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AAWC/Squadron Ops rules:
There are 2 ways to play in Squadron.
1. Squad match (2 members of the same team vs 2 members of an opposing team). 2. Mercenary match (Any 2 Squadron members vs any 2 other opposing Squadron members).
All games shall be posted in the Squadron or Mercenary Databases.
Starting a team: Any member of Squadron may start a new team with a written request in the forum. You need at least 4 players to make a team. 9 is the maximum amount of members allowed per team. The following will need to be included:
1. Team Captain's name 2. Team executive officer or co-captain's name 3. Team name 4. Team insignia (Squad is an airforce theme. Insignia's must be an airforce insignia) You can pick from the list of airforce insignia's that we have. You may also submit a request to use any airforce insignia that is not in our list. Your request may be denied if the insignia does not fit into the airforce theme. I prefer if the insignia has relevance to World War 2.
Roster changes: 1. A player may request removal from a team with a written request in the message boards. They must not have any outstanding matches. 2. A captain or an executive officer may remove of a player from their team with a written request in the message boards. Said player must not have any outstanding matches. 3. A captain or an executive officer may add a player but they will need a verification post from that player in the message boards. 4. A player may request to be added to a team but he will need a verification post from the teams captain or executive officer in the message boards. 5. Players must have no outstanding matches before they canswitch teams. 6. You may NOT post in the message boards for the player looking to join/switch/leave teams. All squad members MUST have message boards rights to play in squad.
Squadrons Base Ruleset: 3rd edition, 84/110 IPC, 4 minute timer, Two Hit Battleships. In addition up to 4 more rules may be added. The lowest rated player of the 4, picks a rule which he would like and works its way up till all have had a choice. A player isn't required to do this and may pass up this option. Tech will be off by default. A player may choose to call Tech on or lock it off. Once Tech is picked it may not be changed.
Mercenary matches may use any AAWC rulesets. Squadron matches may use any AAWC rulesets by mutual agreement only (If all parties do not agree on a ruleset then Squadron Base rules MUST be played).
AAWC Rulesets: DB1 - Omaha DB2 - Kremlin DB3 - Juno DB4 - Utah DB5 - Gold DB6 - 4th edition DB7 - Anzio
Bid is decided by lowest rated team in a Squadron Team games and decided by lowest rated player in Mercenary games.
Reduced Luck: Reduced Luck will NOT be allowed in Squad play whatsoever!
Substitutions: In order to get Squadron games finished in a timely manner, substitution players may be brought in to replace one of the original players in that game. Only 1 sub will be allowed per team. You must have 1 original player from each team representing. It is recommended that a sub be brought in if an original player can not be present. This keeps the traditional 2 vs 2 format alive. If you can't get a sub or the original players to finish the game, then 2 vs 1 will be allowed.
Substitions will be allowed in Merc games. The substitute must be a member of the same squadron as the original player. 2 vs 1 will be allowed for finishing Merc games.
Catastrophic Game Failure: In the event of a catastrophic game failure that renders continuation of a game impossible, the match is a draw.
Involuntary Game Crash: In the event of an involuntary game crash, the players will need to allow their opponents 15 minutes to return to the game to finish the game. If the player(s) who crashed does not return, then a player may post a win only if they are clearly winning the game. In the case where it is not clear which side is winning, players are advised to post a reschedule on the message boards and allow your opponent two days to respond, to give them a chance to arrange to finish the game. If the player does not respond within two days then you may post a win. Players are advised to get a witness in either of these cases, in the event that your opponent files a dispute. All disputes of games crashes will be settled in the sprit of sportsmanship and honorable conduct.
Re-Launching After an Involuntary Game Crash: General Rule When an involuntary game crash occurs, the player who saved the game at a point closest to the point when the involuntary game crash occurred shall be the host of the game room, and his "game save" shall be used to continue the game. Whenever a "game save" is used to continue a game, all purchases (including attempts to obtain new technology), combat movement, combat decisions (e.g., retreating, submerging, order of taking casualties), non-combat movement, and placement of units must be executed in EXACTLY the manner that was followed prior to the involuntary game crash, except as follows: because the results of combat and the results of attempts to obtain new technology are determined randomly, A REPLAYED RESULT MIGHT BE DIFFERENT THAN THE ORIGINAL RESULT; therefore, if a replayed battle is yielding a worse result for a player than the original battle did, he may, IF POSSIBLE, retreat or submerge and, if he is the attacker, may reinforce the territory or sea zone to which he retreats; on the other hand, if a player retreated or submerged in the original battle, he must retreat or submerge in the replayed battle as well.
Re-Launching After an Involuntary Game Crash Optional Rule: Players may agree, by mutual consent, to use the "Unit Edit" feature to restore the situation which existed at the time of the involuntary game crash. "UNIT EDIT" TIP Dealing with the "Collect Income" Bug. When a game is re-launched at the Collect Income Phase and a player collects more IPC?s than he is entitled to collect, he must do one of the following: (A) save the extra IPC?s each turn; or (B) "eliminate" the extra IPC?s on his next Purchase Units Phase by informing his opponent that he is going to purchase units equal in value to the extra IPC?s but not place the units purchased with the extra IPC?s on the board during the Place Units Phase. Under no circumstances may a player purchase units using the extra IPC?s and then place the units purchased with the extra IPC?s on the board.
All players are expected to conduct themselves accordingly and treat all team members, as well as opponents, courteously (AAWC rules and CoC apply)
All Games bugs and regulations will be handled according to AAWC rules.
Anyone taking advantage of Bugs or cheating or any other violation will be turned over to the AAWC judicial branch and will be dealt with swiftly and accordingly.
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.
All Squadron disputes are to be posted in the Arbitration board.
All suggestions in Squadron will be handled by kurt3892
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