline.

A1.00 All WAR Club rules apply.

B- Enlistment, Forming Teams and Changing Rosters

Note: All Platoon functions originate on the Platoon Home Page. This includes player enlistment, creating a team, changing team rosters, pre-game posting, win posting and all dbase links.

B1.00 In order to be eligible to play on a Platoon team, a player must be duly enlisted in the Platoon Player database and be a member in good standing.

B1.10 Players are only permitted to use one name in Platoon.

B1.20 Players are only permitted to be on one team roster at any time.

B1.30 Teams must have a minimum of three (3) players on their roster to be eligible to play.

B1.31 Teams may have a maximum of ten (10) players.

B1.40 The Team leader is responsible for creating a team and for adding or deleting players from the team roster.

B1.41 The Team leader is responsible for not adding a player to their team roster who is listed on another team's roster at the time.

B1.42 The name of every player listed on a team must match exactly the player's name as it appears in the Platoon Player dbase.

C- Platoon Specific Non-Play Rules: Posting, Scheduling, Editing to Restore

C1.00 Inactivity: Both teams and players in Platoon are required to maintain a minimum level of completed game play or they will be subject to removal from the Platoon Database.

C1.01 A completed game is one in which a win post has been made.

C1.02 Platoon teams failing to play at least one completed game forty-five (45) consecutive days after its last completed game will be deleted.

C1.03 Platoon players failing to play at least one completed game ninety (90) consecutive days after their last completed game will be deleted.

C1.031 Any Platoon or Player that doesn't complete their first game within twenty (20) days will be deleted.

C1.04 Players deleted for inactivity may re-enlist. However, their prior record will be lost and the player will start at a 1400 rating. Teams deleted for inactivity may be re-formed. However, their prior record will be lost and the team will start at a 1400 rating.

C1.10 Pre-game posting: The purpose of pre-game posting is to establish the intent to play a game. All players involved are required to complete the pre-game post accessed via the Platoon home page.

C1.11 The Platoon dbase is separate from the open rules dbases. If you do not use the case sensitive password and name you used to enlist in the Platoon player dbase, your post will be rejected.

C1.12 In cases where the pre-game dbase is inaccessible, please post the game on the Platoon message board. Some record of your intent to play must exist.

C1.20 Game Continues and Reschedules: Platoon games tend to run long and often require more than one session to complete. The following guidelines shall apply:

C1.21 Players should not start a game if they have less than a minimum of three (3) hours available to play unless all others involved are informed and agree to less.

C1.22 Players are expected to make every effort possible to schedule continuations in a timely manner. To insure that there are no misunderstandings, reschedules should be posted on the Platoon message board by one member of each side. Create a paper trail if you want things on the record.

C1.23 There is a fifteen (15) day limit as to how much time may pass between sessions for a single game. If one team can't arrange a continuance within that period, they shall be considered in default and the other team may post the win. If neither team can arrange a continuance within that period, the game is considered a draw.

C1.30 20-minute rule: If the game crashes, you must wait 20 minutes for other players to return. After this time you are permitted to post a win against the offending team (the one short a member or more). However, it is preferred that you make every attempt to arrange a reschedule rather than take a win under this rule. Note: if your team gets the rep of using this rule, do not expect other teams to refrain from using it against you should the situation be reversed.

C1.31 Rule C1.30 also applies to scheduled game continues.

C1.40 Posting a win: Only one player from the winning team should post the win. Win posting is accessed via the Platoon home page. Losing players are required to post. Note: the win post for has two pages. The first is for players' names and the second one is for team names. All spellings in a win post must be exact- this means password, player names and team names.

C1.41 If you accidentally double post, please notify both me and the war club webmaster (via JCoS link at the War Club main home page). It is also considered a courtesy to notify your opponents of your error, but not required.

C1.42 Wins must be posted within fourty-eight (48) hours after the end of the game. Failure to post within this time frame may result in the win being nullified.

C1.50 Saving: Players are all expected to save regularly. F6 is the shortcut. Save on your turn after you place your units but before you hit done for place.

C1.51 Save more often. The most recent available save shall be the one used in case of game crash. Partners may want to save after each battle.

C1.60 In cases of crashes and game bugs requiring an edit be used to repair or restore a game to its proper state, the most recent save should be used.

C1.61 Editing units should be done in the context of keeping the game as close as possible to what really happened. For any hits to be edited off, they must have been witnessed by at least one player on each team.

Instructions for doing a Unit Edit: 1- Launch game offline in single player mode. 2- Select "new game". 3- Select "options". 4- Select "unit edit". 5- click on "load/save setup". 6- Load the save to be edited. 7- Use right click to delete units. 8- Too add units for a given country: a) click on that country name, b) click on the icon for the unit type to be added, c) click on the territory/sea zone into which the unit(s) are to be added- each click will add one of that type of unit. (When done for that unit type, right click on that unit's icon in the edit units box to deselect the unit type) Repeat the process as needed. 8- click on "load/save setup", 9- save the "edited" game. (Consider saving under a new/different name so if you have made a mistake you will still have the original save.) 10- click "done", close game and return to room and launch he game loading the edited save.

D- Platoon Specific Play Rules

D1.00 Any rules listed under General Game Rules and Bugs below shall apply to all Platoon games. In addition, games shall be played using the following set of rules and options:

D1.10 Games are played using a 2v2 format. It is not permitted to play 1v2 or 3v2. There are no exceptions to this rule.

D1.20 All players/teams must be properly enlisted/created in the Platoon database and in good standing before they may play a Platoon game.

