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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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