D1.21 You are responsible for being sure all players are in compliance with rule D1.20 before playing a Platoon game.

D1.30 Substitutions: To facilitate the timely completion of games and in keeping with the "team" nature of Platoon, a team may substitute another member for one of those playing in a game.

D1.31 Substitutes are intended to be used for good cause when one player must leave a game in progress and the other players are able to and wish to continue playing. They may be also be used to facilitate a continue on a timely basis.

D1.32 The first substitution for each team may be made freely. Any further substitutions can only be made with the agreement of all players on the opposing team.

D1.33 All substitutes must be duly enlisted in Platoon and on the team roster prior to the start of any game in which they will play.

D1.34 If a losing team has used a substitute or substitutes in a game, then the winning team may choose which to post against, the original player for whom a substitute was used, or the substitute used (if more than one, the winner may choose which).

D1.43 Negative (-) bids are permitted.

D1.57 Quick rolls must be turned on and Newspaper should be turned off.

E- General Game Rules and Bugs

E1.00 Unit locks aren't automatic draws. They may be submitted to arbitration by either party to the game in question.

E1.10 AA guns: It is illegal to move an AA gun that was not owned at the start of a player's turn. at the start of the turn of the player going through.

E1.21 There is a game bug that will let players move through the canals in violation of rule. It is illegal to do this.

E1.22 Canal zones: It is illegal to move through either the Panama or Suez Canal if they are not controlled/owned by the side going through ight of Gibraltar is not a canal.

E1.30 It is legal for a transport to drop in two diferrent territories.

E2.00 Issues relating to game bugs.

E2.10 Bomber Attacks and Raids on same turn: If a bomber used in a ground assault on a territory with an industrial complex on it survives after the attacker eliminated all of the defender's units there, the game will then do a strategic raid with that bomber.

E2.11 If this occurs, the edit units function should be used to restore the raided IPCs using the following formula: If Raid Damage is 1-2 IPCs, no edit is required; if damage is 3-4 IPCs, add 1 infantry; if damage is 5 IPCs, add 1 infantry or 1 tank; if damage is 6 IPC or more, add a choice of units totaling the amount of IPC raid or less.

E2.12 Restored units must be placed following all unit placement rules.

E2.15 Bomber raids for more IPC than 6 or bomber hits even after an AA has shot it down: There is a bug that makes a single bomber score more than 6 IPCs on a raid (more that 12 if 2 used etc.) or for a bomber shot down by an AA to raid anyway. This is a cheat. Should this occur in a game, offended players should both save, exit game and report this immediately to the War Club Webmaster and the Platoon JCoS (Saving the game here provides evidence that this cheat has been used, a copy of your save will be required ). Any player guilty of trying to use this bug will have their user name/account permanently deleted from Platoon dbase.

E2.20 AA guns sometimes firing and sometimes not: When an AA gun belonging to another country on the same side is moved into a territory owned by that side, but not by the country that owns the AA gun, it may or may not fire at enemy aircraft. This can vary depending upon the territory involved. For the AA to fire when in a partnered territory, at least one unit for the owner of the AA must also be present in that territory. This may still not cause the AA to fire. This is considered a bug that must be lived with. Whatever happens, happens.

E2.30 Sea units moving more than two spaces: In some places on the board, most notably in the regions around South America and Southern Africa, it is possible that the game will let sea units move three spaces. This is an illegal move. However, if it happens corrective actions must be taken.

E2.31 If the problem can be solved by restricting such unit's (or units') movements on the ensuing round and the offending unit(s) do not interfere with other players moves, nor give the offending side any advantage, then this is an acceptable solution.

E2.32 If offending units will interfere with any opposing players move or aid in a teammate's move, then edit units must be used to correct this error.

E2.40 Move and load tanks (aka blitz-load): The game permits a tank, which is not in a territory adjacent to a sea zone, to move one space and then to be loaded onto a transport. This is an illegal move and is not permitted.

E2.50 It is illegal to Blitz through a Neutral Territory to take or attack another territory.

E2.60 Industrial complex placed then unplaced using backspace during placement phase. If a country buys an IC and during the placement phase places and then removes it using backspace. A bug results that wont let one put that IC back into the same territory. Nor is it possible to edit it onto that territory using unit edit. Most players usually then place the IC elsewhere. However, as far as the game is concerned that IC is also still in the territory where it was originally place and then picked up from. In effect, the player will now be able to bring on purchased units in both territories although there is only 1 IC. Placing in both territories is illegal. There are two ways to handle this depending on where the player wants that IC to be.

E2.61 If the player wishes the IC to be in the territory in which it was placed before being picked back up, do not place that IC elsewhere. Allow the timer to run out for the placement phase without placing the IC. On future turns you will be able to place there even though the IC does not show.

E2.62 If the player wishes the IC to be in the second territory chosen (and not in the one from which it was picked up), simply place it there and proceed. However, you may not do placements in the original territory unless you first buy another IC for it. The second IC will not be placeable there so follow rule E2.61 for this 2nd IC.

E2.70 Submerged Submarine occupied sea zone. A sea unit can move into a sea zone during the non-combat phase if that zone is occupied by only an enemy submarine(s) that submerged.

E2.80 You may not Retreat to a country that you did not own at the beginning of your turn. This excludes a tank-blitzed country.

E2.90 If Moscow is taken and in the same round USSR troops were able to take the German capitol, the USSR may not spend the plundered IPC's until the allies retake Moscow. Spending the IPC's is illegal.

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